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      1 hlsl.partialInit.frag
      2 WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing 
      3 WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing 
      4 
      5 Shader version: 500
      6 gl_FragCoord origin is upper left
      7 0:? Sequence
      8 0:8  Sequence
      9 0:8    move second child to first child ( temp 4-component vector of float)
     10 0:8      'gv' ( global 4-component vector of float)
     11 0:8      Constant:
     12 0:8        0.000000
     13 0:8        0.000000
     14 0:8        1.000000
     15 0:8        0.000000
     16 0:9  Sequence
     17 0:9    move second child to first child ( temp 3-element array of float)
     18 0:9      'gfa' ( global 3-element array of float)
     19 0:9      Constant:
     20 0:9        0.000000
     21 0:9        0.000000
     22 0:9        0.000000
     23 0:18  Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     24 0:18    Function Parameters: 
     25 0:18      'input' ( in 4-component vector of float)
     26 0:?     Sequence
     27 0:19      Sequence
     28 0:19        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     29 0:19          'o2' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     30 0:19          Constant:
     31 0:19            3 (const int)
     32 0:19            0.000000
     33 0:19            false (const bool)
     34 0:19            0.000000
     35 0:19            0.000000
     36 0:19            0.000000
     37 0:19            0.000000
     38 0:21      move second child to first child ( temp 4-component vector of float)
     39 0:21        v: direct index for structure ( temp 4-component vector of float)
     40 0:21          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     41 0:21          Constant:
     42 0:21            3 (const int)
     43 0:21        vector-scale ( temp 4-component vector of float)
     44 0:21          'gv' ( global 4-component vector of float)
     45 0:21          direct index ( temp float)
     46 0:21            'gfa' ( global 3-element array of float)
     47 0:21            Constant:
     48 0:21              2 (const int)
     49 0:22      Sequence
     50 0:22        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     51 0:22          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     52 0:22          Constant:
     53 0:22            0 (const int)
     54 0:22            0.000000
     55 0:22            false (const bool)
     56 0:22            0.000000
     57 0:22            0.000000
     58 0:22            0.000000
     59 0:22            0.000000
     60 0:23      Sequence
     61 0:23        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     62 0:23          'o3' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     63 0:23          Constant:
     64 0:23            0 (const int)
     65 0:23            0.000000
     66 0:23            false (const bool)
     67 0:23            0.000000
     68 0:23            0.000000
     69 0:23            0.000000
     70 0:23            0.000000
     71 0:24      move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     72 0:24        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     73 0:24        Constant:
     74 0:24          0 (const int)
     75 0:24          0.000000
     76 0:24          false (const bool)
     77 0:24          0.000000
     78 0:24          0.000000
     79 0:24          0.000000
     80 0:24          0.000000
     81 0:25      move second child to first child ( temp bool)
     82 0:25        c: direct index for structure ( temp bool)
     83 0:25          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     84 0:25          Constant:
     85 0:25            2 (const int)
     86 0:25        c: direct index for structure ( temp bool)
     87 0:25          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
     88 0:25          Constant:
     89 0:25            2 (const int)
     90 0:26      Sequence
     91 0:26        move second child to first child ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
     92 0:26          'nest' ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
     93 0:26          Constant:
     94 0:26            0.000000
     95 0:26            0.000000
     96 0:26            0.000000
     97 0:26            0.000000
     98 0:26            0.000000
     99 0:26            0.000000
    100 0:26            0.000000
    101 0:26            0.000000
    102 0:26            0.000000
    103 0:26            0.000000
    104 0:26            0.000000
    105 0:26            0.000000
    106 0:26            0 (const int)
    107 0:26            0.000000
    108 0:26            false (const bool)
    109 0:26            0.000000
    110 0:26            0.000000
    111 0:26            0.000000
    112 0:26            0.000000
    113 0:26            false (const bool)
    114 0:28      Sequence
    115 0:28        move second child to first child ( temp 4-element array of 2-component vector of float)
    116 0:28          'gf2a' ( temp 4-element array of 2-component vector of float)
    117 0:28          Constant:
    118 0:28            0.000000
    119 0:28            0.000000
    120 0:28            0.000000
    121 0:28            0.000000
    122 0:28            0.000000
    123 0:28            0.000000
    124 0:28            0.000000
    125 0:28            0.000000
    126 0:29      Sequence
    127 0:29        move second child to first child ( temp int)
    128 0:29          'cgi' ( temp int)
    129 0:29          Constant:
    130 0:29            0 (const int)
    131 0:30      move second child to first child ( temp float)
    132 0:30        b: direct index for structure ( temp float)
    133 0:30          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    134 0:30          Constant:
    135 0:30            1 (const int)
    136 0:30        component-wise multiply ( temp float)
    137 0:30          direct index ( temp float)
    138 0:30            direct index ( temp 2-component vector of float)
    139 0:30              'gf2a' ( temp 4-element array of 2-component vector of float)
    140 0:30              Constant:
    141 0:30                2 (const int)
    142 0:30            Constant:
    143 0:30              1 (const int)
    144 0:30          Convert int to float ( temp float)
    145 0:30            'cgi' ( temp int)
    146 0:32      Branch: Return with expression
    147 0:32        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    148 0:18  Function Definition: PixelShaderFunction( ( temp void)
    149 0:18    Function Parameters: 
    150 0:?     Sequence
    151 0:18      move second child to first child ( temp 4-component vector of float)
    152 0:?         'input' ( temp 4-component vector of float)
    153 0:?         'input' (layout( location=0) in 4-component vector of float)
    154 0:18      Sequence
    155 0:18        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    156 0:18          'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    157 0:18          Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    158 0:?             'input' ( temp 4-component vector of float)
    159 0:18        move second child to first child ( temp int)
    160 0:?           '@entryPointOutput.a' (layout( location=0) out int)
    161 0:18          a: direct index for structure ( temp int)
    162 0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    163 0:18            Constant:
    164 0:18              0 (const int)
    165 0:18        move second child to first child ( temp float)
    166 0:?           '@entryPointOutput.b' (layout( location=1) out float)
    167 0:18          b: direct index for structure ( temp float)
    168 0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    169 0:18            Constant:
    170 0:18              1 (const int)
    171 0:18        move second child to first child ( temp bool)
    172 0:?           '@entryPointOutput.c' (layout( location=2) out bool)
    173 0:18          c: direct index for structure ( temp bool)
    174 0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    175 0:18            Constant:
    176 0:18              2 (const int)
    177 0:18        move second child to first child ( temp 4-component vector of float)
    178 0:?           '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
    179 0:18          v: direct index for structure ( temp 4-component vector of float)
    180 0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    181 0:18            Constant:
    182 0:18              3 (const int)
    183 0:?   Linker Objects
    184 0:?     'gv' ( global 4-component vector of float)
    185 0:?     'gfa' ( global 3-element array of float)
    186 0:?     '@entryPointOutput.a' (layout( location=0) out int)
    187 0:?     '@entryPointOutput.b' (layout( location=1) out float)
    188 0:?     '@entryPointOutput.c' (layout( location=2) out bool)
    189 0:?     '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
    190 0:?     'input' (layout( location=0) in 4-component vector of float)
    191 0:?     'cgf2a' ( const 3-element array of 2-component vector of float)
    192 0:?       0.000000
    193 0:?       0.000000
    194 0:?       0.000000
    195 0:?       0.000000
    196 0:?       0.000000
    197 0:?       0.000000
    198 0:?     'ci' ( const int)
    199 0:?       0 (const int)
    200 
    201 
    202 Linked fragment stage:
    203 
    204 
    205 Shader version: 500
    206 gl_FragCoord origin is upper left
    207 0:? Sequence
    208 0:8  Sequence
    209 0:8    move second child to first child ( temp 4-component vector of float)
    210 0:8      'gv' ( global 4-component vector of float)
    211 0:8      Constant:
    212 0:8        0.000000
    213 0:8        0.000000
    214 0:8        1.000000
    215 0:8        0.000000
    216 0:9  Sequence
    217 0:9    move second child to first child ( temp 3-element array of float)
    218 0:9      'gfa' ( global 3-element array of float)
    219 0:9      Constant:
    220 0:9        0.000000
    221 0:9        0.000000
    222 0:9        0.000000
    223 0:18  Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    224 0:18    Function Parameters: 
    225 0:18      'input' ( in 4-component vector of float)
    226 0:?     Sequence
    227 0:19      Sequence
    228 0:19        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    229 0:19          'o2' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    230 0:19          Constant:
    231 0:19            3 (const int)
    232 0:19            0.000000
    233 0:19            false (const bool)
    234 0:19            0.000000
    235 0:19            0.000000
    236 0:19            0.000000
    237 0:19            0.000000
    238 0:21      move second child to first child ( temp 4-component vector of float)
    239 0:21        v: direct index for structure ( temp 4-component vector of float)
    240 0:21          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    241 0:21          Constant:
    242 0:21            3 (const int)
    243 0:21        vector-scale ( temp 4-component vector of float)
    244 0:21          'gv' ( global 4-component vector of float)
    245 0:21          direct index ( temp float)
    246 0:21            'gfa' ( global 3-element array of float)
    247 0:21            Constant:
    248 0:21              2 (const int)
    249 0:22      Sequence
    250 0:22        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    251 0:22          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    252 0:22          Constant:
    253 0:22            0 (const int)
    254 0:22            0.000000
    255 0:22            false (const bool)
    256 0:22            0.000000
    257 0:22            0.000000
    258 0:22            0.000000
    259 0:22            0.000000
    260 0:23      Sequence
    261 0:23        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    262 0:23          'o3' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    263 0:23          Constant:
    264 0:23            0 (const int)
    265 0:23            0.000000
    266 0:23            false (const bool)
    267 0:23            0.000000
    268 0:23            0.000000
    269 0:23            0.000000
    270 0:23            0.000000
    271 0:24      move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    272 0:24        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    273 0:24        Constant:
    274 0:24          0 (const int)
    275 0:24          0.000000
    276 0:24          false (const bool)
    277 0:24          0.000000
    278 0:24          0.000000
    279 0:24          0.000000
    280 0:24          0.000000
    281 0:25      move second child to first child ( temp bool)
    282 0:25        c: direct index for structure ( temp bool)
    283 0:25          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    284 0:25          Constant:
    285 0:25            2 (const int)
    286 0:25        c: direct index for structure ( temp bool)
    287 0:25          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    288 0:25          Constant:
    289 0:25            2 (const int)
    290 0:26      Sequence
    291 0:26        move second child to first child ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
    292 0:26          'nest' ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
    293 0:26          Constant:
    294 0:26            0.000000
    295 0:26            0.000000
    296 0:26            0.000000
    297 0:26            0.000000
    298 0:26            0.000000
    299 0:26            0.000000
    300 0:26            0.000000
    301 0:26            0.000000
    302 0:26            0.000000
    303 0:26            0.000000
    304 0:26            0.000000
    305 0:26            0.000000
    306 0:26            0 (const int)
    307 0:26            0.000000
    308 0:26            false (const bool)
    309 0:26            0.000000
    310 0:26            0.000000
    311 0:26            0.000000
    312 0:26            0.000000
    313 0:26            false (const bool)
    314 0:28      Sequence
    315 0:28        move second child to first child ( temp 4-element array of 2-component vector of float)
    316 0:28          'gf2a' ( temp 4-element array of 2-component vector of float)
    317 0:28          Constant:
    318 0:28            0.000000
    319 0:28            0.000000
    320 0:28            0.000000
    321 0:28            0.000000
    322 0:28            0.000000
    323 0:28            0.000000
    324 0:28            0.000000
    325 0:28            0.000000
    326 0:29      Sequence
    327 0:29        move second child to first child ( temp int)
    328 0:29          'cgi' ( temp int)
    329 0:29          Constant:
    330 0:29            0 (const int)
    331 0:30      move second child to first child ( temp float)
    332 0:30        b: direct index for structure ( temp float)
    333 0:30          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    334 0:30          Constant:
    335 0:30            1 (const int)
    336 0:30        component-wise multiply ( temp float)
    337 0:30          direct index ( temp float)
    338 0:30            direct index ( temp 2-component vector of float)
    339 0:30              'gf2a' ( temp 4-element array of 2-component vector of float)
    340 0:30              Constant:
    341 0:30                2 (const int)
    342 0:30            Constant:
    343 0:30              1 (const int)
    344 0:30          Convert int to float ( temp float)
    345 0:30            'cgi' ( temp int)
    346 0:32      Branch: Return with expression
    347 0:32        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    348 0:18  Function Definition: PixelShaderFunction( ( temp void)
    349 0:18    Function Parameters: 
    350 0:?     Sequence
    351 0:18      move second child to first child ( temp 4-component vector of float)
    352 0:?         'input' ( temp 4-component vector of float)
    353 0:?         'input' (layout( location=0) in 4-component vector of float)
    354 0:18      Sequence
    355 0:18        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    356 0:18          'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    357 0:18          Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    358 0:?             'input' ( temp 4-component vector of float)
    359 0:18        move second child to first child ( temp int)
    360 0:?           '@entryPointOutput.a' (layout( location=0) out int)
    361 0:18          a: direct index for structure ( temp int)
    362 0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    363 0:18            Constant:
    364 0:18              0 (const int)
    365 0:18        move second child to first child ( temp float)
    366 0:?           '@entryPointOutput.b' (layout( location=1) out float)
    367 0:18          b: direct index for structure ( temp float)
    368 0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    369 0:18            Constant:
    370 0:18              1 (const int)
    371 0:18        move second child to first child ( temp bool)
    372 0:?           '@entryPointOutput.c' (layout( location=2) out bool)
    373 0:18          c: direct index for structure ( temp bool)
    374 0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    375 0:18            Constant:
    376 0:18              2 (const int)
    377 0:18        move second child to first child ( temp 4-component vector of float)
    378 0:?           '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
    379 0:18          v: direct index for structure ( temp 4-component vector of float)
    380 0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
    381 0:18            Constant:
    382 0:18              3 (const int)
    383 0:?   Linker Objects
    384 0:?     'gv' ( global 4-component vector of float)
    385 0:?     'gfa' ( global 3-element array of float)
    386 0:?     '@entryPointOutput.a' (layout( location=0) out int)
    387 0:?     '@entryPointOutput.b' (layout( location=1) out float)
    388 0:?     '@entryPointOutput.c' (layout( location=2) out bool)
    389 0:?     '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
    390 0:?     'input' (layout( location=0) in 4-component vector of float)
    391 0:?     'cgf2a' ( const 3-element array of 2-component vector of float)
    392 0:?       0.000000
    393 0:?       0.000000
    394 0:?       0.000000
    395 0:?       0.000000
    396 0:?       0.000000
    397 0:?       0.000000
    398 0:?     'ci' ( const int)
    399 0:?       0 (const int)
    400 
    401 Validation failed
    402 // Module Version 10000
    403 // Generated by (magic number): 80007
    404 // Id's are bound by 104
    405 
    406                               Capability Shader
    407                1:             ExtInstImport  "GLSL.std.450"
    408                               MemoryModel Logical GLSL450
    409                               EntryPoint Fragment 4  "PixelShaderFunction" 80 87 91 95 99
    410                               ExecutionMode 4 OriginUpperLeft
    411                               Source HLSL 500
    412                               Name 4  "PixelShaderFunction"
    413                               Name 11  "outs"
    414                               MemberName 11(outs) 0  "a"
    415                               MemberName 11(outs) 1  "b"
    416                               MemberName 11(outs) 2  "c"
    417                               MemberName 11(outs) 3  "v"
    418                               Name 14  "@PixelShaderFunction(vf4;"
    419                               Name 13  "input"
    420                               Name 17  "gv"
    421                               Name 25  "gfa"
    422                               Name 28  "o2"
    423                               Name 33  "o4"
    424                               Name 41  "o1"
    425                               Name 44  "o3"
    426                               Name 51  "Nest"
    427                               MemberName 51(Nest) 0  "m"
    428                               MemberName 51(Nest) 1  "os"
    429                               MemberName 51(Nest) 2  "b"
    430                               Name 53  "nest"
    431                               Name 61  "gf2a"
    432                               Name 65  "cgi"
    433                               Name 78  "input"
    434                               Name 80  "input"
    435                               Name 82  "flattenTemp"
    436                               Name 83  "param"
    437                               Name 87  "@entryPointOutput.a"
    438                               Name 91  "@entryPointOutput.b"
    439                               Name 95  "@entryPointOutput.c"
    440                               Name 99  "@entryPointOutput.v"
    441                               Decorate 80(input) Location 0
    442                               Decorate 87(@entryPointOutput.a) Location 0
    443                               Decorate 91(@entryPointOutput.b) Location 1
    444                               Decorate 95(@entryPointOutput.c) Location 2
    445                               Decorate 99(@entryPointOutput.v) Location 3
    446                2:             TypeVoid
    447                3:             TypeFunction 2
    448                6:             TypeFloat 32
    449                7:             TypeVector 6(float) 4
    450                8:             TypePointer Function 7(fvec4)
    451                9:             TypeInt 32 1
    452               10:             TypeBool
    453         11(outs):             TypeStruct 9(int) 6(float) 10(bool) 7(fvec4)
    454               12:             TypeFunction 11(outs) 8(ptr)
    455               16:             TypePointer Private 7(fvec4)
    456           17(gv):     16(ptr) Variable Private
    457               18:    6(float) Constant 0
    458               19:    6(float) Constant 1065353216
    459               20:    7(fvec4) ConstantComposite 18 18 19 18
    460               21:             TypeInt 32 0
    461               22:     21(int) Constant 3
    462               23:             TypeArray 6(float) 22
    463               24:             TypePointer Private 23
    464          25(gfa):     24(ptr) Variable Private
    465               26:          23 ConstantComposite 18 18 18
    466               27:             TypePointer Function 11(outs)
    467               29:      9(int) Constant 3
    468               30:    10(bool) ConstantFalse
    469               31:    7(fvec4) ConstantComposite 18 18 18 18
    470               32:    11(outs) ConstantComposite 29 18 30 31
    471               35:      9(int) Constant 2
    472               36:             TypePointer Private 6(float)
    473               42:      9(int) Constant 0
    474               43:    11(outs) ConstantComposite 42 18 30 31
    475               45:             TypePointer Function 10(bool)
    476               49:             TypeVector 6(float) 3
    477               50:             TypeMatrix 49(fvec3) 4
    478         51(Nest):             TypeStruct 50 11(outs) 10(bool)
    479               52:             TypePointer Function 51(Nest)
    480               54:   49(fvec3) ConstantComposite 18 18 18
    481               55:          50 ConstantComposite 54 54 54 54
    482               56:    51(Nest) ConstantComposite 55 43 30
    483               57:             TypeVector 6(float) 2
    484               58:     21(int) Constant 4
    485               59:             TypeArray 57(fvec2) 58
    486               60:             TypePointer Function 59
    487               62:   57(fvec2) ConstantComposite 18 18
    488               63:          59 ConstantComposite 62 62 62 62
    489               64:             TypePointer Function 9(int)
    490               66:      9(int) Constant 1
    491               67:     21(int) Constant 1
    492               68:             TypePointer Function 6(float)
    493               79:             TypePointer Input 7(fvec4)
    494        80(input):     79(ptr) Variable Input
    495               86:             TypePointer Output 9(int)
    496 87(@entryPointOutput.a):     86(ptr) Variable Output
    497               90:             TypePointer Output 6(float)
    498 91(@entryPointOutput.b):     90(ptr) Variable Output
    499               94:             TypePointer Output 10(bool)
    500 95(@entryPointOutput.c):     94(ptr) Variable Output
    501               98:             TypePointer Output 7(fvec4)
    502 99(@entryPointOutput.v):     98(ptr) Variable Output
    503              102:             TypeArray 57(fvec2) 22
    504              103:         102 ConstantComposite 62 62 62
    505 4(PixelShaderFunction):           2 Function None 3
    506                5:             Label
    507        78(input):      8(ptr) Variable Function
    508  82(flattenTemp):     27(ptr) Variable Function
    509        83(param):      8(ptr) Variable Function
    510                               Store 17(gv) 20
    511                               Store 25(gfa) 26
    512               81:    7(fvec4) Load 80(input)
    513                               Store 78(input) 81
    514               84:    7(fvec4) Load 78(input)
    515                               Store 83(param) 84
    516               85:    11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param)
    517                               Store 82(flattenTemp) 85
    518               88:     64(ptr) AccessChain 82(flattenTemp) 42
    519               89:      9(int) Load 88
    520                               Store 87(@entryPointOutput.a) 89
    521               92:     68(ptr) AccessChain 82(flattenTemp) 66
    522               93:    6(float) Load 92
    523                               Store 91(@entryPointOutput.b) 93
    524               96:     45(ptr) AccessChain 82(flattenTemp) 35
    525               97:    10(bool) Load 96
    526                               Store 95(@entryPointOutput.c) 97
    527              100:      8(ptr) AccessChain 82(flattenTemp) 29
    528              101:    7(fvec4) Load 100
    529                               Store 99(@entryPointOutput.v) 101
    530                               Return
    531                               FunctionEnd
    532 14(@PixelShaderFunction(vf4;):    11(outs) Function None 12
    533        13(input):      8(ptr) FunctionParameter
    534               15:             Label
    535           28(o2):     27(ptr) Variable Function
    536           33(o4):     27(ptr) Variable Function
    537           41(o1):     27(ptr) Variable Function
    538           44(o3):     27(ptr) Variable Function
    539         53(nest):     52(ptr) Variable Function
    540         61(gf2a):     60(ptr) Variable Function
    541          65(cgi):     64(ptr) Variable Function
    542                               Store 28(o2) 32
    543               34:    7(fvec4) Load 17(gv)
    544               37:     36(ptr) AccessChain 25(gfa) 35
    545               38:    6(float) Load 37
    546               39:    7(fvec4) VectorTimesScalar 34 38
    547               40:      8(ptr) AccessChain 33(o4) 29
    548                               Store 40 39
    549                               Store 41(o1) 43
    550                               Store 44(o3) 43
    551                               Store 33(o4) 43
    552               46:     45(ptr) AccessChain 41(o1) 35
    553               47:    10(bool) Load 46
    554               48:     45(ptr) AccessChain 33(o4) 35
    555                               Store 48 47
    556                               Store 53(nest) 56
    557                               Store 61(gf2a) 63
    558                               Store 65(cgi) 42
    559               69:     68(ptr) AccessChain 61(gf2a) 35 67
    560               70:    6(float) Load 69
    561               71:      9(int) Load 65(cgi)
    562               72:    6(float) ConvertSToF 71
    563               73:    6(float) FMul 70 72
    564               74:     68(ptr) AccessChain 33(o4) 66
    565                               Store 74 73
    566               75:    11(outs) Load 33(o4)
    567                               ReturnValue 75
    568                               FunctionEnd
    569