1hlsl.whileLoop.frag 2Shader version: 500 3gl_FragCoord origin is upper left 40:? Sequence 50:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 60:2 Function Parameters: 70:2 'input' ( in 4-component vector of float) 80:? Sequence 90:3 Loop with condition tested first 100:3 Loop Condition 110:3 any ( temp bool) 120:3 NotEqual ( temp 4-component vector of bool) 130:3 'input' ( in 4-component vector of float) 140:3 'input' ( in 4-component vector of float) 150:3 Loop Body 160:? Sequence 170:3 Branch: Return with expression 180:3 'input' ( in 4-component vector of float) 190:4 Loop with condition tested first 200:4 Loop Condition 210:4 Constant: 220:4 false (const bool) 230:4 No loop body 240:5 Loop with condition tested first: Unroll 250:5 Loop Condition 260:5 Constant: 270:5 false (const bool) 280:5 No loop body 290:6 Loop with condition tested first 300:6 Loop Condition 310:6 Constant: 320:6 false (const bool) 330:6 No loop body 340:2 Function Definition: PixelShaderFunction( ( temp void) 350:2 Function Parameters: 360:? Sequence 370:2 move second child to first child ( temp 4-component vector of float) 380:? 'input' ( temp 4-component vector of float) 390:? 'input' (layout( location=0) in 4-component vector of float) 400:2 move second child to first child ( temp 4-component vector of float) 410:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 420:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 430:? 'input' ( temp 4-component vector of float) 440:? Linker Objects 450:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 460:? 'input' (layout( location=0) in 4-component vector of float) 47 48 49Linked fragment stage: 50 51 52Shader version: 500 53gl_FragCoord origin is upper left 540:? Sequence 550:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 560:2 Function Parameters: 570:2 'input' ( in 4-component vector of float) 580:? Sequence 590:3 Loop with condition tested first 600:3 Loop Condition 610:3 any ( temp bool) 620:3 NotEqual ( temp 4-component vector of bool) 630:3 'input' ( in 4-component vector of float) 640:3 'input' ( in 4-component vector of float) 650:3 Loop Body 660:? Sequence 670:3 Branch: Return with expression 680:3 'input' ( in 4-component vector of float) 690:4 Loop with condition tested first 700:4 Loop Condition 710:4 Constant: 720:4 false (const bool) 730:4 No loop body 740:5 Loop with condition tested first: Unroll 750:5 Loop Condition 760:5 Constant: 770:5 false (const bool) 780:5 No loop body 790:6 Loop with condition tested first 800:6 Loop Condition 810:6 Constant: 820:6 false (const bool) 830:6 No loop body 840:2 Function Definition: PixelShaderFunction( ( temp void) 850:2 Function Parameters: 860:? Sequence 870:2 move second child to first child ( temp 4-component vector of float) 880:? 'input' ( temp 4-component vector of float) 890:? 'input' (layout( location=0) in 4-component vector of float) 900:2 move second child to first child ( temp 4-component vector of float) 910:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 920:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 930:? 'input' ( temp 4-component vector of float) 940:? Linker Objects 950:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 960:? 'input' (layout( location=0) in 4-component vector of float) 97 98// Module Version 10000 99// Generated by (magic number): 8000a 100// Id's are bound by 52 101 102 Capability Shader 103 1: ExtInstImport "GLSL.std.450" 104 MemoryModel Logical GLSL450 105 EntryPoint Fragment 4 "PixelShaderFunction" 45 48 106 ExecutionMode 4 OriginUpperLeft 107 Source HLSL 500 108 Name 4 "PixelShaderFunction" 109 Name 11 "@PixelShaderFunction(vf4;" 110 Name 10 "input" 111 Name 43 "input" 112 Name 45 "input" 113 Name 48 "@entryPointOutput" 114 Name 49 "param" 115 Decorate 45(input) Location 0 116 Decorate 48(@entryPointOutput) Location 0 117 2: TypeVoid 118 3: TypeFunction 2 119 6: TypeFloat 32 120 7: TypeVector 6(float) 4 121 8: TypePointer Function 7(fvec4) 122 9: TypeFunction 7(fvec4) 8(ptr) 123 20: TypeBool 124 21: TypeVector 20(bool) 4 125 31: 20(bool) ConstantFalse 126 44: TypePointer Input 7(fvec4) 127 45(input): 44(ptr) Variable Input 128 47: TypePointer Output 7(fvec4) 12948(@entryPointOutput): 47(ptr) Variable Output 1304(PixelShaderFunction): 2 Function None 3 131 5: Label 132 43(input): 8(ptr) Variable Function 133 49(param): 8(ptr) Variable Function 134 46: 7(fvec4) Load 45(input) 135 Store 43(input) 46 136 50: 7(fvec4) Load 43(input) 137 Store 49(param) 50 138 51: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 49(param) 139 Store 48(@entryPointOutput) 51 140 Return 141 FunctionEnd 14211(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 143 10(input): 8(ptr) FunctionParameter 144 12: Label 145 Branch 13 146 13: Label 147 LoopMerge 15 16 None 148 Branch 17 149 17: Label 150 18: 7(fvec4) Load 10(input) 151 19: 7(fvec4) Load 10(input) 152 22: 21(bvec4) FUnordNotEqual 18 19 153 23: 20(bool) Any 22 154 BranchConditional 23 14 15 155 14: Label 156 24: 7(fvec4) Load 10(input) 157 ReturnValue 24 158 16: Label 159 Branch 13 160 15: Label 161 Branch 26 162 26: Label 163 LoopMerge 28 29 None 164 Branch 30 165 30: Label 166 BranchConditional 31 27 28 167 27: Label 168 Branch 29 169 29: Label 170 Branch 26 171 28: Label 172 Branch 32 173 32: Label 174 LoopMerge 34 35 Unroll 175 Branch 36 176 36: Label 177 BranchConditional 31 33 34 178 33: Label 179 Branch 35 180 35: Label 181 Branch 32 182 34: Label 183 Branch 37 184 37: Label 185 LoopMerge 39 40 None 186 Branch 41 187 41: Label 188 BranchConditional 31 38 39 189 38: Label 190 Branch 40 191 40: Label 192 Branch 37 193 39: Label 194 42: 7(fvec4) Undef 195 ReturnValue 42 196 FunctionEnd 197