hlsl.partialInit.frag WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'gv' ( global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence 0:9 move second child to first child ( temp 3-element array of float) 0:9 'gfa' ( global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Parameters: 0:18 'input' ( in 4-component vector of float) 0:? Sequence 0:19 Sequence 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}) 0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 3 (const int) 0:19 0.000000 0:19 false (const bool) 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:21 move second child to first child ( temp 4-component vector of float) 0:21 v: direct index for structure ( temp 4-component vector of float) 0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) 0:21 vector-scale ( temp 4-component vector of float) 0:21 'gv' ( global 4-component vector of float) 0:21 direct index ( temp float) 0:21 'gfa' ( global 3-element array of float) 0:21 Constant: 0:21 2 (const int) 0:22 Sequence 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}) 0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 Constant: 0:22 0 (const int) 0:22 0.000000 0:22 false (const bool) 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:23 Sequence 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}) 0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 Constant: 0:23 0 (const int) 0:23 0.000000 0:23 false (const bool) 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:23 0.000000 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}) 0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 Constant: 0:24 0 (const int) 0:24 0.000000 0:24 false (const bool) 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:25 move second child to first child ( temp bool) 0:25 c: direct index for structure ( temp bool) 0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:25 c: direct index for structure ( temp bool) 0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:26 Sequence 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}) 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}) 0:26 Constant: 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0 (const int) 0:26 0.000000 0:26 false (const bool) 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 false (const bool) 0:28 Sequence 0:28 move second child to first child ( temp 4-element array of 2-component vector of float) 0:28 'gf2a' ( temp 4-element array of 2-component vector of float) 0:28 Constant: 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp int) 0:29 'cgi' ( temp int) 0:29 Constant: 0:29 0 (const int) 0:30 move second child to first child ( temp float) 0:30 b: direct index for structure ( temp float) 0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:30 Constant: 0:30 1 (const int) 0:30 component-wise multiply ( temp float) 0:30 direct index ( temp float) 0:30 direct index ( temp 2-component vector of float) 0:30 'gf2a' ( temp 4-element array of 2-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 Convert int to float ( temp float) 0:30 'cgi' ( temp int) 0:32 Branch: Return with expression 0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Definition: PixelShaderFunction( ( temp void) 0:18 Function Parameters: 0:? Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:18 Sequence 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}) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:? 'input' ( temp 4-component vector of float) 0:18 move second child to first child ( temp int) 0:? '@entryPointOutput.a' (layout( location=0) out int) 0:18 a: direct index for structure ( temp int) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 0 (const int) 0:18 move second child to first child ( temp float) 0:? '@entryPointOutput.b' (layout( location=1) out float) 0:18 b: direct index for structure ( temp float) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 1 (const int) 0:18 move second child to first child ( temp bool) 0:? '@entryPointOutput.c' (layout( location=2) out bool) 0:18 c: direct index for structure ( temp bool) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 2 (const int) 0:18 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 0:18 v: direct index for structure ( temp 4-component vector of float) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 3 (const int) 0:? Linker Objects 0:? 'gv' ( global 4-component vector of float) 0:? 'gfa' ( global 3-element array of float) 0:? '@entryPointOutput.a' (layout( location=0) out int) 0:? '@entryPointOutput.b' (layout( location=1) out float) 0:? '@entryPointOutput.c' (layout( location=2) out bool) 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 'cgf2a' ( const 3-element array of 2-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'ci' ( const int) 0:? 0 (const int) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'gv' ( global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence 0:9 move second child to first child ( temp 3-element array of float) 0:9 'gfa' ( global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Parameters: 0:18 'input' ( in 4-component vector of float) 0:? Sequence 0:19 Sequence 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}) 0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 3 (const int) 0:19 0.000000 0:19 false (const bool) 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:21 move second child to first child ( temp 4-component vector of float) 0:21 v: direct index for structure ( temp 4-component vector of float) 0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) 0:21 vector-scale ( temp 4-component vector of float) 0:21 'gv' ( global 4-component vector of float) 0:21 direct index ( temp float) 0:21 'gfa' ( global 3-element array of float) 0:21 Constant: 0:21 2 (const int) 0:22 Sequence 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}) 0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 Constant: 0:22 0 (const int) 0:22 0.000000 0:22 false (const bool) 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:23 Sequence 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}) 0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 Constant: 0:23 0 (const int) 0:23 0.000000 0:23 false (const bool) 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:23 0.000000 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}) 0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 Constant: 0:24 0 (const int) 0:24 0.000000 0:24 false (const bool) 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:25 move second child to first child ( temp bool) 0:25 c: direct index for structure ( temp bool) 0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:25 c: direct index for structure ( temp bool) 0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:26 Sequence 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}) 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}) 0:26 Constant: 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0 (const int) 0:26 0.000000 0:26 false (const bool) 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 false (const bool) 0:28 Sequence 0:28 move second child to first child ( temp 4-element array of 2-component vector of float) 0:28 'gf2a' ( temp 4-element array of 2-component vector of float) 0:28 Constant: 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp int) 0:29 'cgi' ( temp int) 0:29 Constant: 0:29 0 (const int) 0:30 move second child to first child ( temp float) 0:30 b: direct index for structure ( temp float) 0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:30 Constant: 0:30 1 (const int) 0:30 component-wise multiply ( temp float) 0:30 direct index ( temp float) 0:30 direct index ( temp 2-component vector of float) 0:30 'gf2a' ( temp 4-element array of 2-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 Convert int to float ( temp float) 0:30 'cgi' ( temp int) 0:32 Branch: Return with expression 0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Definition: PixelShaderFunction( ( temp void) 0:18 Function Parameters: 0:? Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:18 Sequence 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}) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:? 'input' ( temp 4-component vector of float) 0:18 move second child to first child ( temp int) 0:? '@entryPointOutput.a' (layout( location=0) out int) 0:18 a: direct index for structure ( temp int) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 0 (const int) 0:18 move second child to first child ( temp float) 0:? '@entryPointOutput.b' (layout( location=1) out float) 0:18 b: direct index for structure ( temp float) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 1 (const int) 0:18 move second child to first child ( temp bool) 0:? '@entryPointOutput.c' (layout( location=2) out bool) 0:18 c: direct index for structure ( temp bool) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 2 (const int) 0:18 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 0:18 v: direct index for structure ( temp 4-component vector of float) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 3 (const int) 0:? Linker Objects 0:? 'gv' ( global 4-component vector of float) 0:? 'gfa' ( global 3-element array of float) 0:? '@entryPointOutput.a' (layout( location=0) out int) 0:? '@entryPointOutput.b' (layout( location=1) out float) 0:? '@entryPointOutput.c' (layout( location=2) out bool) 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 'cgf2a' ( const 3-element array of 2-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'ci' ( const int) 0:? 0 (const int) Validation failed // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 104 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "outs" MemberName 11(outs) 0 "a" MemberName 11(outs) 1 "b" MemberName 11(outs) 2 "c" MemberName 11(outs) 3 "v" Name 14 "@PixelShaderFunction(vf4;" Name 13 "input" Name 17 "gv" Name 25 "gfa" Name 28 "o2" Name 33 "o4" Name 41 "o1" Name 44 "o3" Name 51 "Nest" MemberName 51(Nest) 0 "m" MemberName 51(Nest) 1 "os" MemberName 51(Nest) 2 "b" Name 53 "nest" Name 61 "gf2a" Name 65 "cgi" Name 78 "input" Name 80 "input" Name 82 "flattenTemp" Name 83 "param" Name 87 "@entryPointOutput.a" Name 91 "@entryPointOutput.b" Name 95 "@entryPointOutput.c" Name 99 "@entryPointOutput.v" Decorate 80(input) Location 0 Decorate 87(@entryPointOutput.a) Location 0 Decorate 91(@entryPointOutput.b) Location 1 Decorate 95(@entryPointOutput.c) Location 2 Decorate 99(@entryPointOutput.v) Location 3 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeInt 32 1 10: TypeBool 11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4) 12: TypeFunction 11(outs) 8(ptr) 16: TypePointer Private 7(fvec4) 17(gv): 16(ptr) Variable Private 18: 6(float) Constant 0 19: 6(float) Constant 1065353216 20: 7(fvec4) ConstantComposite 18 18 19 18 21: TypeInt 32 0 22: 21(int) Constant 3 23: TypeArray 6(float) 22 24: TypePointer Private 23 25(gfa): 24(ptr) Variable Private 26: 23 ConstantComposite 18 18 18 27: TypePointer Function 11(outs) 29: 9(int) Constant 3 30: 10(bool) ConstantFalse 31: 7(fvec4) ConstantComposite 18 18 18 18 32: 11(outs) ConstantComposite 29 18 30 31 35: 9(int) Constant 2 36: TypePointer Private 6(float) 42: 9(int) Constant 0 43: 11(outs) ConstantComposite 42 18 30 31 45: TypePointer Function 10(bool) 49: TypeVector 6(float) 3 50: TypeMatrix 49(fvec3) 4 51(Nest): TypeStruct 50 11(outs) 10(bool) 52: TypePointer Function 51(Nest) 54: 49(fvec3) ConstantComposite 18 18 18 55: 50 ConstantComposite 54 54 54 54 56: 51(Nest) ConstantComposite 55 43 30 57: TypeVector 6(float) 2 58: 21(int) Constant 4 59: TypeArray 57(fvec2) 58 60: TypePointer Function 59 62: 57(fvec2) ConstantComposite 18 18 63: 59 ConstantComposite 62 62 62 62 64: TypePointer Function 9(int) 66: 9(int) Constant 1 67: 21(int) Constant 1 68: TypePointer Function 6(float) 79: TypePointer Input 7(fvec4) 80(input): 79(ptr) Variable Input 86: TypePointer Output 9(int) 87(@entryPointOutput.a): 86(ptr) Variable Output 90: TypePointer Output 6(float) 91(@entryPointOutput.b): 90(ptr) Variable Output 94: TypePointer Output 10(bool) 95(@entryPointOutput.c): 94(ptr) Variable Output 98: TypePointer Output 7(fvec4) 99(@entryPointOutput.v): 98(ptr) Variable Output 102: TypeArray 57(fvec2) 22 103: 102 ConstantComposite 62 62 62 4(PixelShaderFunction): 2 Function None 3 5: Label 78(input): 8(ptr) Variable Function 82(flattenTemp): 27(ptr) Variable Function 83(param): 8(ptr) Variable Function Store 17(gv) 20 Store 25(gfa) 26 81: 7(fvec4) Load 80(input) Store 78(input) 81 84: 7(fvec4) Load 78(input) Store 83(param) 84 85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param) Store 82(flattenTemp) 85 88: 64(ptr) AccessChain 82(flattenTemp) 42 89: 9(int) Load 88 Store 87(@entryPointOutput.a) 89 92: 68(ptr) AccessChain 82(flattenTemp) 66 93: 6(float) Load 92 Store 91(@entryPointOutput.b) 93 96: 45(ptr) AccessChain 82(flattenTemp) 35 97: 10(bool) Load 96 Store 95(@entryPointOutput.c) 97 100: 8(ptr) AccessChain 82(flattenTemp) 29 101: 7(fvec4) Load 100 Store 99(@entryPointOutput.v) 101 Return FunctionEnd 14(@PixelShaderFunction(vf4;): 11(outs) Function None 12 13(input): 8(ptr) FunctionParameter 15: Label 28(o2): 27(ptr) Variable Function 33(o4): 27(ptr) Variable Function 41(o1): 27(ptr) Variable Function 44(o3): 27(ptr) Variable Function 53(nest): 52(ptr) Variable Function 61(gf2a): 60(ptr) Variable Function 65(cgi): 64(ptr) Variable Function Store 28(o2) 32 34: 7(fvec4) Load 17(gv) 37: 36(ptr) AccessChain 25(gfa) 35 38: 6(float) Load 37 39: 7(fvec4) VectorTimesScalar 34 38 40: 8(ptr) AccessChain 33(o4) 29 Store 40 39 Store 41(o1) 43 Store 44(o3) 43 Store 33(o4) 43 46: 45(ptr) AccessChain 41(o1) 35 47: 10(bool) Load 46 48: 45(ptr) AccessChain 33(o4) 35 Store 48 47 Store 53(nest) 56 Store 61(gf2a) 63 Store 65(cgi) 42 69: 68(ptr) AccessChain 61(gf2a) 35 67 70: 6(float) Load 69 71: 9(int) Load 65(cgi) 72: 6(float) ConvertSToF 71 73: 6(float) FMul 70 72 74: 68(ptr) AccessChain 33(o4) 66 Store 74 73 75: 11(outs) Load 33(o4) ReturnValue 75 FunctionEnd