1hlsl.switch.frag 2Shader version: 500 3gl_FragCoord origin is upper left 40:? Sequence 50:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) 60:2 Function Parameters: 70:2 'input' ( in 4-component vector of float) 80:2 'c' ( in int) 90:2 'd' ( in int) 100:? Sequence 110:3 'c' ( in int) 120:7 switch 130:7 condition 140:7 'c' ( in int) 150:7 body 160:7 Sequence 170:9 default: 180:7 Sequence 190:7 Branch: Break 200:12 switch 210:12 condition 220:12 'c' ( in int) 230:12 body 240:12 Sequence 250:13 case: with expression 260:13 Constant: 270:13 1 (const int) 280:? Sequence 290:14 Pre-Increment ( temp 4-component vector of float) 300:14 'input' ( in 4-component vector of float) 310:15 Branch: Break 320:16 case: with expression 330:16 Constant: 340:16 2 (const int) 350:? Sequence 360:17 Pre-Decrement ( temp 4-component vector of float) 370:17 'input' ( in 4-component vector of float) 380:18 Branch: Break 390:21 switch: DontFlatten 400:21 condition 410:21 'c' ( in int) 420:21 body 430:21 Sequence 440:22 case: with expression 450:22 Constant: 460:22 1 (const int) 470:? Sequence 480:23 Pre-Increment ( temp 4-component vector of float) 490:23 'input' ( in 4-component vector of float) 500:24 Branch: Break 510:25 case: with expression 520:25 Constant: 530:25 2 (const int) 540:? Sequence 550:26 switch 560:26 condition 570:26 'd' ( in int) 580:26 body 590:26 Sequence 600:27 case: with expression 610:27 Constant: 620:27 2 (const int) 630:? Sequence 640:28 add second child into first child ( temp 4-component vector of float) 650:28 'input' ( in 4-component vector of float) 660:28 Constant: 670:28 2.000000 680:29 Branch: Break 690:30 case: with expression 700:30 Constant: 710:30 3 (const int) 720:? Sequence 730:31 add second child into first child ( temp 4-component vector of float) 740:31 'input' ( in 4-component vector of float) 750:31 Constant: 760:31 3.000000 770:32 Branch: Break 780:34 Branch: Break 790:35 default: 800:? Sequence 810:36 add second child into first child ( temp 4-component vector of float) 820:36 'input' ( in 4-component vector of float) 830:36 Constant: 840:36 4.000000 850:39 switch 860:39 condition 870:39 'c' ( in int) 880:39 body 890:39 Sequence 900:40 case: with expression 910:40 Constant: 920:40 1 (const int) 930:39 Sequence 940:39 Branch: Break 950:43 switch 960:43 condition 970:43 'c' ( in int) 980:43 body 990:43 Sequence 1000:44 case: with expression 1010:44 Constant: 1020:44 1 (const int) 1030:45 case: with expression 1040:45 Constant: 1050:45 2 (const int) 1060:46 case: with expression 1070:46 Constant: 1080:46 3 (const int) 1090:? Sequence 1100:47 Pre-Increment ( temp 4-component vector of float) 1110:47 'input' ( in 4-component vector of float) 1120:48 Branch: Break 1130:49 case: with expression 1140:49 Constant: 1150:49 4 (const int) 1160:50 case: with expression 1170:50 Constant: 1180:50 5 (const int) 1190:? Sequence 1200:51 Pre-Decrement ( temp 4-component vector of float) 1210:51 'input' ( in 4-component vector of float) 1220:54 Branch: Return with expression 1230:54 'input' ( in 4-component vector of float) 1240:2 Function Definition: PixelShaderFunction( ( temp void) 1250:2 Function Parameters: 1260:? Sequence 1270:2 move second child to first child ( temp 4-component vector of float) 1280:? 'input' ( temp 4-component vector of float) 1290:? 'input' (layout( location=0) in 4-component vector of float) 1300:2 move second child to first child ( temp int) 1310:? 'c' ( temp int) 1320:? 'c' (layout( location=1) flat in int) 1330:2 move second child to first child ( temp int) 1340:? 'd' ( temp int) 1350:? 'd' (layout( location=2) flat in int) 1360:2 move second child to first child ( temp 4-component vector of float) 1370:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 1380:2 Function Call: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) 1390:? 'input' ( temp 4-component vector of float) 1400:? 'c' ( temp int) 1410:? 'd' ( temp int) 1420:? Linker Objects 1430:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 1440:? 'input' (layout( location=0) in 4-component vector of float) 1450:? 'c' (layout( location=1) flat in int) 1460:? 'd' (layout( location=2) flat in int) 147 148 149Linked fragment stage: 150 151 152Shader version: 500 153gl_FragCoord origin is upper left 1540:? Sequence 1550:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) 1560:2 Function Parameters: 1570:2 'input' ( in 4-component vector of float) 1580:2 'c' ( in int) 1590:2 'd' ( in int) 1600:? Sequence 1610:3 'c' ( in int) 1620:7 switch 1630:7 condition 1640:7 'c' ( in int) 1650:7 body 1660:7 Sequence 1670:9 default: 1680:7 Sequence 1690:7 Branch: Break 1700:12 switch 1710:12 condition 1720:12 'c' ( in int) 1730:12 body 1740:12 Sequence 1750:13 case: with expression 1760:13 Constant: 1770:13 1 (const int) 1780:? Sequence 1790:14 Pre-Increment ( temp 4-component vector of float) 1800:14 'input' ( in 4-component vector of float) 1810:15 Branch: Break 1820:16 case: with expression 1830:16 Constant: 1840:16 2 (const int) 1850:? Sequence 1860:17 Pre-Decrement ( temp 4-component vector of float) 1870:17 'input' ( in 4-component vector of float) 1880:18 Branch: Break 1890:21 switch: DontFlatten 1900:21 condition 1910:21 'c' ( in int) 1920:21 body 1930:21 Sequence 1940:22 case: with expression 1950:22 Constant: 1960:22 1 (const int) 1970:? Sequence 1980:23 Pre-Increment ( temp 4-component vector of float) 1990:23 'input' ( in 4-component vector of float) 2000:24 Branch: Break 2010:25 case: with expression 2020:25 Constant: 2030:25 2 (const int) 2040:? Sequence 2050:26 switch 2060:26 condition 2070:26 'd' ( in int) 2080:26 body 2090:26 Sequence 2100:27 case: with expression 2110:27 Constant: 2120:27 2 (const int) 2130:? Sequence 2140:28 add second child into first child ( temp 4-component vector of float) 2150:28 'input' ( in 4-component vector of float) 2160:28 Constant: 2170:28 2.000000 2180:29 Branch: Break 2190:30 case: with expression 2200:30 Constant: 2210:30 3 (const int) 2220:? Sequence 2230:31 add second child into first child ( temp 4-component vector of float) 2240:31 'input' ( in 4-component vector of float) 2250:31 Constant: 2260:31 3.000000 2270:32 Branch: Break 2280:34 Branch: Break 2290:35 default: 2300:? Sequence 2310:36 add second child into first child ( temp 4-component vector of float) 2320:36 'input' ( in 4-component vector of float) 2330:36 Constant: 2340:36 4.000000 2350:39 switch 2360:39 condition 2370:39 'c' ( in int) 2380:39 body 2390:39 Sequence 2400:40 case: with expression 2410:40 Constant: 2420:40 1 (const int) 2430:39 Sequence 2440:39 Branch: Break 2450:43 switch 2460:43 condition 2470:43 'c' ( in int) 2480:43 body 2490:43 Sequence 2500:44 case: with expression 2510:44 Constant: 2520:44 1 (const int) 2530:45 case: with expression 2540:45 Constant: 2550:45 2 (const int) 2560:46 case: with expression 2570:46 Constant: 2580:46 3 (const int) 2590:? Sequence 2600:47 Pre-Increment ( temp 4-component vector of float) 2610:47 'input' ( in 4-component vector of float) 2620:48 Branch: Break 2630:49 case: with expression 2640:49 Constant: 2650:49 4 (const int) 2660:50 case: with expression 2670:50 Constant: 2680:50 5 (const int) 2690:? Sequence 2700:51 Pre-Decrement ( temp 4-component vector of float) 2710:51 'input' ( in 4-component vector of float) 2720:54 Branch: Return with expression 2730:54 'input' ( in 4-component vector of float) 2740:2 Function Definition: PixelShaderFunction( ( temp void) 2750:2 Function Parameters: 2760:? Sequence 2770:2 move second child to first child ( temp 4-component vector of float) 2780:? 'input' ( temp 4-component vector of float) 2790:? 'input' (layout( location=0) in 4-component vector of float) 2800:2 move second child to first child ( temp int) 2810:? 'c' ( temp int) 2820:? 'c' (layout( location=1) flat in int) 2830:2 move second child to first child ( temp int) 2840:? 'd' ( temp int) 2850:? 'd' (layout( location=2) flat in int) 2860:2 move second child to first child ( temp 4-component vector of float) 2870:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 2880:2 Function Call: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) 2890:? 'input' ( temp 4-component vector of float) 2900:? 'c' ( temp int) 2910:? 'd' ( temp int) 2920:? Linker Objects 2930:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 2940:? 'input' (layout( location=0) in 4-component vector of float) 2950:? 'c' (layout( location=1) flat in int) 2960:? 'd' (layout( location=2) flat in int) 297 298// Module Version 10000 299// Generated by (magic number): 8000a 300// Id's are bound by 106 301 302 Capability Shader 303 1: ExtInstImport "GLSL.std.450" 304 MemoryModel Logical GLSL450 305 EntryPoint Fragment 4 "PixelShaderFunction" 88 92 95 98 306 ExecutionMode 4 OriginUpperLeft 307 Source HLSL 500 308 Name 4 "PixelShaderFunction" 309 Name 15 "@PixelShaderFunction(vf4;i1;i1;" 310 Name 12 "input" 311 Name 13 "c" 312 Name 14 "d" 313 Name 86 "input" 314 Name 88 "input" 315 Name 90 "c" 316 Name 92 "c" 317 Name 94 "d" 318 Name 95 "d" 319 Name 98 "@entryPointOutput" 320 Name 99 "param" 321 Name 101 "param" 322 Name 103 "param" 323 Decorate 88(input) Location 0 324 Decorate 92(c) Flat 325 Decorate 92(c) Location 1 326 Decorate 95(d) Flat 327 Decorate 95(d) Location 2 328 Decorate 98(@entryPointOutput) Location 0 329 2: TypeVoid 330 3: TypeFunction 2 331 6: TypeFloat 32 332 7: TypeVector 6(float) 4 333 8: TypePointer Function 7(fvec4) 334 9: TypeInt 32 1 335 10: TypePointer Function 9(int) 336 11: TypeFunction 7(fvec4) 8(ptr) 10(ptr) 10(ptr) 337 27: 6(float) Constant 1065353216 338 49: 6(float) Constant 1073741824 339 54: 6(float) Constant 1077936128 340 61: 6(float) Constant 1082130432 341 87: TypePointer Input 7(fvec4) 342 88(input): 87(ptr) Variable Input 343 91: TypePointer Input 9(int) 344 92(c): 91(ptr) Variable Input 345 95(d): 91(ptr) Variable Input 346 97: TypePointer Output 7(fvec4) 34798(@entryPointOutput): 97(ptr) Variable Output 3484(PixelShaderFunction): 2 Function None 3 349 5: Label 350 86(input): 8(ptr) Variable Function 351 90(c): 10(ptr) Variable Function 352 94(d): 10(ptr) Variable Function 353 99(param): 8(ptr) Variable Function 354 101(param): 10(ptr) Variable Function 355 103(param): 10(ptr) Variable Function 356 89: 7(fvec4) Load 88(input) 357 Store 86(input) 89 358 93: 9(int) Load 92(c) 359 Store 90(c) 93 360 96: 9(int) Load 95(d) 361 Store 94(d) 96 362 100: 7(fvec4) Load 86(input) 363 Store 99(param) 100 364 102: 9(int) Load 90(c) 365 Store 101(param) 102 366 104: 9(int) Load 94(d) 367 Store 103(param) 104 368 105: 7(fvec4) FunctionCall 15(@PixelShaderFunction(vf4;i1;i1;) 99(param) 101(param) 103(param) 369 Store 98(@entryPointOutput) 105 370 Return 371 FunctionEnd 37215(@PixelShaderFunction(vf4;i1;i1;): 7(fvec4) Function None 11 373 12(input): 8(ptr) FunctionParameter 374 13(c): 10(ptr) FunctionParameter 375 14(d): 10(ptr) FunctionParameter 376 16: Label 377 17: 9(int) Load 13(c) 378 SelectionMerge 19 None 379 Switch 17 18 380 18: Label 381 Branch 19 382 19: Label 383 22: 9(int) Load 13(c) 384 SelectionMerge 25 None 385 Switch 22 25 386 case 1: 23 387 case 2: 24 388 23: Label 389 26: 7(fvec4) Load 12(input) 390 28: 7(fvec4) CompositeConstruct 27 27 27 27 391 29: 7(fvec4) FAdd 26 28 392 Store 12(input) 29 393 Branch 25 394 24: Label 395 31: 7(fvec4) Load 12(input) 396 32: 7(fvec4) CompositeConstruct 27 27 27 27 397 33: 7(fvec4) FSub 31 32 398 Store 12(input) 33 399 Branch 25 400 25: Label 401 36: 9(int) Load 13(c) 402 SelectionMerge 40 DontFlatten 403 Switch 36 39 404 case 1: 37 405 case 2: 38 406 39: Label 407 62: 7(fvec4) Load 12(input) 408 63: 7(fvec4) CompositeConstruct 61 61 61 61 409 64: 7(fvec4) FAdd 62 63 410 Store 12(input) 64 411 Branch 40 412 37: Label 413 41: 7(fvec4) Load 12(input) 414 42: 7(fvec4) CompositeConstruct 27 27 27 27 415 43: 7(fvec4) FAdd 41 42 416 Store 12(input) 43 417 Branch 40 418 38: Label 419 45: 9(int) Load 14(d) 420 SelectionMerge 48 None 421 Switch 45 48 422 case 2: 46 423 case 3: 47 424 46: Label 425 50: 7(fvec4) Load 12(input) 426 51: 7(fvec4) CompositeConstruct 49 49 49 49 427 52: 7(fvec4) FAdd 50 51 428 Store 12(input) 52 429 Branch 48 430 47: Label 431 55: 7(fvec4) Load 12(input) 432 56: 7(fvec4) CompositeConstruct 54 54 54 54 433 57: 7(fvec4) FAdd 55 56 434 Store 12(input) 57 435 Branch 48 436 48: Label 437 Branch 40 438 40: Label 439 66: 9(int) Load 13(c) 440 SelectionMerge 68 None 441 Switch 66 68 442 case 1: 67 443 67: Label 444 Branch 68 445 68: Label 446 71: 9(int) Load 13(c) 447 SelectionMerge 74 None 448 Switch 71 74 449 case 1: 72 450 case 2: 72 451 case 3: 72 452 case 4: 73 453 case 5: 73 454 72: Label 455 75: 7(fvec4) Load 12(input) 456 76: 7(fvec4) CompositeConstruct 27 27 27 27 457 77: 7(fvec4) FAdd 75 76 458 Store 12(input) 77 459 Branch 74 460 73: Label 461 79: 7(fvec4) Load 12(input) 462 80: 7(fvec4) CompositeConstruct 27 27 27 27 463 81: 7(fvec4) FSub 79 80 464 Store 12(input) 81 465 Branch 74 466 74: Label 467 83: 7(fvec4) Load 12(input) 468 ReturnValue 83 469 FunctionEnd 470