hlsl.struct.frag
WARNING: 0:26: 'register' : ignoring shader_profile 
WARNING: 0:27: 'register' : ignoring shader_profile 
WARNING: 0:30: 'register' : ignoring shader_profile 

Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:40  Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
0:40    Function Parameters: 
0:40      'input' ( in 4-component vector of float)
0:40      's' ( in structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:?     Sequence
0:45      Compare Equal ( temp bool)
0:45        's3' ( temp structure{ temp 3-component vector of bool b3})
0:45        's3' ( temp structure{ temp 3-component vector of bool b3})
0:46      move second child to first child ( temp 4-component vector of float)
0:46        i: direct index for structure ( temp 4-component vector of float)
0:46          's2' ( global structure{ temp 4-component vector of float i})
0:46          Constant:
0:46            0 (const int)
0:46        ff4: direct index for structure ( temp 4-component vector of float)
0:46          's' ( in structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:46          Constant:
0:46            7 (const int)
0:50      move second child to first child ( temp structure{})
0:50        'e' ( temp structure{})
0:50        e: direct index for structure ( temp structure{})
0:50          'ce' ( temp structure{ temp structure{} e})
0:50          Constant:
0:50            0 (const int)
0:52      Branch: Return with expression
0:52        'input' ( in 4-component vector of float)
0:40  Function Definition: PixelShaderFunction( ( temp void)
0:40    Function Parameters: 
0:?     Sequence
0:40      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)
0:40      Sequence
0:40        move second child to first child ( temp 4-component vector of float)
0:40          a: direct index for structure ( temp 4-component vector of float)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              0 (const int)
0:40          a: direct index for structure ( smooth temp 4-component vector of float)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              0 (const int)
0:40        move second child to first child ( temp bool)
0:40          b: direct index for structure ( temp bool)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              1 (const int)
0:40          b: direct index for structure ( flat temp bool)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              1 (const int)
0:40        move second child to first child ( temp 1-component vector of float)
0:40          c: direct index for structure ( temp 1-component vector of float)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              2 (const int)
0:40          c: direct index for structure ( centroid noperspective temp 1-component vector of float)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              2 (const int)
0:40        move second child to first child ( temp 2-component vector of float)
0:40          d: direct index for structure ( temp 2-component vector of float)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              3 (const int)
0:40          d: direct index for structure ( centroid sample temp 2-component vector of float)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              3 (const int)
0:40        move second child to first child ( temp bool)
0:40          ff1: direct index for structure ( temp bool)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              4 (const int)
0:?           's_ff1' ( in bool Face)
0:40        move second child to first child ( temp bool)
0:40          ff2: direct index for structure ( temp bool)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              5 (const int)
0:40          ff2: direct index for structure ( temp bool)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              4 (const int)
0:40        move second child to first child ( temp bool)
0:40          ff3: direct index for structure ( temp bool)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              6 (const int)
0:40          ff3: direct index for structure ( temp bool)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              5 (const int)
0:40        move second child to first child ( temp 4-component vector of float)
0:40          ff4: direct index for structure ( temp 4-component vector of float)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              7 (const int)
0:40          ff4: direct index for structure ( temp 4-component vector of float)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              6 (const int)
0:40      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:40        Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
0:?           'input' ( temp 4-component vector of float)
0:?           's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:?   Linker Objects
0:?     'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b,  temp bool c,  temp 4-component vector of float a,  temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
0:?     's2' ( global structure{ temp 4-component vector of float i})
0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:?     'input' (layout( location=0) in 4-component vector of float)
0:?     's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:?     's_ff1' ( in bool Face)


Linked fragment stage:


Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:40  Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
0:40    Function Parameters: 
0:40      'input' ( in 4-component vector of float)
0:40      's' ( in structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:?     Sequence
0:45      Compare Equal ( temp bool)
0:45        's3' ( temp structure{ temp 3-component vector of bool b3})
0:45        's3' ( temp structure{ temp 3-component vector of bool b3})
0:46      move second child to first child ( temp 4-component vector of float)
0:46        i: direct index for structure ( temp 4-component vector of float)
0:46          's2' ( global structure{ temp 4-component vector of float i})
0:46          Constant:
0:46            0 (const int)
0:46        ff4: direct index for structure ( temp 4-component vector of float)
0:46          's' ( in structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:46          Constant:
0:46            7 (const int)
0:50      move second child to first child ( temp structure{})
0:50        'e' ( temp structure{})
0:50        e: direct index for structure ( temp structure{})
0:50          'ce' ( temp structure{ temp structure{} e})
0:50          Constant:
0:50            0 (const int)
0:52      Branch: Return with expression
0:52        'input' ( in 4-component vector of float)
0:40  Function Definition: PixelShaderFunction( ( temp void)
0:40    Function Parameters: 
0:?     Sequence
0:40      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)
0:40      Sequence
0:40        move second child to first child ( temp 4-component vector of float)
0:40          a: direct index for structure ( temp 4-component vector of float)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              0 (const int)
0:40          a: direct index for structure ( smooth temp 4-component vector of float)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              0 (const int)
0:40        move second child to first child ( temp bool)
0:40          b: direct index for structure ( temp bool)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              1 (const int)
0:40          b: direct index for structure ( flat temp bool)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              1 (const int)
0:40        move second child to first child ( temp 1-component vector of float)
0:40          c: direct index for structure ( temp 1-component vector of float)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              2 (const int)
0:40          c: direct index for structure ( centroid noperspective temp 1-component vector of float)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              2 (const int)
0:40        move second child to first child ( temp 2-component vector of float)
0:40          d: direct index for structure ( temp 2-component vector of float)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              3 (const int)
0:40          d: direct index for structure ( centroid sample temp 2-component vector of float)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              3 (const int)
0:40        move second child to first child ( temp bool)
0:40          ff1: direct index for structure ( temp bool)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              4 (const int)
0:?           's_ff1' ( in bool Face)
0:40        move second child to first child ( temp bool)
0:40          ff2: direct index for structure ( temp bool)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              5 (const int)
0:40          ff2: direct index for structure ( temp bool)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              4 (const int)
0:40        move second child to first child ( temp bool)
0:40          ff3: direct index for structure ( temp bool)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              6 (const int)
0:40          ff3: direct index for structure ( temp bool)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              5 (const int)
0:40        move second child to first child ( temp 4-component vector of float)
0:40          ff4: direct index for structure ( temp 4-component vector of float)
0:?             's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              7 (const int)
0:40          ff4: direct index for structure ( temp 4-component vector of float)
0:40            's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:40            Constant:
0:40              6 (const int)
0:40      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:40        Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
0:?           'input' ( temp 4-component vector of float)
0:?           's' ( temp structure{ temp 4-component vector of float a,  temp bool b,  temp 1-component vector of float c,  temp 2-component vector of float d,  temp bool ff1,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:?   Linker Objects
0:?     'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b,  temp bool c,  temp 4-component vector of float a,  temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
0:?     's2' ( global structure{ temp 4-component vector of float i})
0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:?     'input' (layout( location=0) in 4-component vector of float)
0:?     's' (layout( location=1) in structure{ smooth temp 4-component vector of float a,  flat temp bool b,  centroid noperspective temp 1-component vector of float c,  centroid sample temp 2-component vector of float d,  temp bool ff2,  temp bool ff3,  temp 4-component vector of float ff4})
0:?     's_ff1' ( in bool Face)

// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 105

                              Capability Shader
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "PixelShaderFunction" 51 56 79 94
                              ExecutionMode 4 OriginUpperLeft
                              Source HLSL 500
                              Name 4  "PixelShaderFunction"
                              Name 11  "IN_S"
                              MemberName 11(IN_S) 0  "a"
                              MemberName 11(IN_S) 1  "b"
                              MemberName 11(IN_S) 2  "c"
                              MemberName 11(IN_S) 3  "d"
                              MemberName 11(IN_S) 4  "ff1"
                              MemberName 11(IN_S) 5  "ff2"
                              MemberName 11(IN_S) 6  "ff3"
                              MemberName 11(IN_S) 7  "ff4"
                              Name 16  "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;"
                              Name 14  "input"
                              Name 15  "s"
                              Name 19  "FS"
                              MemberName 19(FS) 0  "b3"
                              Name 21  "s3"
                              Name 28  ""
                              MemberName 28 0  "i"
                              Name 30  "s2"
                              Name 38  "empty"
                              Name 40  "e"
                              Name 41  "containEmpty"
                              MemberName 41(containEmpty) 0  "e"
                              Name 43  "ce"
                              Name 49  "input"
                              Name 51  "input"
                              Name 53  "s"
                              Name 54  "IN_S"
                              MemberName 54(IN_S) 0  "a"
                              MemberName 54(IN_S) 1  "b"
                              MemberName 54(IN_S) 2  "c"
                              MemberName 54(IN_S) 3  "d"
                              MemberName 54(IN_S) 4  "ff2"
                              MemberName 54(IN_S) 5  "ff3"
                              MemberName 54(IN_S) 6  "ff4"
                              Name 56  "s"
                              Name 79  "s_ff1"
                              Name 94  "@entryPointOutput"
                              Name 95  "param"
                              Name 97  "param"
                              Name 101  "myS"
                              MemberName 101(myS) 0  "b"
                              MemberName 101(myS) 1  "c"
                              MemberName 101(myS) 2  "a"
                              MemberName 101(myS) 3  "d"
                              Name 102  "$Global"
                              MemberName 102($Global) 0  "s1"
                              MemberName 102($Global) 1  "ff5"
                              MemberName 102($Global) 2  "ff6"
                              Name 104  ""
                              Decorate 51(input) Location 0
                              MemberDecorate 54(IN_S) 1 Flat
                              MemberDecorate 54(IN_S) 2 NoPerspective
                              MemberDecorate 54(IN_S) 2 Centroid
                              MemberDecorate 54(IN_S) 3 Centroid
                              Decorate 56(s) Location 1
                              Decorate 79(s_ff1) BuiltIn FrontFacing
                              Decorate 94(@entryPointOutput) Location 0
                              MemberDecorate 101(myS) 0 Offset 0
                              MemberDecorate 101(myS) 1 Offset 4
                              MemberDecorate 101(myS) 2 Offset 16
                              MemberDecorate 101(myS) 3 Offset 32
                              MemberDecorate 102($Global) 0 Offset 0
                              MemberDecorate 102($Global) 1 Offset 1620
                              MemberDecorate 102($Global) 2 Offset 1636
                              Decorate 102($Global) Block
                              Decorate 104 DescriptorSet 0
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
               8:             TypePointer Function 7(fvec4)
               9:             TypeBool
              10:             TypeVector 6(float) 2
        11(IN_S):             TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4)
              12:             TypePointer Function 11(IN_S)
              13:             TypeFunction 7(fvec4) 8(ptr) 12(ptr)
              18:             TypeVector 9(bool) 3
          19(FS):             TypeStruct 18(bvec3)
              20:             TypePointer Function 19(FS)
              28:             TypeStruct 7(fvec4)
              29:             TypePointer Private 28(struct)
          30(s2):     29(ptr) Variable Private
              31:             TypeInt 32 1
              32:     31(int) Constant 0
              33:     31(int) Constant 7
              36:             TypePointer Private 7(fvec4)
       38(empty):             TypeStruct
              39:             TypePointer Function 38(empty)
41(containEmpty):             TypeStruct 38(empty)
              42:             TypePointer Function 41(containEmpty)
              50:             TypePointer Input 7(fvec4)
       51(input):     50(ptr) Variable Input
        54(IN_S):             TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4)
              55:             TypePointer Input 54(IN_S)
           56(s):     55(ptr) Variable Input
              60:     31(int) Constant 1
              61:             TypePointer Input 9(bool)
              64:             TypePointer Function 9(bool)
              66:     31(int) Constant 2
              67:             TypePointer Input 6(float)
              70:             TypePointer Function 6(float)
              72:     31(int) Constant 3
              73:             TypePointer Input 10(fvec2)
              76:             TypePointer Function 10(fvec2)
              78:     31(int) Constant 4
       79(s_ff1):     61(ptr) Variable Input
              82:     31(int) Constant 5
              86:     31(int) Constant 6
              93:             TypePointer Output 7(fvec4)
94(@entryPointOutput):     93(ptr) Variable Output
             100:             TypeInt 32 0
        101(myS):             TypeStruct 100(int) 100(int) 7(fvec4) 7(fvec4)
    102($Global):             TypeStruct 101(myS) 6(float) 6(float)
             103:             TypePointer Uniform 102($Global)
             104:    103(ptr) Variable Uniform
4(PixelShaderFunction):           2 Function None 3
               5:             Label
       49(input):      8(ptr) Variable Function
           53(s):     12(ptr) Variable Function
       95(param):      8(ptr) Variable Function
       97(param):     12(ptr) Variable Function
              52:    7(fvec4) Load 51(input)
                              Store 49(input) 52
              57:     50(ptr) AccessChain 56(s) 32
              58:    7(fvec4) Load 57
              59:      8(ptr) AccessChain 53(s) 32
                              Store 59 58
              62:     61(ptr) AccessChain 56(s) 60
              63:     9(bool) Load 62
              65:     64(ptr) AccessChain 53(s) 60
                              Store 65 63
              68:     67(ptr) AccessChain 56(s) 66
              69:    6(float) Load 68
              71:     70(ptr) AccessChain 53(s) 66
                              Store 71 69
              74:     73(ptr) AccessChain 56(s) 72
              75:   10(fvec2) Load 74
              77:     76(ptr) AccessChain 53(s) 72
                              Store 77 75
              80:     9(bool) Load 79(s_ff1)
              81:     64(ptr) AccessChain 53(s) 78
                              Store 81 80
              83:     61(ptr) AccessChain 56(s) 78
              84:     9(bool) Load 83
              85:     64(ptr) AccessChain 53(s) 82
                              Store 85 84
              87:     61(ptr) AccessChain 56(s) 82
              88:     9(bool) Load 87
              89:     64(ptr) AccessChain 53(s) 86
                              Store 89 88
              90:     50(ptr) AccessChain 56(s) 86
              91:    7(fvec4) Load 90
              92:      8(ptr) AccessChain 53(s) 33
                              Store 92 91
              96:    7(fvec4) Load 49(input)
                              Store 95(param) 96
              98:    11(IN_S) Load 53(s)
                              Store 97(param) 98
              99:    7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 95(param) 97(param)
                              Store 94(@entryPointOutput) 99
                              Return
                              FunctionEnd
16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;):    7(fvec4) Function None 13
       14(input):      8(ptr) FunctionParameter
           15(s):     12(ptr) FunctionParameter
              17:             Label
          21(s3):     20(ptr) Variable Function
           40(e):     39(ptr) Variable Function
          43(ce):     42(ptr) Variable Function
              22:      19(FS) Load 21(s3)
              23:      19(FS) Load 21(s3)
              24:   18(bvec3) CompositeExtract 22 0
              25:   18(bvec3) CompositeExtract 23 0
              26:   18(bvec3) LogicalEqual 24 25
              27:     9(bool) All 26
              34:      8(ptr) AccessChain 15(s) 33
              35:    7(fvec4) Load 34
              37:     36(ptr) AccessChain 30(s2) 32
                              Store 37 35
              44:     39(ptr) AccessChain 43(ce) 32
              45:   38(empty) Load 44
                              Store 40(e) 45
              46:    7(fvec4) Load 14(input)
                              ReturnValue 46
                              FunctionEnd
