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-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out412
1 files changed, 412 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out
new file mode 100644
index 00000000000..32b5a385975
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out
@@ -0,0 +1,412 @@
+hlsl.logical.binary.vec.frag
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
+0:10 Function Parameters:
+0:? Sequence
+0:11 Sequence
+0:11 move second child to first child (temp 4-component vector of bool)
+0:11 'r00' (temp 4-component vector of bool)
+0:11 Negate conditional (temp 4-component vector of bool)
+0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:11 Constant:
+0:11 0 (const uint)
+0:12 Sequence
+0:12 move second child to first child (temp 4-component vector of bool)
+0:12 'r01' (temp 4-component vector of bool)
+0:12 logical-and (temp 4-component vector of bool)
+0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:12 Constant:
+0:12 0 (const uint)
+0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:12 Constant:
+0:12 1 (const uint)
+0:13 Sequence
+0:13 move second child to first child (temp 4-component vector of bool)
+0:13 'r02' (temp 4-component vector of bool)
+0:13 logical-or (temp 4-component vector of bool)
+0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:13 Constant:
+0:13 0 (const uint)
+0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:13 Constant:
+0:13 1 (const uint)
+0:15 Sequence
+0:15 move second child to first child (temp 4-component vector of bool)
+0:15 'r10' (temp 4-component vector of bool)
+0:15 logical-and (temp 4-component vector of bool)
+0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
+0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
+0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:15 Constant:
+0:15 2 (const uint)
+0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:15 Constant:
+0:15 1 (const uint)
+0:16 Sequence
+0:16 move second child to first child (temp 4-component vector of bool)
+0:16 'r11' (temp 4-component vector of bool)
+0:16 logical-or (temp 4-component vector of bool)
+0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
+0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:16 Constant:
+0:16 2 (const uint)
+0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:16 Constant:
+0:16 1 (const uint)
+0:18 Sequence
+0:18 move second child to first child (temp 4-component vector of bool)
+0:18 'r20' (temp 4-component vector of bool)
+0:18 logical-and (temp 4-component vector of bool)
+0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:18 Constant:
+0:18 0 (const uint)
+0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
+0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
+0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:18 Constant:
+0:18 3 (const uint)
+0:19 Sequence
+0:19 move second child to first child (temp 4-component vector of bool)
+0:19 'r21' (temp 4-component vector of bool)
+0:19 logical-or (temp 4-component vector of bool)
+0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:19 Constant:
+0:19 0 (const uint)
+0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
+0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
+0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:19 Constant:
+0:19 3 (const uint)
+0:22 move second child to first child (temp 4-component vector of float)
+0:22 Color: direct index for structure (temp 4-component vector of float)
+0:22 'psout' (temp structure{temp 4-component vector of float Color})
+0:22 Constant:
+0:22 0 (const int)
+0:22 Convert bool to float (temp 4-component vector of float)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 'r00' (temp 4-component vector of bool)
+0:22 'r01' (temp 4-component vector of bool)
+0:22 'r02' (temp 4-component vector of bool)
+0:22 'r10' (temp 4-component vector of bool)
+0:22 'r11' (temp 4-component vector of bool)
+0:22 'r20' (temp 4-component vector of bool)
+0:22 'r21' (temp 4-component vector of bool)
+0:23 Sequence
+0:23 Sequence
+0:23 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:23 Color: direct index for structure (temp 4-component vector of float)
+0:23 'psout' (temp structure{temp 4-component vector of float Color})
+0:23 Constant:
+0:23 0 (const int)
+0:23 Branch: Return
+0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+
+
+Linked fragment stage:
+
+
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
+0:10 Function Parameters:
+0:? Sequence
+0:11 Sequence
+0:11 move second child to first child (temp 4-component vector of bool)
+0:11 'r00' (temp 4-component vector of bool)
+0:11 Negate conditional (temp 4-component vector of bool)
+0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:11 Constant:
+0:11 0 (const uint)
+0:12 Sequence
+0:12 move second child to first child (temp 4-component vector of bool)
+0:12 'r01' (temp 4-component vector of bool)
+0:12 logical-and (temp 4-component vector of bool)
+0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:12 Constant:
+0:12 0 (const uint)
+0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:12 Constant:
+0:12 1 (const uint)
+0:13 Sequence
+0:13 move second child to first child (temp 4-component vector of bool)
+0:13 'r02' (temp 4-component vector of bool)
+0:13 logical-or (temp 4-component vector of bool)
+0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:13 Constant:
+0:13 0 (const uint)
+0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:13 Constant:
+0:13 1 (const uint)
+0:15 Sequence
+0:15 move second child to first child (temp 4-component vector of bool)
+0:15 'r10' (temp 4-component vector of bool)
+0:15 logical-and (temp 4-component vector of bool)
+0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
+0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
+0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:15 Constant:
+0:15 2 (const uint)
+0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:15 Constant:
+0:15 1 (const uint)
+0:16 Sequence
+0:16 move second child to first child (temp 4-component vector of bool)
+0:16 'r11' (temp 4-component vector of bool)
+0:16 logical-or (temp 4-component vector of bool)
+0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
+0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:16 Constant:
+0:16 2 (const uint)
+0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:16 Constant:
+0:16 1 (const uint)
+0:18 Sequence
+0:18 move second child to first child (temp 4-component vector of bool)
+0:18 'r20' (temp 4-component vector of bool)
+0:18 logical-and (temp 4-component vector of bool)
+0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:18 Constant:
+0:18 0 (const uint)
+0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
+0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
+0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:18 Constant:
+0:18 3 (const uint)
+0:19 Sequence
+0:19 move second child to first child (temp 4-component vector of bool)
+0:19 'r21' (temp 4-component vector of bool)
+0:19 logical-or (temp 4-component vector of bool)
+0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
+0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:19 Constant:
+0:19 0 (const uint)
+0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
+0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
+0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:19 Constant:
+0:19 3 (const uint)
+0:22 move second child to first child (temp 4-component vector of float)
+0:22 Color: direct index for structure (temp 4-component vector of float)
+0:22 'psout' (temp structure{temp 4-component vector of float Color})
+0:22 Constant:
+0:22 0 (const int)
+0:22 Convert bool to float (temp 4-component vector of float)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 logical-or (temp 4-component vector of bool)
+0:22 'r00' (temp 4-component vector of bool)
+0:22 'r01' (temp 4-component vector of bool)
+0:22 'r02' (temp 4-component vector of bool)
+0:22 'r10' (temp 4-component vector of bool)
+0:22 'r11' (temp 4-component vector of bool)
+0:22 'r20' (temp 4-component vector of bool)
+0:22 'r21' (temp 4-component vector of bool)
+0:23 Sequence
+0:23 Sequence
+0:23 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:23 Color: direct index for structure (temp 4-component vector of float)
+0:23 'psout' (temp structure{temp 4-component vector of float Color})
+0:23 Constant:
+0:23 0 (const int)
+0:23 Branch: Return
+0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 115
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 111
+ ExecutionMode 4 OriginUpperLeft
+ Name 4 "main"
+ Name 9 "r00"
+ Name 12 "$Global"
+ MemberName 12($Global) 0 "b4a"
+ MemberName 12($Global) 1 "b4b"
+ MemberName 12($Global) 2 "b1a"
+ MemberName 12($Global) 3 "b1b"
+ Name 14 ""
+ Name 24 "r01"
+ Name 33 "r02"
+ Name 41 "r10"
+ Name 52 "r11"
+ Name 61 "r20"
+ Name 73 "r21"
+ Name 87 "PS_OUTPUT"
+ MemberName 87(PS_OUTPUT) 0 "Color"
+ Name 89 "psout"
+ Name 111 "Color"
+ MemberDecorate 12($Global) 0 Offset 0
+ MemberDecorate 12($Global) 1 Offset 16
+ MemberDecorate 12($Global) 2 Offset 32
+ MemberDecorate 12($Global) 3 Offset 36
+ Decorate 12($Global) Block
+ Decorate 14 DescriptorSet 0
+ Decorate 111(Color) Location 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeBool
+ 7: TypeVector 6(bool) 4
+ 8: TypePointer Function 7(bvec4)
+ 10: TypeInt 32 0
+ 11: TypeVector 10(int) 4
+ 12($Global): TypeStruct 11(ivec4) 11(ivec4) 10(int) 10(int)
+ 13: TypePointer Uniform 12($Global)
+ 14: 13(ptr) Variable Uniform
+ 15: TypeInt 32 1
+ 16: 15(int) Constant 0
+ 17: TypePointer Uniform 11(ivec4)
+ 20: 10(int) Constant 0
+ 21: 11(ivec4) ConstantComposite 20 20 20 20
+ 28: 15(int) Constant 1
+ 42: 15(int) Constant 2
+ 43: TypePointer Uniform 10(int)
+ 67: 15(int) Constant 3
+ 85: TypeFloat 32
+ 86: TypeVector 85(float) 4
+ 87(PS_OUTPUT): TypeStruct 86(fvec4)
+ 88: TypePointer Function 87(PS_OUTPUT)
+ 103: 85(float) Constant 0
+ 104: 85(float) Constant 1065353216
+ 105: 86(fvec4) ConstantComposite 103 103 103 103
+ 106: 86(fvec4) ConstantComposite 104 104 104 104
+ 108: TypePointer Function 86(fvec4)
+ 110: TypePointer Output 86(fvec4)
+ 111(Color): 110(ptr) Variable Output
+ 4(main): 2 Function None 3
+ 5: Label
+ 9(r00): 8(ptr) Variable Function
+ 24(r01): 8(ptr) Variable Function
+ 33(r02): 8(ptr) Variable Function
+ 41(r10): 8(ptr) Variable Function
+ 52(r11): 8(ptr) Variable Function
+ 61(r20): 8(ptr) Variable Function
+ 73(r21): 8(ptr) Variable Function
+ 89(psout): 88(ptr) Variable Function
+ 18: 17(ptr) AccessChain 14 16
+ 19: 11(ivec4) Load 18
+ 22: 7(bvec4) INotEqual 19 21
+ 23: 7(bvec4) LogicalNot 22
+ Store 9(r00) 23
+ 25: 17(ptr) AccessChain 14 16
+ 26: 11(ivec4) Load 25
+ 27: 7(bvec4) INotEqual 26 21
+ 29: 17(ptr) AccessChain 14 28
+ 30: 11(ivec4) Load 29
+ 31: 7(bvec4) INotEqual 30 21
+ 32: 7(bvec4) LogicalAnd 27 31
+ Store 24(r01) 32
+ 34: 17(ptr) AccessChain 14 16
+ 35: 11(ivec4) Load 34
+ 36: 7(bvec4) INotEqual 35 21
+ 37: 17(ptr) AccessChain 14 28
+ 38: 11(ivec4) Load 37
+ 39: 7(bvec4) INotEqual 38 21
+ 40: 7(bvec4) LogicalOr 36 39
+ Store 33(r02) 40
+ 44: 43(ptr) AccessChain 14 42
+ 45: 10(int) Load 44
+ 46: 6(bool) INotEqual 45 20
+ 47: 7(bvec4) CompositeConstruct 46 46 46 46
+ 48: 17(ptr) AccessChain 14 28
+ 49: 11(ivec4) Load 48
+ 50: 7(bvec4) INotEqual 49 21
+ 51: 7(bvec4) LogicalAnd 47 50
+ Store 41(r10) 51
+ 53: 43(ptr) AccessChain 14 42
+ 54: 10(int) Load 53
+ 55: 6(bool) INotEqual 54 20
+ 56: 7(bvec4) CompositeConstruct 55 55 55 55
+ 57: 17(ptr) AccessChain 14 28
+ 58: 11(ivec4) Load 57
+ 59: 7(bvec4) INotEqual 58 21
+ 60: 7(bvec4) LogicalOr 56 59
+ Store 52(r11) 60
+ 62: 17(ptr) AccessChain 14 16
+ 63: 11(ivec4) Load 62
+ 64: 7(bvec4) INotEqual 63 21
+ SelectionMerge 66 None
+ BranchConditional 64 65 66
+ 65: Label
+ 68: 43(ptr) AccessChain 14 67
+ 69: 10(int) Load 68
+ 70: 6(bool) INotEqual 69 20
+ 71: 7(bvec4) CompositeConstruct 70 70 70 70
+ Branch 66
+ 66: Label
+ 72: 6(bool) Phi 64 5 71 65
+ Store 61(r20) 72
+ 74: 17(ptr) AccessChain 14 16
+ 75: 11(ivec4) Load 74
+ 76: 7(bvec4) INotEqual 75 21
+ 77: 6(bool) LogicalNot 76
+ SelectionMerge 79 None
+ BranchConditional 77 78 79
+ 78: Label
+ 80: 43(ptr) AccessChain 14 67
+ 81: 10(int) Load 80
+ 82: 6(bool) INotEqual 81 20
+ 83: 7(bvec4) CompositeConstruct 82 82 82 82
+ Branch 79
+ 79: Label
+ 84: 6(bool) Phi 76 66 83 78
+ Store 73(r21) 84
+ 90: 7(bvec4) Load 9(r00)
+ 91: 7(bvec4) Load 24(r01)
+ 92: 7(bvec4) LogicalOr 90 91
+ 93: 7(bvec4) Load 33(r02)
+ 94: 7(bvec4) LogicalOr 92 93
+ 95: 7(bvec4) Load 41(r10)
+ 96: 7(bvec4) LogicalOr 94 95
+ 97: 7(bvec4) Load 52(r11)
+ 98: 7(bvec4) LogicalOr 96 97
+ 99: 7(bvec4) Load 61(r20)
+ 100: 7(bvec4) LogicalOr 98 99
+ 101: 7(bvec4) Load 73(r21)
+ 102: 7(bvec4) LogicalOr 100 101
+ 107: 86(fvec4) Select 102 106 105
+ 109: 108(ptr) AccessChain 89(psout) 16
+ Store 109 107
+ 112: 108(ptr) AccessChain 89(psout) 16
+ 113: 86(fvec4) Load 112
+ Store 111(Color) 113
+ Return
+ FunctionEnd