2016-10-26 18:42:49 +00:00
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hlsl.logical.binary.vec.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:10 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child (temp 4-component vector of bool)
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0:11 'r00' (temp 4-component vector of bool)
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0:11 Negate conditional (temp 4-component vector of bool)
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0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:11 Constant:
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0:11 0 (const uint)
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0:12 Sequence
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0:12 move second child to first child (temp 4-component vector of bool)
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0:12 'r01' (temp 4-component vector of bool)
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0:12 logical-and (temp 4-component vector of bool)
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0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:12 Constant:
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0:12 0 (const uint)
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0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:12 Constant:
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0:12 1 (const uint)
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0:13 Sequence
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0:13 move second child to first child (temp 4-component vector of bool)
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0:13 'r02' (temp 4-component vector of bool)
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0:13 logical-or (temp 4-component vector of bool)
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0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:13 Constant:
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0:13 1 (const uint)
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0:15 Sequence
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0:15 move second child to first child (temp 4-component vector of bool)
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0:15 'r10' (temp 4-component vector of bool)
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0:15 logical-and (temp 4-component vector of bool)
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0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
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0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
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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})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:15 Constant:
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0:15 1 (const uint)
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0:16 Sequence
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0:16 move second child to first child (temp 4-component vector of bool)
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0:16 'r11' (temp 4-component vector of bool)
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0:16 logical-or (temp 4-component vector of bool)
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0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
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0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
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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})
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0:16 Constant:
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0:16 2 (const uint)
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0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:16 Constant:
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0:16 1 (const uint)
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0:18 Sequence
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0:18 move second child to first child (temp 4-component vector of bool)
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0:18 'r20' (temp 4-component vector of bool)
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0:18 logical-and (temp 4-component vector of bool)
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0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
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0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
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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})
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0:18 Constant:
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0:18 3 (const uint)
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0:19 Sequence
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0:19 move second child to first child (temp 4-component vector of bool)
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0:19 'r21' (temp 4-component vector of bool)
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0:19 logical-or (temp 4-component vector of bool)
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0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
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0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
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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})
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0:19 Constant:
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0:19 3 (const uint)
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0:22 move second child to first child (temp 4-component vector of float)
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0:22 Color: direct index for structure (temp 4-component vector of float)
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0:22 'psout' (temp structure{temp 4-component vector of float Color})
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0:22 Constant:
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0:22 0 (const int)
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0:22 Convert bool to float (temp 4-component vector of float)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 'r00' (temp 4-component vector of bool)
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0:22 'r01' (temp 4-component vector of bool)
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0:22 'r02' (temp 4-component vector of bool)
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0:22 'r10' (temp 4-component vector of bool)
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0:22 'r11' (temp 4-component vector of bool)
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0:22 'r20' (temp 4-component vector of bool)
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0:22 'r21' (temp 4-component vector of bool)
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0:23 Sequence
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0:23 Sequence
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0:23 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:23 Color: direct index for structure (temp 4-component vector of float)
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0:23 'psout' (temp structure{temp 4-component vector of float Color})
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0:23 Constant:
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0:23 0 (const int)
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0:23 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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2016-11-05 16:15:53 +00:00
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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})
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2016-10-26 18:42:49 +00:00
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:10 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child (temp 4-component vector of bool)
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0:11 'r00' (temp 4-component vector of bool)
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0:11 Negate conditional (temp 4-component vector of bool)
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0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:11 Constant:
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0:11 0 (const uint)
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0:12 Sequence
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0:12 move second child to first child (temp 4-component vector of bool)
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0:12 'r01' (temp 4-component vector of bool)
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0:12 logical-and (temp 4-component vector of bool)
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0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:12 Constant:
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0:12 0 (const uint)
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0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:12 Constant:
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0:12 1 (const uint)
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0:13 Sequence
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0:13 move second child to first child (temp 4-component vector of bool)
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0:13 'r02' (temp 4-component vector of bool)
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0:13 logical-or (temp 4-component vector of bool)
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0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:13 Constant:
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0:13 1 (const uint)
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0:15 Sequence
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0:15 move second child to first child (temp 4-component vector of bool)
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0:15 'r10' (temp 4-component vector of bool)
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0:15 logical-and (temp 4-component vector of bool)
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0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
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0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
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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})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:15 Constant:
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0:15 1 (const uint)
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0:16 Sequence
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0:16 move second child to first child (temp 4-component vector of bool)
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0:16 'r11' (temp 4-component vector of bool)
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0:16 logical-or (temp 4-component vector of bool)
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0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
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0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
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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})
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0:16 Constant:
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0:16 2 (const uint)
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0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:16 Constant:
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0:16 1 (const uint)
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0:18 Sequence
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0:18 move second child to first child (temp 4-component vector of bool)
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0:18 'r20' (temp 4-component vector of bool)
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0:18 logical-and (temp 4-component vector of bool)
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0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
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0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
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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})
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0:18 Constant:
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0:18 3 (const uint)
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0:19 Sequence
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0:19 move second child to first child (temp 4-component vector of bool)
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0:19 'r21' (temp 4-component vector of bool)
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0:19 logical-or (temp 4-component vector of bool)
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0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
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0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
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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})
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0:19 Constant:
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0:19 3 (const uint)
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0:22 move second child to first child (temp 4-component vector of float)
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0:22 Color: direct index for structure (temp 4-component vector of float)
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0:22 'psout' (temp structure{temp 4-component vector of float Color})
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0:22 Constant:
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0:22 0 (const int)
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0:22 Convert bool to float (temp 4-component vector of float)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 'r00' (temp 4-component vector of bool)
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0:22 'r01' (temp 4-component vector of bool)
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0:22 'r02' (temp 4-component vector of bool)
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0:22 'r10' (temp 4-component vector of bool)
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0:22 'r11' (temp 4-component vector of bool)
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0:22 'r20' (temp 4-component vector of bool)
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0:22 'r21' (temp 4-component vector of bool)
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0:23 Sequence
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0:23 Sequence
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0:23 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:23 Color: direct index for structure (temp 4-component vector of float)
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0:23 'psout' (temp structure{temp 4-component vector of float Color})
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0:23 Constant:
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0:23 0 (const int)
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0:23 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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2016-11-05 16:15:53 +00:00
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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})
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2016-10-26 18:42:49 +00:00
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 115
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 111
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "r00"
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Name 12 "$Global"
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MemberName 12($Global) 0 "b4a"
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MemberName 12($Global) 1 "b4b"
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MemberName 12($Global) 2 "b1a"
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MemberName 12($Global) 3 "b1b"
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Name 14 ""
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Name 24 "r01"
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Name 33 "r02"
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Name 41 "r10"
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Name 52 "r11"
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Name 61 "r20"
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Name 73 "r21"
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Name 87 "PS_OUTPUT"
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MemberName 87(PS_OUTPUT) 0 "Color"
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Name 89 "psout"
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Name 111 "Color"
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MemberDecorate 12($Global) 0 Offset 0
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MemberDecorate 12($Global) 1 Offset 16
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MemberDecorate 12($Global) 2 Offset 32
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MemberDecorate 12($Global) 3 Offset 36
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Decorate 12($Global) Block
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Decorate 14 DescriptorSet 0
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Decorate 111(Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeBool
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7: TypeVector 6(bool) 4
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8: TypePointer Function 7(bvec4)
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10: TypeInt 32 0
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11: TypeVector 10(int) 4
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12($Global): TypeStruct 11(ivec4) 11(ivec4) 10(int) 10(int)
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13: TypePointer Uniform 12($Global)
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14: 13(ptr) Variable Uniform
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15: TypeInt 32 1
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16: 15(int) Constant 0
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17: TypePointer Uniform 11(ivec4)
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20: 10(int) Constant 0
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21: 11(ivec4) ConstantComposite 20 20 20 20
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28: 15(int) Constant 1
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42: 15(int) Constant 2
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43: TypePointer Uniform 10(int)
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67: 15(int) Constant 3
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85: TypeFloat 32
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86: TypeVector 85(float) 4
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87(PS_OUTPUT): TypeStruct 86(fvec4)
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88: TypePointer Function 87(PS_OUTPUT)
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103: 85(float) Constant 0
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104: 85(float) Constant 1065353216
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105: 86(fvec4) ConstantComposite 103 103 103 103
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106: 86(fvec4) ConstantComposite 104 104 104 104
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108: TypePointer Function 86(fvec4)
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110: TypePointer Output 86(fvec4)
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111(Color): 110(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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9(r00): 8(ptr) Variable Function
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24(r01): 8(ptr) Variable Function
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33(r02): 8(ptr) Variable Function
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41(r10): 8(ptr) Variable Function
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52(r11): 8(ptr) Variable Function
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61(r20): 8(ptr) Variable Function
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73(r21): 8(ptr) Variable Function
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89(psout): 88(ptr) Variable Function
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18: 17(ptr) AccessChain 14 16
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19: 11(ivec4) Load 18
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22: 7(bvec4) INotEqual 19 21
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23: 7(bvec4) LogicalNot 22
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Store 9(r00) 23
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25: 17(ptr) AccessChain 14 16
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26: 11(ivec4) Load 25
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27: 7(bvec4) INotEqual 26 21
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29: 17(ptr) AccessChain 14 28
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30: 11(ivec4) Load 29
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31: 7(bvec4) INotEqual 30 21
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32: 7(bvec4) LogicalAnd 27 31
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Store 24(r01) 32
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34: 17(ptr) AccessChain 14 16
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35: 11(ivec4) Load 34
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36: 7(bvec4) INotEqual 35 21
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37: 17(ptr) AccessChain 14 28
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38: 11(ivec4) Load 37
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39: 7(bvec4) INotEqual 38 21
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40: 7(bvec4) LogicalOr 36 39
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Store 33(r02) 40
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44: 43(ptr) AccessChain 14 42
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45: 10(int) Load 44
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46: 6(bool) INotEqual 45 20
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47: 7(bvec4) CompositeConstruct 46 46 46 46
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48: 17(ptr) AccessChain 14 28
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49: 11(ivec4) Load 48
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50: 7(bvec4) INotEqual 49 21
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51: 7(bvec4) LogicalAnd 47 50
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Store 41(r10) 51
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53: 43(ptr) AccessChain 14 42
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54: 10(int) Load 53
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55: 6(bool) INotEqual 54 20
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56: 7(bvec4) CompositeConstruct 55 55 55 55
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57: 17(ptr) AccessChain 14 28
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58: 11(ivec4) Load 57
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59: 7(bvec4) INotEqual 58 21
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60: 7(bvec4) LogicalOr 56 59
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Store 52(r11) 60
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62: 17(ptr) AccessChain 14 16
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63: 11(ivec4) Load 62
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64: 7(bvec4) INotEqual 63 21
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SelectionMerge 66 None
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BranchConditional 64 65 66
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65: Label
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68: 43(ptr) AccessChain 14 67
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69: 10(int) Load 68
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70: 6(bool) INotEqual 69 20
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71: 7(bvec4) CompositeConstruct 70 70 70 70
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Branch 66
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66: Label
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72: 6(bool) Phi 64 5 71 65
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Store 61(r20) 72
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74: 17(ptr) AccessChain 14 16
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75: 11(ivec4) Load 74
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76: 7(bvec4) INotEqual 75 21
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77: 6(bool) LogicalNot 76
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SelectionMerge 79 None
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BranchConditional 77 78 79
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78: Label
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80: 43(ptr) AccessChain 14 67
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81: 10(int) Load 80
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82: 6(bool) INotEqual 81 20
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83: 7(bvec4) CompositeConstruct 82 82 82 82
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Branch 79
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79: Label
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84: 6(bool) Phi 76 66 83 78
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Store 73(r21) 84
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90: 7(bvec4) Load 9(r00)
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91: 7(bvec4) Load 24(r01)
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92: 7(bvec4) LogicalOr 90 91
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93: 7(bvec4) Load 33(r02)
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94: 7(bvec4) LogicalOr 92 93
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95: 7(bvec4) Load 41(r10)
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96: 7(bvec4) LogicalOr 94 95
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97: 7(bvec4) Load 52(r11)
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98: 7(bvec4) LogicalOr 96 97
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99: 7(bvec4) Load 61(r20)
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100: 7(bvec4) LogicalOr 98 99
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101: 7(bvec4) Load 73(r21)
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102: 7(bvec4) LogicalOr 100 101
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107: 86(fvec4) Select 102 106 105
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109: 108(ptr) AccessChain 89(psout) 16
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Store 109 107
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112: 108(ptr) AccessChain 89(psout) 16
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113: 86(fvec4) Load 112
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Store 111(Color) 113
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Return
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FunctionEnd
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