mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-22 03:08:13 +00:00
568 lines
27 KiB
Plaintext
Executable File
568 lines
27 KiB
Plaintext
Executable File
hlsl.partialInit.frag
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WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing
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WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 'gv' ( global 4-component vector of float)
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0:8 Constant:
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0:8 0.000000
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0:8 0.000000
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0:8 1.000000
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0:8 0.000000
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0:9 Sequence
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0:9 move second child to first child ( temp 3-element array of float)
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0:9 'gfa' ( global 3-element array of float)
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Parameters:
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0:18 'input' ( in 4-component vector of float)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 3 (const int)
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0:19 0.000000
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0:19 false (const bool)
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:21 move second child to first child ( temp 4-component vector of float)
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0:21 v: direct index for structure ( temp 4-component vector of float)
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0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 3 (const int)
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0:21 vector-scale ( temp 4-component vector of float)
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0:21 'gv' ( global 4-component vector of float)
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0:21 direct index ( temp float)
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0:21 'gfa' ( global 3-element array of float)
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0:21 Constant:
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0:21 2 (const int)
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0:22 Sequence
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0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 Constant:
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0:22 0 (const int)
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0:22 0.000000
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0:22 false (const bool)
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0:22 0.000000
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0:22 0.000000
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0:22 0.000000
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0:22 0.000000
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0:23 Sequence
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0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 Constant:
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0:23 0 (const int)
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0:23 0.000000
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0:23 false (const bool)
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 Constant:
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0:24 0 (const int)
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0:24 0.000000
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0:24 false (const bool)
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:25 move second child to first child ( temp bool)
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0:25 c: direct index for structure ( temp bool)
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0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:25 c: direct index for structure ( temp bool)
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0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:26 Sequence
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0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 Constant:
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0 (const int)
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0:26 0.000000
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0:26 false (const bool)
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 false (const bool)
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0:28 Sequence
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0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
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0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
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0:28 Constant:
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:29 Sequence
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0:29 move second child to first child ( temp int)
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0:29 'cgi' ( temp int)
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0:29 Constant:
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0:29 0 (const int)
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0:30 move second child to first child ( temp float)
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0:30 b: direct index for structure ( temp float)
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0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:30 Constant:
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0:30 1 (const int)
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0:30 component-wise multiply ( temp float)
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0:30 direct index ( temp float)
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0:30 direct index ( temp 2-component vector of float)
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0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
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0:30 Constant:
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0:30 2 (const int)
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0:30 Constant:
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0:30 1 (const int)
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0:30 Convert int to float ( temp float)
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0:30 'cgi' ( temp int)
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0:32 Branch: Return with expression
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0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Definition: PixelShaderFunction( ( temp void)
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0:18 Function Parameters:
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0:? Sequence
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0:18 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:18 Sequence
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0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:? 'input' ( temp 4-component vector of float)
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0:18 move second child to first child ( temp int)
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0:? '@entryPointOutput.a' (layout( location=0) out int)
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0:18 a: direct index for structure ( temp int)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 0 (const int)
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0:18 move second child to first child ( temp float)
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0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:18 b: direct index for structure ( temp float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 1 (const int)
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0:18 move second child to first child ( temp bool)
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0:? '@entryPointOutput.c' (layout( location=2) out bool)
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0:18 c: direct index for structure ( temp bool)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 2 (const int)
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0:18 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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0:18 v: direct index for structure ( temp 4-component vector of float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 3 (const int)
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0:? Linker Objects
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0:? 'gv' ( global 4-component vector of float)
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0:? 'gfa' ( global 3-element array of float)
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0:? '@entryPointOutput.a' (layout( location=0) out int)
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0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:? '@entryPointOutput.c' (layout( location=2) out bool)
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0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'ci' ( const int)
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0:? 0 (const int)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 'gv' ( global 4-component vector of float)
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0:8 Constant:
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0:8 0.000000
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0:8 0.000000
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0:8 1.000000
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0:8 0.000000
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0:9 Sequence
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0:9 move second child to first child ( temp 3-element array of float)
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0:9 'gfa' ( global 3-element array of float)
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Parameters:
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0:18 'input' ( in 4-component vector of float)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 3 (const int)
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0:19 0.000000
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0:19 false (const bool)
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:21 move second child to first child ( temp 4-component vector of float)
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0:21 v: direct index for structure ( temp 4-component vector of float)
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0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 3 (const int)
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0:21 vector-scale ( temp 4-component vector of float)
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0:21 'gv' ( global 4-component vector of float)
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0:21 direct index ( temp float)
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0:21 'gfa' ( global 3-element array of float)
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0:21 Constant:
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0:21 2 (const int)
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0:22 Sequence
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0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 Constant:
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0:22 0 (const int)
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0:22 0.000000
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0:22 false (const bool)
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0:22 0.000000
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0:22 0.000000
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0:22 0.000000
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0:22 0.000000
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0:23 Sequence
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0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 Constant:
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0:23 0 (const int)
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0:23 0.000000
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0:23 false (const bool)
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 Constant:
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0:24 0 (const int)
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0:24 0.000000
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0:24 false (const bool)
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:25 move second child to first child ( temp bool)
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0:25 c: direct index for structure ( temp bool)
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0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:25 c: direct index for structure ( temp bool)
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0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:26 Sequence
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0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 Constant:
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0 (const int)
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0:26 0.000000
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0:26 false (const bool)
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 false (const bool)
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0:28 Sequence
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0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
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0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
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0:28 Constant:
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:29 Sequence
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0:29 move second child to first child ( temp int)
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0:29 'cgi' ( temp int)
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0:29 Constant:
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0:29 0 (const int)
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0:30 move second child to first child ( temp float)
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0:30 b: direct index for structure ( temp float)
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0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:30 Constant:
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0:30 1 (const int)
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0:30 component-wise multiply ( temp float)
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0:30 direct index ( temp float)
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0:30 direct index ( temp 2-component vector of float)
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0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
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0:30 Constant:
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0:30 2 (const int)
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0:30 Constant:
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0:30 1 (const int)
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0:30 Convert int to float ( temp float)
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0:30 'cgi' ( temp int)
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0:32 Branch: Return with expression
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0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Definition: PixelShaderFunction( ( temp void)
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0:18 Function Parameters:
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0:? Sequence
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0:18 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:18 Sequence
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0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:? 'input' ( temp 4-component vector of float)
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0:18 move second child to first child ( temp int)
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0:? '@entryPointOutput.a' (layout( location=0) out int)
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0:18 a: direct index for structure ( temp int)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 0 (const int)
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0:18 move second child to first child ( temp float)
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0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:18 b: direct index for structure ( temp float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 1 (const int)
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0:18 move second child to first child ( temp bool)
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0:? '@entryPointOutput.c' (layout( location=2) out bool)
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0:18 c: direct index for structure ( temp bool)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 2 (const int)
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0:18 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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0:18 v: direct index for structure ( temp 4-component vector of float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 3 (const int)
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0:? Linker Objects
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0:? 'gv' ( global 4-component vector of float)
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0:? 'gfa' ( global 3-element array of float)
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0:? '@entryPointOutput.a' (layout( location=0) out int)
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0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:? '@entryPointOutput.c' (layout( location=2) out bool)
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0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'ci' ( const int)
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0:? 0 (const int)
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// Module Version 10000
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// Generated by (magic number): 80004
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// Id's are bound by 104
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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 "PixelShaderFunction" 80 87 91 95 99
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 11 "outs"
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MemberName 11(outs) 0 "a"
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MemberName 11(outs) 1 "b"
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MemberName 11(outs) 2 "c"
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MemberName 11(outs) 3 "v"
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Name 14 "@PixelShaderFunction(vf4;"
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Name 13 "input"
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Name 17 "gv"
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Name 25 "gfa"
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Name 28 "o2"
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Name 33 "o4"
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Name 41 "o1"
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Name 44 "o3"
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Name 51 "Nest"
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MemberName 51(Nest) 0 "m"
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MemberName 51(Nest) 1 "os"
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MemberName 51(Nest) 2 "b"
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Name 53 "nest"
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Name 61 "gf2a"
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Name 65 "cgi"
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Name 78 "input"
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Name 80 "input"
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Name 82 "flattenTemp"
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Name 83 "param"
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Name 87 "@entryPointOutput.a"
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Name 91 "@entryPointOutput.b"
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Name 95 "@entryPointOutput.c"
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Name 99 "@entryPointOutput.v"
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Decorate 80(input) Location 0
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Decorate 87(@entryPointOutput.a) Location 0
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Decorate 91(@entryPointOutput.b) Location 1
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Decorate 95(@entryPointOutput.c) Location 2
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Decorate 99(@entryPointOutput.v) Location 3
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeInt 32 1
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10: TypeBool
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11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4)
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12: TypeFunction 11(outs) 8(ptr)
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16: TypePointer Private 7(fvec4)
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17(gv): 16(ptr) Variable Private
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18: 6(float) Constant 0
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19: 6(float) Constant 1065353216
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20: 7(fvec4) ConstantComposite 18 18 19 18
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21: TypeInt 32 0
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22: 21(int) Constant 3
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23: TypeArray 6(float) 22
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24: TypePointer Private 23
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25(gfa): 24(ptr) Variable Private
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26: 23 ConstantComposite 18 18 18
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27: TypePointer Function 11(outs)
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29: 9(int) Constant 3
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30: 10(bool) ConstantFalse
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31: 7(fvec4) ConstantComposite 18 18 18 18
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32: 11(outs) ConstantComposite 29 18 30 31
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35: 9(int) Constant 2
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36: TypePointer Private 6(float)
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42: 9(int) Constant 0
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43: 11(outs) ConstantComposite 42 18 30 31
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45: TypePointer Function 10(bool)
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49: TypeVector 6(float) 3
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50: TypeMatrix 49(fvec3) 4
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51(Nest): TypeStruct 50 11(outs) 10(bool)
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52: TypePointer Function 51(Nest)
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54: 49(fvec3) ConstantComposite 18 18 18
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55: 50 ConstantComposite 54 54 54 54
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56: 51(Nest) ConstantComposite 55 43 30
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57: TypeVector 6(float) 2
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58: 21(int) Constant 4
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59: TypeArray 57(fvec2) 58
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60: TypePointer Function 59
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62: 57(fvec2) ConstantComposite 18 18
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63: 59 ConstantComposite 62 62 62 62
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64: TypePointer Function 9(int)
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66: 9(int) Constant 1
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67: 21(int) Constant 1
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68: TypePointer Function 6(float)
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79: TypePointer Input 7(fvec4)
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80(input): 79(ptr) Variable Input
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86: TypePointer Output 9(int)
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87(@entryPointOutput.a): 86(ptr) Variable Output
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90: TypePointer Output 6(float)
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91(@entryPointOutput.b): 90(ptr) Variable Output
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94: TypePointer Output 10(bool)
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95(@entryPointOutput.c): 94(ptr) Variable Output
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98: TypePointer Output 7(fvec4)
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99(@entryPointOutput.v): 98(ptr) Variable Output
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102: TypeArray 57(fvec2) 22
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103: 102 ConstantComposite 62 62 62
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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78(input): 8(ptr) Variable Function
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82(flattenTemp): 27(ptr) Variable Function
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83(param): 8(ptr) Variable Function
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Store 17(gv) 20
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Store 25(gfa) 26
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81: 7(fvec4) Load 80(input)
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Store 78(input) 81
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84: 7(fvec4) Load 78(input)
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Store 83(param) 84
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85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param)
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Store 82(flattenTemp) 85
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88: 64(ptr) AccessChain 82(flattenTemp) 42
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89: 9(int) Load 88
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Store 87(@entryPointOutput.a) 89
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92: 68(ptr) AccessChain 82(flattenTemp) 66
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93: 6(float) Load 92
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Store 91(@entryPointOutput.b) 93
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96: 45(ptr) AccessChain 82(flattenTemp) 35
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97: 10(bool) Load 96
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Store 95(@entryPointOutput.c) 97
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100: 8(ptr) AccessChain 82(flattenTemp) 29
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101: 7(fvec4) Load 100
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Store 99(@entryPointOutput.v) 101
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Return
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FunctionEnd
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14(@PixelShaderFunction(vf4;): 11(outs) Function None 12
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13(input): 8(ptr) FunctionParameter
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15: Label
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28(o2): 27(ptr) Variable Function
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33(o4): 27(ptr) Variable Function
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41(o1): 27(ptr) Variable Function
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44(o3): 27(ptr) Variable Function
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53(nest): 52(ptr) Variable Function
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61(gf2a): 60(ptr) Variable Function
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65(cgi): 64(ptr) Variable Function
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Store 28(o2) 32
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34: 7(fvec4) Load 17(gv)
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37: 36(ptr) AccessChain 25(gfa) 35
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38: 6(float) Load 37
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39: 7(fvec4) VectorTimesScalar 34 38
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40: 8(ptr) AccessChain 33(o4) 29
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Store 40 39
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Store 41(o1) 43
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Store 44(o3) 43
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Store 33(o4) 43
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46: 45(ptr) AccessChain 41(o1) 35
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47: 10(bool) Load 46
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48: 45(ptr) AccessChain 33(o4) 35
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Store 48 47
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Store 53(nest) 56
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Store 61(gf2a) 63
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Store 65(cgi) 42
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69: 68(ptr) AccessChain 61(gf2a) 35 67
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70: 6(float) Load 69
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71: 9(int) Load 65(cgi)
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72: 6(float) ConvertSToF 71
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73: 6(float) FMul 70 72
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74: 68(ptr) AccessChain 33(o4) 66
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Store 74 73
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75: 11(outs) Load 33(o4)
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ReturnValue 75
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FunctionEnd
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