mirror of
https://github.com/RPCS3/glslang.git
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414 lines
26 KiB
Plaintext
Executable File
414 lines
26 KiB
Plaintext
Executable File
hlsl.struct.frag
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WARNING: 0:26: 'register' : ignoring shader_profile
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WARNING: 0:27: 'register' : ignoring shader_profile
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WARNING: 0:30: 'register' : ignoring shader_profile
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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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0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:40 Function Parameters:
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0:40 'input' ( in 4-component vector of float)
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0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:45 Compare Equal ( temp bool)
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 i: direct index for structure ( temp 4-component vector of float)
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0:46 's2' ( global structure{ temp 4-component vector of float i})
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0:46 Constant:
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0:46 0 (const int)
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0:46 ff4: direct index for structure ( temp 4-component vector of float)
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0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:46 Constant:
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0:46 7 (const int)
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0:50 move second child to first child ( temp structure{})
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0:50 'e' ( temp structure{})
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0:50 e: direct index for structure ( temp structure{})
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0:50 'ce' ( temp structure{ temp structure{} e})
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0:50 Constant:
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0:50 0 (const int)
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0:52 Branch: Return with expression
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0:52 'input' ( in 4-component vector of float)
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0:40 Function Definition: PixelShaderFunction( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 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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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 a: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 b: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:? 's.b' (layout( location=2) flat in bool)
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0:40 move second child to first child ( temp 1-component vector of float)
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0:40 c: direct index for structure ( temp 1-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:40 move second child to first child ( temp 2-component vector of float)
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0:40 d: direct index for structure ( temp 2-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 ff1: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's.ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 5 (const int)
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0:? 's.ff2' (layout( location=5) flat in bool)
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0:40 move second child to first child ( temp bool)
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0:40 ff3: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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0:? '@entryPointOutput' (layout( location=0) 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:? 's.ff1' ( flat in bool Face)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:? 's.b' (layout( location=2) flat in bool)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:? 's.ff2' (layout( location=5) flat in bool)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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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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0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:40 Function Parameters:
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0:40 'input' ( in 4-component vector of float)
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0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:45 Compare Equal ( temp bool)
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 i: direct index for structure ( temp 4-component vector of float)
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0:46 's2' ( global structure{ temp 4-component vector of float i})
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0:46 Constant:
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0:46 0 (const int)
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0:46 ff4: direct index for structure ( temp 4-component vector of float)
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0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:46 Constant:
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0:46 7 (const int)
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0:50 move second child to first child ( temp structure{})
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0:50 'e' ( temp structure{})
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0:50 e: direct index for structure ( temp structure{})
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0:50 'ce' ( temp structure{ temp structure{} e})
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0:50 Constant:
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0:50 0 (const int)
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0:52 Branch: Return with expression
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0:52 'input' ( in 4-component vector of float)
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0:40 Function Definition: PixelShaderFunction( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 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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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 a: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 b: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:? 's.b' (layout( location=2) flat in bool)
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0:40 move second child to first child ( temp 1-component vector of float)
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0:40 c: direct index for structure ( temp 1-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:40 move second child to first child ( temp 2-component vector of float)
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0:40 d: direct index for structure ( temp 2-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 ff1: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's.ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 5 (const int)
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0:? 's.ff2' (layout( location=5) flat in bool)
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0:40 move second child to first child ( temp bool)
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0:40 ff3: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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0:? '@entryPointOutput' (layout( location=0) 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:? 's.ff1' ( flat in bool Face)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:? 's.b' (layout( location=2) flat in bool)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:? 's.ff2' (layout( location=5) flat in bool)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80002
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// Id's are bound by 102
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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" 51 54 59 65 71 76 80 84 87 91
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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 "IN_S"
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MemberName 11(IN_S) 0 "a"
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MemberName 11(IN_S) 1 "b"
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MemberName 11(IN_S) 2 "c"
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MemberName 11(IN_S) 3 "d"
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MemberName 11(IN_S) 4 "ff1"
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MemberName 11(IN_S) 5 "ff2"
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MemberName 11(IN_S) 6 "ff3"
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MemberName 11(IN_S) 7 "ff4"
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Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;"
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Name 14 "input"
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Name 15 "s"
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Name 19 "FS"
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MemberName 19(FS) 0 "b3"
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Name 21 "s3"
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Name 28 ""
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MemberName 28 0 "i"
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Name 30 "s2"
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Name 38 "empty"
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Name 40 "e"
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Name 41 "containEmpty"
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MemberName 41(containEmpty) 0 "e"
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Name 43 "ce"
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Name 49 "input"
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Name 51 "input"
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Name 53 "s"
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Name 54 "s.a"
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Name 59 "s.b"
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Name 65 "s.c"
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Name 71 "s.d"
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Name 76 "s.ff1"
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Name 80 "s.ff2"
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Name 84 "s.ff3"
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Name 87 "s.ff4"
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Name 91 "@entryPointOutput"
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Name 92 "param"
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Name 94 "param"
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Name 98 "myS"
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MemberName 98(myS) 0 "b"
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MemberName 98(myS) 1 "c"
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MemberName 98(myS) 2 "a"
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MemberName 98(myS) 3 "d"
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Name 99 "$Global"
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MemberName 99($Global) 0 "s1"
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MemberName 99($Global) 1 "ff5"
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MemberName 99($Global) 2 "ff6"
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Name 101 ""
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Decorate 51(input) Location 0
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Decorate 54(s.a) Location 1
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Decorate 59(s.b) Flat
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Decorate 59(s.b) Location 2
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Decorate 65(s.c) NoPerspective
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Decorate 65(s.c) Centroid
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Decorate 65(s.c) Location 3
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Decorate 71(s.d) Centroid
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Decorate 71(s.d) Location 4
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Decorate 76(s.ff1) Flat
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Decorate 76(s.ff1) BuiltIn FrontFacing
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Decorate 80(s.ff2) Flat
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Decorate 80(s.ff2) Location 5
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Decorate 84(s.ff3) Flat
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Decorate 84(s.ff3) Location 6
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Decorate 87(s.ff4) Location 7
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Decorate 91(@entryPointOutput) Location 0
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MemberDecorate 98(myS) 0 Offset 0
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MemberDecorate 98(myS) 1 Offset 4
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MemberDecorate 98(myS) 2 Offset 16
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MemberDecorate 98(myS) 3 Offset 32
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MemberDecorate 99($Global) 0 Offset 0
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MemberDecorate 99($Global) 1 Offset 1620
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MemberDecorate 99($Global) 2 Offset 1636
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Decorate 99($Global) Block
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Decorate 101 DescriptorSet 0
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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: TypeBool
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10: TypeVector 6(float) 2
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11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4)
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12: TypePointer Function 11(IN_S)
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13: TypeFunction 7(fvec4) 8(ptr) 12(ptr)
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18: TypeVector 9(bool) 3
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19(FS): TypeStruct 18(bvec3)
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20: TypePointer Function 19(FS)
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28: TypeStruct 7(fvec4)
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29: TypePointer Private 28(struct)
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30(s2): 29(ptr) Variable Private
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31: TypeInt 32 1
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32: 31(int) Constant 0
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33: 31(int) Constant 7
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36: TypePointer Private 7(fvec4)
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38(empty): TypeStruct
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39: TypePointer Function 38(empty)
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41(containEmpty): TypeStruct 38(empty)
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42: TypePointer Function 41(containEmpty)
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50: TypePointer Input 7(fvec4)
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51(input): 50(ptr) Variable Input
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54(s.a): 50(ptr) Variable Input
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57: 31(int) Constant 1
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58: TypePointer Input 9(bool)
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59(s.b): 58(ptr) Variable Input
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61: TypePointer Function 9(bool)
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63: 31(int) Constant 2
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64: TypePointer Input 6(float)
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65(s.c): 64(ptr) Variable Input
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67: TypePointer Function 6(float)
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69: 31(int) Constant 3
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70: TypePointer Input 10(fvec2)
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71(s.d): 70(ptr) Variable Input
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73: TypePointer Function 10(fvec2)
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75: 31(int) Constant 4
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76(s.ff1): 58(ptr) Variable Input
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79: 31(int) Constant 5
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80(s.ff2): 58(ptr) Variable Input
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83: 31(int) Constant 6
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84(s.ff3): 58(ptr) Variable Input
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87(s.ff4): 50(ptr) Variable Input
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90: TypePointer Output 7(fvec4)
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91(@entryPointOutput): 90(ptr) Variable Output
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97: TypeInt 32 0
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98(myS): TypeStruct 97(int) 97(int) 7(fvec4) 7(fvec4)
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99($Global): TypeStruct 98(myS) 6(float) 6(float)
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100: TypePointer Uniform 99($Global)
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101: 100(ptr) Variable Uniform
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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49(input): 8(ptr) Variable Function
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53(s): 12(ptr) Variable Function
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92(param): 8(ptr) Variable Function
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94(param): 12(ptr) Variable Function
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52: 7(fvec4) Load 51(input)
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Store 49(input) 52
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55: 7(fvec4) Load 54(s.a)
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56: 8(ptr) AccessChain 53(s) 32
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Store 56 55
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60: 9(bool) Load 59(s.b)
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62: 61(ptr) AccessChain 53(s) 57
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Store 62 60
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66: 6(float) Load 65(s.c)
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68: 67(ptr) AccessChain 53(s) 63
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Store 68 66
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72: 10(fvec2) Load 71(s.d)
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74: 73(ptr) AccessChain 53(s) 69
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Store 74 72
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77: 9(bool) Load 76(s.ff1)
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78: 61(ptr) AccessChain 53(s) 75
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Store 78 77
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81: 9(bool) Load 80(s.ff2)
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82: 61(ptr) AccessChain 53(s) 79
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Store 82 81
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85: 9(bool) Load 84(s.ff3)
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86: 61(ptr) AccessChain 53(s) 83
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Store 86 85
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88: 7(fvec4) Load 87(s.ff4)
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89: 8(ptr) AccessChain 53(s) 33
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Store 89 88
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93: 7(fvec4) Load 49(input)
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Store 92(param) 93
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95: 11(IN_S) Load 53(s)
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Store 94(param) 95
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96: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 92(param) 94(param)
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Store 91(@entryPointOutput) 96
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Return
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FunctionEnd
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16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13
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14(input): 8(ptr) FunctionParameter
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15(s): 12(ptr) FunctionParameter
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17: Label
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21(s3): 20(ptr) Variable Function
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40(e): 39(ptr) Variable Function
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43(ce): 42(ptr) Variable Function
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22: 19(FS) Load 21(s3)
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23: 19(FS) Load 21(s3)
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24: 18(bvec3) CompositeExtract 22 0
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25: 18(bvec3) CompositeExtract 23 0
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26: 18(bvec3) LogicalEqual 24 25
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27: 9(bool) All 26
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34: 8(ptr) AccessChain 15(s) 33
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35: 7(fvec4) Load 34
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37: 36(ptr) AccessChain 30(s2) 32
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Store 37 35
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44: 39(ptr) AccessChain 43(ce) 32
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45: 38(empty) Load 44
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Store 40(e) 45
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46: 7(fvec4) Load 14(input)
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ReturnValue 46
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FunctionEnd
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