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https://github.com/RPCS3/glslang.git
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135 lines
5.2 KiB
Plaintext
Executable File
135 lines
5.2 KiB
Plaintext
Executable File
hlsl.typedef.frag
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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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0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float)
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0:4 Function Parameters:
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0:4 'input' ( in 4-component vector of float)
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0:4 'ii' ( in int)
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child ( temp 4-component vector of float)
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0:6 'a1' ( temp 4-component vector of float)
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0:6 Constant:
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0:6 1.000000
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0:6 1.000000
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0:6 1.000000
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0:6 1.000000
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0:7 Sequence
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0:7 move second child to first child ( temp int)
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0:7 'i' ( temp int)
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0:7 Constant:
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0:7 2 (const int)
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0:9 Sequence
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0:9 move second child to first child ( temp int)
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0:9 'j' ( temp int)
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0:9 'ii' ( in int)
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0:10 Branch: Return with expression
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0:10 add ( temp 4-component vector of float)
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0:10 component-wise multiply ( temp 4-component vector of float)
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0:10 'input' ( in 4-component vector of float)
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0:10 'a1' ( temp 4-component vector of float)
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0:10 Construct vec4 ( uniform 4-component vector of float)
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0:10 Convert int to float ( temp float)
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0:10 add ( temp int)
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0:10 'i' ( temp int)
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0:10 'j' ( temp int)
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0:? Linker Objects
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Linked fragment stage:
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WARNING: Linking fragment stage: Entry point not found
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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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0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float)
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0:4 Function Parameters:
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0:4 'input' ( in 4-component vector of float)
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0:4 'ii' ( in int)
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child ( temp 4-component vector of float)
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0:6 'a1' ( temp 4-component vector of float)
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0:6 Constant:
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0:6 1.000000
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0:6 1.000000
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0:6 1.000000
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0:6 1.000000
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0:7 Sequence
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0:7 move second child to first child ( temp int)
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0:7 'i' ( temp int)
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0:7 Constant:
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0:7 2 (const int)
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0:9 Sequence
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0:9 move second child to first child ( temp int)
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0:9 'j' ( temp int)
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0:9 'ii' ( in int)
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0:10 Branch: Return with expression
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0:10 add ( temp 4-component vector of float)
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0:10 component-wise multiply ( temp 4-component vector of float)
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0:10 'input' ( in 4-component vector of float)
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0:10 'a1' ( temp 4-component vector of float)
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0:10 Construct vec4 ( uniform 4-component vector of float)
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0:10 Convert int to float ( temp float)
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0:10 add ( temp int)
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0:10 'i' ( temp int)
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0:10 'j' ( temp int)
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0:? Linker Objects
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// Module Version 10000
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// Generated by (magic number): 80003
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// Id's are bound by 34
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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"
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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 14 "ShaderFunction(vf4;i1;"
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Name 12 "input"
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Name 13 "ii"
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Name 16 "a1"
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Name 19 "i"
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Name 21 "j"
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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: TypePointer Function 9(int)
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11: TypeFunction 7(fvec4) 8(ptr) 10(ptr)
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17: 6(float) Constant 1065353216
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18: 7(fvec4) ConstantComposite 17 17 17 17
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20: 9(int) Constant 2
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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Return
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FunctionEnd
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14(ShaderFunction(vf4;i1;): 7(fvec4) Function None 11
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12(input): 8(ptr) FunctionParameter
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13(ii): 10(ptr) FunctionParameter
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15: Label
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16(a1): 8(ptr) Variable Function
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19(i): 10(ptr) Variable Function
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21(j): 10(ptr) Variable Function
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Store 16(a1) 18
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Store 19(i) 20
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22: 9(int) Load 13(ii)
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Store 21(j) 22
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23: 7(fvec4) Load 12(input)
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24: 7(fvec4) Load 16(a1)
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25: 7(fvec4) FMul 23 24
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26: 9(int) Load 19(i)
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27: 9(int) Load 21(j)
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28: 9(int) IAdd 26 27
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29: 6(float) ConvertSToF 28
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30: 7(fvec4) CompositeConstruct 29 29 29 29
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31: 7(fvec4) FAdd 25 30
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ReturnValue 31
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FunctionEnd
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