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https://github.com/RPCS3/glslang.git
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e516d4335f
This will help in expanding flattening and reducing splitting.
416 lines
24 KiB
Plaintext
416 lines
24 KiB
Plaintext
hlsl.logical.binary.vec.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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0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child ( temp 4-component vector of bool)
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0:11 'r00' ( temp 4-component vector of bool)
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0:11 Negate conditional ( temp 4-component vector of bool)
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0:11 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:11 Constant:
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0:11 0 (const uint)
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of bool)
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0:12 'r01' ( temp 4-component vector of bool)
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0:12 logical-and ( temp 4-component vector of bool)
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0:12 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:12 Constant:
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0:12 0 (const uint)
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0:12 b4b: direct index for structure ( uniform 4-component vector of bool)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:12 Constant:
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0:12 1 (const uint)
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of bool)
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0:13 'r02' ( temp 4-component vector of bool)
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0:13 logical-or ( temp 4-component vector of bool)
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0:13 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 b4b: direct index for structure ( uniform 4-component vector of bool)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:13 Constant:
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0:13 1 (const uint)
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0:15 Sequence
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0:15 move second child to first child ( temp 4-component vector of bool)
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0:15 'r10' ( temp 4-component vector of bool)
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0:15 logical-and ( temp 4-component vector of bool)
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0:15 Construct bvec4 ( uniform 4-component vector of bool)
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0:15 b1a: direct index for structure ( uniform bool)
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0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 b4b: direct index for structure ( uniform 4-component vector of bool)
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0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:15 Constant:
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0:15 1 (const uint)
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0:16 Sequence
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0:16 move second child to first child ( temp 4-component vector of bool)
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0:16 'r11' ( temp 4-component vector of bool)
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0:16 logical-or ( temp 4-component vector of bool)
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0:16 Construct bvec4 ( uniform 4-component vector of bool)
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0:16 b1a: direct index for structure ( uniform bool)
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0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:16 Constant:
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0:16 2 (const uint)
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0:16 b4b: direct index for structure ( uniform 4-component vector of bool)
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0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:16 Constant:
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0:16 1 (const uint)
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0:18 Sequence
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0:18 move second child to first child ( temp 4-component vector of bool)
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0:18 'r20' ( temp 4-component vector of bool)
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0:18 logical-and ( temp 4-component vector of bool)
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0:18 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 Construct bvec4 ( uniform 4-component vector of bool)
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0:18 b1b: direct index for structure ( uniform bool)
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0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:18 Constant:
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0:18 3 (const uint)
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0:19 Sequence
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0:19 move second child to first child ( temp 4-component vector of bool)
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0:19 'r21' ( temp 4-component vector of bool)
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0:19 logical-or ( temp 4-component vector of bool)
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0:19 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 Construct bvec4 ( uniform 4-component vector of bool)
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0:19 b1b: direct index for structure ( uniform bool)
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0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:19 Constant:
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0:19 3 (const uint)
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 Color: direct index for structure ( temp 4-component vector of float)
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0:22 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:22 Constant:
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0:22 0 (const int)
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0:22 Convert bool to float ( temp 4-component vector of float)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 'r00' ( temp 4-component vector of bool)
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0:22 'r01' ( temp 4-component vector of bool)
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0:22 'r02' ( temp 4-component vector of bool)
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0:22 'r10' ( temp 4-component vector of bool)
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0:22 'r11' ( temp 4-component vector of bool)
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0:22 'r20' ( temp 4-component vector of bool)
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0:22 'r21' ( temp 4-component vector of bool)
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0:23 Branch: Return with expression
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0:23 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:10 Function Definition: main( ( temp void)
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0:10 Function Parameters:
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0:? Sequence
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:10 Color: direct index for structure ( temp 4-component vector of float)
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0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10 Constant:
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0:10 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:? '@entryPointOutput.Color' (layout( location=0) out 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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0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child ( temp 4-component vector of bool)
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0:11 'r00' ( temp 4-component vector of bool)
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0:11 Negate conditional ( temp 4-component vector of bool)
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0:11 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:11 Constant:
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0:11 0 (const uint)
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of bool)
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0:12 'r01' ( temp 4-component vector of bool)
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0:12 logical-and ( temp 4-component vector of bool)
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0:12 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:12 Constant:
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0:12 0 (const uint)
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0:12 b4b: direct index for structure ( uniform 4-component vector of bool)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:12 Constant:
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0:12 1 (const uint)
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of bool)
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0:13 'r02' ( temp 4-component vector of bool)
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0:13 logical-or ( temp 4-component vector of bool)
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0:13 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 b4b: direct index for structure ( uniform 4-component vector of bool)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:13 Constant:
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0:13 1 (const uint)
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0:15 Sequence
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0:15 move second child to first child ( temp 4-component vector of bool)
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0:15 'r10' ( temp 4-component vector of bool)
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0:15 logical-and ( temp 4-component vector of bool)
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0:15 Construct bvec4 ( uniform 4-component vector of bool)
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0:15 b1a: direct index for structure ( uniform bool)
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0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 b4b: direct index for structure ( uniform 4-component vector of bool)
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0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:15 Constant:
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0:15 1 (const uint)
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0:16 Sequence
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0:16 move second child to first child ( temp 4-component vector of bool)
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0:16 'r11' ( temp 4-component vector of bool)
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0:16 logical-or ( temp 4-component vector of bool)
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0:16 Construct bvec4 ( uniform 4-component vector of bool)
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0:16 b1a: direct index for structure ( uniform bool)
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0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:16 Constant:
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0:16 2 (const uint)
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0:16 b4b: direct index for structure ( uniform 4-component vector of bool)
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0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:16 Constant:
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0:16 1 (const uint)
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0:18 Sequence
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0:18 move second child to first child ( temp 4-component vector of bool)
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0:18 'r20' ( temp 4-component vector of bool)
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0:18 logical-and ( temp 4-component vector of bool)
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0:18 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 Construct bvec4 ( uniform 4-component vector of bool)
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0:18 b1b: direct index for structure ( uniform bool)
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0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:18 Constant:
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0:18 3 (const uint)
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0:19 Sequence
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0:19 move second child to first child ( temp 4-component vector of bool)
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0:19 'r21' ( temp 4-component vector of bool)
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0:19 logical-or ( temp 4-component vector of bool)
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0:19 b4a: direct index for structure ( uniform 4-component vector of bool)
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0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 Construct bvec4 ( uniform 4-component vector of bool)
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0:19 b1b: direct index for structure ( uniform bool)
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0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:19 Constant:
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0:19 3 (const uint)
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 Color: direct index for structure ( temp 4-component vector of float)
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0:22 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:22 Constant:
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0:22 0 (const int)
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0:22 Convert bool to float ( temp 4-component vector of float)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 logical-or ( temp 4-component vector of bool)
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0:22 'r00' ( temp 4-component vector of bool)
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0:22 'r01' ( temp 4-component vector of bool)
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0:22 'r02' ( temp 4-component vector of bool)
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0:22 'r10' ( temp 4-component vector of bool)
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0:22 'r11' ( temp 4-component vector of bool)
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0:22 'r20' ( temp 4-component vector of bool)
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0:22 'r21' ( temp 4-component vector of bool)
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0:23 Branch: Return with expression
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0:23 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:10 Function Definition: main( ( temp void)
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0:10 Function Parameters:
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0:? Sequence
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:10 Color: direct index for structure ( temp 4-component vector of float)
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0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10 Constant:
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0:10 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 115
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 112
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "Color"
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Name 10 "@main("
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Name 15 "r00"
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Name 18 "$Global"
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MemberName 18($Global) 0 "b4a"
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MemberName 18($Global) 1 "b4b"
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MemberName 18($Global) 2 "b1a"
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MemberName 18($Global) 3 "b1b"
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Name 20 ""
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Name 30 "r01"
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Name 39 "r02"
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Name 47 "r10"
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Name 58 "r11"
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Name 67 "r20"
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Name 77 "r21"
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Name 87 "psout"
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Name 112 "@entryPointOutput.Color"
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MemberDecorate 18($Global) 0 Offset 0
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MemberDecorate 18($Global) 1 Offset 16
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MemberDecorate 18($Global) 2 Offset 32
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MemberDecorate 18($Global) 3 Offset 36
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Decorate 18($Global) Block
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Decorate 20 DescriptorSet 0
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Decorate 112(@entryPointOutput.Color) Location 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(PS_OUTPUT): TypeStruct 7(fvec4)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypeBool
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13: TypeVector 12(bool) 4
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14: TypePointer Function 13(bvec4)
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16: TypeInt 32 0
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17: TypeVector 16(int) 4
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18($Global): TypeStruct 17(ivec4) 17(ivec4) 16(int) 16(int)
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19: TypePointer Uniform 18($Global)
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20: 19(ptr) Variable Uniform
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21: TypeInt 32 1
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22: 21(int) Constant 0
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23: TypePointer Uniform 17(ivec4)
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26: 16(int) Constant 0
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27: 17(ivec4) ConstantComposite 26 26 26 26
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34: 21(int) Constant 1
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48: 21(int) Constant 2
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49: TypePointer Uniform 16(int)
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71: 21(int) Constant 3
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86: TypePointer Function 8(PS_OUTPUT)
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101: 6(float) Constant 0
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102: 6(float) Constant 1065353216
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103: 7(fvec4) ConstantComposite 101 101 101 101
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104: 7(fvec4) ConstantComposite 102 102 102 102
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106: TypePointer Function 7(fvec4)
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111: TypePointer Output 7(fvec4)
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112(@entryPointOutput.Color): 111(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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113:8(PS_OUTPUT) FunctionCall 10(@main()
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114: 7(fvec4) CompositeExtract 113 0
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Store 112(@entryPointOutput.Color) 114
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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15(r00): 14(ptr) Variable Function
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30(r01): 14(ptr) Variable Function
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39(r02): 14(ptr) Variable Function
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47(r10): 14(ptr) Variable Function
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58(r11): 14(ptr) Variable Function
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67(r20): 14(ptr) Variable Function
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77(r21): 14(ptr) Variable Function
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87(psout): 86(ptr) Variable Function
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24: 23(ptr) AccessChain 20 22
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25: 17(ivec4) Load 24
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28: 13(bvec4) INotEqual 25 27
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29: 13(bvec4) LogicalNot 28
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Store 15(r00) 29
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31: 23(ptr) AccessChain 20 22
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32: 17(ivec4) Load 31
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33: 13(bvec4) INotEqual 32 27
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35: 23(ptr) AccessChain 20 34
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36: 17(ivec4) Load 35
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37: 13(bvec4) INotEqual 36 27
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38: 13(bvec4) LogicalAnd 33 37
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Store 30(r01) 38
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40: 23(ptr) AccessChain 20 22
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41: 17(ivec4) Load 40
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42: 13(bvec4) INotEqual 41 27
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43: 23(ptr) AccessChain 20 34
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44: 17(ivec4) Load 43
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45: 13(bvec4) INotEqual 44 27
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46: 13(bvec4) LogicalOr 42 45
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Store 39(r02) 46
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50: 49(ptr) AccessChain 20 48
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51: 16(int) Load 50
|
|
52: 12(bool) INotEqual 51 26
|
|
53: 13(bvec4) CompositeConstruct 52 52 52 52
|
|
54: 23(ptr) AccessChain 20 34
|
|
55: 17(ivec4) Load 54
|
|
56: 13(bvec4) INotEqual 55 27
|
|
57: 13(bvec4) LogicalAnd 53 56
|
|
Store 47(r10) 57
|
|
59: 49(ptr) AccessChain 20 48
|
|
60: 16(int) Load 59
|
|
61: 12(bool) INotEqual 60 26
|
|
62: 13(bvec4) CompositeConstruct 61 61 61 61
|
|
63: 23(ptr) AccessChain 20 34
|
|
64: 17(ivec4) Load 63
|
|
65: 13(bvec4) INotEqual 64 27
|
|
66: 13(bvec4) LogicalOr 62 65
|
|
Store 58(r11) 66
|
|
68: 23(ptr) AccessChain 20 22
|
|
69: 17(ivec4) Load 68
|
|
70: 13(bvec4) INotEqual 69 27
|
|
72: 49(ptr) AccessChain 20 71
|
|
73: 16(int) Load 72
|
|
74: 12(bool) INotEqual 73 26
|
|
75: 13(bvec4) CompositeConstruct 74 74 74 74
|
|
76: 13(bvec4) LogicalAnd 70 75
|
|
Store 67(r20) 76
|
|
78: 23(ptr) AccessChain 20 22
|
|
79: 17(ivec4) Load 78
|
|
80: 13(bvec4) INotEqual 79 27
|
|
81: 49(ptr) AccessChain 20 71
|
|
82: 16(int) Load 81
|
|
83: 12(bool) INotEqual 82 26
|
|
84: 13(bvec4) CompositeConstruct 83 83 83 83
|
|
85: 13(bvec4) LogicalOr 80 84
|
|
Store 77(r21) 85
|
|
88: 13(bvec4) Load 15(r00)
|
|
89: 13(bvec4) Load 30(r01)
|
|
90: 13(bvec4) LogicalOr 88 89
|
|
91: 13(bvec4) Load 39(r02)
|
|
92: 13(bvec4) LogicalOr 90 91
|
|
93: 13(bvec4) Load 47(r10)
|
|
94: 13(bvec4) LogicalOr 92 93
|
|
95: 13(bvec4) Load 58(r11)
|
|
96: 13(bvec4) LogicalOr 94 95
|
|
97: 13(bvec4) Load 67(r20)
|
|
98: 13(bvec4) LogicalOr 96 97
|
|
99: 13(bvec4) Load 77(r21)
|
|
100: 13(bvec4) LogicalOr 98 99
|
|
105: 7(fvec4) Select 100 104 103
|
|
107: 106(ptr) AccessChain 87(psout) 22
|
|
Store 107 105
|
|
108:8(PS_OUTPUT) Load 87(psout)
|
|
ReturnValue 108
|
|
FunctionEnd
|