mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-19 09:16:32 +00:00
ac3707921e
Now, version 5.* is all connected to making the uint type, which doesn't quite work. Generator versions 4 and 6 do not do this.
531 lines
23 KiB
Plaintext
Executable File
531 lines
23 KiB
Plaintext
Executable File
hlsl.init.frag
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WARNING: 0:40: 'typedef' : struct-member initializers ignored
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WARNING: 0:40: 'typedef' : struct-member initializers ignored
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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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0:1 Sequence
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0:1 move second child to first child ( temp 4-component vector of float)
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0:1 'a1' ( global 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 0.500000
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0:? 0.000000
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0:? 1.000000
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0:1 move second child to first child ( temp 4-component vector of float)
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0:1 'b1' ( global 4-component vector of float)
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0:? Constant:
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0:? 2.000000
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0:? 2.500000
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0:? 2.100000
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0:? 2.200000
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0:2 Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:2 'a1i' ( global 4-component vector of float)
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0:2 Constant:
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0:2 1.000000
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0:2 0.500000
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0:2 0.000000
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0:2 1.000000
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0:2 move second child to first child ( temp 4-component vector of float)
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0:2 'b1i' ( global 4-component vector of float)
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0:2 Constant:
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0:2 2.000000
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0:2 2.500000
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0:2 2.100000
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0:2 2.200000
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0:3 Sequence
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0:3 move second child to first child ( temp float)
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0:3 'a2' ( global float)
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0:3 Constant:
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0:3 0.200000
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0:4 Sequence
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0:4 move second child to first child ( temp float)
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0:4 'b3' ( global float)
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0:4 Constant:
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0:4 0.300000
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0:5 Sequence
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0:5 move second child to first child ( temp float)
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0:5 'b4' ( global float)
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0:5 Constant:
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0:5 0.400000
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0:6 Sequence
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0:6 move second child to first child ( temp float)
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0:6 'a5' ( global float)
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0:6 Constant:
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0:6 0.500000
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0:6 move second child to first child ( temp float)
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0:6 'c5' ( global float)
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0:6 Constant:
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0:6 1.500000
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0:9 Sequence
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0:9 move second child to first child ( temp structure{ temp int f})
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0:9 'single1' ( global structure{ temp int f})
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0:9 Constant:
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0:9 10 (const int)
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0:12 Sequence
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0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v})
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0:12 'single2' ( global structure{ temp 2-component vector of uint v})
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0:12 Constant:
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0:12 1 (const uint)
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0:12 2 (const uint)
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0:15 Sequence
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0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1})
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0:15 'single3' ( global structure{ temp structure{ temp int f} s1})
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0:15 Constant:
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0:15 3 (const int)
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0:18 Sequence
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0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1})
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0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
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0:18 Constant:
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0:18 4 (const uint)
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0:18 5 (const uint)
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0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
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0:21 Function Parameters:
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0:21 'input' ( in 4-component vector of float)
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0:? Sequence
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0:22 Sequence
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 'a2' ( temp 4-component vector of float)
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0:? Constant:
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0:? 0.200000
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0:? 0.300000
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0:? 0.400000
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0:? 0.500000
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0:32 Sequence
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0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 Constant:
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0:32 9 (const int)
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0:32 'a5' ( global float)
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0:32 Construct structure ( temp structure{ temp float f, temp int i})
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0:32 Comma ( temp float)
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0:32 'a3' ( global float)
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0:32 'a4' ( global float)
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0:32 Constant:
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0:32 12 (const int)
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0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 Constant:
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0:32 9 (const int)
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0:32 'a5' ( global float)
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0:? Construct structure ( temp structure{ temp float f, temp int i})
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0:32 Comma ( temp float)
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0:32 'a3' ( global float)
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0:32 'a4' ( global float)
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0:32 Constant:
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0:32 12 (const int)
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0:33 Sequence
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0:33 move second child to first child ( temp float)
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0:33 'a8' ( temp float)
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0:33 Comma ( temp float)
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0:33 'a2' ( temp 4-component vector of float)
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0:33 'b2' ( global float)
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0:33 move second child to first child ( temp float)
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0:33 'a9' ( temp float)
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0:33 'a5' ( global float)
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0:35 Branch: Return with expression
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0:35 component-wise multiply ( temp 4-component vector of float)
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0:35 'input' ( in 4-component vector of float)
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0:35 'a1' ( global 4-component vector of float)
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0:21 Function Definition: ShaderFunction( ( temp void)
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0:21 Function Parameters:
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0:? Sequence
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0:21 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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0:21 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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0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'a1' ( global 4-component vector of float)
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0:? 'b1' ( global 4-component vector of float)
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0:? 'a1i' ( global 4-component vector of float)
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0:? 'b1i' ( global 4-component vector of float)
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0:? 'a2' ( global float)
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0:? 'b2' ( global float)
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0:? 'a3' ( global float)
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0:? 'b3' ( global float)
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0:? 'a4' ( global float)
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0:? 'b4' ( global float)
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0:? 'c4' ( global float)
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0:? 'a5' ( global float)
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0:? 'b5' ( global float)
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0:? 'c5' ( global float)
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0:? 'single1' ( global structure{ temp int f})
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0:? 'single2' ( global structure{ temp 2-component vector of uint v})
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0:? 'single3' ( global structure{ temp structure{ temp int f} s1})
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0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
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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:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c})
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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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0:1 Sequence
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0:1 move second child to first child ( temp 4-component vector of float)
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0:1 'a1' ( global 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 0.500000
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0:? 0.000000
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0:? 1.000000
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0:1 move second child to first child ( temp 4-component vector of float)
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0:1 'b1' ( global 4-component vector of float)
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0:? Constant:
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0:? 2.000000
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0:? 2.500000
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0:? 2.100000
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0:? 2.200000
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0:2 Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:2 'a1i' ( global 4-component vector of float)
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0:2 Constant:
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0:2 1.000000
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0:2 0.500000
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0:2 0.000000
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0:2 1.000000
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0:2 move second child to first child ( temp 4-component vector of float)
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0:2 'b1i' ( global 4-component vector of float)
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0:2 Constant:
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0:2 2.000000
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0:2 2.500000
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0:2 2.100000
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0:2 2.200000
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0:3 Sequence
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0:3 move second child to first child ( temp float)
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0:3 'a2' ( global float)
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0:3 Constant:
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0:3 0.200000
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0:4 Sequence
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0:4 move second child to first child ( temp float)
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0:4 'b3' ( global float)
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0:4 Constant:
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0:4 0.300000
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0:5 Sequence
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0:5 move second child to first child ( temp float)
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0:5 'b4' ( global float)
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0:5 Constant:
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0:5 0.400000
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0:6 Sequence
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0:6 move second child to first child ( temp float)
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0:6 'a5' ( global float)
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0:6 Constant:
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0:6 0.500000
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0:6 move second child to first child ( temp float)
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0:6 'c5' ( global float)
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0:6 Constant:
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0:6 1.500000
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0:9 Sequence
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0:9 move second child to first child ( temp structure{ temp int f})
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0:9 'single1' ( global structure{ temp int f})
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0:9 Constant:
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0:9 10 (const int)
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0:12 Sequence
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0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v})
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0:12 'single2' ( global structure{ temp 2-component vector of uint v})
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0:12 Constant:
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0:12 1 (const uint)
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0:12 2 (const uint)
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0:15 Sequence
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0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1})
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0:15 'single3' ( global structure{ temp structure{ temp int f} s1})
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0:15 Constant:
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0:15 3 (const int)
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0:18 Sequence
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0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1})
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0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
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0:18 Constant:
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0:18 4 (const uint)
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0:18 5 (const uint)
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0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
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0:21 Function Parameters:
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0:21 'input' ( in 4-component vector of float)
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0:? Sequence
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0:22 Sequence
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 'a2' ( temp 4-component vector of float)
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0:? Constant:
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0:? 0.200000
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0:? 0.300000
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0:? 0.400000
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0:? 0.500000
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0:32 Sequence
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0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 Constant:
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0:32 9 (const int)
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0:32 'a5' ( global float)
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0:32 Construct structure ( temp structure{ temp float f, temp int i})
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0:32 Comma ( temp float)
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0:32 'a3' ( global float)
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0:32 'a4' ( global float)
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0:32 Constant:
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0:32 12 (const int)
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0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
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0:32 Constant:
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0:32 9 (const int)
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0:32 'a5' ( global float)
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0:? Construct structure ( temp structure{ temp float f, temp int i})
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0:32 Comma ( temp float)
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0:32 'a3' ( global float)
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0:32 'a4' ( global float)
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0:32 Constant:
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0:32 12 (const int)
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0:33 Sequence
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0:33 move second child to first child ( temp float)
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0:33 'a8' ( temp float)
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0:33 Comma ( temp float)
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0:33 'a2' ( temp 4-component vector of float)
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0:33 'b2' ( global float)
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0:33 move second child to first child ( temp float)
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0:33 'a9' ( temp float)
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0:33 'a5' ( global float)
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0:35 Branch: Return with expression
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0:35 component-wise multiply ( temp 4-component vector of float)
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0:35 'input' ( in 4-component vector of float)
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0:35 'a1' ( global 4-component vector of float)
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0:21 Function Definition: ShaderFunction( ( temp void)
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0:21 Function Parameters:
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0:? Sequence
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0:21 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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0:21 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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0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'a1' ( global 4-component vector of float)
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0:? 'b1' ( global 4-component vector of float)
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0:? 'a1i' ( global 4-component vector of float)
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0:? 'b1i' ( global 4-component vector of float)
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0:? 'a2' ( global float)
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0:? 'b2' ( global float)
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0:? 'a3' ( global float)
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0:? 'b3' ( global float)
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0:? 'a4' ( global float)
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0:? 'b4' ( global float)
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0:? 'c4' ( global float)
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0:? 'a5' ( global float)
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0:? 'b5' ( global float)
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0:? 'c5' ( global float)
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0:? 'single1' ( global structure{ temp int f})
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0:? 'single2' ( global structure{ temp 2-component vector of uint v})
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0:? 'single3' ( global structure{ temp structure{ temp int f} s1})
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0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
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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:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c})
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// Module Version 10000
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// Generated by (magic number): 80006
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// Id's are bound by 110
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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 "ShaderFunction" 98 101
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "ShaderFunction"
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Name 11 "@ShaderFunction(vf4;"
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Name 10 "input"
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Name 14 "a1"
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Name 19 "b1"
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Name 25 "a1i"
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Name 26 "b1i"
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Name 28 "a2"
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Name 30 "b3"
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Name 32 "b4"
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Name 34 "a5"
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Name 35 "c5"
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Name 38 "Single1"
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MemberName 38(Single1) 0 "f"
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Name 40 "single1"
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Name 45 "Single2"
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MemberName 45(Single2) 0 "v"
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Name 47 "single2"
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Name 52 "Single3"
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MemberName 52(Single3) 0 "s1"
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Name 54 "single3"
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Name 58 "Single4"
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MemberName 58(Single4) 0 "s1"
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Name 60 "single4"
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Name 66 "a2"
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Name 68 "S1"
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MemberName 68(S1) 0 "f"
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MemberName 68(S1) 1 "i"
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Name 69 "S2"
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MemberName 69(S2) 0 "j"
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MemberName 69(S2) 1 "g"
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MemberName 69(S2) 2 "s1"
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Name 71 "s2i"
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Name 74 "a3"
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Name 75 "a4"
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Name 80 "s2"
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Name 86 "a8"
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Name 87 "b2"
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Name 89 "a9"
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Name 96 "input"
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Name 98 "input"
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Name 101 "@entryPointOutput"
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Name 102 "param"
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Name 105 "c4"
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Name 106 "b5"
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Name 107 "Constants"
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MemberName 107(Constants) 0 "a"
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MemberName 107(Constants) 1 "b"
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MemberName 107(Constants) 2 "c"
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Name 109 ""
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Decorate 98(input) Location 0
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Decorate 101(@entryPointOutput) Location 0
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MemberDecorate 107(Constants) 0 Offset 0
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MemberDecorate 107(Constants) 1 Offset 4
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MemberDecorate 107(Constants) 2 Offset 8
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Decorate 107(Constants) Block
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Decorate 109 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: TypeFunction 7(fvec4) 8(ptr)
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13: TypePointer Private 7(fvec4)
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14(a1): 13(ptr) Variable Private
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15: 6(float) Constant 1065353216
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16: 6(float) Constant 1056964608
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17: 6(float) Constant 0
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18: 7(fvec4) ConstantComposite 15 16 17 15
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19(b1): 13(ptr) Variable Private
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20: 6(float) Constant 1073741824
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21: 6(float) Constant 1075838976
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22: 6(float) Constant 1074161254
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23: 6(float) Constant 1074580685
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24: 7(fvec4) ConstantComposite 20 21 22 23
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25(a1i): 13(ptr) Variable Private
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26(b1i): 13(ptr) Variable Private
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27: TypePointer Private 6(float)
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28(a2): 27(ptr) Variable Private
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29: 6(float) Constant 1045220557
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30(b3): 27(ptr) Variable Private
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31: 6(float) Constant 1050253722
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32(b4): 27(ptr) Variable Private
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33: 6(float) Constant 1053609165
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34(a5): 27(ptr) Variable Private
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35(c5): 27(ptr) Variable Private
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36: 6(float) Constant 1069547520
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37: TypeInt 32 1
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38(Single1): TypeStruct 37(int)
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39: TypePointer Private 38(Single1)
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40(single1): 39(ptr) Variable Private
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41: 37(int) Constant 10
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42: 38(Single1) ConstantComposite 41
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43: TypeInt 32 0
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44: TypeVector 43(int) 2
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45(Single2): TypeStruct 44(ivec2)
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46: TypePointer Private 45(Single2)
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47(single2): 46(ptr) Variable Private
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48: 43(int) Constant 1
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49: 43(int) Constant 2
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50: 44(ivec2) ConstantComposite 48 49
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51: 45(Single2) ConstantComposite 50
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52(Single3): TypeStruct 38(Single1)
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53: TypePointer Private 52(Single3)
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54(single3): 53(ptr) Variable Private
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55: 37(int) Constant 3
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56: 38(Single1) ConstantComposite 55
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57: 52(Single3) ConstantComposite 56
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58(Single4): TypeStruct 45(Single2)
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59: TypePointer Private 58(Single4)
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60(single4): 59(ptr) Variable Private
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61: 43(int) Constant 4
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62: 43(int) Constant 5
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63: 44(ivec2) ConstantComposite 61 62
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64: 45(Single2) ConstantComposite 63
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65: 58(Single4) ConstantComposite 64
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67: 7(fvec4) ConstantComposite 29 31 33 16
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68(S1): TypeStruct 6(float) 37(int)
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69(S2): TypeStruct 37(int) 6(float) 68(S1)
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70: TypePointer Function 69(S2)
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72: 37(int) Constant 9
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74(a3): 27(ptr) Variable Private
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75(a4): 27(ptr) Variable Private
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77: 37(int) Constant 12
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85: TypePointer Function 6(float)
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87(b2): 27(ptr) Variable Private
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97: TypePointer Input 7(fvec4)
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98(input): 97(ptr) Variable Input
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100: TypePointer Output 7(fvec4)
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101(@entryPointOutput): 100(ptr) Variable Output
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105(c4): 27(ptr) Variable Private
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106(b5): 27(ptr) Variable Private
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107(Constants): TypeStruct 6(float) 6(float) 6(float)
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108: TypePointer Uniform 107(Constants)
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109: 108(ptr) Variable Uniform
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4(ShaderFunction): 2 Function None 3
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5: Label
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96(input): 8(ptr) Variable Function
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102(param): 8(ptr) Variable Function
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Store 14(a1) 18
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Store 19(b1) 24
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Store 25(a1i) 18
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Store 26(b1i) 24
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Store 28(a2) 29
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Store 30(b3) 31
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Store 32(b4) 33
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Store 34(a5) 16
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Store 35(c5) 36
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Store 40(single1) 42
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Store 47(single2) 51
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Store 54(single3) 57
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Store 60(single4) 65
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99: 7(fvec4) Load 98(input)
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Store 96(input) 99
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103: 7(fvec4) Load 96(input)
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Store 102(param) 103
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104: 7(fvec4) FunctionCall 11(@ShaderFunction(vf4;) 102(param)
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Store 101(@entryPointOutput) 104
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Return
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FunctionEnd
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11(@ShaderFunction(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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66(a2): 8(ptr) Variable Function
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71(s2i): 70(ptr) Variable Function
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80(s2): 70(ptr) Variable Function
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86(a8): 85(ptr) Variable Function
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89(a9): 85(ptr) Variable Function
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Store 66(a2) 67
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73: 6(float) Load 34(a5)
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76: 6(float) Load 75(a4)
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78: 68(S1) CompositeConstruct 76 77
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79: 69(S2) CompositeConstruct 72 73 78
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Store 71(s2i) 79
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81: 6(float) Load 34(a5)
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82: 6(float) Load 75(a4)
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83: 68(S1) CompositeConstruct 82 77
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84: 69(S2) CompositeConstruct 72 81 83
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Store 80(s2) 84
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88: 6(float) Load 87(b2)
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Store 86(a8) 88
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90: 6(float) Load 34(a5)
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Store 89(a9) 90
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91: 7(fvec4) Load 10(input)
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92: 7(fvec4) Load 14(a1)
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93: 7(fvec4) FMul 91 92
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ReturnValue 93
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FunctionEnd
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