| hlsl.partialInit.frag |
| WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing |
| WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing |
| |
| Shader version: 500 |
| gl_FragCoord origin is upper left |
| 0:? Sequence |
| 0:8 Sequence |
| 0:8 move second child to first child ( temp 4-component vector of float) |
| 0:8 'gv' ( global 4-component vector of float) |
| 0:8 Constant: |
| 0:8 0.000000 |
| 0:8 0.000000 |
| 0:8 1.000000 |
| 0:8 0.000000 |
| 0:9 Sequence |
| 0:9 move second child to first child ( temp 3-element array of float) |
| 0:9 'gfa' ( global 3-element array of float) |
| 0:9 Constant: |
| 0:9 0.000000 |
| 0:9 0.000000 |
| 0:9 0.000000 |
| 0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Function Parameters: |
| 0:18 'input' ( in 4-component vector of float) |
| 0:? Sequence |
| 0:19 Sequence |
| 0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:19 Constant: |
| 0:19 3 (const int) |
| 0:19 0.000000 |
| 0:19 false (const bool) |
| 0:19 0.000000 |
| 0:19 0.000000 |
| 0:19 0.000000 |
| 0:19 0.000000 |
| 0:21 move second child to first child ( temp 4-component vector of float) |
| 0:21 v: direct index for structure ( temp 4-component vector of float) |
| 0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:21 Constant: |
| 0:21 3 (const int) |
| 0:21 vector-scale ( temp 4-component vector of float) |
| 0:21 'gv' ( global 4-component vector of float) |
| 0:21 direct index ( temp float) |
| 0:21 'gfa' ( global 3-element array of float) |
| 0:21 Constant: |
| 0:21 2 (const int) |
| 0:22 Sequence |
| 0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:22 Constant: |
| 0:22 0 (const int) |
| 0:22 0.000000 |
| 0:22 false (const bool) |
| 0:22 0.000000 |
| 0:22 0.000000 |
| 0:22 0.000000 |
| 0:22 0.000000 |
| 0:23 Sequence |
| 0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:23 Constant: |
| 0:23 0 (const int) |
| 0:23 0.000000 |
| 0:23 false (const bool) |
| 0:23 0.000000 |
| 0:23 0.000000 |
| 0:23 0.000000 |
| 0:23 0.000000 |
| 0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:24 Constant: |
| 0:24 0 (const int) |
| 0:24 0.000000 |
| 0:24 false (const bool) |
| 0:24 0.000000 |
| 0:24 0.000000 |
| 0:24 0.000000 |
| 0:24 0.000000 |
| 0:25 move second child to first child ( temp bool) |
| 0:25 c: direct index for structure ( temp bool) |
| 0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:25 Constant: |
| 0:25 2 (const int) |
| 0:25 c: direct index for structure ( temp bool) |
| 0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:25 Constant: |
| 0:25 2 (const int) |
| 0:26 Sequence |
| 0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) |
| 0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) |
| 0:26 Constant: |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0 (const int) |
| 0:26 0.000000 |
| 0:26 false (const bool) |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 false (const bool) |
| 0:28 Sequence |
| 0:28 move second child to first child ( temp 4-element array of 2-component vector of float) |
| 0:28 'gf2a' ( temp 4-element array of 2-component vector of float) |
| 0:28 Constant: |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:29 Sequence |
| 0:29 move second child to first child ( temp int) |
| 0:29 'cgi' ( temp int) |
| 0:29 Constant: |
| 0:29 0 (const int) |
| 0:30 move second child to first child ( temp float) |
| 0:30 b: direct index for structure ( temp float) |
| 0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:30 Constant: |
| 0:30 1 (const int) |
| 0:30 component-wise multiply ( temp float) |
| 0:30 direct index ( temp float) |
| 0:30 direct index ( temp 2-component vector of float) |
| 0:30 'gf2a' ( temp 4-element array of 2-component vector of float) |
| 0:30 Constant: |
| 0:30 2 (const int) |
| 0:30 Constant: |
| 0:30 1 (const int) |
| 0:30 Convert int to float ( temp float) |
| 0:30 'cgi' ( temp int) |
| 0:32 Branch: Return with expression |
| 0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Function Definition: PixelShaderFunction( ( temp void) |
| 0:18 Function Parameters: |
| 0:? Sequence |
| 0:18 move second child to first child ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:18 Sequence |
| 0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:18 move second child to first child ( temp int) |
| 0:? '@entryPointOutput.a' (layout( location=0) out int) |
| 0:18 a: direct index for structure ( temp int) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Constant: |
| 0:18 0 (const int) |
| 0:18 move second child to first child ( temp float) |
| 0:? '@entryPointOutput.b' (layout( location=1) out float) |
| 0:18 b: direct index for structure ( temp float) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Constant: |
| 0:18 1 (const int) |
| 0:18 move second child to first child ( temp bool) |
| 0:? '@entryPointOutput.c' (layout( location=2) out bool) |
| 0:18 c: direct index for structure ( temp bool) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Constant: |
| 0:18 2 (const int) |
| 0:18 move second child to first child ( temp 4-component vector of float) |
| 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) |
| 0:18 v: direct index for structure ( temp 4-component vector of float) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Constant: |
| 0:18 3 (const int) |
| 0:? Linker Objects |
| 0:? 'gv' ( global 4-component vector of float) |
| 0:? 'gfa' ( global 3-element array of float) |
| 0:? '@entryPointOutput.a' (layout( location=0) out int) |
| 0:? '@entryPointOutput.b' (layout( location=1) out float) |
| 0:? '@entryPointOutput.c' (layout( location=2) out bool) |
| 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:? 'cgf2a' ( const 3-element array of 2-component vector of float) |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 'ci' ( const int) |
| 0:? 0 (const int) |
| |
| |
| Linked fragment stage: |
| |
| |
| Shader version: 500 |
| gl_FragCoord origin is upper left |
| 0:? Sequence |
| 0:8 Sequence |
| 0:8 move second child to first child ( temp 4-component vector of float) |
| 0:8 'gv' ( global 4-component vector of float) |
| 0:8 Constant: |
| 0:8 0.000000 |
| 0:8 0.000000 |
| 0:8 1.000000 |
| 0:8 0.000000 |
| 0:9 Sequence |
| 0:9 move second child to first child ( temp 3-element array of float) |
| 0:9 'gfa' ( global 3-element array of float) |
| 0:9 Constant: |
| 0:9 0.000000 |
| 0:9 0.000000 |
| 0:9 0.000000 |
| 0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Function Parameters: |
| 0:18 'input' ( in 4-component vector of float) |
| 0:? Sequence |
| 0:19 Sequence |
| 0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:19 Constant: |
| 0:19 3 (const int) |
| 0:19 0.000000 |
| 0:19 false (const bool) |
| 0:19 0.000000 |
| 0:19 0.000000 |
| 0:19 0.000000 |
| 0:19 0.000000 |
| 0:21 move second child to first child ( temp 4-component vector of float) |
| 0:21 v: direct index for structure ( temp 4-component vector of float) |
| 0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:21 Constant: |
| 0:21 3 (const int) |
| 0:21 vector-scale ( temp 4-component vector of float) |
| 0:21 'gv' ( global 4-component vector of float) |
| 0:21 direct index ( temp float) |
| 0:21 'gfa' ( global 3-element array of float) |
| 0:21 Constant: |
| 0:21 2 (const int) |
| 0:22 Sequence |
| 0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:22 Constant: |
| 0:22 0 (const int) |
| 0:22 0.000000 |
| 0:22 false (const bool) |
| 0:22 0.000000 |
| 0:22 0.000000 |
| 0:22 0.000000 |
| 0:22 0.000000 |
| 0:23 Sequence |
| 0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:23 Constant: |
| 0:23 0 (const int) |
| 0:23 0.000000 |
| 0:23 false (const bool) |
| 0:23 0.000000 |
| 0:23 0.000000 |
| 0:23 0.000000 |
| 0:23 0.000000 |
| 0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:24 Constant: |
| 0:24 0 (const int) |
| 0:24 0.000000 |
| 0:24 false (const bool) |
| 0:24 0.000000 |
| 0:24 0.000000 |
| 0:24 0.000000 |
| 0:24 0.000000 |
| 0:25 move second child to first child ( temp bool) |
| 0:25 c: direct index for structure ( temp bool) |
| 0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:25 Constant: |
| 0:25 2 (const int) |
| 0:25 c: direct index for structure ( temp bool) |
| 0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:25 Constant: |
| 0:25 2 (const int) |
| 0:26 Sequence |
| 0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) |
| 0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) |
| 0:26 Constant: |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0 (const int) |
| 0:26 0.000000 |
| 0:26 false (const bool) |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 0.000000 |
| 0:26 false (const bool) |
| 0:28 Sequence |
| 0:28 move second child to first child ( temp 4-element array of 2-component vector of float) |
| 0:28 'gf2a' ( temp 4-element array of 2-component vector of float) |
| 0:28 Constant: |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:28 0.000000 |
| 0:29 Sequence |
| 0:29 move second child to first child ( temp int) |
| 0:29 'cgi' ( temp int) |
| 0:29 Constant: |
| 0:29 0 (const int) |
| 0:30 move second child to first child ( temp float) |
| 0:30 b: direct index for structure ( temp float) |
| 0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:30 Constant: |
| 0:30 1 (const int) |
| 0:30 component-wise multiply ( temp float) |
| 0:30 direct index ( temp float) |
| 0:30 direct index ( temp 2-component vector of float) |
| 0:30 'gf2a' ( temp 4-element array of 2-component vector of float) |
| 0:30 Constant: |
| 0:30 2 (const int) |
| 0:30 Constant: |
| 0:30 1 (const int) |
| 0:30 Convert int to float ( temp float) |
| 0:30 'cgi' ( temp int) |
| 0:32 Branch: Return with expression |
| 0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Function Definition: PixelShaderFunction( ( temp void) |
| 0:18 Function Parameters: |
| 0:? Sequence |
| 0:18 move second child to first child ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:18 Sequence |
| 0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:18 move second child to first child ( temp int) |
| 0:? '@entryPointOutput.a' (layout( location=0) out int) |
| 0:18 a: direct index for structure ( temp int) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Constant: |
| 0:18 0 (const int) |
| 0:18 move second child to first child ( temp float) |
| 0:? '@entryPointOutput.b' (layout( location=1) out float) |
| 0:18 b: direct index for structure ( temp float) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Constant: |
| 0:18 1 (const int) |
| 0:18 move second child to first child ( temp bool) |
| 0:? '@entryPointOutput.c' (layout( location=2) out bool) |
| 0:18 c: direct index for structure ( temp bool) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Constant: |
| 0:18 2 (const int) |
| 0:18 move second child to first child ( temp 4-component vector of float) |
| 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) |
| 0:18 v: direct index for structure ( temp 4-component vector of float) |
| 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) |
| 0:18 Constant: |
| 0:18 3 (const int) |
| 0:? Linker Objects |
| 0:? 'gv' ( global 4-component vector of float) |
| 0:? 'gfa' ( global 3-element array of float) |
| 0:? '@entryPointOutput.a' (layout( location=0) out int) |
| 0:? '@entryPointOutput.b' (layout( location=1) out float) |
| 0:? '@entryPointOutput.c' (layout( location=2) out bool) |
| 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:? 'cgf2a' ( const 3-element array of 2-component vector of float) |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 0.000000 |
| 0:? 'ci' ( const int) |
| 0:? 0 (const int) |
| |
| Validation failed |
| // Module Version 10000 |
| // Generated by (magic number): 80008 |
| // Id's are bound by 104 |
| |
| Capability Shader |
| 1: ExtInstImport "GLSL.std.450" |
| MemoryModel Logical GLSL450 |
| EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99 |
| ExecutionMode 4 OriginUpperLeft |
| Source HLSL 500 |
| Name 4 "PixelShaderFunction" |
| Name 11 "outs" |
| MemberName 11(outs) 0 "a" |
| MemberName 11(outs) 1 "b" |
| MemberName 11(outs) 2 "c" |
| MemberName 11(outs) 3 "v" |
| Name 14 "@PixelShaderFunction(vf4;" |
| Name 13 "input" |
| Name 17 "gv" |
| Name 25 "gfa" |
| Name 28 "o2" |
| Name 33 "o4" |
| Name 41 "o1" |
| Name 44 "o3" |
| Name 51 "Nest" |
| MemberName 51(Nest) 0 "m" |
| MemberName 51(Nest) 1 "os" |
| MemberName 51(Nest) 2 "b" |
| Name 53 "nest" |
| Name 61 "gf2a" |
| Name 65 "cgi" |
| Name 78 "input" |
| Name 80 "input" |
| Name 82 "flattenTemp" |
| Name 83 "param" |
| Name 87 "@entryPointOutput.a" |
| Name 91 "@entryPointOutput.b" |
| Name 95 "@entryPointOutput.c" |
| Name 99 "@entryPointOutput.v" |
| Decorate 80(input) Location 0 |
| Decorate 87(@entryPointOutput.a) Location 0 |
| Decorate 91(@entryPointOutput.b) Location 1 |
| Decorate 95(@entryPointOutput.c) Location 2 |
| Decorate 99(@entryPointOutput.v) Location 3 |
| 2: TypeVoid |
| 3: TypeFunction 2 |
| 6: TypeFloat 32 |
| 7: TypeVector 6(float) 4 |
| 8: TypePointer Function 7(fvec4) |
| 9: TypeInt 32 1 |
| 10: TypeBool |
| 11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4) |
| 12: TypeFunction 11(outs) 8(ptr) |
| 16: TypePointer Private 7(fvec4) |
| 17(gv): 16(ptr) Variable Private |
| 18: 6(float) Constant 0 |
| 19: 6(float) Constant 1065353216 |
| 20: 7(fvec4) ConstantComposite 18 18 19 18 |
| 21: TypeInt 32 0 |
| 22: 21(int) Constant 3 |
| 23: TypeArray 6(float) 22 |
| 24: TypePointer Private 23 |
| 25(gfa): 24(ptr) Variable Private |
| 26: 23 ConstantComposite 18 18 18 |
| 27: TypePointer Function 11(outs) |
| 29: 9(int) Constant 3 |
| 30: 10(bool) ConstantFalse |
| 31: 7(fvec4) ConstantComposite 18 18 18 18 |
| 32: 11(outs) ConstantComposite 29 18 30 31 |
| 35: 9(int) Constant 2 |
| 36: TypePointer Private 6(float) |
| 42: 9(int) Constant 0 |
| 43: 11(outs) ConstantComposite 42 18 30 31 |
| 45: TypePointer Function 10(bool) |
| 49: TypeVector 6(float) 3 |
| 50: TypeMatrix 49(fvec3) 4 |
| 51(Nest): TypeStruct 50 11(outs) 10(bool) |
| 52: TypePointer Function 51(Nest) |
| 54: 49(fvec3) ConstantComposite 18 18 18 |
| 55: 50 ConstantComposite 54 54 54 54 |
| 56: 51(Nest) ConstantComposite 55 43 30 |
| 57: TypeVector 6(float) 2 |
| 58: 21(int) Constant 4 |
| 59: TypeArray 57(fvec2) 58 |
| 60: TypePointer Function 59 |
| 62: 57(fvec2) ConstantComposite 18 18 |
| 63: 59 ConstantComposite 62 62 62 62 |
| 64: TypePointer Function 9(int) |
| 66: 9(int) Constant 1 |
| 67: 21(int) Constant 1 |
| 68: TypePointer Function 6(float) |
| 79: TypePointer Input 7(fvec4) |
| 80(input): 79(ptr) Variable Input |
| 86: TypePointer Output 9(int) |
| 87(@entryPointOutput.a): 86(ptr) Variable Output |
| 90: TypePointer Output 6(float) |
| 91(@entryPointOutput.b): 90(ptr) Variable Output |
| 94: TypePointer Output 10(bool) |
| 95(@entryPointOutput.c): 94(ptr) Variable Output |
| 98: TypePointer Output 7(fvec4) |
| 99(@entryPointOutput.v): 98(ptr) Variable Output |
| 102: TypeArray 57(fvec2) 22 |
| 103: 102 ConstantComposite 62 62 62 |
| 4(PixelShaderFunction): 2 Function None 3 |
| 5: Label |
| 78(input): 8(ptr) Variable Function |
| 82(flattenTemp): 27(ptr) Variable Function |
| 83(param): 8(ptr) Variable Function |
| Store 17(gv) 20 |
| Store 25(gfa) 26 |
| 81: 7(fvec4) Load 80(input) |
| Store 78(input) 81 |
| 84: 7(fvec4) Load 78(input) |
| Store 83(param) 84 |
| 85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param) |
| Store 82(flattenTemp) 85 |
| 88: 64(ptr) AccessChain 82(flattenTemp) 42 |
| 89: 9(int) Load 88 |
| Store 87(@entryPointOutput.a) 89 |
| 92: 68(ptr) AccessChain 82(flattenTemp) 66 |
| 93: 6(float) Load 92 |
| Store 91(@entryPointOutput.b) 93 |
| 96: 45(ptr) AccessChain 82(flattenTemp) 35 |
| 97: 10(bool) Load 96 |
| Store 95(@entryPointOutput.c) 97 |
| 100: 8(ptr) AccessChain 82(flattenTemp) 29 |
| 101: 7(fvec4) Load 100 |
| Store 99(@entryPointOutput.v) 101 |
| Return |
| FunctionEnd |
| 14(@PixelShaderFunction(vf4;): 11(outs) Function None 12 |
| 13(input): 8(ptr) FunctionParameter |
| 15: Label |
| 28(o2): 27(ptr) Variable Function |
| 33(o4): 27(ptr) Variable Function |
| 41(o1): 27(ptr) Variable Function |
| 44(o3): 27(ptr) Variable Function |
| 53(nest): 52(ptr) Variable Function |
| 61(gf2a): 60(ptr) Variable Function |
| 65(cgi): 64(ptr) Variable Function |
| Store 28(o2) 32 |
| 34: 7(fvec4) Load 17(gv) |
| 37: 36(ptr) AccessChain 25(gfa) 35 |
| 38: 6(float) Load 37 |
| 39: 7(fvec4) VectorTimesScalar 34 38 |
| 40: 8(ptr) AccessChain 33(o4) 29 |
| Store 40 39 |
| Store 41(o1) 43 |
| Store 44(o3) 43 |
| Store 33(o4) 43 |
| 46: 45(ptr) AccessChain 41(o1) 35 |
| 47: 10(bool) Load 46 |
| 48: 45(ptr) AccessChain 33(o4) 35 |
| Store 48 47 |
| Store 53(nest) 56 |
| Store 61(gf2a) 63 |
| Store 65(cgi) 42 |
| 69: 68(ptr) AccessChain 61(gf2a) 35 67 |
| 70: 6(float) Load 69 |
| 71: 9(int) Load 65(cgi) |
| 72: 6(float) ConvertSToF 71 |
| 73: 6(float) FMul 70 72 |
| 74: 68(ptr) AccessChain 33(o4) 66 |
| Store 74 73 |
| 75: 11(outs) Load 33(o4) |
| ReturnValue 75 |
| FunctionEnd |