hlsl.intrinsics.vert Shader version: 450 0:? Sequence 0:62 Function Definition: VertexShaderFunction(f1;f1;f1;u1;u1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) 0:2 'inF2' (in float) 0:2 'inU0' (in uint) 0:2 'inU1' (in uint) 0:? Sequence 0:3 all (global bool) 0:3 'inF0' (in float) 0:4 Absolute value (global float) 0:4 'inF0' (in float) 0:5 arc cosine (global float) 0:5 'inF0' (in float) 0:6 any (global bool) 0:6 'inF0' (in float) 0:7 arc sine (global float) 0:7 'inF0' (in float) 0:8 floatBitsToInt (global int) 0:8 'inF0' (in float) 0:9 floatBitsToUint (global uint) 0:9 'inF0' (in float) 0:10 intBitsToFloat (global float) 0:10 'inU0' (in uint) 0:12 arc tangent (global float) 0:12 'inF0' (in float) 0:13 arc tangent (global float) 0:13 'inF0' (in float) 0:13 'inF1' (in float) 0:14 Ceiling (global float) 0:14 'inF0' (in float) 0:15 clamp (global float) 0:15 'inF0' (in float) 0:15 'inF1' (in float) 0:15 'inF2' (in float) 0:16 cosine (global float) 0:16 'inF0' (in float) 0:17 hyp. cosine (global float) 0:17 'inF0' (in float) 0:18 bitCount (global uint) 0:18 Constant: 0:18 7 (const uint) 0:19 degrees (global float) 0:19 'inF0' (in float) 0:23 exp (global float) 0:23 'inF0' (in float) 0:24 exp2 (global float) 0:24 'inF0' (in float) 0:25 findMSB (global int) 0:25 Constant: 0:25 7 (const int) 0:26 findLSB (global int) 0:26 Constant: 0:26 7 (const int) 0:27 Floor (global float) 0:27 'inF0' (in float) 0:29 mod (global float) 0:29 'inF0' (in float) 0:29 'inF1' (in float) 0:30 Fraction (global float) 0:30 'inF0' (in float) 0:31 frexp (global float) 0:31 'inF0' (in float) 0:31 'inF1' (in float) 0:32 isinf (global bool) 0:32 'inF0' (in float) 0:33 isnan (global bool) 0:33 'inF0' (in float) 0:34 ldexp (global float) 0:34 'inF0' (in float) 0:34 'inF1' (in float) 0:35 log (global float) 0:35 'inF0' (in float) 0:36 component-wise multiply (temp float) 0:36 log2 (temp float) 0:36 'inF0' (in float) 0:36 Constant: 0:36 0.301030 0:37 log2 (global float) 0:37 'inF0' (in float) 0:38 max (global float) 0:38 'inF0' (in float) 0:38 'inF1' (in float) 0:39 min (global float) 0:39 'inF0' (in float) 0:39 'inF1' (in float) 0:41 pow (global float) 0:41 'inF0' (in float) 0:41 'inF1' (in float) 0:42 radians (global float) 0:42 'inF0' (in float) 0:43 bitFieldReverse (global uint) 0:43 Constant: 0:43 2 (const uint) 0:44 roundEven (global float) 0:44 'inF0' (in float) 0:45 inverse sqrt (global float) 0:45 'inF0' (in float) 0:46 clamp (temp float) 0:46 'inF0' (in float) 0:46 Constant: 0:46 0.000000 0:46 Constant: 0:46 1.000000 0:47 Sign (global float) 0:47 'inF0' (in float) 0:48 sine (global float) 0:48 'inF0' (in float) 0:49 Sequence 0:49 move second child to first child (temp float) 0:49 'inF1' (in float) 0:49 sine (temp float) 0:49 'inF0' (in float) 0:49 move second child to first child (temp float) 0:49 'inF2' (in float) 0:49 cosine (temp float) 0:49 'inF0' (in float) 0:50 hyp. sine (global float) 0:50 'inF0' (in float) 0:51 smoothstep (global float) 0:51 'inF0' (in float) 0:51 'inF1' (in float) 0:51 'inF2' (in float) 0:52 sqrt (global float) 0:52 'inF0' (in float) 0:53 step (global float) 0:53 'inF0' (in float) 0:53 'inF1' (in float) 0:54 tangent (global float) 0:54 'inF0' (in float) 0:55 hyp. tangent (global float) 0:55 'inF0' (in float) 0:57 trunc (global float) 0:57 'inF0' (in float) 0:59 Branch: Return with expression 0:59 Constant: 0:59 0.000000 0:68 Function Definition: VertexShaderFunction(vf1;vf1;vf1; (temp 1-component vector of float) 0:63 Function Parameters: 0:63 'inF0' (in 1-component vector of float) 0:63 'inF1' (in 1-component vector of float) 0:63 'inF2' (in 1-component vector of float) 0:? Sequence 0:65 Branch: Return with expression 0:65 Constant: 0:65 0.000000 0:137 Function Definition: VertexShaderFunction(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float) 0:69 Function Parameters: 0:69 'inF0' (in 2-component vector of float) 0:69 'inF1' (in 2-component vector of float) 0:69 'inF2' (in 2-component vector of float) 0:69 'inU0' (in 2-component vector of uint) 0:69 'inU1' (in 2-component vector of uint) 0:? Sequence 0:70 all (global bool) 0:70 'inF0' (in 2-component vector of float) 0:71 Absolute value (global 2-component vector of float) 0:71 'inF0' (in 2-component vector of float) 0:72 arc cosine (global 2-component vector of float) 0:72 'inF0' (in 2-component vector of float) 0:73 any (global bool) 0:73 'inF0' (in 2-component vector of float) 0:74 arc sine (global 2-component vector of float) 0:74 'inF0' (in 2-component vector of float) 0:75 floatBitsToInt (global 2-component vector of int) 0:75 'inF0' (in 2-component vector of float) 0:76 floatBitsToUint (global 2-component vector of uint) 0:76 'inF0' (in 2-component vector of float) 0:77 intBitsToFloat (global 2-component vector of float) 0:77 'inU0' (in 2-component vector of uint) 0:79 arc tangent (global 2-component vector of float) 0:79 'inF0' (in 2-component vector of float) 0:80 arc tangent (global 2-component vector of float) 0:80 'inF0' (in 2-component vector of float) 0:80 'inF1' (in 2-component vector of float) 0:81 Ceiling (global 2-component vector of float) 0:81 'inF0' (in 2-component vector of float) 0:82 clamp (global 2-component vector of float) 0:82 'inF0' (in 2-component vector of float) 0:82 'inF1' (in 2-component vector of float) 0:82 'inF2' (in 2-component vector of float) 0:83 cosine (global 2-component vector of float) 0:83 'inF0' (in 2-component vector of float) 0:84 hyp. cosine (global 2-component vector of float) 0:84 'inF0' (in 2-component vector of float) 0:? bitCount (global 2-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:86 degrees (global 2-component vector of float) 0:86 'inF0' (in 2-component vector of float) 0:87 distance (global float) 0:87 'inF0' (in 2-component vector of float) 0:87 'inF1' (in 2-component vector of float) 0:88 dot-product (global float) 0:88 'inF0' (in 2-component vector of float) 0:88 'inF1' (in 2-component vector of float) 0:92 exp (global 2-component vector of float) 0:92 'inF0' (in 2-component vector of float) 0:93 exp2 (global 2-component vector of float) 0:93 'inF0' (in 2-component vector of float) 0:94 face-forward (global 2-component vector of float) 0:94 'inF0' (in 2-component vector of float) 0:94 'inF1' (in 2-component vector of float) 0:94 'inF2' (in 2-component vector of float) 0:95 findMSB (global int) 0:95 Constant: 0:95 7 (const int) 0:96 findLSB (global int) 0:96 Constant: 0:96 7 (const int) 0:97 Floor (global 2-component vector of float) 0:97 'inF0' (in 2-component vector of float) 0:99 mod (global 2-component vector of float) 0:99 'inF0' (in 2-component vector of float) 0:99 'inF1' (in 2-component vector of float) 0:100 Fraction (global 2-component vector of float) 0:100 'inF0' (in 2-component vector of float) 0:101 frexp (global 2-component vector of float) 0:101 'inF0' (in 2-component vector of float) 0:101 'inF1' (in 2-component vector of float) 0:102 isinf (global 2-component vector of bool) 0:102 'inF0' (in 2-component vector of float) 0:103 isnan (global 2-component vector of bool) 0:103 'inF0' (in 2-component vector of float) 0:104 ldexp (global 2-component vector of float) 0:104 'inF0' (in 2-component vector of float) 0:104 'inF1' (in 2-component vector of float) 0:105 length (global float) 0:105 'inF0' (in 2-component vector of float) 0:106 log (global 2-component vector of float) 0:106 'inF0' (in 2-component vector of float) 0:107 vector-scale (temp 2-component vector of float) 0:107 log2 (temp 2-component vector of float) 0:107 'inF0' (in 2-component vector of float) 0:107 Constant: 0:107 0.301030 0:108 log2 (global 2-component vector of float) 0:108 'inF0' (in 2-component vector of float) 0:109 max (global 2-component vector of float) 0:109 'inF0' (in 2-component vector of float) 0:109 'inF1' (in 2-component vector of float) 0:110 min (global 2-component vector of float) 0:110 'inF0' (in 2-component vector of float) 0:110 'inF1' (in 2-component vector of float) 0:112 normalize (global 2-component vector of float) 0:112 'inF0' (in 2-component vector of float) 0:113 pow (global 2-component vector of float) 0:113 'inF0' (in 2-component vector of float) 0:113 'inF1' (in 2-component vector of float) 0:114 radians (global 2-component vector of float) 0:114 'inF0' (in 2-component vector of float) 0:115 reflect (global 2-component vector of float) 0:115 'inF0' (in 2-component vector of float) 0:115 'inF1' (in 2-component vector of float) 0:116 refract (global 2-component vector of float) 0:116 'inF0' (in 2-component vector of float) 0:116 'inF1' (in 2-component vector of float) 0:116 Constant: 0:116 2.000000 0:? bitFieldReverse (global 2-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:118 roundEven (global 2-component vector of float) 0:118 'inF0' (in 2-component vector of float) 0:119 inverse sqrt (global 2-component vector of float) 0:119 'inF0' (in 2-component vector of float) 0:120 clamp (temp 2-component vector of float) 0:120 'inF0' (in 2-component vector of float) 0:120 Constant: 0:120 0.000000 0:120 Constant: 0:120 1.000000 0:121 Sign (global 2-component vector of float) 0:121 'inF0' (in 2-component vector of float) 0:122 sine (global 2-component vector of float) 0:122 'inF0' (in 2-component vector of float) 0:123 Sequence 0:123 move second child to first child (temp 2-component vector of float) 0:123 'inF1' (in 2-component vector of float) 0:123 sine (temp 2-component vector of float) 0:123 'inF0' (in 2-component vector of float) 0:123 move second child to first child (temp 2-component vector of float) 0:123 'inF2' (in 2-component vector of float) 0:123 cosine (temp 2-component vector of float) 0:123 'inF0' (in 2-component vector of float) 0:124 hyp. sine (global 2-component vector of float) 0:124 'inF0' (in 2-component vector of float) 0:125 smoothstep (global 2-component vector of float) 0:125 'inF0' (in 2-component vector of float) 0:125 'inF1' (in 2-component vector of float) 0:125 'inF2' (in 2-component vector of float) 0:126 sqrt (global 2-component vector of float) 0:126 'inF0' (in 2-component vector of float) 0:127 step (global 2-component vector of float) 0:127 'inF0' (in 2-component vector of float) 0:127 'inF1' (in 2-component vector of float) 0:128 tangent (global 2-component vector of float) 0:128 'inF0' (in 2-component vector of float) 0:129 hyp. tangent (global 2-component vector of float) 0:129 'inF0' (in 2-component vector of float) 0:131 trunc (global 2-component vector of float) 0:131 'inF0' (in 2-component vector of float) 0:134 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:207 Function Definition: VertexShaderFunction(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float) 0:138 Function Parameters: 0:138 'inF0' (in 3-component vector of float) 0:138 'inF1' (in 3-component vector of float) 0:138 'inF2' (in 3-component vector of float) 0:138 'inU0' (in 3-component vector of uint) 0:138 'inU1' (in 3-component vector of uint) 0:? Sequence 0:139 all (global bool) 0:139 'inF0' (in 3-component vector of float) 0:140 Absolute value (global 3-component vector of float) 0:140 'inF0' (in 3-component vector of float) 0:141 arc cosine (global 3-component vector of float) 0:141 'inF0' (in 3-component vector of float) 0:142 any (global bool) 0:142 'inF0' (in 3-component vector of float) 0:143 arc sine (global 3-component vector of float) 0:143 'inF0' (in 3-component vector of float) 0:144 floatBitsToInt (global 3-component vector of int) 0:144 'inF0' (in 3-component vector of float) 0:145 floatBitsToUint (global 3-component vector of uint) 0:145 'inF0' (in 3-component vector of float) 0:146 intBitsToFloat (global 3-component vector of float) 0:146 'inU0' (in 3-component vector of uint) 0:148 arc tangent (global 3-component vector of float) 0:148 'inF0' (in 3-component vector of float) 0:149 arc tangent (global 3-component vector of float) 0:149 'inF0' (in 3-component vector of float) 0:149 'inF1' (in 3-component vector of float) 0:150 Ceiling (global 3-component vector of float) 0:150 'inF0' (in 3-component vector of float) 0:151 clamp (global 3-component vector of float) 0:151 'inF0' (in 3-component vector of float) 0:151 'inF1' (in 3-component vector of float) 0:151 'inF2' (in 3-component vector of float) 0:152 cosine (global 3-component vector of float) 0:152 'inF0' (in 3-component vector of float) 0:153 hyp. cosine (global 3-component vector of float) 0:153 'inF0' (in 3-component vector of float) 0:? bitCount (global 3-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:? 5 (const uint) 0:155 cross-product (global 3-component vector of float) 0:155 'inF0' (in 3-component vector of float) 0:155 'inF1' (in 3-component vector of float) 0:156 degrees (global 3-component vector of float) 0:156 'inF0' (in 3-component vector of float) 0:157 distance (global float) 0:157 'inF0' (in 3-component vector of float) 0:157 'inF1' (in 3-component vector of float) 0:158 dot-product (global float) 0:158 'inF0' (in 3-component vector of float) 0:158 'inF1' (in 3-component vector of float) 0:162 exp (global 3-component vector of float) 0:162 'inF0' (in 3-component vector of float) 0:163 exp2 (global 3-component vector of float) 0:163 'inF0' (in 3-component vector of float) 0:164 face-forward (global 3-component vector of float) 0:164 'inF0' (in 3-component vector of float) 0:164 'inF1' (in 3-component vector of float) 0:164 'inF2' (in 3-component vector of float) 0:165 findMSB (global int) 0:165 Constant: 0:165 7 (const int) 0:166 findLSB (global int) 0:166 Constant: 0:166 7 (const int) 0:167 Floor (global 3-component vector of float) 0:167 'inF0' (in 3-component vector of float) 0:169 mod (global 3-component vector of float) 0:169 'inF0' (in 3-component vector of float) 0:169 'inF1' (in 3-component vector of float) 0:170 Fraction (global 3-component vector of float) 0:170 'inF0' (in 3-component vector of float) 0:171 frexp (global 3-component vector of float) 0:171 'inF0' (in 3-component vector of float) 0:171 'inF1' (in 3-component vector of float) 0:172 isinf (global 3-component vector of bool) 0:172 'inF0' (in 3-component vector of float) 0:173 isnan (global 3-component vector of bool) 0:173 'inF0' (in 3-component vector of float) 0:174 ldexp (global 3-component vector of float) 0:174 'inF0' (in 3-component vector of float) 0:174 'inF1' (in 3-component vector of float) 0:175 length (global float) 0:175 'inF0' (in 3-component vector of float) 0:176 log (global 3-component vector of float) 0:176 'inF0' (in 3-component vector of float) 0:177 vector-scale (temp 3-component vector of float) 0:177 log2 (temp 3-component vector of float) 0:177 'inF0' (in 3-component vector of float) 0:177 Constant: 0:177 0.301030 0:178 log2 (global 3-component vector of float) 0:178 'inF0' (in 3-component vector of float) 0:179 max (global 3-component vector of float) 0:179 'inF0' (in 3-component vector of float) 0:179 'inF1' (in 3-component vector of float) 0:180 min (global 3-component vector of float) 0:180 'inF0' (in 3-component vector of float) 0:180 'inF1' (in 3-component vector of float) 0:182 normalize (global 3-component vector of float) 0:182 'inF0' (in 3-component vector of float) 0:183 pow (global 3-component vector of float) 0:183 'inF0' (in 3-component vector of float) 0:183 'inF1' (in 3-component vector of float) 0:184 radians (global 3-component vector of float) 0:184 'inF0' (in 3-component vector of float) 0:185 reflect (global 3-component vector of float) 0:185 'inF0' (in 3-component vector of float) 0:185 'inF1' (in 3-component vector of float) 0:186 refract (global 3-component vector of float) 0:186 'inF0' (in 3-component vector of float) 0:186 'inF1' (in 3-component vector of float) 0:186 Constant: 0:186 2.000000 0:? bitFieldReverse (global 3-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:188 roundEven (global 3-component vector of float) 0:188 'inF0' (in 3-component vector of float) 0:189 inverse sqrt (global 3-component vector of float) 0:189 'inF0' (in 3-component vector of float) 0:190 clamp (temp 3-component vector of float) 0:190 'inF0' (in 3-component vector of float) 0:190 Constant: 0:190 0.000000 0:190 Constant: 0:190 1.000000 0:191 Sign (global 3-component vector of float) 0:191 'inF0' (in 3-component vector of float) 0:192 sine (global 3-component vector of float) 0:192 'inF0' (in 3-component vector of float) 0:193 Sequence 0:193 move second child to first child (temp 3-component vector of float) 0:193 'inF1' (in 3-component vector of float) 0:193 sine (temp 3-component vector of float) 0:193 'inF0' (in 3-component vector of float) 0:193 move second child to first child (temp 3-component vector of float) 0:193 'inF2' (in 3-component vector of float) 0:193 cosine (temp 3-component vector of float) 0:193 'inF0' (in 3-component vector of float) 0:194 hyp. sine (global 3-component vector of float) 0:194 'inF0' (in 3-component vector of float) 0:195 smoothstep (global 3-component vector of float) 0:195 'inF0' (in 3-component vector of float) 0:195 'inF1' (in 3-component vector of float) 0:195 'inF2' (in 3-component vector of float) 0:196 sqrt (global 3-component vector of float) 0:196 'inF0' (in 3-component vector of float) 0:197 step (global 3-component vector of float) 0:197 'inF0' (in 3-component vector of float) 0:197 'inF1' (in 3-component vector of float) 0:198 tangent (global 3-component vector of float) 0:198 'inF0' (in 3-component vector of float) 0:199 hyp. tangent (global 3-component vector of float) 0:199 'inF0' (in 3-component vector of float) 0:201 trunc (global 3-component vector of float) 0:201 'inF0' (in 3-component vector of float) 0:204 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:330 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) 0:208 Function Parameters: 0:208 'inF0' (in 4-component vector of float) 0:208 'inF1' (in 4-component vector of float) 0:208 'inF2' (in 4-component vector of float) 0:208 'inU0' (in 4-component vector of uint) 0:208 'inU1' (in 4-component vector of uint) 0:? Sequence 0:209 all (global bool) 0:209 'inF0' (in 4-component vector of float) 0:210 Absolute value (global 4-component vector of float) 0:210 'inF0' (in 4-component vector of float) 0:211 arc cosine (global 4-component vector of float) 0:211 'inF0' (in 4-component vector of float) 0:212 any (global bool) 0:212 'inF0' (in 4-component vector of float) 0:213 arc sine (global 4-component vector of float) 0:213 'inF0' (in 4-component vector of float) 0:214 floatBitsToInt (global 4-component vector of int) 0:214 'inF0' (in 4-component vector of float) 0:215 floatBitsToUint (global 4-component vector of uint) 0:215 'inF0' (in 4-component vector of float) 0:216 intBitsToFloat (global 4-component vector of float) 0:216 'inU0' (in 4-component vector of uint) 0:218 arc tangent (global 4-component vector of float) 0:218 'inF0' (in 4-component vector of float) 0:219 arc tangent (global 4-component vector of float) 0:219 'inF0' (in 4-component vector of float) 0:219 'inF1' (in 4-component vector of float) 0:220 Ceiling (global 4-component vector of float) 0:220 'inF0' (in 4-component vector of float) 0:221 clamp (global 4-component vector of float) 0:221 'inF0' (in 4-component vector of float) 0:221 'inF1' (in 4-component vector of float) 0:221 'inF2' (in 4-component vector of float) 0:222 cosine (global 4-component vector of float) 0:222 'inF0' (in 4-component vector of float) 0:223 hyp. cosine (global 4-component vector of float) 0:223 'inF0' (in 4-component vector of float) 0:? bitCount (global 4-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:? 5 (const uint) 0:? 2 (const uint) 0:225 degrees (global 4-component vector of float) 0:225 'inF0' (in 4-component vector of float) 0:226 distance (global float) 0:226 'inF0' (in 4-component vector of float) 0:226 'inF1' (in 4-component vector of float) 0:227 dot-product (global float) 0:227 'inF0' (in 4-component vector of float) 0:227 'inF1' (in 4-component vector of float) 0:228 Construct vec4 (temp float) 0:228 Constant: 0:228 1.000000 0:228 component-wise multiply (temp float) 0:228 direct index (temp float) 0:228 'inF0' (in 4-component vector of float) 0:228 Constant: 0:228 1 (const int) 0:228 direct index (temp float) 0:228 'inF1' (in 4-component vector of float) 0:228 Constant: 0:228 1 (const int) 0:228 direct index (temp float) 0:228 'inF0' (in 4-component vector of float) 0:228 Constant: 0:228 2 (const int) 0:228 direct index (temp float) 0:228 'inF1' (in 4-component vector of float) 0:228 Constant: 0:228 3 (const int) 0:232 exp (global 4-component vector of float) 0:232 'inF0' (in 4-component vector of float) 0:233 exp2 (global 4-component vector of float) 0:233 'inF0' (in 4-component vector of float) 0:234 face-forward (global 4-component vector of float) 0:234 'inF0' (in 4-component vector of float) 0:234 'inF1' (in 4-component vector of float) 0:234 'inF2' (in 4-component vector of float) 0:235 findMSB (global int) 0:235 Constant: 0:235 7 (const int) 0:236 findLSB (global int) 0:236 Constant: 0:236 7 (const int) 0:237 Floor (global 4-component vector of float) 0:237 'inF0' (in 4-component vector of float) 0:239 mod (global 4-component vector of float) 0:239 'inF0' (in 4-component vector of float) 0:239 'inF1' (in 4-component vector of float) 0:240 Fraction (global 4-component vector of float) 0:240 'inF0' (in 4-component vector of float) 0:241 frexp (global 4-component vector of float) 0:241 'inF0' (in 4-component vector of float) 0:241 'inF1' (in 4-component vector of float) 0:242 isinf (global 4-component vector of bool) 0:242 'inF0' (in 4-component vector of float) 0:243 isnan (global 4-component vector of bool) 0:243 'inF0' (in 4-component vector of float) 0:244 ldexp (global 4-component vector of float) 0:244 'inF0' (in 4-component vector of float) 0:244 'inF1' (in 4-component vector of float) 0:245 length (global float) 0:245 'inF0' (in 4-component vector of float) 0:246 log (global 4-component vector of float) 0:246 'inF0' (in 4-component vector of float) 0:247 vector-scale (temp 4-component vector of float) 0:247 log2 (temp 4-component vector of float) 0:247 'inF0' (in 4-component vector of float) 0:247 Constant: 0:247 0.301030 0:248 log2 (global 4-component vector of float) 0:248 'inF0' (in 4-component vector of float) 0:249 max (global 4-component vector of float) 0:249 'inF0' (in 4-component vector of float) 0:249 'inF1' (in 4-component vector of float) 0:250 min (global 4-component vector of float) 0:250 'inF0' (in 4-component vector of float) 0:250 'inF1' (in 4-component vector of float) 0:252 normalize (global 4-component vector of float) 0:252 'inF0' (in 4-component vector of float) 0:253 pow (global 4-component vector of float) 0:253 'inF0' (in 4-component vector of float) 0:253 'inF1' (in 4-component vector of float) 0:254 radians (global 4-component vector of float) 0:254 'inF0' (in 4-component vector of float) 0:255 reflect (global 4-component vector of float) 0:255 'inF0' (in 4-component vector of float) 0:255 'inF1' (in 4-component vector of float) 0:256 refract (global 4-component vector of float) 0:256 'inF0' (in 4-component vector of float) 0:256 'inF1' (in 4-component vector of float) 0:256 Constant: 0:256 2.000000 0:? bitFieldReverse (global 4-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:258 roundEven (global 4-component vector of float) 0:258 'inF0' (in 4-component vector of float) 0:259 inverse sqrt (global 4-component vector of float) 0:259 'inF0' (in 4-component vector of float) 0:260 clamp (temp 4-component vector of float) 0:260 'inF0' (in 4-component vector of float) 0:260 Constant: 0:260 0.000000 0:260 Constant: 0:260 1.000000 0:261 Sign (global 4-component vector of float) 0:261 'inF0' (in 4-component vector of float) 0:262 sine (global 4-component vector of float) 0:262 'inF0' (in 4-component vector of float) 0:263 Sequence 0:263 move second child to first child (temp 4-component vector of float) 0:263 'inF1' (in 4-component vector of float) 0:263 sine (temp 4-component vector of float) 0:263 'inF0' (in 4-component vector of float) 0:263 move second child to first child (temp 4-component vector of float) 0:263 'inF2' (in 4-component vector of float) 0:263 cosine (temp 4-component vector of float) 0:263 'inF0' (in 4-component vector of float) 0:264 hyp. sine (global 4-component vector of float) 0:264 'inF0' (in 4-component vector of float) 0:265 smoothstep (global 4-component vector of float) 0:265 'inF0' (in 4-component vector of float) 0:265 'inF1' (in 4-component vector of float) 0:265 'inF2' (in 4-component vector of float) 0:266 sqrt (global 4-component vector of float) 0:266 'inF0' (in 4-component vector of float) 0:267 step (global 4-component vector of float) 0:267 'inF0' (in 4-component vector of float) 0:267 'inF1' (in 4-component vector of float) 0:268 tangent (global 4-component vector of float) 0:268 'inF0' (in 4-component vector of float) 0:269 hyp. tangent (global 4-component vector of float) 0:269 'inF0' (in 4-component vector of float) 0:271 trunc (global 4-component vector of float) 0:271 'inF0' (in 4-component vector of float) 0:274 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:339 Function Definition: VertexShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:331 Function Parameters: 0:331 'inF0' (in 2X2 matrix of float) 0:331 'inF1' (in 2X2 matrix of float) 0:331 'inF2' (in 2X2 matrix of float) 0:? Sequence 0:333 all (global bool) 0:333 'inF0' (in 2X2 matrix of float) 0:333 Absolute value (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 arc cosine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 any (global bool) 0:333 'inF0' (in 2X2 matrix of float) 0:333 arc sine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 arc tangent (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 arc tangent (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 Ceiling (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 clamp (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 'inF2' (in 2X2 matrix of float) 0:333 cosine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 hyp. cosine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 degrees (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 determinant (global float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 exp (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 exp2 (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 findMSB (global int) 0:333 Constant: 0:333 7 (const int) 0:333 findLSB (global int) 0:333 Constant: 0:333 7 (const int) 0:333 Floor (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 mod (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 Fraction (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 frexp (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 ldexp (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 log (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 matrix-scale (temp 2X2 matrix of float) 0:333 log2 (temp 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 Constant: 0:333 0.301030 0:333 log2 (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 max (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 min (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 pow (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 radians (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 roundEven (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 inverse sqrt (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 clamp (temp 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 Constant: 0:333 0.000000 0:333 Constant: 0:333 1.000000 0:333 Sign (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 sine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 Sequence 0:333 move second child to first child (temp 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 sine (temp 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 move second child to first child (temp 2X2 matrix of float) 0:333 'inF2' (in 2X2 matrix of float) 0:333 cosine (temp 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 hyp. sine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 smoothstep (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 'inF2' (in 2X2 matrix of float) 0:333 sqrt (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 step (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 tangent (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 hyp. tangent (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 transpose (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 trunc (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:336 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:348 Function Definition: VertexShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:340 Function Parameters: 0:340 'inF0' (in 3X3 matrix of float) 0:340 'inF1' (in 3X3 matrix of float) 0:340 'inF2' (in 3X3 matrix of float) 0:? Sequence 0:342 all (global bool) 0:342 'inF0' (in 3X3 matrix of float) 0:342 Absolute value (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 arc cosine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 any (global bool) 0:342 'inF0' (in 3X3 matrix of float) 0:342 arc sine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 arc tangent (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 arc tangent (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 Ceiling (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 clamp (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 'inF2' (in 3X3 matrix of float) 0:342 cosine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 hyp. cosine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 degrees (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 determinant (global float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 exp (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 exp2 (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 findMSB (global int) 0:342 Constant: 0:342 7 (const int) 0:342 findLSB (global int) 0:342 Constant: 0:342 7 (const int) 0:342 Floor (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 mod (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 Fraction (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 frexp (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 ldexp (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 log (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 matrix-scale (temp 3X3 matrix of float) 0:342 log2 (temp 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 Constant: 0:342 0.301030 0:342 log2 (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 max (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 min (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 pow (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 radians (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 roundEven (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 inverse sqrt (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 clamp (temp 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 Constant: 0:342 0.000000 0:342 Constant: 0:342 1.000000 0:342 Sign (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 sine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 Sequence 0:342 move second child to first child (temp 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 sine (temp 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 move second child to first child (temp 3X3 matrix of float) 0:342 'inF2' (in 3X3 matrix of float) 0:342 cosine (temp 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 hyp. sine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 smoothstep (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 'inF2' (in 3X3 matrix of float) 0:342 sqrt (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 step (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 tangent (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 hyp. tangent (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 transpose (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 trunc (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:345 Branch: Return with expression 0:? Constant: 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:369 Function Definition: VertexShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:349 Function Parameters: 0:349 'inF0' (in 4X4 matrix of float) 0:349 'inF1' (in 4X4 matrix of float) 0:349 'inF2' (in 4X4 matrix of float) 0:? Sequence 0:351 all (global bool) 0:351 'inF0' (in 4X4 matrix of float) 0:351 Absolute value (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 arc cosine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 any (global bool) 0:351 'inF0' (in 4X4 matrix of float) 0:351 arc sine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 arc tangent (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 arc tangent (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 Ceiling (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 clamp (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 'inF2' (in 4X4 matrix of float) 0:351 cosine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 hyp. cosine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 degrees (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 determinant (global float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 exp (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 exp2 (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 findMSB (global int) 0:351 Constant: 0:351 7 (const int) 0:351 findLSB (global int) 0:351 Constant: 0:351 7 (const int) 0:351 Floor (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 mod (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 Fraction (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 frexp (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 ldexp (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 log (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 matrix-scale (temp 4X4 matrix of float) 0:351 log2 (temp 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 Constant: 0:351 0.301030 0:351 log2 (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 max (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 min (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 pow (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 radians (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 roundEven (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 inverse sqrt (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 clamp (temp 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 Constant: 0:351 0.000000 0:351 Constant: 0:351 1.000000 0:351 Sign (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 sine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 Sequence 0:351 move second child to first child (temp 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 sine (temp 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 move second child to first child (temp 4X4 matrix of float) 0:351 'inF2' (in 4X4 matrix of float) 0:351 cosine (temp 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 hyp. sine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 smoothstep (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 'inF2' (in 4X4 matrix of float) 0:351 sqrt (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 step (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 tangent (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 hyp. tangent (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 transpose (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 trunc (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:354 Branch: Return with expression 0:? Constant: 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:376 Function Definition: TestGenMul(f1;f1;vf2;vf2;mf22;mf22; (temp void) 0:372 Function Parameters: 0:372 'inF0' (in float) 0:372 'inF1' (in float) 0:372 'inFV0' (in 2-component vector of float) 0:372 'inFV1' (in 2-component vector of float) 0:372 'inFM0' (in 2X2 matrix of float) 0:372 'inFM1' (in 2X2 matrix of float) 0:? Sequence 0:373 move second child to first child (temp float) 0:373 'r0' (temp float) 0:373 component-wise multiply (temp float) 0:373 'inF0' (in float) 0:373 'inF1' (in float) 0:373 move second child to first child (temp 2-component vector of float) 0:373 'r1' (temp 2-component vector of float) 0:373 vector-scale (temp 2-component vector of float) 0:373 'inFV0' (in 2-component vector of float) 0:373 'inF0' (in float) 0:373 move second child to first child (temp 2-component vector of float) 0:373 'r2' (temp 2-component vector of float) 0:373 vector-scale (temp 2-component vector of float) 0:373 'inF0' (in float) 0:373 'inFV0' (in 2-component vector of float) 0:373 move second child to first child (temp float) 0:373 'r3' (temp float) 0:373 dot-product (global float) 0:373 'inFV0' (in 2-component vector of float) 0:373 'inFV1' (in 2-component vector of float) 0:373 move second child to first child (temp 2-component vector of float) 0:373 'r4' (temp 2-component vector of float) 0:373 matrix-times-vector (temp 2-component vector of float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 'inFV0' (in 2-component vector of float) 0:373 move second child to first child (temp 2-component vector of float) 0:373 'r5' (temp 2-component vector of float) 0:373 vector-times-matrix (temp 2-component vector of float) 0:373 'inFV0' (in 2-component vector of float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 move second child to first child (temp 2X2 matrix of float) 0:373 'r6' (temp 2X2 matrix of float) 0:373 matrix-scale (temp 2X2 matrix of float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 'inF0' (in float) 0:373 move second child to first child (temp 2X2 matrix of float) 0:373 'r7' (temp 2X2 matrix of float) 0:373 matrix-scale (temp 2X2 matrix of float) 0:373 'inF0' (in float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 move second child to first child (temp 2X2 matrix of float) 0:373 'r8' (temp 2X2 matrix of float) 0:373 matrix-multiply (temp 2X2 matrix of float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 'inFM1' (in 2X2 matrix of float) 0:383 Function Definition: TestGenMul(f1;f1;vf3;vf3;mf33;mf33; (temp void) 0:379 Function Parameters: 0:379 'inF0' (in float) 0:379 'inF1' (in float) 0:379 'inFV0' (in 3-component vector of float) 0:379 'inFV1' (in 3-component vector of float) 0:379 'inFM0' (in 3X3 matrix of float) 0:379 'inFM1' (in 3X3 matrix of float) 0:? Sequence 0:380 move second child to first child (temp float) 0:380 'r0' (temp float) 0:380 component-wise multiply (temp float) 0:380 'inF0' (in float) 0:380 'inF1' (in float) 0:380 move second child to first child (temp 3-component vector of float) 0:380 'r1' (temp 3-component vector of float) 0:380 vector-scale (temp 3-component vector of float) 0:380 'inFV0' (in 3-component vector of float) 0:380 'inF0' (in float) 0:380 move second child to first child (temp 3-component vector of float) 0:380 'r2' (temp 3-component vector of float) 0:380 vector-scale (temp 3-component vector of float) 0:380 'inF0' (in float) 0:380 'inFV0' (in 3-component vector of float) 0:380 move second child to first child (temp float) 0:380 'r3' (temp float) 0:380 dot-product (global float) 0:380 'inFV0' (in 3-component vector of float) 0:380 'inFV1' (in 3-component vector of float) 0:380 move second child to first child (temp 3-component vector of float) 0:380 'r4' (temp 3-component vector of float) 0:380 matrix-times-vector (temp 3-component vector of float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 'inFV0' (in 3-component vector of float) 0:380 move second child to first child (temp 3-component vector of float) 0:380 'r5' (temp 3-component vector of float) 0:380 vector-times-matrix (temp 3-component vector of float) 0:380 'inFV0' (in 3-component vector of float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 move second child to first child (temp 3X3 matrix of float) 0:380 'r6' (temp 3X3 matrix of float) 0:380 matrix-scale (temp 3X3 matrix of float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 'inF0' (in float) 0:380 move second child to first child (temp 3X3 matrix of float) 0:380 'r7' (temp 3X3 matrix of float) 0:380 matrix-scale (temp 3X3 matrix of float) 0:380 'inF0' (in float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 move second child to first child (temp 3X3 matrix of float) 0:380 'r8' (temp 3X3 matrix of float) 0:380 matrix-multiply (temp 3X3 matrix of float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 'inFM1' (in 3X3 matrix of float) 0:389 Function Definition: TestGenMul(f1;f1;vf4;vf4;mf44;mf44; (temp void) 0:386 Function Parameters: 0:386 'inF0' (in float) 0:386 'inF1' (in float) 0:386 'inFV0' (in 4-component vector of float) 0:386 'inFV1' (in 4-component vector of float) 0:386 'inFM0' (in 4X4 matrix of float) 0:386 'inFM1' (in 4X4 matrix of float) 0:? Sequence 0:387 move second child to first child (temp float) 0:387 'r0' (temp float) 0:387 component-wise multiply (temp float) 0:387 'inF0' (in float) 0:387 'inF1' (in float) 0:387 move second child to first child (temp 4-component vector of float) 0:387 'r1' (temp 4-component vector of float) 0:387 vector-scale (temp 4-component vector of float) 0:387 'inFV0' (in 4-component vector of float) 0:387 'inF0' (in float) 0:387 move second child to first child (temp 4-component vector of float) 0:387 'r2' (temp 4-component vector of float) 0:387 vector-scale (temp 4-component vector of float) 0:387 'inF0' (in float) 0:387 'inFV0' (in 4-component vector of float) 0:387 move second child to first child (temp float) 0:387 'r3' (temp float) 0:387 dot-product (global float) 0:387 'inFV0' (in 4-component vector of float) 0:387 'inFV1' (in 4-component vector of float) 0:387 move second child to first child (temp 4-component vector of float) 0:387 'r4' (temp 4-component vector of float) 0:387 matrix-times-vector (temp 4-component vector of float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 'inFV0' (in 4-component vector of float) 0:387 move second child to first child (temp 4-component vector of float) 0:387 'r5' (temp 4-component vector of float) 0:387 vector-times-matrix (temp 4-component vector of float) 0:387 'inFV0' (in 4-component vector of float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 move second child to first child (temp 4X4 matrix of float) 0:387 'r6' (temp 4X4 matrix of float) 0:387 matrix-scale (temp 4X4 matrix of float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 'inF0' (in float) 0:387 move second child to first child (temp 4X4 matrix of float) 0:387 'r7' (temp 4X4 matrix of float) 0:387 matrix-scale (temp 4X4 matrix of float) 0:387 'inF0' (in float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 move second child to first child (temp 4X4 matrix of float) 0:387 'r8' (temp 4X4 matrix of float) 0:387 matrix-multiply (temp 4X4 matrix of float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 'inFM1' (in 4X4 matrix of float) 0:? Linker Objects Linked vertex stage: Shader version: 450 0:? Sequence 0:62 Function Definition: VertexShaderFunction(f1;f1;f1;u1;u1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) 0:2 'inF2' (in float) 0:2 'inU0' (in uint) 0:2 'inU1' (in uint) 0:? Sequence 0:3 all (global bool) 0:3 'inF0' (in float) 0:4 Absolute value (global float) 0:4 'inF0' (in float) 0:5 arc cosine (global float) 0:5 'inF0' (in float) 0:6 any (global bool) 0:6 'inF0' (in float) 0:7 arc sine (global float) 0:7 'inF0' (in float) 0:8 floatBitsToInt (global int) 0:8 'inF0' (in float) 0:9 floatBitsToUint (global uint) 0:9 'inF0' (in float) 0:10 intBitsToFloat (global float) 0:10 'inU0' (in uint) 0:12 arc tangent (global float) 0:12 'inF0' (in float) 0:13 arc tangent (global float) 0:13 'inF0' (in float) 0:13 'inF1' (in float) 0:14 Ceiling (global float) 0:14 'inF0' (in float) 0:15 clamp (global float) 0:15 'inF0' (in float) 0:15 'inF1' (in float) 0:15 'inF2' (in float) 0:16 cosine (global float) 0:16 'inF0' (in float) 0:17 hyp. cosine (global float) 0:17 'inF0' (in float) 0:18 bitCount (global uint) 0:18 Constant: 0:18 7 (const uint) 0:19 degrees (global float) 0:19 'inF0' (in float) 0:23 exp (global float) 0:23 'inF0' (in float) 0:24 exp2 (global float) 0:24 'inF0' (in float) 0:25 findMSB (global int) 0:25 Constant: 0:25 7 (const int) 0:26 findLSB (global int) 0:26 Constant: 0:26 7 (const int) 0:27 Floor (global float) 0:27 'inF0' (in float) 0:29 mod (global float) 0:29 'inF0' (in float) 0:29 'inF1' (in float) 0:30 Fraction (global float) 0:30 'inF0' (in float) 0:31 frexp (global float) 0:31 'inF0' (in float) 0:31 'inF1' (in float) 0:32 isinf (global bool) 0:32 'inF0' (in float) 0:33 isnan (global bool) 0:33 'inF0' (in float) 0:34 ldexp (global float) 0:34 'inF0' (in float) 0:34 'inF1' (in float) 0:35 log (global float) 0:35 'inF0' (in float) 0:36 component-wise multiply (temp float) 0:36 log2 (temp float) 0:36 'inF0' (in float) 0:36 Constant: 0:36 0.301030 0:37 log2 (global float) 0:37 'inF0' (in float) 0:38 max (global float) 0:38 'inF0' (in float) 0:38 'inF1' (in float) 0:39 min (global float) 0:39 'inF0' (in float) 0:39 'inF1' (in float) 0:41 pow (global float) 0:41 'inF0' (in float) 0:41 'inF1' (in float) 0:42 radians (global float) 0:42 'inF0' (in float) 0:43 bitFieldReverse (global uint) 0:43 Constant: 0:43 2 (const uint) 0:44 roundEven (global float) 0:44 'inF0' (in float) 0:45 inverse sqrt (global float) 0:45 'inF0' (in float) 0:46 clamp (temp float) 0:46 'inF0' (in float) 0:46 Constant: 0:46 0.000000 0:46 Constant: 0:46 1.000000 0:47 Sign (global float) 0:47 'inF0' (in float) 0:48 sine (global float) 0:48 'inF0' (in float) 0:49 Sequence 0:49 move second child to first child (temp float) 0:49 'inF1' (in float) 0:49 sine (temp float) 0:49 'inF0' (in float) 0:49 move second child to first child (temp float) 0:49 'inF2' (in float) 0:49 cosine (temp float) 0:49 'inF0' (in float) 0:50 hyp. sine (global float) 0:50 'inF0' (in float) 0:51 smoothstep (global float) 0:51 'inF0' (in float) 0:51 'inF1' (in float) 0:51 'inF2' (in float) 0:52 sqrt (global float) 0:52 'inF0' (in float) 0:53 step (global float) 0:53 'inF0' (in float) 0:53 'inF1' (in float) 0:54 tangent (global float) 0:54 'inF0' (in float) 0:55 hyp. tangent (global float) 0:55 'inF0' (in float) 0:57 trunc (global float) 0:57 'inF0' (in float) 0:59 Branch: Return with expression 0:59 Constant: 0:59 0.000000 0:68 Function Definition: VertexShaderFunction(vf1;vf1;vf1; (temp 1-component vector of float) 0:63 Function Parameters: 0:63 'inF0' (in 1-component vector of float) 0:63 'inF1' (in 1-component vector of float) 0:63 'inF2' (in 1-component vector of float) 0:? Sequence 0:65 Branch: Return with expression 0:65 Constant: 0:65 0.000000 0:137 Function Definition: VertexShaderFunction(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float) 0:69 Function Parameters: 0:69 'inF0' (in 2-component vector of float) 0:69 'inF1' (in 2-component vector of float) 0:69 'inF2' (in 2-component vector of float) 0:69 'inU0' (in 2-component vector of uint) 0:69 'inU1' (in 2-component vector of uint) 0:? Sequence 0:70 all (global bool) 0:70 'inF0' (in 2-component vector of float) 0:71 Absolute value (global 2-component vector of float) 0:71 'inF0' (in 2-component vector of float) 0:72 arc cosine (global 2-component vector of float) 0:72 'inF0' (in 2-component vector of float) 0:73 any (global bool) 0:73 'inF0' (in 2-component vector of float) 0:74 arc sine (global 2-component vector of float) 0:74 'inF0' (in 2-component vector of float) 0:75 floatBitsToInt (global 2-component vector of int) 0:75 'inF0' (in 2-component vector of float) 0:76 floatBitsToUint (global 2-component vector of uint) 0:76 'inF0' (in 2-component vector of float) 0:77 intBitsToFloat (global 2-component vector of float) 0:77 'inU0' (in 2-component vector of uint) 0:79 arc tangent (global 2-component vector of float) 0:79 'inF0' (in 2-component vector of float) 0:80 arc tangent (global 2-component vector of float) 0:80 'inF0' (in 2-component vector of float) 0:80 'inF1' (in 2-component vector of float) 0:81 Ceiling (global 2-component vector of float) 0:81 'inF0' (in 2-component vector of float) 0:82 clamp (global 2-component vector of float) 0:82 'inF0' (in 2-component vector of float) 0:82 'inF1' (in 2-component vector of float) 0:82 'inF2' (in 2-component vector of float) 0:83 cosine (global 2-component vector of float) 0:83 'inF0' (in 2-component vector of float) 0:84 hyp. cosine (global 2-component vector of float) 0:84 'inF0' (in 2-component vector of float) 0:? bitCount (global 2-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:86 degrees (global 2-component vector of float) 0:86 'inF0' (in 2-component vector of float) 0:87 distance (global float) 0:87 'inF0' (in 2-component vector of float) 0:87 'inF1' (in 2-component vector of float) 0:88 dot-product (global float) 0:88 'inF0' (in 2-component vector of float) 0:88 'inF1' (in 2-component vector of float) 0:92 exp (global 2-component vector of float) 0:92 'inF0' (in 2-component vector of float) 0:93 exp2 (global 2-component vector of float) 0:93 'inF0' (in 2-component vector of float) 0:94 face-forward (global 2-component vector of float) 0:94 'inF0' (in 2-component vector of float) 0:94 'inF1' (in 2-component vector of float) 0:94 'inF2' (in 2-component vector of float) 0:95 findMSB (global int) 0:95 Constant: 0:95 7 (const int) 0:96 findLSB (global int) 0:96 Constant: 0:96 7 (const int) 0:97 Floor (global 2-component vector of float) 0:97 'inF0' (in 2-component vector of float) 0:99 mod (global 2-component vector of float) 0:99 'inF0' (in 2-component vector of float) 0:99 'inF1' (in 2-component vector of float) 0:100 Fraction (global 2-component vector of float) 0:100 'inF0' (in 2-component vector of float) 0:101 frexp (global 2-component vector of float) 0:101 'inF0' (in 2-component vector of float) 0:101 'inF1' (in 2-component vector of float) 0:102 isinf (global 2-component vector of bool) 0:102 'inF0' (in 2-component vector of float) 0:103 isnan (global 2-component vector of bool) 0:103 'inF0' (in 2-component vector of float) 0:104 ldexp (global 2-component vector of float) 0:104 'inF0' (in 2-component vector of float) 0:104 'inF1' (in 2-component vector of float) 0:105 length (global float) 0:105 'inF0' (in 2-component vector of float) 0:106 log (global 2-component vector of float) 0:106 'inF0' (in 2-component vector of float) 0:107 vector-scale (temp 2-component vector of float) 0:107 log2 (temp 2-component vector of float) 0:107 'inF0' (in 2-component vector of float) 0:107 Constant: 0:107 0.301030 0:108 log2 (global 2-component vector of float) 0:108 'inF0' (in 2-component vector of float) 0:109 max (global 2-component vector of float) 0:109 'inF0' (in 2-component vector of float) 0:109 'inF1' (in 2-component vector of float) 0:110 min (global 2-component vector of float) 0:110 'inF0' (in 2-component vector of float) 0:110 'inF1' (in 2-component vector of float) 0:112 normalize (global 2-component vector of float) 0:112 'inF0' (in 2-component vector of float) 0:113 pow (global 2-component vector of float) 0:113 'inF0' (in 2-component vector of float) 0:113 'inF1' (in 2-component vector of float) 0:114 radians (global 2-component vector of float) 0:114 'inF0' (in 2-component vector of float) 0:115 reflect (global 2-component vector of float) 0:115 'inF0' (in 2-component vector of float) 0:115 'inF1' (in 2-component vector of float) 0:116 refract (global 2-component vector of float) 0:116 'inF0' (in 2-component vector of float) 0:116 'inF1' (in 2-component vector of float) 0:116 Constant: 0:116 2.000000 0:? bitFieldReverse (global 2-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:118 roundEven (global 2-component vector of float) 0:118 'inF0' (in 2-component vector of float) 0:119 inverse sqrt (global 2-component vector of float) 0:119 'inF0' (in 2-component vector of float) 0:120 clamp (temp 2-component vector of float) 0:120 'inF0' (in 2-component vector of float) 0:120 Constant: 0:120 0.000000 0:120 Constant: 0:120 1.000000 0:121 Sign (global 2-component vector of float) 0:121 'inF0' (in 2-component vector of float) 0:122 sine (global 2-component vector of float) 0:122 'inF0' (in 2-component vector of float) 0:123 Sequence 0:123 move second child to first child (temp 2-component vector of float) 0:123 'inF1' (in 2-component vector of float) 0:123 sine (temp 2-component vector of float) 0:123 'inF0' (in 2-component vector of float) 0:123 move second child to first child (temp 2-component vector of float) 0:123 'inF2' (in 2-component vector of float) 0:123 cosine (temp 2-component vector of float) 0:123 'inF0' (in 2-component vector of float) 0:124 hyp. sine (global 2-component vector of float) 0:124 'inF0' (in 2-component vector of float) 0:125 smoothstep (global 2-component vector of float) 0:125 'inF0' (in 2-component vector of float) 0:125 'inF1' (in 2-component vector of float) 0:125 'inF2' (in 2-component vector of float) 0:126 sqrt (global 2-component vector of float) 0:126 'inF0' (in 2-component vector of float) 0:127 step (global 2-component vector of float) 0:127 'inF0' (in 2-component vector of float) 0:127 'inF1' (in 2-component vector of float) 0:128 tangent (global 2-component vector of float) 0:128 'inF0' (in 2-component vector of float) 0:129 hyp. tangent (global 2-component vector of float) 0:129 'inF0' (in 2-component vector of float) 0:131 trunc (global 2-component vector of float) 0:131 'inF0' (in 2-component vector of float) 0:134 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:207 Function Definition: VertexShaderFunction(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float) 0:138 Function Parameters: 0:138 'inF0' (in 3-component vector of float) 0:138 'inF1' (in 3-component vector of float) 0:138 'inF2' (in 3-component vector of float) 0:138 'inU0' (in 3-component vector of uint) 0:138 'inU1' (in 3-component vector of uint) 0:? Sequence 0:139 all (global bool) 0:139 'inF0' (in 3-component vector of float) 0:140 Absolute value (global 3-component vector of float) 0:140 'inF0' (in 3-component vector of float) 0:141 arc cosine (global 3-component vector of float) 0:141 'inF0' (in 3-component vector of float) 0:142 any (global bool) 0:142 'inF0' (in 3-component vector of float) 0:143 arc sine (global 3-component vector of float) 0:143 'inF0' (in 3-component vector of float) 0:144 floatBitsToInt (global 3-component vector of int) 0:144 'inF0' (in 3-component vector of float) 0:145 floatBitsToUint (global 3-component vector of uint) 0:145 'inF0' (in 3-component vector of float) 0:146 intBitsToFloat (global 3-component vector of float) 0:146 'inU0' (in 3-component vector of uint) 0:148 arc tangent (global 3-component vector of float) 0:148 'inF0' (in 3-component vector of float) 0:149 arc tangent (global 3-component vector of float) 0:149 'inF0' (in 3-component vector of float) 0:149 'inF1' (in 3-component vector of float) 0:150 Ceiling (global 3-component vector of float) 0:150 'inF0' (in 3-component vector of float) 0:151 clamp (global 3-component vector of float) 0:151 'inF0' (in 3-component vector of float) 0:151 'inF1' (in 3-component vector of float) 0:151 'inF2' (in 3-component vector of float) 0:152 cosine (global 3-component vector of float) 0:152 'inF0' (in 3-component vector of float) 0:153 hyp. cosine (global 3-component vector of float) 0:153 'inF0' (in 3-component vector of float) 0:? bitCount (global 3-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:? 5 (const uint) 0:155 cross-product (global 3-component vector of float) 0:155 'inF0' (in 3-component vector of float) 0:155 'inF1' (in 3-component vector of float) 0:156 degrees (global 3-component vector of float) 0:156 'inF0' (in 3-component vector of float) 0:157 distance (global float) 0:157 'inF0' (in 3-component vector of float) 0:157 'inF1' (in 3-component vector of float) 0:158 dot-product (global float) 0:158 'inF0' (in 3-component vector of float) 0:158 'inF1' (in 3-component vector of float) 0:162 exp (global 3-component vector of float) 0:162 'inF0' (in 3-component vector of float) 0:163 exp2 (global 3-component vector of float) 0:163 'inF0' (in 3-component vector of float) 0:164 face-forward (global 3-component vector of float) 0:164 'inF0' (in 3-component vector of float) 0:164 'inF1' (in 3-component vector of float) 0:164 'inF2' (in 3-component vector of float) 0:165 findMSB (global int) 0:165 Constant: 0:165 7 (const int) 0:166 findLSB (global int) 0:166 Constant: 0:166 7 (const int) 0:167 Floor (global 3-component vector of float) 0:167 'inF0' (in 3-component vector of float) 0:169 mod (global 3-component vector of float) 0:169 'inF0' (in 3-component vector of float) 0:169 'inF1' (in 3-component vector of float) 0:170 Fraction (global 3-component vector of float) 0:170 'inF0' (in 3-component vector of float) 0:171 frexp (global 3-component vector of float) 0:171 'inF0' (in 3-component vector of float) 0:171 'inF1' (in 3-component vector of float) 0:172 isinf (global 3-component vector of bool) 0:172 'inF0' (in 3-component vector of float) 0:173 isnan (global 3-component vector of bool) 0:173 'inF0' (in 3-component vector of float) 0:174 ldexp (global 3-component vector of float) 0:174 'inF0' (in 3-component vector of float) 0:174 'inF1' (in 3-component vector of float) 0:175 length (global float) 0:175 'inF0' (in 3-component vector of float) 0:176 log (global 3-component vector of float) 0:176 'inF0' (in 3-component vector of float) 0:177 vector-scale (temp 3-component vector of float) 0:177 log2 (temp 3-component vector of float) 0:177 'inF0' (in 3-component vector of float) 0:177 Constant: 0:177 0.301030 0:178 log2 (global 3-component vector of float) 0:178 'inF0' (in 3-component vector of float) 0:179 max (global 3-component vector of float) 0:179 'inF0' (in 3-component vector of float) 0:179 'inF1' (in 3-component vector of float) 0:180 min (global 3-component vector of float) 0:180 'inF0' (in 3-component vector of float) 0:180 'inF1' (in 3-component vector of float) 0:182 normalize (global 3-component vector of float) 0:182 'inF0' (in 3-component vector of float) 0:183 pow (global 3-component vector of float) 0:183 'inF0' (in 3-component vector of float) 0:183 'inF1' (in 3-component vector of float) 0:184 radians (global 3-component vector of float) 0:184 'inF0' (in 3-component vector of float) 0:185 reflect (global 3-component vector of float) 0:185 'inF0' (in 3-component vector of float) 0:185 'inF1' (in 3-component vector of float) 0:186 refract (global 3-component vector of float) 0:186 'inF0' (in 3-component vector of float) 0:186 'inF1' (in 3-component vector of float) 0:186 Constant: 0:186 2.000000 0:? bitFieldReverse (global 3-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:188 roundEven (global 3-component vector of float) 0:188 'inF0' (in 3-component vector of float) 0:189 inverse sqrt (global 3-component vector of float) 0:189 'inF0' (in 3-component vector of float) 0:190 clamp (temp 3-component vector of float) 0:190 'inF0' (in 3-component vector of float) 0:190 Constant: 0:190 0.000000 0:190 Constant: 0:190 1.000000 0:191 Sign (global 3-component vector of float) 0:191 'inF0' (in 3-component vector of float) 0:192 sine (global 3-component vector of float) 0:192 'inF0' (in 3-component vector of float) 0:193 Sequence 0:193 move second child to first child (temp 3-component vector of float) 0:193 'inF1' (in 3-component vector of float) 0:193 sine (temp 3-component vector of float) 0:193 'inF0' (in 3-component vector of float) 0:193 move second child to first child (temp 3-component vector of float) 0:193 'inF2' (in 3-component vector of float) 0:193 cosine (temp 3-component vector of float) 0:193 'inF0' (in 3-component vector of float) 0:194 hyp. sine (global 3-component vector of float) 0:194 'inF0' (in 3-component vector of float) 0:195 smoothstep (global 3-component vector of float) 0:195 'inF0' (in 3-component vector of float) 0:195 'inF1' (in 3-component vector of float) 0:195 'inF2' (in 3-component vector of float) 0:196 sqrt (global 3-component vector of float) 0:196 'inF0' (in 3-component vector of float) 0:197 step (global 3-component vector of float) 0:197 'inF0' (in 3-component vector of float) 0:197 'inF1' (in 3-component vector of float) 0:198 tangent (global 3-component vector of float) 0:198 'inF0' (in 3-component vector of float) 0:199 hyp. tangent (global 3-component vector of float) 0:199 'inF0' (in 3-component vector of float) 0:201 trunc (global 3-component vector of float) 0:201 'inF0' (in 3-component vector of float) 0:204 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:330 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) 0:208 Function Parameters: 0:208 'inF0' (in 4-component vector of float) 0:208 'inF1' (in 4-component vector of float) 0:208 'inF2' (in 4-component vector of float) 0:208 'inU0' (in 4-component vector of uint) 0:208 'inU1' (in 4-component vector of uint) 0:? Sequence 0:209 all (global bool) 0:209 'inF0' (in 4-component vector of float) 0:210 Absolute value (global 4-component vector of float) 0:210 'inF0' (in 4-component vector of float) 0:211 arc cosine (global 4-component vector of float) 0:211 'inF0' (in 4-component vector of float) 0:212 any (global bool) 0:212 'inF0' (in 4-component vector of float) 0:213 arc sine (global 4-component vector of float) 0:213 'inF0' (in 4-component vector of float) 0:214 floatBitsToInt (global 4-component vector of int) 0:214 'inF0' (in 4-component vector of float) 0:215 floatBitsToUint (global 4-component vector of uint) 0:215 'inF0' (in 4-component vector of float) 0:216 intBitsToFloat (global 4-component vector of float) 0:216 'inU0' (in 4-component vector of uint) 0:218 arc tangent (global 4-component vector of float) 0:218 'inF0' (in 4-component vector of float) 0:219 arc tangent (global 4-component vector of float) 0:219 'inF0' (in 4-component vector of float) 0:219 'inF1' (in 4-component vector of float) 0:220 Ceiling (global 4-component vector of float) 0:220 'inF0' (in 4-component vector of float) 0:221 clamp (global 4-component vector of float) 0:221 'inF0' (in 4-component vector of float) 0:221 'inF1' (in 4-component vector of float) 0:221 'inF2' (in 4-component vector of float) 0:222 cosine (global 4-component vector of float) 0:222 'inF0' (in 4-component vector of float) 0:223 hyp. cosine (global 4-component vector of float) 0:223 'inF0' (in 4-component vector of float) 0:? bitCount (global 4-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:? 5 (const uint) 0:? 2 (const uint) 0:225 degrees (global 4-component vector of float) 0:225 'inF0' (in 4-component vector of float) 0:226 distance (global float) 0:226 'inF0' (in 4-component vector of float) 0:226 'inF1' (in 4-component vector of float) 0:227 dot-product (global float) 0:227 'inF0' (in 4-component vector of float) 0:227 'inF1' (in 4-component vector of float) 0:228 Construct vec4 (temp float) 0:228 Constant: 0:228 1.000000 0:228 component-wise multiply (temp float) 0:228 direct index (temp float) 0:228 'inF0' (in 4-component vector of float) 0:228 Constant: 0:228 1 (const int) 0:228 direct index (temp float) 0:228 'inF1' (in 4-component vector of float) 0:228 Constant: 0:228 1 (const int) 0:228 direct index (temp float) 0:228 'inF0' (in 4-component vector of float) 0:228 Constant: 0:228 2 (const int) 0:228 direct index (temp float) 0:228 'inF1' (in 4-component vector of float) 0:228 Constant: 0:228 3 (const int) 0:232 exp (global 4-component vector of float) 0:232 'inF0' (in 4-component vector of float) 0:233 exp2 (global 4-component vector of float) 0:233 'inF0' (in 4-component vector of float) 0:234 face-forward (global 4-component vector of float) 0:234 'inF0' (in 4-component vector of float) 0:234 'inF1' (in 4-component vector of float) 0:234 'inF2' (in 4-component vector of float) 0:235 findMSB (global int) 0:235 Constant: 0:235 7 (const int) 0:236 findLSB (global int) 0:236 Constant: 0:236 7 (const int) 0:237 Floor (global 4-component vector of float) 0:237 'inF0' (in 4-component vector of float) 0:239 mod (global 4-component vector of float) 0:239 'inF0' (in 4-component vector of float) 0:239 'inF1' (in 4-component vector of float) 0:240 Fraction (global 4-component vector of float) 0:240 'inF0' (in 4-component vector of float) 0:241 frexp (global 4-component vector of float) 0:241 'inF0' (in 4-component vector of float) 0:241 'inF1' (in 4-component vector of float) 0:242 isinf (global 4-component vector of bool) 0:242 'inF0' (in 4-component vector of float) 0:243 isnan (global 4-component vector of bool) 0:243 'inF0' (in 4-component vector of float) 0:244 ldexp (global 4-component vector of float) 0:244 'inF0' (in 4-component vector of float) 0:244 'inF1' (in 4-component vector of float) 0:245 length (global float) 0:245 'inF0' (in 4-component vector of float) 0:246 log (global 4-component vector of float) 0:246 'inF0' (in 4-component vector of float) 0:247 vector-scale (temp 4-component vector of float) 0:247 log2 (temp 4-component vector of float) 0:247 'inF0' (in 4-component vector of float) 0:247 Constant: 0:247 0.301030 0:248 log2 (global 4-component vector of float) 0:248 'inF0' (in 4-component vector of float) 0:249 max (global 4-component vector of float) 0:249 'inF0' (in 4-component vector of float) 0:249 'inF1' (in 4-component vector of float) 0:250 min (global 4-component vector of float) 0:250 'inF0' (in 4-component vector of float) 0:250 'inF1' (in 4-component vector of float) 0:252 normalize (global 4-component vector of float) 0:252 'inF0' (in 4-component vector of float) 0:253 pow (global 4-component vector of float) 0:253 'inF0' (in 4-component vector of float) 0:253 'inF1' (in 4-component vector of float) 0:254 radians (global 4-component vector of float) 0:254 'inF0' (in 4-component vector of float) 0:255 reflect (global 4-component vector of float) 0:255 'inF0' (in 4-component vector of float) 0:255 'inF1' (in 4-component vector of float) 0:256 refract (global 4-component vector of float) 0:256 'inF0' (in 4-component vector of float) 0:256 'inF1' (in 4-component vector of float) 0:256 Constant: 0:256 2.000000 0:? bitFieldReverse (global 4-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:258 roundEven (global 4-component vector of float) 0:258 'inF0' (in 4-component vector of float) 0:259 inverse sqrt (global 4-component vector of float) 0:259 'inF0' (in 4-component vector of float) 0:260 clamp (temp 4-component vector of float) 0:260 'inF0' (in 4-component vector of float) 0:260 Constant: 0:260 0.000000 0:260 Constant: 0:260 1.000000 0:261 Sign (global 4-component vector of float) 0:261 'inF0' (in 4-component vector of float) 0:262 sine (global 4-component vector of float) 0:262 'inF0' (in 4-component vector of float) 0:263 Sequence 0:263 move second child to first child (temp 4-component vector of float) 0:263 'inF1' (in 4-component vector of float) 0:263 sine (temp 4-component vector of float) 0:263 'inF0' (in 4-component vector of float) 0:263 move second child to first child (temp 4-component vector of float) 0:263 'inF2' (in 4-component vector of float) 0:263 cosine (temp 4-component vector of float) 0:263 'inF0' (in 4-component vector of float) 0:264 hyp. sine (global 4-component vector of float) 0:264 'inF0' (in 4-component vector of float) 0:265 smoothstep (global 4-component vector of float) 0:265 'inF0' (in 4-component vector of float) 0:265 'inF1' (in 4-component vector of float) 0:265 'inF2' (in 4-component vector of float) 0:266 sqrt (global 4-component vector of float) 0:266 'inF0' (in 4-component vector of float) 0:267 step (global 4-component vector of float) 0:267 'inF0' (in 4-component vector of float) 0:267 'inF1' (in 4-component vector of float) 0:268 tangent (global 4-component vector of float) 0:268 'inF0' (in 4-component vector of float) 0:269 hyp. tangent (global 4-component vector of float) 0:269 'inF0' (in 4-component vector of float) 0:271 trunc (global 4-component vector of float) 0:271 'inF0' (in 4-component vector of float) 0:274 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:339 Function Definition: VertexShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:331 Function Parameters: 0:331 'inF0' (in 2X2 matrix of float) 0:331 'inF1' (in 2X2 matrix of float) 0:331 'inF2' (in 2X2 matrix of float) 0:? Sequence 0:333 all (global bool) 0:333 'inF0' (in 2X2 matrix of float) 0:333 Absolute value (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 arc cosine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 any (global bool) 0:333 'inF0' (in 2X2 matrix of float) 0:333 arc sine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 arc tangent (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 arc tangent (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 Ceiling (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 clamp (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 'inF2' (in 2X2 matrix of float) 0:333 cosine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 hyp. cosine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 degrees (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 determinant (global float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 exp (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 exp2 (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 findMSB (global int) 0:333 Constant: 0:333 7 (const int) 0:333 findLSB (global int) 0:333 Constant: 0:333 7 (const int) 0:333 Floor (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 mod (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 Fraction (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 frexp (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 ldexp (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 log (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 matrix-scale (temp 2X2 matrix of float) 0:333 log2 (temp 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 Constant: 0:333 0.301030 0:333 log2 (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 max (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 min (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 pow (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 radians (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 roundEven (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 inverse sqrt (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 clamp (temp 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 Constant: 0:333 0.000000 0:333 Constant: 0:333 1.000000 0:333 Sign (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 sine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 Sequence 0:333 move second child to first child (temp 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 sine (temp 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 move second child to first child (temp 2X2 matrix of float) 0:333 'inF2' (in 2X2 matrix of float) 0:333 cosine (temp 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 hyp. sine (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 smoothstep (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 'inF2' (in 2X2 matrix of float) 0:333 sqrt (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 step (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 'inF1' (in 2X2 matrix of float) 0:333 tangent (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 hyp. tangent (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 transpose (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:333 trunc (global 2X2 matrix of float) 0:333 'inF0' (in 2X2 matrix of float) 0:336 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:348 Function Definition: VertexShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:340 Function Parameters: 0:340 'inF0' (in 3X3 matrix of float) 0:340 'inF1' (in 3X3 matrix of float) 0:340 'inF2' (in 3X3 matrix of float) 0:? Sequence 0:342 all (global bool) 0:342 'inF0' (in 3X3 matrix of float) 0:342 Absolute value (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 arc cosine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 any (global bool) 0:342 'inF0' (in 3X3 matrix of float) 0:342 arc sine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 arc tangent (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 arc tangent (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 Ceiling (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 clamp (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 'inF2' (in 3X3 matrix of float) 0:342 cosine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 hyp. cosine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 degrees (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 determinant (global float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 exp (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 exp2 (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 findMSB (global int) 0:342 Constant: 0:342 7 (const int) 0:342 findLSB (global int) 0:342 Constant: 0:342 7 (const int) 0:342 Floor (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 mod (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 Fraction (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 frexp (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 ldexp (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 log (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 matrix-scale (temp 3X3 matrix of float) 0:342 log2 (temp 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 Constant: 0:342 0.301030 0:342 log2 (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 max (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 min (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 pow (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 radians (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 roundEven (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 inverse sqrt (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 clamp (temp 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 Constant: 0:342 0.000000 0:342 Constant: 0:342 1.000000 0:342 Sign (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 sine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 Sequence 0:342 move second child to first child (temp 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 sine (temp 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 move second child to first child (temp 3X3 matrix of float) 0:342 'inF2' (in 3X3 matrix of float) 0:342 cosine (temp 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 hyp. sine (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 smoothstep (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 'inF2' (in 3X3 matrix of float) 0:342 sqrt (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 step (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 'inF1' (in 3X3 matrix of float) 0:342 tangent (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 hyp. tangent (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 transpose (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:342 trunc (global 3X3 matrix of float) 0:342 'inF0' (in 3X3 matrix of float) 0:345 Branch: Return with expression 0:? Constant: 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:369 Function Definition: VertexShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:349 Function Parameters: 0:349 'inF0' (in 4X4 matrix of float) 0:349 'inF1' (in 4X4 matrix of float) 0:349 'inF2' (in 4X4 matrix of float) 0:? Sequence 0:351 all (global bool) 0:351 'inF0' (in 4X4 matrix of float) 0:351 Absolute value (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 arc cosine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 any (global bool) 0:351 'inF0' (in 4X4 matrix of float) 0:351 arc sine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 arc tangent (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 arc tangent (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 Ceiling (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 clamp (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 'inF2' (in 4X4 matrix of float) 0:351 cosine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 hyp. cosine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 degrees (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 determinant (global float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 exp (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 exp2 (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 findMSB (global int) 0:351 Constant: 0:351 7 (const int) 0:351 findLSB (global int) 0:351 Constant: 0:351 7 (const int) 0:351 Floor (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 mod (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 Fraction (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 frexp (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 ldexp (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 log (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 matrix-scale (temp 4X4 matrix of float) 0:351 log2 (temp 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 Constant: 0:351 0.301030 0:351 log2 (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 max (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 min (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 pow (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 radians (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 roundEven (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 inverse sqrt (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 clamp (temp 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 Constant: 0:351 0.000000 0:351 Constant: 0:351 1.000000 0:351 Sign (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 sine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 Sequence 0:351 move second child to first child (temp 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 sine (temp 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 move second child to first child (temp 4X4 matrix of float) 0:351 'inF2' (in 4X4 matrix of float) 0:351 cosine (temp 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 hyp. sine (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 smoothstep (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 'inF2' (in 4X4 matrix of float) 0:351 sqrt (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 step (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 'inF1' (in 4X4 matrix of float) 0:351 tangent (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 hyp. tangent (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 transpose (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:351 trunc (global 4X4 matrix of float) 0:351 'inF0' (in 4X4 matrix of float) 0:354 Branch: Return with expression 0:? Constant: 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:376 Function Definition: TestGenMul(f1;f1;vf2;vf2;mf22;mf22; (temp void) 0:372 Function Parameters: 0:372 'inF0' (in float) 0:372 'inF1' (in float) 0:372 'inFV0' (in 2-component vector of float) 0:372 'inFV1' (in 2-component vector of float) 0:372 'inFM0' (in 2X2 matrix of float) 0:372 'inFM1' (in 2X2 matrix of float) 0:? Sequence 0:373 move second child to first child (temp float) 0:373 'r0' (temp float) 0:373 component-wise multiply (temp float) 0:373 'inF0' (in float) 0:373 'inF1' (in float) 0:373 move second child to first child (temp 2-component vector of float) 0:373 'r1' (temp 2-component vector of float) 0:373 vector-scale (temp 2-component vector of float) 0:373 'inFV0' (in 2-component vector of float) 0:373 'inF0' (in float) 0:373 move second child to first child (temp 2-component vector of float) 0:373 'r2' (temp 2-component vector of float) 0:373 vector-scale (temp 2-component vector of float) 0:373 'inF0' (in float) 0:373 'inFV0' (in 2-component vector of float) 0:373 move second child to first child (temp float) 0:373 'r3' (temp float) 0:373 dot-product (global float) 0:373 'inFV0' (in 2-component vector of float) 0:373 'inFV1' (in 2-component vector of float) 0:373 move second child to first child (temp 2-component vector of float) 0:373 'r4' (temp 2-component vector of float) 0:373 matrix-times-vector (temp 2-component vector of float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 'inFV0' (in 2-component vector of float) 0:373 move second child to first child (temp 2-component vector of float) 0:373 'r5' (temp 2-component vector of float) 0:373 vector-times-matrix (temp 2-component vector of float) 0:373 'inFV0' (in 2-component vector of float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 move second child to first child (temp 2X2 matrix of float) 0:373 'r6' (temp 2X2 matrix of float) 0:373 matrix-scale (temp 2X2 matrix of float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 'inF0' (in float) 0:373 move second child to first child (temp 2X2 matrix of float) 0:373 'r7' (temp 2X2 matrix of float) 0:373 matrix-scale (temp 2X2 matrix of float) 0:373 'inF0' (in float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 move second child to first child (temp 2X2 matrix of float) 0:373 'r8' (temp 2X2 matrix of float) 0:373 matrix-multiply (temp 2X2 matrix of float) 0:373 'inFM0' (in 2X2 matrix of float) 0:373 'inFM1' (in 2X2 matrix of float) 0:383 Function Definition: TestGenMul(f1;f1;vf3;vf3;mf33;mf33; (temp void) 0:379 Function Parameters: 0:379 'inF0' (in float) 0:379 'inF1' (in float) 0:379 'inFV0' (in 3-component vector of float) 0:379 'inFV1' (in 3-component vector of float) 0:379 'inFM0' (in 3X3 matrix of float) 0:379 'inFM1' (in 3X3 matrix of float) 0:? Sequence 0:380 move second child to first child (temp float) 0:380 'r0' (temp float) 0:380 component-wise multiply (temp float) 0:380 'inF0' (in float) 0:380 'inF1' (in float) 0:380 move second child to first child (temp 3-component vector of float) 0:380 'r1' (temp 3-component vector of float) 0:380 vector-scale (temp 3-component vector of float) 0:380 'inFV0' (in 3-component vector of float) 0:380 'inF0' (in float) 0:380 move second child to first child (temp 3-component vector of float) 0:380 'r2' (temp 3-component vector of float) 0:380 vector-scale (temp 3-component vector of float) 0:380 'inF0' (in float) 0:380 'inFV0' (in 3-component vector of float) 0:380 move second child to first child (temp float) 0:380 'r3' (temp float) 0:380 dot-product (global float) 0:380 'inFV0' (in 3-component vector of float) 0:380 'inFV1' (in 3-component vector of float) 0:380 move second child to first child (temp 3-component vector of float) 0:380 'r4' (temp 3-component vector of float) 0:380 matrix-times-vector (temp 3-component vector of float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 'inFV0' (in 3-component vector of float) 0:380 move second child to first child (temp 3-component vector of float) 0:380 'r5' (temp 3-component vector of float) 0:380 vector-times-matrix (temp 3-component vector of float) 0:380 'inFV0' (in 3-component vector of float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 move second child to first child (temp 3X3 matrix of float) 0:380 'r6' (temp 3X3 matrix of float) 0:380 matrix-scale (temp 3X3 matrix of float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 'inF0' (in float) 0:380 move second child to first child (temp 3X3 matrix of float) 0:380 'r7' (temp 3X3 matrix of float) 0:380 matrix-scale (temp 3X3 matrix of float) 0:380 'inF0' (in float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 move second child to first child (temp 3X3 matrix of float) 0:380 'r8' (temp 3X3 matrix of float) 0:380 matrix-multiply (temp 3X3 matrix of float) 0:380 'inFM0' (in 3X3 matrix of float) 0:380 'inFM1' (in 3X3 matrix of float) 0:389 Function Definition: TestGenMul(f1;f1;vf4;vf4;mf44;mf44; (temp void) 0:386 Function Parameters: 0:386 'inF0' (in float) 0:386 'inF1' (in float) 0:386 'inFV0' (in 4-component vector of float) 0:386 'inFV1' (in 4-component vector of float) 0:386 'inFM0' (in 4X4 matrix of float) 0:386 'inFM1' (in 4X4 matrix of float) 0:? Sequence 0:387 move second child to first child (temp float) 0:387 'r0' (temp float) 0:387 component-wise multiply (temp float) 0:387 'inF0' (in float) 0:387 'inF1' (in float) 0:387 move second child to first child (temp 4-component vector of float) 0:387 'r1' (temp 4-component vector of float) 0:387 vector-scale (temp 4-component vector of float) 0:387 'inFV0' (in 4-component vector of float) 0:387 'inF0' (in float) 0:387 move second child to first child (temp 4-component vector of float) 0:387 'r2' (temp 4-component vector of float) 0:387 vector-scale (temp 4-component vector of float) 0:387 'inF0' (in float) 0:387 'inFV0' (in 4-component vector of float) 0:387 move second child to first child (temp float) 0:387 'r3' (temp float) 0:387 dot-product (global float) 0:387 'inFV0' (in 4-component vector of float) 0:387 'inFV1' (in 4-component vector of float) 0:387 move second child to first child (temp 4-component vector of float) 0:387 'r4' (temp 4-component vector of float) 0:387 matrix-times-vector (temp 4-component vector of float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 'inFV0' (in 4-component vector of float) 0:387 move second child to first child (temp 4-component vector of float) 0:387 'r5' (temp 4-component vector of float) 0:387 vector-times-matrix (temp 4-component vector of float) 0:387 'inFV0' (in 4-component vector of float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 move second child to first child (temp 4X4 matrix of float) 0:387 'r6' (temp 4X4 matrix of float) 0:387 matrix-scale (temp 4X4 matrix of float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 'inF0' (in float) 0:387 move second child to first child (temp 4X4 matrix of float) 0:387 'r7' (temp 4X4 matrix of float) 0:387 matrix-scale (temp 4X4 matrix of float) 0:387 'inF0' (in float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 move second child to first child (temp 4X4 matrix of float) 0:387 'r8' (temp 4X4 matrix of float) 0:387 matrix-multiply (temp 4X4 matrix of float) 0:387 'inFM0' (in 4X4 matrix of float) 0:387 'inFM1' (in 4X4 matrix of float) 0:? Linker Objects // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 1089 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "VertexShaderFunction" 48 67 73 80 174 192 198 205 321 339 345 352 470 488 494 501 625 639 646 741 755 762 860 874 881 Source HLSL 450 Name 4 "VertexShaderFunction" Name 19 "TestGenMul(f1;f1;vf2;vf2;mf22;mf22;" Name 13 "inF0" Name 14 "inF1" Name 15 "inFV0" Name 16 "inFV1" Name 17 "inFM0" Name 18 "inFM1" Name 32 "TestGenMul(f1;f1;vf3;vf3;mf33;mf33;" Name 26 "inF0" Name 27 "inF1" Name 28 "inFV0" Name 29 "inFV1" Name 30 "inFM0" Name 31 "inFM1" Name 45 "TestGenMul(f1;f1;vf4;vf4;mf44;mf44;" Name 39 "inF0" Name 40 "inF1" Name 41 "inFV0" Name 42 "inFV1" Name 43 "inFM0" Name 44 "inFM1" Name 48 "inF0" Name 67 "inU0" Name 73 "inF1" Name 80 "inF2" Name 106 "ResType" Name 174 "inF0" Name 192 "inU0" Name 198 "inF1" Name 205 "inF2" Name 241 "ResType" Name 321 "inF0" Name 339 "inU0" Name 345 "inF1" Name 352 "inF2" Name 391 "ResType" Name 470 "inF0" Name 488 "inU0" Name 494 "inF1" Name 501 "inF2" Name 545 "ResType" Name 625 "inF0" Name 639 "inF1" Name 646 "inF2" Name 677 "ResType" Name 741 "inF0" Name 755 "inF1" Name 762 "inF2" Name 796 "ResType" Name 860 "inF0" Name 874 "inF1" Name 881 "inF2" Name 918 "ResType" Name 981 "r0" Name 985 "r1" Name 989 "r2" Name 993 "r3" Name 997 "r4" Name 1001 "r5" Name 1005 "r6" Name 1009 "r7" Name 1013 "r8" Name 1017 "r0" Name 1021 "r1" Name 1025 "r2" Name 1029 "r3" Name 1033 "r4" Name 1037 "r5" Name 1041 "r6" Name 1045 "r7" Name 1049 "r8" Name 1053 "r0" Name 1057 "r1" Name 1061 "r2" Name 1065 "r3" Name 1069 "r4" Name 1073 "r5" Name 1077 "r6" Name 1081 "r7" Name 1085 "r8" 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 8: TypeVector 6(float) 2 9: TypePointer Function 8(fvec2) 10: TypeMatrix 8(fvec2) 2 11: TypePointer Function 10 12: TypeFunction 2 7(ptr) 7(ptr) 9(ptr) 9(ptr) 11(ptr) 11(ptr) 21: TypeVector 6(float) 3 22: TypePointer Function 21(fvec3) 23: TypeMatrix 21(fvec3) 3 24: TypePointer Function 23 25: TypeFunction 2 7(ptr) 7(ptr) 22(ptr) 22(ptr) 24(ptr) 24(ptr) 34: TypeVector 6(float) 4 35: TypePointer Function 34(fvec4) 36: TypeMatrix 34(fvec4) 4 37: TypePointer Function 36 38: TypeFunction 2 7(ptr) 7(ptr) 35(ptr) 35(ptr) 37(ptr) 37(ptr) 47: TypePointer Input 6(float) 48(inF0): 47(ptr) Variable Input 50: TypeBool 61: TypeInt 32 1 64: TypeInt 32 0 66: TypePointer Input 64(int) 67(inU0): 66(ptr) Variable Input 73(inF1): 47(ptr) Variable Input 80(inF2): 47(ptr) Variable Input 87: 64(int) Constant 7 95: 61(int) Constant 7 106(ResType): TypeStruct 6(float) 61(int) 121: 6(float) Constant 1050288283 136: 64(int) Constant 2 143: 6(float) Constant 0 144: 6(float) Constant 1065353216 173: TypePointer Input 8(fvec2) 174(inF0): 173(ptr) Variable Input 186: TypeVector 61(int) 2 189: TypeVector 64(int) 2 191: TypePointer Input 189(ivec2) 192(inU0): 191(ptr) Variable Input 198(inF1): 173(ptr) Variable Input 205(inF2): 173(ptr) Variable Input 212: 64(int) Constant 3 213: 189(ivec2) ConstantComposite 87 212 241(ResType): TypeStruct 8(fvec2) 186(ivec2) 246: TypeVector 50(bool) 2 280: 6(float) Constant 1073741824 282: 64(int) Constant 1 283: 189(ivec2) ConstantComposite 282 136 318: 8(fvec2) ConstantComposite 144 280 320: TypePointer Input 21(fvec3) 321(inF0): 320(ptr) Variable Input 333: TypeVector 61(int) 3 336: TypeVector 64(int) 3 338: TypePointer Input 336(ivec3) 339(inU0): 338(ptr) Variable Input 345(inF1): 320(ptr) Variable Input 352(inF2): 320(ptr) Variable Input 359: 64(int) Constant 5 360: 336(ivec3) ConstantComposite 87 212 359 391(ResType): TypeStruct 21(fvec3) 333(ivec3) 396: TypeVector 50(bool) 3 431: 336(ivec3) ConstantComposite 282 136 212 466: 6(float) Constant 1077936128 467: 21(fvec3) ConstantComposite 144 280 466 469: TypePointer Input 34(fvec4) 470(inF0): 469(ptr) Variable Input 482: TypeVector 61(int) 4 485: TypeVector 64(int) 4 487: TypePointer Input 485(ivec4) 488(inU0): 487(ptr) Variable Input 494(inF1): 469(ptr) Variable Input 501(inF2): 469(ptr) Variable Input 508: 485(ivec4) ConstantComposite 87 212 359 136 545(ResType): TypeStruct 34(fvec4) 482(ivec4) 550: TypeVector 50(bool) 4 585: 64(int) Constant 4 586: 485(ivec4) ConstantComposite 282 136 212 585 621: 6(float) Constant 1082130432 622: 34(fvec4) ConstantComposite 144 280 466 621 624: TypePointer Input 10 625(inF0): 624(ptr) Variable Input 639(inF1): 624(ptr) Variable Input 646(inF2): 624(ptr) Variable Input 677(ResType): TypeStruct 10 186(ivec2) 737: 8(fvec2) ConstantComposite 280 280 738: 10 ConstantComposite 737 737 740: TypePointer Input 23 741(inF0): 740(ptr) Variable Input 755(inF1): 740(ptr) Variable Input 762(inF2): 740(ptr) Variable Input 796(ResType): TypeStruct 23 333(ivec3) 856: 21(fvec3) ConstantComposite 466 466 466 857: 23 ConstantComposite 856 856 856 859: TypePointer Input 36 860(inF0): 859(ptr) Variable Input 874(inF1): 859(ptr) Variable Input 881(inF2): 859(ptr) Variable Input 918(ResType): TypeStruct 36 482(ivec4) 978: 34(fvec4) ConstantComposite 621 621 621 621 979: 36 ConstantComposite 978 978 978 978 4(VertexShaderFunction): 2 Function None 3 5: Label 49: 6(float) Load 48(inF0) 51: 50(bool) All 49 52: 6(float) Load 48(inF0) 53: 6(float) ExtInst 1(GLSL.std.450) 4(FAbs) 52 54: 6(float) Load 48(inF0) 55: 6(float) ExtInst 1(GLSL.std.450) 17(Acos) 54 56: 6(float) Load 48(inF0) 57: 50(bool) Any 56 58: 6(float) Load 48(inF0) 59: 6(float) ExtInst 1(GLSL.std.450) 16(Asin) 58 60: 6(float) Load 48(inF0) 62: 61(int) Bitcast 60 63: 6(float) Load 48(inF0) 65: 64(int) Bitcast 63 68: 64(int) Load 67(inU0) 69: 6(float) Bitcast 68 70: 6(float) Load 48(inF0) 71: 6(float) ExtInst 1(GLSL.std.450) 18(Atan) 70 72: 6(float) Load 48(inF0) 74: 6(float) Load 73(inF1) 75: 6(float) ExtInst 1(GLSL.std.450) 25(Atan2) 72 74 76: 6(float) Load 48(inF0) 77: 6(float) ExtInst 1(GLSL.std.450) 9(Ceil) 76 78: 6(float) Load 48(inF0) 79: 6(float) Load 73(inF1) 81: 6(float) Load 80(inF2) 82: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 78 79 81 83: 6(float) Load 48(inF0) 84: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 83 85: 6(float) Load 48(inF0) 86: 6(float) ExtInst 1(GLSL.std.450) 20(Cosh) 85 88: 64(int) BitCount 87 89: 6(float) Load 48(inF0) 90: 6(float) ExtInst 1(GLSL.std.450) 12(Degrees) 89 91: 6(float) Load 48(inF0) 92: 6(float) ExtInst 1(GLSL.std.450) 27(Exp) 91 93: 6(float) Load 48(inF0) 94: 6(float) ExtInst 1(GLSL.std.450) 29(Exp2) 93 96: 61(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 95 97: 61(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 95 98: 6(float) Load 48(inF0) 99: 6(float) ExtInst 1(GLSL.std.450) 8(Floor) 98 100: 6(float) Load 48(inF0) 101: 6(float) Load 73(inF1) 102: 6(float) FMod 100 101 103: 6(float) Load 48(inF0) 104: 6(float) ExtInst 1(GLSL.std.450) 10(Fract) 103 105: 6(float) Load 48(inF0) 107:106(ResType) ExtInst 1(GLSL.std.450) 52(FrexpStruct) 105 108: 61(int) CompositeExtract 107 1 Store 73(inF1) 108 109: 6(float) CompositeExtract 107 0 110: 6(float) Load 48(inF0) 111: 50(bool) IsInf 110 112: 6(float) Load 48(inF0) 113: 50(bool) IsNan 112 114: 6(float) Load 48(inF0) 115: 6(float) Load 73(inF1) 116: 6(float) ExtInst 1(GLSL.std.450) 53(Ldexp) 114 115 117: 6(float) Load 48(inF0) 118: 6(float) ExtInst 1(GLSL.std.450) 28(Log) 117 119: 6(float) Load 48(inF0) 120: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 119 122: 6(float) FMul 120 121 123: 6(float) Load 48(inF0) 124: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 123 125: 6(float) Load 48(inF0) 126: 6(float) Load 73(inF1) 127: 6(float) ExtInst 1(GLSL.std.450) 40(FMax) 125 126 128: 6(float) Load 48(inF0) 129: 6(float) Load 73(inF1) 130: 6(float) ExtInst 1(GLSL.std.450) 37(FMin) 128 129 131: 6(float) Load 48(inF0) 132: 6(float) Load 73(inF1) 133: 6(float) ExtInst 1(GLSL.std.450) 26(Pow) 131 132 134: 6(float) Load 48(inF0) 135: 6(float) ExtInst 1(GLSL.std.450) 11(Radians) 134 137: 64(int) BitReverse 136 138: 6(float) Load 48(inF0) 139: 6(float) ExtInst 1(GLSL.std.450) 2(RoundEven) 138 140: 6(float) Load 48(inF0) 141: 6(float) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 140 142: 6(float) Load 48(inF0) 145: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 142 143 144 146: 6(float) Load 48(inF0) 147: 6(float) ExtInst 1(GLSL.std.450) 6(FSign) 146 148: 6(float) Load 48(inF0) 149: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 148 150: 6(float) Load 48(inF0) 151: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 150 Store 73(inF1) 151 152: 6(float) Load 48(inF0) 153: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 152 Store 80(inF2) 153 154: 6(float) Load 48(inF0) 155: 6(float) ExtInst 1(GLSL.std.450) 19(Sinh) 154 156: 6(float) Load 48(inF0) 157: 6(float) Load 73(inF1) 158: 6(float) Load 80(inF2) 159: 6(float) ExtInst 1(GLSL.std.450) 49(SmoothStep) 156 157 158 160: 6(float) Load 48(inF0) 161: 6(float) ExtInst 1(GLSL.std.450) 31(Sqrt) 160 162: 6(float) Load 48(inF0) 163: 6(float) Load 73(inF1) 164: 6(float) ExtInst 1(GLSL.std.450) 48(Step) 162 163 165: 6(float) Load 48(inF0) 166: 6(float) ExtInst 1(GLSL.std.450) 15(Tan) 165 167: 6(float) Load 48(inF0) 168: 6(float) ExtInst 1(GLSL.std.450) 21(Tanh) 167 169: 6(float) Load 48(inF0) 170: 6(float) ExtInst 1(GLSL.std.450) 3(Trunc) 169 ReturnValue 143 FunctionEnd 19(TestGenMul(f1;f1;vf2;vf2;mf22;mf22;): 2 Function None 12 13(inF0): 7(ptr) FunctionParameter 14(inF1): 7(ptr) FunctionParameter 15(inFV0): 9(ptr) FunctionParameter 16(inFV1): 9(ptr) FunctionParameter 17(inFM0): 11(ptr) FunctionParameter 18(inFM1): 11(ptr) FunctionParameter 20: Label 981(r0): 7(ptr) Variable Function 985(r1): 9(ptr) Variable Function 989(r2): 9(ptr) Variable Function 993(r3): 7(ptr) Variable Function 997(r4): 9(ptr) Variable Function 1001(r5): 9(ptr) Variable Function 1005(r6): 11(ptr) Variable Function 1009(r7): 11(ptr) Variable Function 1013(r8): 11(ptr) Variable Function 982: 6(float) Load 13(inF0) 983: 6(float) Load 14(inF1) 984: 6(float) FMul 982 983 Store 981(r0) 984 986: 8(fvec2) Load 15(inFV0) 987: 6(float) Load 13(inF0) 988: 8(fvec2) VectorTimesScalar 986 987 Store 985(r1) 988 990: 6(float) Load 13(inF0) 991: 8(fvec2) Load 15(inFV0) 992: 8(fvec2) VectorTimesScalar 991 990 Store 989(r2) 992 994: 8(fvec2) Load 15(inFV0) 995: 8(fvec2) Load 16(inFV1) 996: 6(float) Dot 994 995 Store 993(r3) 996 998: 10 Load 17(inFM0) 999: 8(fvec2) Load 15(inFV0) 1000: 8(fvec2) MatrixTimesVector 998 999 Store 997(r4) 1000 1002: 8(fvec2) Load 15(inFV0) 1003: 10 Load 17(inFM0) 1004: 8(fvec2) VectorTimesMatrix 1002 1003 Store 1001(r5) 1004 1006: 10 Load 17(inFM0) 1007: 6(float) Load 13(inF0) 1008: 10 MatrixTimesScalar 1006 1007 Store 1005(r6) 1008 1010: 6(float) Load 13(inF0) 1011: 10 Load 17(inFM0) 1012: 10 MatrixTimesScalar 1011 1010 Store 1009(r7) 1012 1014: 10 Load 17(inFM0) 1015: 10 Load 18(inFM1) 1016: 10 MatrixTimesMatrix 1014 1015 Store 1013(r8) 1016 Return FunctionEnd 32(TestGenMul(f1;f1;vf3;vf3;mf33;mf33;): 2 Function None 25 26(inF0): 7(ptr) FunctionParameter 27(inF1): 7(ptr) FunctionParameter 28(inFV0): 22(ptr) FunctionParameter 29(inFV1): 22(ptr) FunctionParameter 30(inFM0): 24(ptr) FunctionParameter 31(inFM1): 24(ptr) FunctionParameter 33: Label 1017(r0): 7(ptr) Variable Function 1021(r1): 22(ptr) Variable Function 1025(r2): 22(ptr) Variable Function 1029(r3): 7(ptr) Variable Function 1033(r4): 22(ptr) Variable Function 1037(r5): 22(ptr) Variable Function 1041(r6): 24(ptr) Variable Function 1045(r7): 24(ptr) Variable Function 1049(r8): 24(ptr) Variable Function 1018: 6(float) Load 26(inF0) 1019: 6(float) Load 27(inF1) 1020: 6(float) FMul 1018 1019 Store 1017(r0) 1020 1022: 21(fvec3) Load 28(inFV0) 1023: 6(float) Load 26(inF0) 1024: 21(fvec3) VectorTimesScalar 1022 1023 Store 1021(r1) 1024 1026: 6(float) Load 26(inF0) 1027: 21(fvec3) Load 28(inFV0) 1028: 21(fvec3) VectorTimesScalar 1027 1026 Store 1025(r2) 1028 1030: 21(fvec3) Load 28(inFV0) 1031: 21(fvec3) Load 29(inFV1) 1032: 6(float) Dot 1030 1031 Store 1029(r3) 1032 1034: 23 Load 30(inFM0) 1035: 21(fvec3) Load 28(inFV0) 1036: 21(fvec3) MatrixTimesVector 1034 1035 Store 1033(r4) 1036 1038: 21(fvec3) Load 28(inFV0) 1039: 23 Load 30(inFM0) 1040: 21(fvec3) VectorTimesMatrix 1038 1039 Store 1037(r5) 1040 1042: 23 Load 30(inFM0) 1043: 6(float) Load 26(inF0) 1044: 23 MatrixTimesScalar 1042 1043 Store 1041(r6) 1044 1046: 6(float) Load 26(inF0) 1047: 23 Load 30(inFM0) 1048: 23 MatrixTimesScalar 1047 1046 Store 1045(r7) 1048 1050: 23 Load 30(inFM0) 1051: 23 Load 31(inFM1) 1052: 23 MatrixTimesMatrix 1050 1051 Store 1049(r8) 1052 Return FunctionEnd 45(TestGenMul(f1;f1;vf4;vf4;mf44;mf44;): 2 Function None 38 39(inF0): 7(ptr) FunctionParameter 40(inF1): 7(ptr) FunctionParameter 41(inFV0): 35(ptr) FunctionParameter 42(inFV1): 35(ptr) FunctionParameter 43(inFM0): 37(ptr) FunctionParameter 44(inFM1): 37(ptr) FunctionParameter 46: Label 1053(r0): 7(ptr) Variable Function 1057(r1): 35(ptr) Variable Function 1061(r2): 35(ptr) Variable Function 1065(r3): 7(ptr) Variable Function 1069(r4): 35(ptr) Variable Function 1073(r5): 35(ptr) Variable Function 1077(r6): 37(ptr) Variable Function 1081(r7): 37(ptr) Variable Function 1085(r8): 37(ptr) Variable Function 1054: 6(float) Load 39(inF0) 1055: 6(float) Load 40(inF1) 1056: 6(float) FMul 1054 1055 Store 1053(r0) 1056 1058: 34(fvec4) Load 41(inFV0) 1059: 6(float) Load 39(inF0) 1060: 34(fvec4) VectorTimesScalar 1058 1059 Store 1057(r1) 1060 1062: 6(float) Load 39(inF0) 1063: 34(fvec4) Load 41(inFV0) 1064: 34(fvec4) VectorTimesScalar 1063 1062 Store 1061(r2) 1064 1066: 34(fvec4) Load 41(inFV0) 1067: 34(fvec4) Load 42(inFV1) 1068: 6(float) Dot 1066 1067 Store 1065(r3) 1068 1070: 36 Load 43(inFM0) 1071: 34(fvec4) Load 41(inFV0) 1072: 34(fvec4) MatrixTimesVector 1070 1071 Store 1069(r4) 1072 1074: 34(fvec4) Load 41(inFV0) 1075: 36 Load 43(inFM0) 1076: 34(fvec4) VectorTimesMatrix 1074 1075 Store 1073(r5) 1076 1078: 36 Load 43(inFM0) 1079: 6(float) Load 39(inF0) 1080: 36 MatrixTimesScalar 1078 1079 Store 1077(r6) 1080 1082: 6(float) Load 39(inF0) 1083: 36 Load 43(inFM0) 1084: 36 MatrixTimesScalar 1083 1082 Store 1081(r7) 1084 1086: 36 Load 43(inFM0) 1087: 36 Load 44(inFM1) 1088: 36 MatrixTimesMatrix 1086 1087 Store 1085(r8) 1088 Return FunctionEnd