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 4-component vector of 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 4-component vector of 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 1090 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "VertexShaderFunction" 48 67 73 80 174 192 198 205 321 339 345 352 470 488 494 501 626 640 647 742 756 763 861 875 882 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 546 "ResType" Name 626 "inF0" Name 640 "inF1" Name 647 "inF2" Name 678 "ResType" Name 742 "inF0" Name 756 "inF1" Name 763 "inF2" Name 797 "ResType" Name 861 "inF0" Name 875 "inF1" Name 882 "inF2" Name 919 "ResType" Name 982 "r0" Name 986 "r1" Name 990 "r2" Name 994 "r3" Name 998 "r4" Name 1002 "r5" Name 1006 "r6" Name 1010 "r7" Name 1014 "r8" Name 1018 "r0" Name 1022 "r1" Name 1026 "r2" Name 1030 "r3" Name 1034 "r4" Name 1038 "r5" Name 1042 "r6" Name 1046 "r7" Name 1050 "r8" Name 1054 "r0" Name 1058 "r1" Name 1062 "r2" Name 1066 "r3" Name 1070 "r4" Name 1074 "r5" Name 1078 "r6" Name 1082 "r7" Name 1086 "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 87 212 359 136 546(ResType): TypeStruct 34(fvec4) 482(ivec4) 551: TypeVector 50(bool) 4 586: 64(int) Constant 4 587: 485(ivec4) ConstantComposite 282 136 212 586 622: 6(float) Constant 1082130432 623: 34(fvec4) ConstantComposite 144 280 466 622 625: TypePointer Input 10 626(inF0): 625(ptr) Variable Input 640(inF1): 625(ptr) Variable Input 647(inF2): 625(ptr) Variable Input 678(ResType): TypeStruct 10 186(ivec2) 738: 8(fvec2) ConstantComposite 280 280 739: 10 ConstantComposite 738 738 741: TypePointer Input 23 742(inF0): 741(ptr) Variable Input 756(inF1): 741(ptr) Variable Input 763(inF2): 741(ptr) Variable Input 797(ResType): TypeStruct 23 333(ivec3) 857: 21(fvec3) ConstantComposite 466 466 466 858: 23 ConstantComposite 857 857 857 860: TypePointer Input 36 861(inF0): 860(ptr) Variable Input 875(inF1): 860(ptr) Variable Input 882(inF2): 860(ptr) Variable Input 919(ResType): TypeStruct 36 482(ivec4) 979: 34(fvec4) ConstantComposite 622 622 622 622 980: 36 ConstantComposite 979 979 979 979 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 982(r0): 7(ptr) Variable Function 986(r1): 9(ptr) Variable Function 990(r2): 9(ptr) Variable Function 994(r3): 7(ptr) Variable Function 998(r4): 9(ptr) Variable Function 1002(r5): 9(ptr) Variable Function 1006(r6): 11(ptr) Variable Function 1010(r7): 11(ptr) Variable Function 1014(r8): 11(ptr) Variable Function 983: 6(float) Load 13(inF0) 984: 6(float) Load 14(inF1) 985: 6(float) FMul 983 984 Store 982(r0) 985 987: 8(fvec2) Load 15(inFV0) 988: 6(float) Load 13(inF0) 989: 8(fvec2) VectorTimesScalar 987 988 Store 986(r1) 989 991: 6(float) Load 13(inF0) 992: 8(fvec2) Load 15(inFV0) 993: 8(fvec2) VectorTimesScalar 992 991 Store 990(r2) 993 995: 8(fvec2) Load 15(inFV0) 996: 8(fvec2) Load 16(inFV1) 997: 6(float) Dot 995 996 Store 994(r3) 997 999: 10 Load 17(inFM0) 1000: 8(fvec2) Load 15(inFV0) 1001: 8(fvec2) MatrixTimesVector 999 1000 Store 998(r4) 1001 1003: 8(fvec2) Load 15(inFV0) 1004: 10 Load 17(inFM0) 1005: 8(fvec2) VectorTimesMatrix 1003 1004 Store 1002(r5) 1005 1007: 10 Load 17(inFM0) 1008: 6(float) Load 13(inF0) 1009: 10 MatrixTimesScalar 1007 1008 Store 1006(r6) 1009 1011: 6(float) Load 13(inF0) 1012: 10 Load 17(inFM0) 1013: 10 MatrixTimesScalar 1012 1011 Store 1010(r7) 1013 1015: 10 Load 17(inFM0) 1016: 10 Load 18(inFM1) 1017: 10 MatrixTimesMatrix 1015 1016 Store 1014(r8) 1017 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 1018(r0): 7(ptr) Variable Function 1022(r1): 22(ptr) Variable Function 1026(r2): 22(ptr) Variable Function 1030(r3): 7(ptr) Variable Function 1034(r4): 22(ptr) Variable Function 1038(r5): 22(ptr) Variable Function 1042(r6): 24(ptr) Variable Function 1046(r7): 24(ptr) Variable Function 1050(r8): 24(ptr) Variable Function 1019: 6(float) Load 26(inF0) 1020: 6(float) Load 27(inF1) 1021: 6(float) FMul 1019 1020 Store 1018(r0) 1021 1023: 21(fvec3) Load 28(inFV0) 1024: 6(float) Load 26(inF0) 1025: 21(fvec3) VectorTimesScalar 1023 1024 Store 1022(r1) 1025 1027: 6(float) Load 26(inF0) 1028: 21(fvec3) Load 28(inFV0) 1029: 21(fvec3) VectorTimesScalar 1028 1027 Store 1026(r2) 1029 1031: 21(fvec3) Load 28(inFV0) 1032: 21(fvec3) Load 29(inFV1) 1033: 6(float) Dot 1031 1032 Store 1030(r3) 1033 1035: 23 Load 30(inFM0) 1036: 21(fvec3) Load 28(inFV0) 1037: 21(fvec3) MatrixTimesVector 1035 1036 Store 1034(r4) 1037 1039: 21(fvec3) Load 28(inFV0) 1040: 23 Load 30(inFM0) 1041: 21(fvec3) VectorTimesMatrix 1039 1040 Store 1038(r5) 1041 1043: 23 Load 30(inFM0) 1044: 6(float) Load 26(inF0) 1045: 23 MatrixTimesScalar 1043 1044 Store 1042(r6) 1045 1047: 6(float) Load 26(inF0) 1048: 23 Load 30(inFM0) 1049: 23 MatrixTimesScalar 1048 1047 Store 1046(r7) 1049 1051: 23 Load 30(inFM0) 1052: 23 Load 31(inFM1) 1053: 23 MatrixTimesMatrix 1051 1052 Store 1050(r8) 1053 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 1054(r0): 7(ptr) Variable Function 1058(r1): 35(ptr) Variable Function 1062(r2): 35(ptr) Variable Function 1066(r3): 7(ptr) Variable Function 1070(r4): 35(ptr) Variable Function 1074(r5): 35(ptr) Variable Function 1078(r6): 37(ptr) Variable Function 1082(r7): 37(ptr) Variable Function 1086(r8): 37(ptr) Variable Function 1055: 6(float) Load 39(inF0) 1056: 6(float) Load 40(inF1) 1057: 6(float) FMul 1055 1056 Store 1054(r0) 1057 1059: 34(fvec4) Load 41(inFV0) 1060: 6(float) Load 39(inF0) 1061: 34(fvec4) VectorTimesScalar 1059 1060 Store 1058(r1) 1061 1063: 6(float) Load 39(inF0) 1064: 34(fvec4) Load 41(inFV0) 1065: 34(fvec4) VectorTimesScalar 1064 1063 Store 1062(r2) 1065 1067: 34(fvec4) Load 41(inFV0) 1068: 34(fvec4) Load 42(inFV1) 1069: 6(float) Dot 1067 1068 Store 1066(r3) 1069 1071: 36 Load 43(inFM0) 1072: 34(fvec4) Load 41(inFV0) 1073: 34(fvec4) MatrixTimesVector 1071 1072 Store 1070(r4) 1073 1075: 34(fvec4) Load 41(inFV0) 1076: 36 Load 43(inFM0) 1077: 34(fvec4) VectorTimesMatrix 1075 1076 Store 1074(r5) 1077 1079: 36 Load 43(inFM0) 1080: 6(float) Load 39(inF0) 1081: 36 MatrixTimesScalar 1079 1080 Store 1078(r6) 1081 1083: 6(float) Load 39(inF0) 1084: 36 Load 43(inFM0) 1085: 36 MatrixTimesScalar 1084 1083 Store 1082(r7) 1085 1087: 36 Load 43(inFM0) 1088: 36 Load 44(inFM1) 1089: 36 MatrixTimesMatrix 1087 1088 Store 1086(r8) 1089 Return FunctionEnd