
* Code refine and adding missing features 1. Add new level for built in symbols. 2. Fix issues for structure members' qualifiers. 3. Global qualifier fix. 4. IO Mapper refine. Add support for checking with mangle names. * Additional missing features * Invariant member. (Only check non-interface). * Split block nesting level and struct nesting level. To fix issues of checking 'invariant' qualifier. Current grammar would check block/struct member without its parent class's information. So we split nesting level, and 'invariant' would only be checked within a struct. * Format anonymous block names. Refine codes for symbols from all kinds of resouces. * Fix writeonly check. * Use LValueBase to find operator. * Fix random null ptr issue. * invariant check, stage in io mapping, reference parameter should be used and remove wrong codes introduced with ordering vector. * Remained: to be fixed with double check link.vk.multiblocksValid * Fix version error. invariant * Revert loc modification.
325 lines
24 KiB
Plaintext
325 lines
24 KiB
Plaintext
link.vk.multiBlocksValid.0.0.vert
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Shader version: 430
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0:? Sequence
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0:43 Function Definition: main( ( global void)
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0:43 Function Parameters:
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0:45 Sequence
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0:45 move second child to first child ( temp highp 4-component vector of float)
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0:45 'oColor' ( smooth out highp 4-component vector of float)
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0:45 component-wise multiply ( temp highp 4-component vector of float)
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0:45 component-wise multiply ( temp highp 4-component vector of float)
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0:45 color1: direct index for structure (layout( column_major std140 offset=0) uniform highp 4-component vector of float)
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0:45 'uC' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:45 Constant:
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0:45 0 (const int)
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0:45 Function Call: getColor2( ( global highp 4-component vector of float)
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0:45 c: direct index for structure (layout( column_major std430 offset=0) buffer highp 4-component vector of float)
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0:45 'uColorBuf' (layout( binding=0 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4-component vector of float c})
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0:45 Constant:
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0:45 0 (const int)
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0:46 move second child to first child ( temp highp 4-component vector of float)
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0:46 v1: direct index for structure ( out highp 4-component vector of float)
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0:46 'oV' ( out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2})
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0:46 Constant:
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0:46 0 (const int)
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0:46 color1: direct index for structure (layout( column_major std140 offset=0) uniform highp 4-component vector of float)
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0:46 'uC' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:46 Constant:
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0:46 0 (const int)
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0:48 move second child to first child ( temp highp 4-component vector of float)
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0:48 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:48 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:48 Constant:
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0:48 0 (const uint)
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0:48 matrix-times-vector ( temp highp 4-component vector of float)
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0:48 uProj: direct index for structure (layout( column_major std140 offset=0) uniform highp 4X4 matrix of float)
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0:48 'uM' (layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld})
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0:48 Constant:
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0:48 0 (const int)
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0:48 Function Call: getWorld( ( global highp 4-component vector of float)
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0:? Linker Objects
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0:? 'uM' (layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld})
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0:? 'oV' ( out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2})
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0:? 'uC' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:? 'uBuf' (layout( binding=1 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4X4 matrix of float p})
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0:? 'uColorBuf' (layout( binding=0 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4-component vector of float c})
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0:? 'oColor' ( smooth out highp 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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link.vk.multiBlocksValid.0.1.vert
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Shader version: 430
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0:? Sequence
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0:36 Function Definition: getColor2( ( global highp 4-component vector of float)
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0:36 Function Parameters:
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0:38 Sequence
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0:38 Branch: Return with expression
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0:38 color2: direct index for structure (layout( column_major std140 offset=32) uniform highp 4-component vector of float)
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0:38 'uColor' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:38 Constant:
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0:38 2 (const int)
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0:41 Function Definition: getWorld( ( global highp 4-component vector of float)
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0:41 Function Parameters:
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0:43 Sequence
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0:43 move second child to first child ( temp highp 4-component vector of float)
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0:43 v1: direct index for structure ( out highp 4-component vector of float)
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0:43 'anon@0' ( out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2})
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0:43 Constant:
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0:43 0 (const uint)
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0:43 Constant:
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0:43 1.000000
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0:43 1.000000
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0:43 1.000000
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0:43 1.000000
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0:44 Branch: Return with expression
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0:44 matrix-times-vector ( temp highp 4-component vector of float)
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0:44 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform highp 4X4 matrix of float)
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0:44 'uMatrix' (layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld})
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0:44 Constant:
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0:44 1 (const int)
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0:44 'P' ( in highp 4-component vector of float)
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0:? Linker Objects
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0:? 'uColor' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:? 'uBuffer' (layout( binding=1 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4X4 matrix of float p})
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0:? 'uMatrix' (layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld})
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0:? 'anon@0' ( out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2})
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0:? 'P' ( in highp 4-component vector of float)
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Linked vertex stage:
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WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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uC: "layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3}" versus uColor: "layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3}"
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WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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uBuf: "layout( binding=1 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4X4 matrix of float p}" versus uBuffer: "layout( binding=1 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4X4 matrix of float p}"
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WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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uM: "layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld}" versus uMatrix: "layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld}"
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WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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oV: " out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2}" versus anon@0: " out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2}"
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Shader version: 430
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0:? Sequence
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0:43 Function Definition: main( ( global void)
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0:43 Function Parameters:
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0:45 Sequence
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0:45 move second child to first child ( temp highp 4-component vector of float)
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0:45 'oColor' ( smooth out highp 4-component vector of float)
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0:45 component-wise multiply ( temp highp 4-component vector of float)
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0:45 component-wise multiply ( temp highp 4-component vector of float)
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0:45 color1: direct index for structure (layout( column_major std140 offset=0) uniform highp 4-component vector of float)
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0:45 'uC' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:45 Constant:
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0:45 0 (const int)
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0:45 Function Call: getColor2( ( global highp 4-component vector of float)
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0:45 c: direct index for structure (layout( column_major std430 offset=0) buffer highp 4-component vector of float)
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0:45 'uColorBuf' (layout( binding=0 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4-component vector of float c})
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0:45 Constant:
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0:45 0 (const int)
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0:46 move second child to first child ( temp highp 4-component vector of float)
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0:46 v1: direct index for structure ( out highp 4-component vector of float)
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0:46 'oV' ( out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2})
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0:46 Constant:
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0:46 0 (const int)
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0:46 color1: direct index for structure (layout( column_major std140 offset=0) uniform highp 4-component vector of float)
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0:46 'uC' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:46 Constant:
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0:46 0 (const int)
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0:48 move second child to first child ( temp highp 4-component vector of float)
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0:48 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:48 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:48 Constant:
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0:48 0 (const uint)
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0:48 matrix-times-vector ( temp highp 4-component vector of float)
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0:48 uProj: direct index for structure (layout( column_major std140 offset=0) uniform highp 4X4 matrix of float)
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0:48 'uM' (layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld})
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0:48 Constant:
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0:48 0 (const int)
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0:48 Function Call: getWorld( ( global highp 4-component vector of float)
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0:36 Function Definition: getColor2( ( global highp 4-component vector of float)
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0:36 Function Parameters:
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0:38 Sequence
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0:38 Branch: Return with expression
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0:38 color2: direct index for structure (layout( column_major std140 offset=32) uniform highp 4-component vector of float)
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0:38 'uColor' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:38 Constant:
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0:38 2 (const int)
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0:41 Function Definition: getWorld( ( global highp 4-component vector of float)
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0:41 Function Parameters:
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0:43 Sequence
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0:43 move second child to first child ( temp highp 4-component vector of float)
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0:43 v1: direct index for structure ( out highp 4-component vector of float)
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0:43 'anon@0' ( out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2})
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0:43 Constant:
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0:43 0 (const uint)
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0:43 Constant:
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0:43 1.000000
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0:43 1.000000
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0:43 1.000000
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0:43 1.000000
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0:44 Branch: Return with expression
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0:44 matrix-times-vector ( temp highp 4-component vector of float)
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0:44 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform highp 4X4 matrix of float)
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0:44 'uMatrix' (layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld})
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0:44 Constant:
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0:44 1 (const int)
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0:44 'P' ( in highp 4-component vector of float)
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0:? Linker Objects
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0:? 'uM' (layout( binding=0 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float uWorld})
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0:? 'oV' ( out block{ out highp 4-component vector of float v1, out highp 4-component vector of float v2})
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0:? 'uC' (layout( binding=1 column_major std140) uniform block{layout( column_major std140 offset=0) uniform highp 4-component vector of float color1, layout( column_major std140 offset=16) uniform bool b, layout( column_major std140 offset=32) uniform highp 4-component vector of float color2, layout( column_major std140 offset=48) uniform highp 4-component vector of float color3})
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0:? 'uBuf' (layout( binding=1 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4X4 matrix of float p})
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0:? 'uColorBuf' (layout( binding=0 column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp 4-component vector of float c})
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0:? 'oColor' ( smooth out highp 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:? 'P' ( in highp 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 73
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 14 34 42 65
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Source GLSL 430
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Name 4 "main"
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Name 9 "getColor2("
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Name 11 "getWorld("
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Name 14 "oColor"
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Name 16 "ColorBlock"
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MemberName 16(ColorBlock) 0 "color1"
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MemberName 16(ColorBlock) 1 "b"
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MemberName 16(ColorBlock) 2 "color2"
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MemberName 16(ColorBlock) 3 "color3"
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Name 18 "uC"
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Name 26 "SecondaryColorBlock"
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MemberName 26(SecondaryColorBlock) 0 "c"
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Name 28 "uColorBuf"
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Name 32 "Vertex"
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MemberName 32(Vertex) 0 "v1"
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MemberName 32(Vertex) 1 "v2"
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Name 34 "oV"
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Name 40 "gl_PerVertex"
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MemberName 40(gl_PerVertex) 0 "gl_Position"
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MemberName 40(gl_PerVertex) 1 "gl_PointSize"
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MemberName 40(gl_PerVertex) 2 "gl_ClipDistance"
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Name 42 ""
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Name 44 "MatrixBlock"
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MemberName 44(MatrixBlock) 0 "uProj"
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MemberName 44(MatrixBlock) 1 "uWorld"
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Name 46 "uM"
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Name 65 "P"
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Name 70 "BufferBlock"
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MemberName 70(BufferBlock) 0 "p"
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Name 72 "uBuf"
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Decorate 14(oColor) Location 2
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MemberDecorate 16(ColorBlock) 0 Offset 0
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MemberDecorate 16(ColorBlock) 1 Offset 16
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MemberDecorate 16(ColorBlock) 2 Offset 32
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MemberDecorate 16(ColorBlock) 3 Offset 48
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Decorate 16(ColorBlock) Block
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Decorate 18(uC) DescriptorSet 0
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Decorate 18(uC) Binding 1
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MemberDecorate 26(SecondaryColorBlock) 0 Offset 0
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Decorate 26(SecondaryColorBlock) BufferBlock
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Decorate 28(uColorBuf) DescriptorSet 0
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Decorate 28(uColorBuf) Binding 0
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Decorate 32(Vertex) Block
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Decorate 34(oV) Location 0
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MemberDecorate 40(gl_PerVertex) 0 BuiltIn Position
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MemberDecorate 40(gl_PerVertex) 1 BuiltIn PointSize
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MemberDecorate 40(gl_PerVertex) 2 BuiltIn ClipDistance
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Decorate 40(gl_PerVertex) Block
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MemberDecorate 44(MatrixBlock) 0 ColMajor
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MemberDecorate 44(MatrixBlock) 0 Offset 0
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MemberDecorate 44(MatrixBlock) 0 MatrixStride 16
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MemberDecorate 44(MatrixBlock) 1 ColMajor
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MemberDecorate 44(MatrixBlock) 1 Offset 64
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MemberDecorate 44(MatrixBlock) 1 MatrixStride 16
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Decorate 44(MatrixBlock) Block
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Decorate 46(uM) DescriptorSet 0
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Decorate 46(uM) Binding 0
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Decorate 65(P) Location 0
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MemberDecorate 70(BufferBlock) 0 ColMajor
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MemberDecorate 70(BufferBlock) 0 Offset 0
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MemberDecorate 70(BufferBlock) 0 MatrixStride 16
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Decorate 70(BufferBlock) BufferBlock
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Decorate 72(uBuf) DescriptorSet 0
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Decorate 72(uBuf) Binding 1
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypeFunction 7(fvec4)
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13: TypePointer Output 7(fvec4)
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14(oColor): 13(ptr) Variable Output
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15: TypeInt 32 0
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16(ColorBlock): TypeStruct 7(fvec4) 15(int) 7(fvec4) 7(fvec4)
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17: TypePointer Uniform 16(ColorBlock)
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18(uC): 17(ptr) Variable Uniform
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19: TypeInt 32 1
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20: 19(int) Constant 0
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21: TypePointer Uniform 7(fvec4)
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26(SecondaryColorBlock): TypeStruct 7(fvec4)
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27: TypePointer Uniform 26(SecondaryColorBlock)
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28(uColorBuf): 27(ptr) Variable Uniform
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32(Vertex): TypeStruct 7(fvec4) 7(fvec4)
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33: TypePointer Output 32(Vertex)
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34(oV): 33(ptr) Variable Output
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38: 15(int) Constant 1
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39: TypeArray 6(float) 38
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40(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 39
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41: TypePointer Output 40(gl_PerVertex)
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42: 41(ptr) Variable Output
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43: TypeMatrix 7(fvec4) 4
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44(MatrixBlock): TypeStruct 43 43
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45: TypePointer Uniform 44(MatrixBlock)
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46(uM): 45(ptr) Variable Uniform
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47: TypePointer Uniform 43
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53: 19(int) Constant 2
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58: 6(float) Constant 1065353216
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59: 7(fvec4) ConstantComposite 58 58 58 58
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61: 19(int) Constant 1
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64: TypePointer Input 7(fvec4)
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65(P): 64(ptr) Variable Input
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70(BufferBlock): TypeStruct 43
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71: TypePointer Uniform 70(BufferBlock)
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72(uBuf): 71(ptr) Variable Uniform
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4(main): 2 Function None 3
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5: Label
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22: 21(ptr) AccessChain 18(uC) 20
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23: 7(fvec4) Load 22
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24: 7(fvec4) FunctionCall 9(getColor2()
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25: 7(fvec4) FMul 23 24
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29: 21(ptr) AccessChain 28(uColorBuf) 20
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30: 7(fvec4) Load 29
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31: 7(fvec4) FMul 25 30
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Store 14(oColor) 31
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35: 21(ptr) AccessChain 18(uC) 20
|
|
36: 7(fvec4) Load 35
|
|
37: 13(ptr) AccessChain 34(oV) 20
|
|
Store 37 36
|
|
48: 47(ptr) AccessChain 46(uM) 20
|
|
49: 43 Load 48
|
|
50: 7(fvec4) FunctionCall 11(getWorld()
|
|
51: 7(fvec4) MatrixTimesVector 49 50
|
|
52: 13(ptr) AccessChain 42 20
|
|
Store 52 51
|
|
Return
|
|
FunctionEnd
|
|
9(getColor2(): 7(fvec4) Function None 8
|
|
10: Label
|
|
54: 21(ptr) AccessChain 18(uC) 53
|
|
55: 7(fvec4) Load 54
|
|
ReturnValue 55
|
|
FunctionEnd
|
|
11(getWorld(): 7(fvec4) Function None 8
|
|
12: Label
|
|
60: 13(ptr) AccessChain 34(oV) 20
|
|
Store 60 59
|
|
62: 47(ptr) AccessChain 46(uM) 61
|
|
63: 43 Load 62
|
|
66: 7(fvec4) Load 65(P)
|
|
67: 7(fvec4) MatrixTimesVector 63 66
|
|
ReturnValue 67
|
|
FunctionEnd
|