glslang/Test/baseResults/hlsl.intrinsics.vert.out

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