687 lines
35 KiB
Plaintext
Executable File
687 lines
35 KiB
Plaintext
Executable File
hlsl.conditional.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
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0:8 Function Parameters:
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0:? Sequence
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0:11 Branch: Return with expression
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0:10 add ( temp 4-component vector of float)
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0:9 add ( temp 4-component vector of float)
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0:9 mix ( temp 4-component vector of float)
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0:9 f4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 2 (const uint)
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0:9 t4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 1 (const uint)
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0:9 Convert float to bool ( temp 4-component vector of bool)
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0:9 c4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 0 (const uint)
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0:10 mix ( temp 4-component vector of float)
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 f: direct index for structure ( uniform float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 4 (const uint)
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 t: direct index for structure ( uniform float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 3 (const uint)
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0:10 Convert float to bool ( temp 4-component vector of bool)
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0:10 c4: direct index for structure ( uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 0 (const uint)
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0:11 mix ( temp 4-component vector of float)
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0:11 f4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 2 (const uint)
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0:11 t4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 1 (const uint)
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0:11 Compare Less Than ( temp 4-component vector of bool)
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0:11 t4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 1 (const uint)
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0:11 f4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 2 (const uint)
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0:15 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
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0:15 Function Parameters:
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0:15 'cnd' ( in 2-component vector of bool)
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0:15 'src0' ( in 2-component vector of float)
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0:15 'src1' ( in 2-component vector of float)
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0:? Sequence
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0:16 Branch: Return with expression
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0:16 mix ( temp 2-component vector of float)
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0:16 'src1' ( in 2-component vector of float)
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0:16 'src0' ( in 2-component vector of float)
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0:16 'cnd' ( in 2-component vector of bool)
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0:20 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:20 Function Parameters:
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0:20 'input' ( in 4-component vector of float)
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0:? Sequence
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0:21 Sequence
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0:21 move second child to first child ( temp int)
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0:21 'a' ( temp int)
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0:21 Constant:
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0:21 5 (const int)
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0:22 Sequence
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0:22 move second child to first child ( temp int)
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0:22 'b' ( temp int)
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0:22 Constant:
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0:22 6 (const int)
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0:23 Sequence
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0:23 move second child to first child ( temp int)
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0:23 'c' ( temp int)
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0:23 Constant:
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0:23 7 (const int)
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0:24 Sequence
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0:24 move second child to first child ( temp int)
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0:24 'd' ( temp int)
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0:24 Constant:
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0:24 7 (const int)
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0:25 Sequence
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0:25 move second child to first child ( temp 4-component vector of float)
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0:25 'ret' ( temp 4-component vector of float)
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0:27 add ( temp 4-component vector of float)
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0:26 add ( temp 4-component vector of float)
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0:25 add ( temp 4-component vector of float)
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0:25 vector-scale ( temp 4-component vector of float)
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0:25 Convert int to float ( temp float)
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0:25 'a' ( temp int)
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0:25 'input' ( in 4-component vector of float)
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0:26 vector-scale ( temp 4-component vector of float)
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0:26 Convert int to float ( temp float)
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0:26 'b' ( temp int)
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0:26 'input' ( in 4-component vector of float)
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0:27 vector-scale ( temp 4-component vector of float)
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0:27 Convert int to float ( temp float)
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0:27 'c' ( temp int)
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0:27 'input' ( in 4-component vector of float)
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0:28 vector-scale ( temp 4-component vector of float)
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0:28 Convert int to float ( temp float)
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0:28 'd' ( temp int)
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0:28 'input' ( in 4-component vector of float)
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0:30 Comma ( temp int)
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0:30 move second child to first child ( temp int)
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0:30 'e' ( temp int)
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0:30 move second child to first child ( temp int)
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0:30 'a' ( temp int)
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0:30 Test condition and select ( temp int)
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0:30 Condition
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0:30 Convert int to bool ( temp bool)
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0:30 'b' ( temp int)
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0:30 true case
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0:30 move second child to first child ( temp int)
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0:30 'c' ( temp int)
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0:30 'd' ( temp int)
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0:30 false case
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0:30 Constant:
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0:30 10 (const int)
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0:30 move second child to first child ( temp int)
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0:30 'b' ( temp int)
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0:30 Test condition and select ( temp int)
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0:30 Condition
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0:30 Convert int to bool ( temp bool)
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0:30 'a' ( temp int)
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0:30 true case
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0:30 move second child to first child ( temp int)
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0:30 'd' ( temp int)
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0:30 'c' ( temp int)
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0:30 false case
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0:30 Constant:
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0:30 11 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 'f' ( temp 4-component vector of float)
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0:32 Test condition and select ( temp 4-component vector of float)
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0:32 Condition
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0:32 Compare Less Than ( temp bool)
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0:32 direct index ( temp float)
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0:32 'ret' ( temp 4-component vector of float)
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0:32 Constant:
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0:32 0 (const int)
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0:32 direct index ( temp float)
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0:32 'input' ( in 4-component vector of float)
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0:32 Constant:
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0:32 1 (const int)
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0:32 true case
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0:32 vector-scale ( temp 4-component vector of float)
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0:32 Convert int to float ( temp float)
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0:32 'c' ( temp int)
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0:32 'input' ( in 4-component vector of float)
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0:32 false case
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0:32 vector-scale ( temp 4-component vector of float)
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0:32 Convert int to float ( temp float)
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0:32 'd' ( temp int)
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0:32 'input' ( in 4-component vector of float)
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0:34 Branch: Return with expression
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0:33 add ( temp 4-component vector of float)
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0:33 add ( temp 4-component vector of float)
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0:33 add ( temp 4-component vector of float)
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0:33 vector-scale ( temp 4-component vector of float)
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0:33 Convert int to float ( temp float)
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0:33 'e' ( temp int)
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0:33 'ret' ( temp 4-component vector of float)
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0:33 'f' ( temp 4-component vector of float)
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0:33 Function Call: vectorCond( ( temp 4-component vector of float)
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0:? Construct vec4 ( temp 4-component vector of float)
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0:34 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
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0:? Constant:
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0:? true (const bool)
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0:? false (const bool)
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? Constant:
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0:? 3.000000
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0:? 4.000000
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0:34 Constant:
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0:34 10.000000
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0:34 Constant:
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0:34 10.000000
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0:20 Function Definition: PixelShaderFunction( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:20 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
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0:8 Function Parameters:
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0:? Sequence
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0:11 Branch: Return with expression
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0:10 add ( temp 4-component vector of float)
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0:9 add ( temp 4-component vector of float)
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0:9 mix ( temp 4-component vector of float)
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0:9 f4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 2 (const uint)
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0:9 t4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 1 (const uint)
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0:9 Convert float to bool ( temp 4-component vector of bool)
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0:9 c4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 0 (const uint)
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0:10 mix ( temp 4-component vector of float)
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 f: direct index for structure ( uniform float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 4 (const uint)
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 t: direct index for structure ( uniform float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 3 (const uint)
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0:10 Convert float to bool ( temp 4-component vector of bool)
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0:10 c4: direct index for structure ( uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 0 (const uint)
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0:11 mix ( temp 4-component vector of float)
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0:11 f4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 2 (const uint)
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0:11 t4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 1 (const uint)
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0:11 Compare Less Than ( temp 4-component vector of bool)
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0:11 t4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 1 (const uint)
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0:11 f4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 2 (const uint)
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0:15 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
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0:15 Function Parameters:
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0:15 'cnd' ( in 2-component vector of bool)
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0:15 'src0' ( in 2-component vector of float)
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0:15 'src1' ( in 2-component vector of float)
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0:? Sequence
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0:16 Branch: Return with expression
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0:16 mix ( temp 2-component vector of float)
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0:16 'src1' ( in 2-component vector of float)
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0:16 'src0' ( in 2-component vector of float)
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0:16 'cnd' ( in 2-component vector of bool)
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0:20 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:20 Function Parameters:
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0:20 'input' ( in 4-component vector of float)
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0:? Sequence
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0:21 Sequence
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0:21 move second child to first child ( temp int)
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0:21 'a' ( temp int)
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0:21 Constant:
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0:21 5 (const int)
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0:22 Sequence
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0:22 move second child to first child ( temp int)
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0:22 'b' ( temp int)
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0:22 Constant:
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0:22 6 (const int)
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0:23 Sequence
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0:23 move second child to first child ( temp int)
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0:23 'c' ( temp int)
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0:23 Constant:
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0:23 7 (const int)
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0:24 Sequence
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0:24 move second child to first child ( temp int)
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0:24 'd' ( temp int)
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0:24 Constant:
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0:24 7 (const int)
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0:25 Sequence
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0:25 move second child to first child ( temp 4-component vector of float)
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0:25 'ret' ( temp 4-component vector of float)
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0:27 add ( temp 4-component vector of float)
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0:26 add ( temp 4-component vector of float)
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0:25 add ( temp 4-component vector of float)
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0:25 vector-scale ( temp 4-component vector of float)
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0:25 Convert int to float ( temp float)
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0:25 'a' ( temp int)
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0:25 'input' ( in 4-component vector of float)
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0:26 vector-scale ( temp 4-component vector of float)
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0:26 Convert int to float ( temp float)
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0:26 'b' ( temp int)
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0:26 'input' ( in 4-component vector of float)
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0:27 vector-scale ( temp 4-component vector of float)
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0:27 Convert int to float ( temp float)
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0:27 'c' ( temp int)
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0:27 'input' ( in 4-component vector of float)
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0:28 vector-scale ( temp 4-component vector of float)
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0:28 Convert int to float ( temp float)
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0:28 'd' ( temp int)
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0:28 'input' ( in 4-component vector of float)
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0:30 Comma ( temp int)
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0:30 move second child to first child ( temp int)
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0:30 'e' ( temp int)
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0:30 move second child to first child ( temp int)
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0:30 'a' ( temp int)
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0:30 Test condition and select ( temp int)
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0:30 Condition
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0:30 Convert int to bool ( temp bool)
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0:30 'b' ( temp int)
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0:30 true case
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0:30 move second child to first child ( temp int)
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0:30 'c' ( temp int)
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0:30 'd' ( temp int)
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0:30 false case
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0:30 Constant:
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0:30 10 (const int)
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0:30 move second child to first child ( temp int)
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0:30 'b' ( temp int)
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0:30 Test condition and select ( temp int)
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0:30 Condition
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0:30 Convert int to bool ( temp bool)
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0:30 'a' ( temp int)
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0:30 true case
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0:30 move second child to first child ( temp int)
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0:30 'd' ( temp int)
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0:30 'c' ( temp int)
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0:30 false case
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0:30 Constant:
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0:30 11 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 'f' ( temp 4-component vector of float)
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0:32 Test condition and select ( temp 4-component vector of float)
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0:32 Condition
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0:32 Compare Less Than ( temp bool)
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0:32 direct index ( temp float)
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0:32 'ret' ( temp 4-component vector of float)
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0:32 Constant:
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0:32 0 (const int)
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0:32 direct index ( temp float)
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0:32 'input' ( in 4-component vector of float)
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0:32 Constant:
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0:32 1 (const int)
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0:32 true case
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0:32 vector-scale ( temp 4-component vector of float)
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0:32 Convert int to float ( temp float)
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0:32 'c' ( temp int)
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0:32 'input' ( in 4-component vector of float)
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0:32 false case
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0:32 vector-scale ( temp 4-component vector of float)
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0:32 Convert int to float ( temp float)
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0:32 'd' ( temp int)
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0:32 'input' ( in 4-component vector of float)
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0:34 Branch: Return with expression
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0:33 add ( temp 4-component vector of float)
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0:33 add ( temp 4-component vector of float)
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0:33 add ( temp 4-component vector of float)
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0:33 vector-scale ( temp 4-component vector of float)
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0:33 Convert int to float ( temp float)
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0:33 'e' ( temp int)
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0:33 'ret' ( temp 4-component vector of float)
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0:33 'f' ( temp 4-component vector of float)
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0:33 Function Call: vectorCond( ( temp 4-component vector of float)
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0:? Construct vec4 ( temp 4-component vector of float)
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0:34 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
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0:? Constant:
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0:? true (const bool)
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0:? false (const bool)
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0:? Constant:
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0:? 1.000000
|
|
0:? 2.000000
|
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0:? Constant:
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0:? 3.000000
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0:? 4.000000
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0:34 Constant:
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0:34 10.000000
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0:34 Constant:
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0:34 10.000000
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0:20 Function Definition: PixelShaderFunction( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:20 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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|
0:? 'input' (layout( location=0) in 4-component vector of float)
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|
|
// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 186
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|
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 179 182
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 9 "vectorCond("
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Name 20 "fbSelect(vb2;vf2;vf2;"
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Name 17 "cnd"
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Name 18 "src0"
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|
Name 19 "src1"
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|
Name 25 "@PixelShaderFunction(vf4;"
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Name 24 "input"
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Name 27 "$Global"
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MemberName 27($Global) 0 "c4"
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MemberName 27($Global) 1 "t4"
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MemberName 27($Global) 2 "f4"
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MemberName 27($Global) 3 "t"
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MemberName 27($Global) 4 "f"
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Name 29 ""
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|
Name 80 "a"
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|
Name 82 "b"
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|
Name 84 "c"
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|
Name 86 "d"
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|
Name 87 "ret"
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|
Name 107 "e"
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|
Name 128 "f"
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Name 166 "param"
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Name 167 "param"
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Name 168 "param"
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|
Name 177 "input"
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Name 179 "input"
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|
Name 182 "@entryPointOutput"
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|
Name 183 "param"
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|
MemberDecorate 27($Global) 0 Offset 0
|
|
MemberDecorate 27($Global) 1 Offset 16
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|
MemberDecorate 27($Global) 2 Offset 32
|
|
MemberDecorate 27($Global) 3 Offset 48
|
|
MemberDecorate 27($Global) 4 Offset 52
|
|
Decorate 27($Global) Block
|
|
Decorate 29 DescriptorSet 0
|
|
Decorate 179(input) Location 0
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|
Decorate 182(@entryPointOutput) Location 0
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|
2: TypeVoid
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|
3: TypeFunction 2
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|
6: TypeFloat 32
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|
7: TypeVector 6(float) 4
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|
8: TypeFunction 7(fvec4)
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|
11: TypeBool
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|
12: TypeVector 11(bool) 2
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|
13: TypePointer Function 12(bvec2)
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|
14: TypeVector 6(float) 2
|
|
15: TypePointer Function 14(fvec2)
|
|
16: TypeFunction 14(fvec2) 13(ptr) 15(ptr) 15(ptr)
|
|
22: TypePointer Function 7(fvec4)
|
|
23: TypeFunction 7(fvec4) 22(ptr)
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|
27($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float)
|
|
28: TypePointer Uniform 27($Global)
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|
29: 28(ptr) Variable Uniform
|
|
30: TypeInt 32 1
|
|
31: 30(int) Constant 2
|
|
32: TypePointer Uniform 7(fvec4)
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|
35: 30(int) Constant 1
|
|
38: 30(int) Constant 0
|
|
41: TypeVector 11(bool) 4
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|
42: 6(float) Constant 0
|
|
43: 7(fvec4) ConstantComposite 42 42 42 42
|
|
46: 30(int) Constant 4
|
|
47: TypePointer Uniform 6(float)
|
|
51: 30(int) Constant 3
|
|
79: TypePointer Function 30(int)
|
|
81: 30(int) Constant 5
|
|
83: 30(int) Constant 6
|
|
85: 30(int) Constant 7
|
|
110: TypeInt 32 0
|
|
111: 110(int) Constant 0
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|
117: 30(int) Constant 10
|
|
126: 30(int) Constant 11
|
|
130: TypePointer Function 6(float)
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|
133: 110(int) Constant 1
|
|
157: 11(bool) ConstantTrue
|
|
158: 11(bool) ConstantFalse
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|
159: 12(bvec2) ConstantComposite 157 158
|
|
160: 6(float) Constant 1065353216
|
|
161: 6(float) Constant 1073741824
|
|
162: 14(fvec2) ConstantComposite 160 161
|
|
163: 6(float) Constant 1077936128
|
|
164: 6(float) Constant 1082130432
|
|
165: 14(fvec2) ConstantComposite 163 164
|
|
170: 6(float) Constant 1092616192
|
|
178: TypePointer Input 7(fvec4)
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|
179(input): 178(ptr) Variable Input
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|
181: TypePointer Output 7(fvec4)
|
|
182(@entryPointOutput): 181(ptr) Variable Output
|
|
4(PixelShaderFunction): 2 Function None 3
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|
5: Label
|
|
177(input): 22(ptr) Variable Function
|
|
183(param): 22(ptr) Variable Function
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|
180: 7(fvec4) Load 179(input)
|
|
Store 177(input) 180
|
|
184: 7(fvec4) Load 177(input)
|
|
Store 183(param) 184
|
|
185: 7(fvec4) FunctionCall 25(@PixelShaderFunction(vf4;) 183(param)
|
|
Store 182(@entryPointOutput) 185
|
|
Return
|
|
FunctionEnd
|
|
9(vectorCond(): 7(fvec4) Function None 8
|
|
10: Label
|
|
33: 32(ptr) AccessChain 29 31
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|
34: 7(fvec4) Load 33
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|
36: 32(ptr) AccessChain 29 35
|
|
37: 7(fvec4) Load 36
|
|
39: 32(ptr) AccessChain 29 38
|
|
40: 7(fvec4) Load 39
|
|
44: 41(bvec4) FOrdNotEqual 40 43
|
|
45: 7(fvec4) Select 44 37 34
|
|
48: 47(ptr) AccessChain 29 46
|
|
49: 6(float) Load 48
|
|
50: 7(fvec4) CompositeConstruct 49 49 49 49
|
|
52: 47(ptr) AccessChain 29 51
|
|
53: 6(float) Load 52
|
|
54: 7(fvec4) CompositeConstruct 53 53 53 53
|
|
55: 32(ptr) AccessChain 29 38
|
|
56: 7(fvec4) Load 55
|
|
57: 41(bvec4) FOrdNotEqual 56 43
|
|
58: 7(fvec4) Select 57 54 50
|
|
59: 7(fvec4) FAdd 45 58
|
|
60: 32(ptr) AccessChain 29 31
|
|
61: 7(fvec4) Load 60
|
|
62: 32(ptr) AccessChain 29 35
|
|
63: 7(fvec4) Load 62
|
|
64: 32(ptr) AccessChain 29 35
|
|
65: 7(fvec4) Load 64
|
|
66: 32(ptr) AccessChain 29 31
|
|
67: 7(fvec4) Load 66
|
|
68: 41(bvec4) FOrdLessThan 65 67
|
|
69: 7(fvec4) Select 68 63 61
|
|
70: 7(fvec4) FAdd 59 69
|
|
ReturnValue 70
|
|
FunctionEnd
|
|
20(fbSelect(vb2;vf2;vf2;): 14(fvec2) Function None 16
|
|
17(cnd): 13(ptr) FunctionParameter
|
|
18(src0): 15(ptr) FunctionParameter
|
|
19(src1): 15(ptr) FunctionParameter
|
|
21: Label
|
|
73: 14(fvec2) Load 19(src1)
|
|
74: 14(fvec2) Load 18(src0)
|
|
75: 12(bvec2) Load 17(cnd)
|
|
76: 14(fvec2) Select 75 74 73
|
|
ReturnValue 76
|
|
FunctionEnd
|
|
25(@PixelShaderFunction(vf4;): 7(fvec4) Function None 23
|
|
24(input): 22(ptr) FunctionParameter
|
|
26: Label
|
|
80(a): 79(ptr) Variable Function
|
|
82(b): 79(ptr) Variable Function
|
|
84(c): 79(ptr) Variable Function
|
|
86(d): 79(ptr) Variable Function
|
|
87(ret): 22(ptr) Variable Function
|
|
107(e): 79(ptr) Variable Function
|
|
108: 79(ptr) Variable Function
|
|
119: 79(ptr) Variable Function
|
|
128(f): 22(ptr) Variable Function
|
|
129: 22(ptr) Variable Function
|
|
166(param): 13(ptr) Variable Function
|
|
167(param): 15(ptr) Variable Function
|
|
168(param): 15(ptr) Variable Function
|
|
Store 80(a) 81
|
|
Store 82(b) 83
|
|
Store 84(c) 85
|
|
Store 86(d) 85
|
|
88: 30(int) Load 80(a)
|
|
89: 6(float) ConvertSToF 88
|
|
90: 7(fvec4) Load 24(input)
|
|
91: 7(fvec4) VectorTimesScalar 90 89
|
|
92: 30(int) Load 82(b)
|
|
93: 6(float) ConvertSToF 92
|
|
94: 7(fvec4) Load 24(input)
|
|
95: 7(fvec4) VectorTimesScalar 94 93
|
|
96: 7(fvec4) FAdd 91 95
|
|
97: 30(int) Load 84(c)
|
|
98: 6(float) ConvertSToF 97
|
|
99: 7(fvec4) Load 24(input)
|
|
100: 7(fvec4) VectorTimesScalar 99 98
|
|
101: 7(fvec4) FAdd 96 100
|
|
102: 30(int) Load 86(d)
|
|
103: 6(float) ConvertSToF 102
|
|
104: 7(fvec4) Load 24(input)
|
|
105: 7(fvec4) VectorTimesScalar 104 103
|
|
106: 7(fvec4) FAdd 101 105
|
|
Store 87(ret) 106
|
|
109: 30(int) Load 82(b)
|
|
112: 11(bool) INotEqual 109 111
|
|
SelectionMerge 114 None
|
|
BranchConditional 112 113 116
|
|
113: Label
|
|
115: 30(int) Load 86(d)
|
|
Store 84(c) 115
|
|
Store 108 115
|
|
Branch 114
|
|
116: Label
|
|
Store 108 117
|
|
Branch 114
|
|
114: Label
|
|
118: 30(int) Load 108
|
|
Store 80(a) 118
|
|
Store 107(e) 118
|
|
120: 30(int) Load 80(a)
|
|
121: 11(bool) INotEqual 120 111
|
|
SelectionMerge 123 None
|
|
BranchConditional 121 122 125
|
|
122: Label
|
|
124: 30(int) Load 84(c)
|
|
Store 86(d) 124
|
|
Store 119 124
|
|
Branch 123
|
|
125: Label
|
|
Store 119 126
|
|
Branch 123
|
|
123: Label
|
|
127: 30(int) Load 119
|
|
Store 82(b) 127
|
|
131: 130(ptr) AccessChain 87(ret) 111
|
|
132: 6(float) Load 131
|
|
134: 130(ptr) AccessChain 24(input) 133
|
|
135: 6(float) Load 134
|
|
136: 11(bool) FOrdLessThan 132 135
|
|
SelectionMerge 138 None
|
|
BranchConditional 136 137 143
|
|
137: Label
|
|
139: 30(int) Load 84(c)
|
|
140: 6(float) ConvertSToF 139
|
|
141: 7(fvec4) Load 24(input)
|
|
142: 7(fvec4) VectorTimesScalar 141 140
|
|
Store 129 142
|
|
Branch 138
|
|
143: Label
|
|
144: 30(int) Load 86(d)
|
|
145: 6(float) ConvertSToF 144
|
|
146: 7(fvec4) Load 24(input)
|
|
147: 7(fvec4) VectorTimesScalar 146 145
|
|
Store 129 147
|
|
Branch 138
|
|
138: Label
|
|
148: 7(fvec4) Load 129
|
|
Store 128(f) 148
|
|
149: 30(int) Load 107(e)
|
|
150: 6(float) ConvertSToF 149
|
|
151: 7(fvec4) Load 87(ret)
|
|
152: 7(fvec4) VectorTimesScalar 151 150
|
|
153: 7(fvec4) Load 128(f)
|
|
154: 7(fvec4) FAdd 152 153
|
|
155: 7(fvec4) FunctionCall 9(vectorCond()
|
|
156: 7(fvec4) FAdd 154 155
|
|
Store 166(param) 159
|
|
Store 167(param) 162
|
|
Store 168(param) 165
|
|
169: 14(fvec2) FunctionCall 20(fbSelect(vb2;vf2;vf2;) 166(param) 167(param) 168(param)
|
|
171: 6(float) CompositeExtract 169 0
|
|
172: 6(float) CompositeExtract 169 1
|
|
173: 7(fvec4) CompositeConstruct 171 172 170 170
|
|
174: 7(fvec4) FAdd 156 173
|
|
ReturnValue 174
|
|
FunctionEnd
|