This allows removal of isPerVertexBuiltIn(). It also leads to removal of addInterstageIoToLinkage(), which is no longer needed. Includes related name improvements.
443 lines
30 KiB
Plaintext
Executable File
443 lines
30 KiB
Plaintext
Executable File
hlsl.struct.frag
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WARNING: 0:26: 'register' : ignoring shader_profile
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WARNING: 0:27: 'register' : ignoring shader_profile
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WARNING: 0:30: 'register' : ignoring shader_profile
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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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0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:40 Function Parameters:
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0:40 'input' ( in 4-component vector of float)
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0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:45 Compare Equal ( temp bool)
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 i: direct index for structure ( temp 4-component vector of float)
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0:46 's2' ( global structure{ temp 4-component vector of float i})
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0:46 Constant:
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0:46 0 (const int)
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0:46 ff4: direct index for structure ( temp 4-component vector of float)
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0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:46 Constant:
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0:46 7 (const int)
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0:50 move second child to first child ( temp structure{})
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0:50 'e' ( temp structure{})
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0:50 e: direct index for structure ( temp structure{})
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0:50 'ce' ( temp structure{ temp structure{} e})
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0:50 Constant:
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0:50 0 (const int)
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0:52 Branch: Return with expression
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0:52 'input' ( in 4-component vector of float)
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0:40 Function Definition: PixelShaderFunction( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 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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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 a: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:40 a: direct index for structure ( smooth temp 4-component vector of float)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:40 move second child to first child ( temp bool)
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0:40 b: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:40 b: direct index for structure ( flat temp bool)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:40 move second child to first child ( temp 1-component vector of float)
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0:40 c: direct index for structure ( temp 1-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:40 move second child to first child ( temp 2-component vector of float)
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0:40 d: direct index for structure ( temp 2-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:40 d: direct index for structure ( centroid sample temp 2-component vector of float)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:40 move second child to first child ( temp bool)
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0:40 ff1: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's_ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 5 (const int)
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0:40 ff2: direct index for structure ( flat temp bool)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:40 move second child to first child ( temp bool)
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0:40 ff3: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:40 ff3: direct index for structure ( flat temp bool)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 5 (const int)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:40 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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0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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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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0:? 's_ff1' ( flat in bool Face)
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0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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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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0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:40 Function Parameters:
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0:40 'input' ( in 4-component vector of float)
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0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:45 Compare Equal ( temp bool)
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 i: direct index for structure ( temp 4-component vector of float)
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0:46 's2' ( global structure{ temp 4-component vector of float i})
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0:46 Constant:
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0:46 0 (const int)
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0:46 ff4: direct index for structure ( temp 4-component vector of float)
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0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:46 Constant:
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0:46 7 (const int)
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0:50 move second child to first child ( temp structure{})
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0:50 'e' ( temp structure{})
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0:50 e: direct index for structure ( temp structure{})
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0:50 'ce' ( temp structure{ temp structure{} e})
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0:50 Constant:
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0:50 0 (const int)
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0:52 Branch: Return with expression
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0:52 'input' ( in 4-component vector of float)
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0:40 Function Definition: PixelShaderFunction( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 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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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 a: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:40 a: direct index for structure ( smooth temp 4-component vector of float)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:40 move second child to first child ( temp bool)
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0:40 b: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:40 b: direct index for structure ( flat temp bool)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:40 move second child to first child ( temp 1-component vector of float)
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0:40 c: direct index for structure ( temp 1-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:40 move second child to first child ( temp 2-component vector of float)
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0:40 d: direct index for structure ( temp 2-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:40 d: direct index for structure ( centroid sample temp 2-component vector of float)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:40 move second child to first child ( temp bool)
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0:40 ff1: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's_ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 5 (const int)
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0:40 ff2: direct index for structure ( flat temp bool)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:40 move second child to first child ( temp bool)
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0:40 ff3: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:40 ff3: direct index for structure ( flat temp bool)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 5 (const int)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:40 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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0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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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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0:? 's_ff1' ( flat in bool Face)
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0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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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 105
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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" 51 56 79 94
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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 11 "IN_S"
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MemberName 11(IN_S) 0 "a"
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MemberName 11(IN_S) 1 "b"
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MemberName 11(IN_S) 2 "c"
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MemberName 11(IN_S) 3 "d"
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MemberName 11(IN_S) 4 "ff1"
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MemberName 11(IN_S) 5 "ff2"
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MemberName 11(IN_S) 6 "ff3"
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MemberName 11(IN_S) 7 "ff4"
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Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;"
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Name 14 "input"
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Name 15 "s"
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Name 19 "FS"
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MemberName 19(FS) 0 "b3"
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Name 21 "s3"
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Name 28 ""
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MemberName 28 0 "i"
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Name 30 "s2"
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Name 38 "empty"
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Name 40 "e"
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Name 41 "containEmpty"
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MemberName 41(containEmpty) 0 "e"
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Name 43 "ce"
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Name 49 "input"
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Name 51 "input"
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Name 53 "s"
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Name 54 "IN_S"
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MemberName 54(IN_S) 0 "a"
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MemberName 54(IN_S) 1 "b"
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MemberName 54(IN_S) 2 "c"
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MemberName 54(IN_S) 3 "d"
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MemberName 54(IN_S) 4 "ff2"
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MemberName 54(IN_S) 5 "ff3"
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MemberName 54(IN_S) 6 "ff4"
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Name 56 "s"
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Name 79 "s_ff1"
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Name 94 "@entryPointOutput"
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Name 95 "param"
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Name 97 "param"
|
|
Name 101 "myS"
|
|
MemberName 101(myS) 0 "b"
|
|
MemberName 101(myS) 1 "c"
|
|
MemberName 101(myS) 2 "a"
|
|
MemberName 101(myS) 3 "d"
|
|
Name 102 "$Global"
|
|
MemberName 102($Global) 0 "s1"
|
|
MemberName 102($Global) 1 "ff5"
|
|
MemberName 102($Global) 2 "ff6"
|
|
Name 104 ""
|
|
Decorate 51(input) Location 0
|
|
MemberDecorate 54(IN_S) 1 Flat
|
|
MemberDecorate 54(IN_S) 2 NoPerspective
|
|
MemberDecorate 54(IN_S) 2 Centroid
|
|
MemberDecorate 54(IN_S) 3 Centroid
|
|
MemberDecorate 54(IN_S) 4 Flat
|
|
MemberDecorate 54(IN_S) 5 Flat
|
|
Decorate 56(s) Location 1
|
|
Decorate 79(s_ff1) Flat
|
|
Decorate 79(s_ff1) BuiltIn FrontFacing
|
|
Decorate 94(@entryPointOutput) Location 0
|
|
MemberDecorate 101(myS) 0 Offset 0
|
|
MemberDecorate 101(myS) 1 Offset 4
|
|
MemberDecorate 101(myS) 2 Offset 16
|
|
MemberDecorate 101(myS) 3 Offset 32
|
|
MemberDecorate 102($Global) 0 Offset 0
|
|
MemberDecorate 102($Global) 1 Offset 1620
|
|
MemberDecorate 102($Global) 2 Offset 1636
|
|
Decorate 102($Global) Block
|
|
Decorate 104 DescriptorSet 0
|
|
2: TypeVoid
|
|
3: TypeFunction 2
|
|
6: TypeFloat 32
|
|
7: TypeVector 6(float) 4
|
|
8: TypePointer Function 7(fvec4)
|
|
9: TypeBool
|
|
10: TypeVector 6(float) 2
|
|
11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4)
|
|
12: TypePointer Function 11(IN_S)
|
|
13: TypeFunction 7(fvec4) 8(ptr) 12(ptr)
|
|
18: TypeVector 9(bool) 3
|
|
19(FS): TypeStruct 18(bvec3)
|
|
20: TypePointer Function 19(FS)
|
|
28: TypeStruct 7(fvec4)
|
|
29: TypePointer Private 28(struct)
|
|
30(s2): 29(ptr) Variable Private
|
|
31: TypeInt 32 1
|
|
32: 31(int) Constant 0
|
|
33: 31(int) Constant 7
|
|
36: TypePointer Private 7(fvec4)
|
|
38(empty): TypeStruct
|
|
39: TypePointer Function 38(empty)
|
|
41(containEmpty): TypeStruct 38(empty)
|
|
42: TypePointer Function 41(containEmpty)
|
|
50: TypePointer Input 7(fvec4)
|
|
51(input): 50(ptr) Variable Input
|
|
54(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4)
|
|
55: TypePointer Input 54(IN_S)
|
|
56(s): 55(ptr) Variable Input
|
|
60: 31(int) Constant 1
|
|
61: TypePointer Input 9(bool)
|
|
64: TypePointer Function 9(bool)
|
|
66: 31(int) Constant 2
|
|
67: TypePointer Input 6(float)
|
|
70: TypePointer Function 6(float)
|
|
72: 31(int) Constant 3
|
|
73: TypePointer Input 10(fvec2)
|
|
76: TypePointer Function 10(fvec2)
|
|
78: 31(int) Constant 4
|
|
79(s_ff1): 61(ptr) Variable Input
|
|
82: 31(int) Constant 5
|
|
86: 31(int) Constant 6
|
|
93: TypePointer Output 7(fvec4)
|
|
94(@entryPointOutput): 93(ptr) Variable Output
|
|
100: TypeInt 32 0
|
|
101(myS): TypeStruct 100(int) 100(int) 7(fvec4) 7(fvec4)
|
|
102($Global): TypeStruct 101(myS) 6(float) 6(float)
|
|
103: TypePointer Uniform 102($Global)
|
|
104: 103(ptr) Variable Uniform
|
|
4(PixelShaderFunction): 2 Function None 3
|
|
5: Label
|
|
49(input): 8(ptr) Variable Function
|
|
53(s): 12(ptr) Variable Function
|
|
95(param): 8(ptr) Variable Function
|
|
97(param): 12(ptr) Variable Function
|
|
52: 7(fvec4) Load 51(input)
|
|
Store 49(input) 52
|
|
57: 50(ptr) AccessChain 56(s) 32
|
|
58: 7(fvec4) Load 57
|
|
59: 8(ptr) AccessChain 53(s) 32
|
|
Store 59 58
|
|
62: 61(ptr) AccessChain 56(s) 60
|
|
63: 9(bool) Load 62
|
|
65: 64(ptr) AccessChain 53(s) 60
|
|
Store 65 63
|
|
68: 67(ptr) AccessChain 56(s) 66
|
|
69: 6(float) Load 68
|
|
71: 70(ptr) AccessChain 53(s) 66
|
|
Store 71 69
|
|
74: 73(ptr) AccessChain 56(s) 72
|
|
75: 10(fvec2) Load 74
|
|
77: 76(ptr) AccessChain 53(s) 72
|
|
Store 77 75
|
|
80: 9(bool) Load 79(s_ff1)
|
|
81: 64(ptr) AccessChain 53(s) 78
|
|
Store 81 80
|
|
83: 61(ptr) AccessChain 56(s) 78
|
|
84: 9(bool) Load 83
|
|
85: 64(ptr) AccessChain 53(s) 82
|
|
Store 85 84
|
|
87: 61(ptr) AccessChain 56(s) 82
|
|
88: 9(bool) Load 87
|
|
89: 64(ptr) AccessChain 53(s) 86
|
|
Store 89 88
|
|
90: 50(ptr) AccessChain 56(s) 86
|
|
91: 7(fvec4) Load 90
|
|
92: 8(ptr) AccessChain 53(s) 33
|
|
Store 92 91
|
|
96: 7(fvec4) Load 49(input)
|
|
Store 95(param) 96
|
|
98: 11(IN_S) Load 53(s)
|
|
Store 97(param) 98
|
|
99: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 95(param) 97(param)
|
|
Store 94(@entryPointOutput) 99
|
|
Return
|
|
FunctionEnd
|
|
16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13
|
|
14(input): 8(ptr) FunctionParameter
|
|
15(s): 12(ptr) FunctionParameter
|
|
17: Label
|
|
21(s3): 20(ptr) Variable Function
|
|
40(e): 39(ptr) Variable Function
|
|
43(ce): 42(ptr) Variable Function
|
|
22: 19(FS) Load 21(s3)
|
|
23: 19(FS) Load 21(s3)
|
|
24: 18(bvec3) CompositeExtract 22 0
|
|
25: 18(bvec3) CompositeExtract 23 0
|
|
26: 18(bvec3) LogicalEqual 24 25
|
|
27: 9(bool) All 26
|
|
34: 8(ptr) AccessChain 15(s) 33
|
|
35: 7(fvec4) Load 34
|
|
37: 36(ptr) AccessChain 30(s2) 32
|
|
Store 37 35
|
|
44: 39(ptr) AccessChain 43(ce) 32
|
|
45: 38(empty) Load 44
|
|
Store 40(e) 45
|
|
46: 7(fvec4) Load 14(input)
|
|
ReturnValue 46
|
|
FunctionEnd
|