226 lines
14 KiB
Plaintext
Executable File
226 lines
14 KiB
Plaintext
Executable File
hlsl.array.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'i' (layout(location=0 ) in int)
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0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? Sequence
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0:10 Sequence
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0:10 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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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1 (const int)
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0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 'i' (layout(location=0 ) in int)
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0:10 direct index (layout(location=1 ) temp 4-component vector of float)
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0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:10 Constant:
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0:10 2 (const int)
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0:10 indirect index (layout(location=1 ) temp 4-component vector of float)
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0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:10 'i' (layout(location=0 ) in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 Constant:
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0:10 5 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 'i' (layout(location=0 ) in int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 1 (const uint)
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0:10 'i' (layout(location=0 ) in int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 'i' (layout(location=0 ) in int)
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0:10 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:? 'i' (layout(location=0 ) in int)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'i' (layout(location=0 ) in int)
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0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? Sequence
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0:10 Sequence
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0:10 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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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1 (const int)
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0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 'i' (layout(location=0 ) in int)
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0:10 direct index (layout(location=1 ) temp 4-component vector of float)
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0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:10 Constant:
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0:10 2 (const int)
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0:10 indirect index (layout(location=1 ) temp 4-component vector of float)
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0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:10 'i' (layout(location=0 ) in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 Constant:
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0:10 5 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 'i' (layout(location=0 ) in int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 1 (const uint)
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0:10 'i' (layout(location=0 ) in int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 'i' (layout(location=0 ) in int)
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0:10 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:? 'i' (layout(location=0 ) in int)
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0:? 'input' (layout(location=1 ) in 3-element array of 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 65
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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" 9 28 36
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 9 "@entryPointOutput"
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Name 15 ""
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MemberName 15 0 "m"
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Name 18 "$Global"
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MemberName 18($Global) 0 "a"
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MemberName 18($Global) 1 "s"
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Name 20 ""
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Name 28 "i"
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Name 36 "input"
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Name 49 "b"
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Decorate 9(@entryPointOutput) Location 0
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Decorate 12 ArrayStride 16
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Decorate 14 ArrayStride 16
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MemberDecorate 15 0 Offset 0
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Decorate 17 ArrayStride 112
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MemberDecorate 18($Global) 0 Offset 0
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MemberDecorate 18($Global) 1 Offset 64
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Decorate 18($Global) Block
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Decorate 20 DescriptorSet 0
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Decorate 28(i) Location 0
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Decorate 36(input) Location 1
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Output 7(fvec4)
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9(@entryPointOutput): 8(ptr) Variable Output
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10: TypeInt 32 0
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11: 10(int) Constant 4
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12: TypeArray 7(fvec4) 11
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13: 10(int) Constant 7
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14: TypeArray 7(fvec4) 13
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15: TypeStruct 14
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16: 10(int) Constant 11
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17: TypeArray 15(struct) 16
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18($Global): TypeStruct 12 17
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19: TypePointer Uniform 18($Global)
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20: 19(ptr) Variable Uniform
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21: TypeInt 32 1
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22: 21(int) Constant 0
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23: 21(int) Constant 1
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24: TypePointer Uniform 7(fvec4)
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27: TypePointer Input 21(int)
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28(i): 27(ptr) Variable Input
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33: 10(int) Constant 3
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34: TypeArray 7(fvec4) 33
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35: TypePointer Input 34
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36(input): 35(ptr) Variable Input
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37: 21(int) Constant 2
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38: TypePointer Input 7(fvec4)
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46: 10(int) Constant 10
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47: TypeArray 7(fvec4) 46
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48: TypePointer Function 47
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50: 21(int) Constant 5
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51: TypePointer Function 7(fvec4)
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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49(b): 48(ptr) Variable Function
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25: 24(ptr) AccessChain 20 22 23
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26: 7(fvec4) Load 25
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29: 21(int) Load 28(i)
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30: 24(ptr) AccessChain 20 22 29
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31: 7(fvec4) Load 30
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32: 7(fvec4) FAdd 26 31
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39: 38(ptr) AccessChain 36(input) 37
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40: 7(fvec4) Load 39
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41: 7(fvec4) FAdd 32 40
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42: 21(int) Load 28(i)
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43: 38(ptr) AccessChain 36(input) 42
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44: 7(fvec4) Load 43
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45: 7(fvec4) FAdd 41 44
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52: 51(ptr) AccessChain 49(b) 50
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53: 7(fvec4) Load 52
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54: 7(fvec4) FAdd 45 53
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55: 21(int) Load 28(i)
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56: 51(ptr) AccessChain 49(b) 55
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57: 7(fvec4) Load 56
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58: 7(fvec4) FAdd 54 57
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59: 21(int) Load 28(i)
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60: 21(int) Load 28(i)
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61: 24(ptr) AccessChain 20 23 59 22 60
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62: 7(fvec4) Load 61
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63: 7(fvec4) FAdd 58 62
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Store 9(@entryPointOutput) 63
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Return
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FunctionEnd
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