glslang/Test/baseResults/hlsl.intrinsics.vert.out
LoopDawg 4b67732c13 Initial implementation of direct-mapped subset of HLSL intrinsics with type subset.
This checkin implements about half of the HLSL intrinsics for a subset of their
entire type support (but a useful subset).  The uncommented lines in
TBuiltInParseablesHlsl::identifyBuiltIns shows which are connected.
2016-06-03 08:28:29 -06:00

1995 lines
89 KiB
Plaintext

hlsl.intrinsics.vert
Shader version: 450
0:? Sequence
0:56 Function Definition: VertexShaderFunction(f1;f1;f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (temp float)
0:2 'inF1' (temp float)
0:2 'inF2' (temp float)
0:? Sequence
0:3 all (global bool)
0:3 'inF0' (temp float)
0:4 Absolute value (global float)
0:4 'inF0' (temp float)
0:5 arc cosine (global float)
0:5 'inF0' (temp float)
0:6 any (global bool)
0:6 'inF0' (temp float)
0:7 arc sine (global float)
0:7 'inF0' (temp float)
0:8 arc tangent (global float)
0:8 'inF0' (temp float)
0:9 arc tangent (global float)
0:9 'inF0' (temp float)
0:9 'inF1' (temp float)
0:10 Ceiling (global float)
0:10 'inF0' (temp float)
0:11 clamp (global float)
0:11 'inF0' (temp float)
0:11 'inF1' (temp float)
0:11 'inF2' (temp float)
0:12 cosine (global float)
0:12 'inF0' (temp float)
0:13 hyp. cosine (global float)
0:13 'inF0' (temp float)
0:14 bitCount (global uint)
0:14 Constant:
0:14 7 (const uint)
0:15 degrees (global float)
0:15 'inF0' (temp float)
0:19 exp (global float)
0:19 'inF0' (temp float)
0:20 exp2 (global float)
0:20 'inF0' (temp float)
0:21 findMSB (global int)
0:21 Constant:
0:21 7 (const int)
0:22 findLSB (global int)
0:22 Constant:
0:22 7 (const int)
0:23 Floor (global float)
0:23 'inF0' (temp float)
0:25 Function Call: fmod(f1;f1; (global float)
0:25 'inF0' (temp float)
0:25 'inF1' (temp float)
0:26 Fraction (global float)
0:26 'inF0' (temp float)
0:27 frexp (global float)
0:27 'inF0' (temp float)
0:27 'inF1' (temp float)
0:28 fwidth (global float)
0:28 'inF0' (temp float)
0:29 isinf (global bool)
0:29 'inF0' (temp float)
0:30 isnan (global bool)
0:30 'inF0' (temp float)
0:31 ldexp (global float)
0:31 'inF0' (temp float)
0:31 'inF1' (temp float)
0:32 log (global float)
0:32 'inF0' (temp float)
0:33 log2 (global float)
0:33 'inF0' (temp float)
0:34 max (global float)
0:34 'inF0' (temp float)
0:34 'inF1' (temp float)
0:35 min (global float)
0:35 'inF0' (temp float)
0:35 'inF1' (temp float)
0:37 pow (global float)
0:37 'inF0' (temp float)
0:37 'inF1' (temp float)
0:38 radians (global float)
0:38 'inF0' (temp float)
0:39 bitFieldReverse (global uint)
0:39 Constant:
0:39 2 (const uint)
0:40 roundEven (global float)
0:40 'inF0' (temp float)
0:41 inverse sqrt (global float)
0:41 'inF0' (temp float)
0:42 Sign (global float)
0:42 'inF0' (temp float)
0:43 sine (global float)
0:43 'inF0' (temp float)
0:44 hyp. sine (global float)
0:44 'inF0' (temp float)
0:45 smoothstep (global float)
0:45 'inF0' (temp float)
0:45 'inF1' (temp float)
0:45 'inF2' (temp float)
0:46 sqrt (global float)
0:46 'inF0' (temp float)
0:47 step (global float)
0:47 'inF0' (temp float)
0:47 'inF1' (temp float)
0:48 tangent (global float)
0:48 'inF0' (temp float)
0:49 hyp. tangent (global float)
0:49 'inF0' (temp float)
0:51 trunc (global float)
0:51 'inF0' (temp float)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:62 Function Definition: VertexShaderFunction(vf1;vf1;vf1; (temp 1-component vector of float)
0:57 Function Parameters:
0:57 'inF0' (temp 1-component vector of float)
0:57 'inF1' (temp 1-component vector of float)
0:57 'inF2' (temp 1-component vector of float)
0:? Sequence
0:59 Branch: Return with expression
0:59 Constant:
0:59 0.000000
0:125 Function Definition: VertexShaderFunction(vf2;vf2;vf2; (temp 2-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (temp 2-component vector of float)
0:63 'inF1' (temp 2-component vector of float)
0:63 'inF2' (temp 2-component vector of float)
0:? Sequence
0:64 all (global bool)
0:64 'inF0' (temp 2-component vector of float)
0:65 Absolute value (global 2-component vector of float)
0:65 'inF0' (temp 2-component vector of float)
0:66 arc cosine (global 2-component vector of float)
0:66 'inF0' (temp 2-component vector of float)
0:67 any (global bool)
0:67 'inF0' (temp 2-component vector of float)
0:68 arc sine (global 2-component vector of float)
0:68 'inF0' (temp 2-component vector of float)
0:69 arc tangent (global 2-component vector of float)
0:69 'inF0' (temp 2-component vector of float)
0:70 arc tangent (global 2-component vector of float)
0:70 'inF0' (temp 2-component vector of float)
0:70 'inF1' (temp 2-component vector of float)
0:71 Ceiling (global 2-component vector of float)
0:71 'inF0' (temp 2-component vector of float)
0:72 clamp (global 2-component vector of float)
0:72 'inF0' (temp 2-component vector of float)
0:72 'inF1' (temp 2-component vector of float)
0:72 'inF2' (temp 2-component vector of float)
0:73 cosine (global 2-component vector of float)
0:73 'inF0' (temp 2-component vector of float)
0:74 hyp. cosine (global 2-component vector of float)
0:74 'inF0' (temp 2-component vector of float)
0:? bitCount (global 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:76 degrees (global 2-component vector of float)
0:76 'inF0' (temp 2-component vector of float)
0:77 distance (global float)
0:77 'inF0' (temp 2-component vector of float)
0:77 'inF1' (temp 2-component vector of float)
0:78 dot-product (global float)
0:78 'inF0' (temp 2-component vector of float)
0:78 'inF1' (temp 2-component vector of float)
0:82 exp (global 2-component vector of float)
0:82 'inF0' (temp 2-component vector of float)
0:83 exp2 (global 2-component vector of float)
0:83 'inF0' (temp 2-component vector of float)
0:84 face-forward (global 2-component vector of float)
0:84 'inF0' (temp 2-component vector of float)
0:84 'inF1' (temp 2-component vector of float)
0:84 'inF2' (temp 2-component vector of float)
0:85 findMSB (global int)
0:85 Constant:
0:85 7 (const int)
0:86 findLSB (global int)
0:86 Constant:
0:86 7 (const int)
0:87 Floor (global 2-component vector of float)
0:87 'inF0' (temp 2-component vector of float)
0:89 Function Call: fmod(vf2;vf2; (global 2-component vector of float)
0:89 'inF0' (temp 2-component vector of float)
0:89 'inF1' (temp 2-component vector of float)
0:90 Fraction (global 2-component vector of float)
0:90 'inF0' (temp 2-component vector of float)
0:91 frexp (global 2-component vector of float)
0:91 'inF0' (temp 2-component vector of float)
0:91 'inF1' (temp 2-component vector of float)
0:92 fwidth (global 2-component vector of float)
0:92 'inF0' (temp 2-component vector of float)
0:93 isinf (global 2-component vector of bool)
0:93 'inF0' (temp 2-component vector of float)
0:94 isnan (global 2-component vector of bool)
0:94 'inF0' (temp 2-component vector of float)
0:95 ldexp (global 2-component vector of float)
0:95 'inF0' (temp 2-component vector of float)
0:95 'inF1' (temp 2-component vector of float)
0:96 length (global float)
0:96 'inF0' (temp 2-component vector of float)
0:97 log (global 2-component vector of float)
0:97 'inF0' (temp 2-component vector of float)
0:98 log2 (global 2-component vector of float)
0:98 'inF0' (temp 2-component vector of float)
0:99 max (global 2-component vector of float)
0:99 'inF0' (temp 2-component vector of float)
0:99 'inF1' (temp 2-component vector of float)
0:100 min (global 2-component vector of float)
0:100 'inF0' (temp 2-component vector of float)
0:100 'inF1' (temp 2-component vector of float)
0:102 normalize (global 2-component vector of float)
0:102 'inF0' (temp 2-component vector of float)
0:103 pow (global 2-component vector of float)
0:103 'inF0' (temp 2-component vector of float)
0:103 'inF1' (temp 2-component vector of float)
0:104 radians (global 2-component vector of float)
0:104 'inF0' (temp 2-component vector of float)
0:105 reflect (global 2-component vector of float)
0:105 'inF0' (temp 2-component vector of float)
0:105 'inF1' (temp 2-component vector of float)
0:106 refract (global 2-component vector of float)
0:106 'inF0' (temp 2-component vector of float)
0:106 'inF1' (temp 2-component vector of float)
0:106 Constant:
0:106 2.000000
0:? bitFieldReverse (global 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:108 roundEven (global 2-component vector of float)
0:108 'inF0' (temp 2-component vector of float)
0:109 inverse sqrt (global 2-component vector of float)
0:109 'inF0' (temp 2-component vector of float)
0:110 Sign (global 2-component vector of float)
0:110 'inF0' (temp 2-component vector of float)
0:111 sine (global 2-component vector of float)
0:111 'inF0' (temp 2-component vector of float)
0:112 hyp. sine (global 2-component vector of float)
0:112 'inF0' (temp 2-component vector of float)
0:113 smoothstep (global 2-component vector of float)
0:113 'inF0' (temp 2-component vector of float)
0:113 'inF1' (temp 2-component vector of float)
0:113 'inF2' (temp 2-component vector of float)
0:114 sqrt (global 2-component vector of float)
0:114 'inF0' (temp 2-component vector of float)
0:115 step (global 2-component vector of float)
0:115 'inF0' (temp 2-component vector of float)
0:115 'inF1' (temp 2-component vector of float)
0:116 tangent (global 2-component vector of float)
0:116 'inF0' (temp 2-component vector of float)
0:117 hyp. tangent (global 2-component vector of float)
0:117 'inF0' (temp 2-component vector of float)
0:119 trunc (global 2-component vector of float)
0:119 'inF0' (temp 2-component vector of float)
0:122 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:189 Function Definition: VertexShaderFunction(vf3;vf3;vf3; (temp 3-component vector of float)
0:126 Function Parameters:
0:126 'inF0' (temp 3-component vector of float)
0:126 'inF1' (temp 3-component vector of float)
0:126 'inF2' (temp 3-component vector of float)
0:? Sequence
0:127 all (global bool)
0:127 'inF0' (temp 3-component vector of float)
0:128 Absolute value (global 3-component vector of float)
0:128 'inF0' (temp 3-component vector of float)
0:129 arc cosine (global 3-component vector of float)
0:129 'inF0' (temp 3-component vector of float)
0:130 any (global bool)
0:130 'inF0' (temp 3-component vector of float)
0:131 arc sine (global 3-component vector of float)
0:131 'inF0' (temp 3-component vector of float)
0:132 arc tangent (global 3-component vector of float)
0:132 'inF0' (temp 3-component vector of float)
0:133 arc tangent (global 3-component vector of float)
0:133 'inF0' (temp 3-component vector of float)
0:133 'inF1' (temp 3-component vector of float)
0:134 Ceiling (global 3-component vector of float)
0:134 'inF0' (temp 3-component vector of float)
0:135 clamp (global 3-component vector of float)
0:135 'inF0' (temp 3-component vector of float)
0:135 'inF1' (temp 3-component vector of float)
0:135 'inF2' (temp 3-component vector of float)
0:136 cosine (global 3-component vector of float)
0:136 'inF0' (temp 3-component vector of float)
0:137 hyp. cosine (global 3-component vector of float)
0:137 'inF0' (temp 3-component vector of float)
0:? bitCount (global 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:139 cross-product (global 3-component vector of float)
0:139 'inF0' (temp 3-component vector of float)
0:139 'inF1' (temp 3-component vector of float)
0:140 degrees (global 3-component vector of float)
0:140 'inF0' (temp 3-component vector of float)
0:141 distance (global float)
0:141 'inF0' (temp 3-component vector of float)
0:141 'inF1' (temp 3-component vector of float)
0:142 dot-product (global float)
0:142 'inF0' (temp 3-component vector of float)
0:142 'inF1' (temp 3-component vector of float)
0:146 exp (global 3-component vector of float)
0:146 'inF0' (temp 3-component vector of float)
0:147 exp2 (global 3-component vector of float)
0:147 'inF0' (temp 3-component vector of float)
0:148 face-forward (global 3-component vector of float)
0:148 'inF0' (temp 3-component vector of float)
0:148 'inF1' (temp 3-component vector of float)
0:148 'inF2' (temp 3-component vector of float)
0:149 findMSB (global int)
0:149 Constant:
0:149 7 (const int)
0:150 findLSB (global int)
0:150 Constant:
0:150 7 (const int)
0:151 Floor (global 3-component vector of float)
0:151 'inF0' (temp 3-component vector of float)
0:153 Function Call: fmod(vf3;vf3; (global 3-component vector of float)
0:153 'inF0' (temp 3-component vector of float)
0:153 'inF1' (temp 3-component vector of float)
0:154 Fraction (global 3-component vector of float)
0:154 'inF0' (temp 3-component vector of float)
0:155 frexp (global 3-component vector of float)
0:155 'inF0' (temp 3-component vector of float)
0:155 'inF1' (temp 3-component vector of float)
0:156 fwidth (global 3-component vector of float)
0:156 'inF0' (temp 3-component vector of float)
0:157 isinf (global 3-component vector of bool)
0:157 'inF0' (temp 3-component vector of float)
0:158 isnan (global 3-component vector of bool)
0:158 'inF0' (temp 3-component vector of float)
0:159 ldexp (global 3-component vector of float)
0:159 'inF0' (temp 3-component vector of float)
0:159 'inF1' (temp 3-component vector of float)
0:160 length (global float)
0:160 'inF0' (temp 3-component vector of float)
0:161 log (global 3-component vector of float)
0:161 'inF0' (temp 3-component vector of float)
0:162 log2 (global 3-component vector of float)
0:162 'inF0' (temp 3-component vector of float)
0:163 max (global 3-component vector of float)
0:163 'inF0' (temp 3-component vector of float)
0:163 'inF1' (temp 3-component vector of float)
0:164 min (global 3-component vector of float)
0:164 'inF0' (temp 3-component vector of float)
0:164 'inF1' (temp 3-component vector of float)
0:166 normalize (global 3-component vector of float)
0:166 'inF0' (temp 3-component vector of float)
0:167 pow (global 3-component vector of float)
0:167 'inF0' (temp 3-component vector of float)
0:167 'inF1' (temp 3-component vector of float)
0:168 radians (global 3-component vector of float)
0:168 'inF0' (temp 3-component vector of float)
0:169 reflect (global 3-component vector of float)
0:169 'inF0' (temp 3-component vector of float)
0:169 'inF1' (temp 3-component vector of float)
0:170 refract (global 3-component vector of float)
0:170 'inF0' (temp 3-component vector of float)
0:170 'inF1' (temp 3-component vector of float)
0:170 Constant:
0:170 2.000000
0:? bitFieldReverse (global 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:172 roundEven (global 3-component vector of float)
0:172 'inF0' (temp 3-component vector of float)
0:173 inverse sqrt (global 3-component vector of float)
0:173 'inF0' (temp 3-component vector of float)
0:174 Sign (global 3-component vector of float)
0:174 'inF0' (temp 3-component vector of float)
0:175 sine (global 3-component vector of float)
0:175 'inF0' (temp 3-component vector of float)
0:176 hyp. sine (global 3-component vector of float)
0:176 'inF0' (temp 3-component vector of float)
0:177 smoothstep (global 3-component vector of float)
0:177 'inF0' (temp 3-component vector of float)
0:177 'inF1' (temp 3-component vector of float)
0:177 'inF2' (temp 3-component vector of float)
0:178 sqrt (global 3-component vector of float)
0:178 'inF0' (temp 3-component vector of float)
0:179 step (global 3-component vector of float)
0:179 'inF0' (temp 3-component vector of float)
0:179 'inF1' (temp 3-component vector of float)
0:180 tangent (global 3-component vector of float)
0:180 'inF0' (temp 3-component vector of float)
0:181 hyp. tangent (global 3-component vector of float)
0:181 'inF0' (temp 3-component vector of float)
0:183 trunc (global 3-component vector of float)
0:183 'inF0' (temp 3-component vector of float)
0:186 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:298 Function Definition: VertexShaderFunction(vf4;vf4;vf4; (temp 4-component vector of float)
0:190 Function Parameters:
0:190 'inF0' (temp 4-component vector of float)
0:190 'inF1' (temp 4-component vector of float)
0:190 'inF2' (temp 4-component vector of float)
0:? Sequence
0:191 all (global bool)
0:191 'inF0' (temp 4-component vector of float)
0:192 Absolute value (global 4-component vector of float)
0:192 'inF0' (temp 4-component vector of float)
0:193 arc cosine (global 4-component vector of float)
0:193 'inF0' (temp 4-component vector of float)
0:194 any (global bool)
0:194 'inF0' (temp 4-component vector of float)
0:195 arc sine (global 4-component vector of float)
0:195 'inF0' (temp 4-component vector of float)
0:196 arc tangent (global 4-component vector of float)
0:196 'inF0' (temp 4-component vector of float)
0:197 arc tangent (global 4-component vector of float)
0:197 'inF0' (temp 4-component vector of float)
0:197 'inF1' (temp 4-component vector of float)
0:198 Ceiling (global 4-component vector of float)
0:198 'inF0' (temp 4-component vector of float)
0:199 clamp (global 4-component vector of float)
0:199 'inF0' (temp 4-component vector of float)
0:199 'inF1' (temp 4-component vector of float)
0:199 'inF2' (temp 4-component vector of float)
0:200 cosine (global 4-component vector of float)
0:200 'inF0' (temp 4-component vector of float)
0:201 hyp. cosine (global 4-component vector of float)
0:201 'inF0' (temp 4-component vector of float)
0:? bitCount (global 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:? 2 (const uint)
0:203 degrees (global 4-component vector of float)
0:203 'inF0' (temp 4-component vector of float)
0:204 distance (global float)
0:204 'inF0' (temp 4-component vector of float)
0:204 'inF1' (temp 4-component vector of float)
0:205 dot-product (global float)
0:205 'inF0' (temp 4-component vector of float)
0:205 'inF1' (temp 4-component vector of float)
0:209 exp (global 4-component vector of float)
0:209 'inF0' (temp 4-component vector of float)
0:210 exp2 (global 4-component vector of float)
0:210 'inF0' (temp 4-component vector of float)
0:211 face-forward (global 4-component vector of float)
0:211 'inF0' (temp 4-component vector of float)
0:211 'inF1' (temp 4-component vector of float)
0:211 'inF2' (temp 4-component vector of float)
0:212 findMSB (global int)
0:212 Constant:
0:212 7 (const int)
0:213 findLSB (global int)
0:213 Constant:
0:213 7 (const int)
0:214 Floor (global 4-component vector of float)
0:214 'inF0' (temp 4-component vector of float)
0:216 Function Call: fmod(vf4;vf4; (global 4-component vector of float)
0:216 'inF0' (temp 4-component vector of float)
0:216 'inF1' (temp 4-component vector of float)
0:217 Fraction (global 4-component vector of float)
0:217 'inF0' (temp 4-component vector of float)
0:218 frexp (global 4-component vector of float)
0:218 'inF0' (temp 4-component vector of float)
0:218 'inF1' (temp 4-component vector of float)
0:219 fwidth (global 4-component vector of float)
0:219 'inF0' (temp 4-component vector of float)
0:220 isinf (global 4-component vector of bool)
0:220 'inF0' (temp 4-component vector of float)
0:221 isnan (global 4-component vector of bool)
0:221 'inF0' (temp 4-component vector of float)
0:222 ldexp (global 4-component vector of float)
0:222 'inF0' (temp 4-component vector of float)
0:222 'inF1' (temp 4-component vector of float)
0:223 length (global float)
0:223 'inF0' (temp 4-component vector of float)
0:224 log (global 4-component vector of float)
0:224 'inF0' (temp 4-component vector of float)
0:225 log2 (global 4-component vector of float)
0:225 'inF0' (temp 4-component vector of float)
0:226 max (global 4-component vector of float)
0:226 'inF0' (temp 4-component vector of float)
0:226 'inF1' (temp 4-component vector of float)
0:227 min (global 4-component vector of float)
0:227 'inF0' (temp 4-component vector of float)
0:227 'inF1' (temp 4-component vector of float)
0:229 normalize (global 4-component vector of float)
0:229 'inF0' (temp 4-component vector of float)
0:230 pow (global 4-component vector of float)
0:230 'inF0' (temp 4-component vector of float)
0:230 'inF1' (temp 4-component vector of float)
0:231 radians (global 4-component vector of float)
0:231 'inF0' (temp 4-component vector of float)
0:232 reflect (global 4-component vector of float)
0:232 'inF0' (temp 4-component vector of float)
0:232 'inF1' (temp 4-component vector of float)
0:233 refract (global 4-component vector of float)
0:233 'inF0' (temp 4-component vector of float)
0:233 'inF1' (temp 4-component vector of float)
0:233 Constant:
0:233 2.000000
0:? bitFieldReverse (global 4-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:235 roundEven (global 4-component vector of float)
0:235 'inF0' (temp 4-component vector of float)
0:236 inverse sqrt (global 4-component vector of float)
0:236 'inF0' (temp 4-component vector of float)
0:237 Sign (global 4-component vector of float)
0:237 'inF0' (temp 4-component vector of float)
0:238 sine (global 4-component vector of float)
0:238 'inF0' (temp 4-component vector of float)
0:239 hyp. sine (global 4-component vector of float)
0:239 'inF0' (temp 4-component vector of float)
0:240 smoothstep (global 4-component vector of float)
0:240 'inF0' (temp 4-component vector of float)
0:240 'inF1' (temp 4-component vector of float)
0:240 'inF2' (temp 4-component vector of float)
0:241 sqrt (global 4-component vector of float)
0:241 'inF0' (temp 4-component vector of float)
0:242 step (global 4-component vector of float)
0:242 'inF0' (temp 4-component vector of float)
0:242 'inF1' (temp 4-component vector of float)
0:243 tangent (global 4-component vector of float)
0:243 'inF0' (temp 4-component vector of float)
0:244 hyp. tangent (global 4-component vector of float)
0:244 'inF0' (temp 4-component vector of float)
0:246 trunc (global 4-component vector of float)
0:246 'inF0' (temp 4-component vector of float)
0:249 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:307 Function Definition: VertexShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:299 Function Parameters:
0:299 'inF0' (temp 2X2 matrix of float)
0:299 'inF1' (temp 2X2 matrix of float)
0:299 'inF2' (temp 2X2 matrix of float)
0:? Sequence
0:301 all (global bool)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Absolute value (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 any (global bool)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 Ceiling (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 clamp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 'inF2' (temp 2X2 matrix of float)
0:301 cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 degrees (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 determinant (global float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 exp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 exp2 (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 findMSB (global int)
0:301 Constant:
0:301 7 (const int)
0:301 findLSB (global int)
0:301 Constant:
0:301 7 (const int)
0:301 Floor (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Function Call: fmod(mf22;mf22; (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 Fraction (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 frexp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 fwidth (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 ldexp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 log (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 log2 (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 max (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 min (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 pow (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 radians (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 roundEven (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 inverse sqrt (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Sign (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 smoothstep (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 'inF2' (temp 2X2 matrix of float)
0:301 sqrt (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 step (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 transpose (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 trunc (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:304 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:316 Function Definition: VertexShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:308 Function Parameters:
0:308 'inF0' (temp 3X3 matrix of float)
0:308 'inF1' (temp 3X3 matrix of float)
0:308 'inF2' (temp 3X3 matrix of float)
0:? Sequence
0:310 all (global bool)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Absolute value (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 any (global bool)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 Ceiling (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 clamp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 'inF2' (temp 3X3 matrix of float)
0:310 cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 degrees (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 determinant (global float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 exp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 exp2 (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 findMSB (global int)
0:310 Constant:
0:310 7 (const int)
0:310 findLSB (global int)
0:310 Constant:
0:310 7 (const int)
0:310 Floor (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Function Call: fmod(mf33;mf33; (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 Fraction (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 frexp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 fwidth (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 ldexp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 log (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 log2 (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 max (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 min (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 pow (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 radians (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 roundEven (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 inverse sqrt (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Sign (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 smoothstep (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 'inF2' (temp 3X3 matrix of float)
0:310 sqrt (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 step (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 transpose (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 trunc (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:313 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:324 Function Definition: VertexShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:317 Function Parameters:
0:317 'inF0' (temp 4X4 matrix of float)
0:317 'inF1' (temp 4X4 matrix of float)
0:317 'inF2' (temp 4X4 matrix of float)
0:? Sequence
0:319 all (global bool)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Absolute value (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 any (global bool)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 Ceiling (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 clamp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 'inF2' (temp 4X4 matrix of float)
0:319 cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 degrees (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 determinant (global float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 exp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 exp2 (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 findMSB (global int)
0:319 Constant:
0:319 7 (const int)
0:319 findLSB (global int)
0:319 Constant:
0:319 7 (const int)
0:319 Floor (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Function Call: fmod(mf44;mf44; (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 Fraction (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 frexp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 fwidth (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 ldexp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 log (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 log2 (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 max (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 min (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 pow (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 radians (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 roundEven (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 inverse sqrt (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Sign (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 smoothstep (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 'inF2' (temp 4X4 matrix of float)
0:319 sqrt (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 step (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 transpose (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 trunc (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:322 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
Linked vertex stage:
Shader version: 450
0:? Sequence
0:56 Function Definition: VertexShaderFunction(f1;f1;f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (temp float)
0:2 'inF1' (temp float)
0:2 'inF2' (temp float)
0:? Sequence
0:3 all (global bool)
0:3 'inF0' (temp float)
0:4 Absolute value (global float)
0:4 'inF0' (temp float)
0:5 arc cosine (global float)
0:5 'inF0' (temp float)
0:6 any (global bool)
0:6 'inF0' (temp float)
0:7 arc sine (global float)
0:7 'inF0' (temp float)
0:8 arc tangent (global float)
0:8 'inF0' (temp float)
0:9 arc tangent (global float)
0:9 'inF0' (temp float)
0:9 'inF1' (temp float)
0:10 Ceiling (global float)
0:10 'inF0' (temp float)
0:11 clamp (global float)
0:11 'inF0' (temp float)
0:11 'inF1' (temp float)
0:11 'inF2' (temp float)
0:12 cosine (global float)
0:12 'inF0' (temp float)
0:13 hyp. cosine (global float)
0:13 'inF0' (temp float)
0:14 bitCount (global uint)
0:14 Constant:
0:14 7 (const uint)
0:15 degrees (global float)
0:15 'inF0' (temp float)
0:19 exp (global float)
0:19 'inF0' (temp float)
0:20 exp2 (global float)
0:20 'inF0' (temp float)
0:21 findMSB (global int)
0:21 Constant:
0:21 7 (const int)
0:22 findLSB (global int)
0:22 Constant:
0:22 7 (const int)
0:23 Floor (global float)
0:23 'inF0' (temp float)
0:25 Function Call: fmod(f1;f1; (global float)
0:25 'inF0' (temp float)
0:25 'inF1' (temp float)
0:26 Fraction (global float)
0:26 'inF0' (temp float)
0:27 frexp (global float)
0:27 'inF0' (temp float)
0:27 'inF1' (temp float)
0:28 fwidth (global float)
0:28 'inF0' (temp float)
0:29 isinf (global bool)
0:29 'inF0' (temp float)
0:30 isnan (global bool)
0:30 'inF0' (temp float)
0:31 ldexp (global float)
0:31 'inF0' (temp float)
0:31 'inF1' (temp float)
0:32 log (global float)
0:32 'inF0' (temp float)
0:33 log2 (global float)
0:33 'inF0' (temp float)
0:34 max (global float)
0:34 'inF0' (temp float)
0:34 'inF1' (temp float)
0:35 min (global float)
0:35 'inF0' (temp float)
0:35 'inF1' (temp float)
0:37 pow (global float)
0:37 'inF0' (temp float)
0:37 'inF1' (temp float)
0:38 radians (global float)
0:38 'inF0' (temp float)
0:39 bitFieldReverse (global uint)
0:39 Constant:
0:39 2 (const uint)
0:40 roundEven (global float)
0:40 'inF0' (temp float)
0:41 inverse sqrt (global float)
0:41 'inF0' (temp float)
0:42 Sign (global float)
0:42 'inF0' (temp float)
0:43 sine (global float)
0:43 'inF0' (temp float)
0:44 hyp. sine (global float)
0:44 'inF0' (temp float)
0:45 smoothstep (global float)
0:45 'inF0' (temp float)
0:45 'inF1' (temp float)
0:45 'inF2' (temp float)
0:46 sqrt (global float)
0:46 'inF0' (temp float)
0:47 step (global float)
0:47 'inF0' (temp float)
0:47 'inF1' (temp float)
0:48 tangent (global float)
0:48 'inF0' (temp float)
0:49 hyp. tangent (global float)
0:49 'inF0' (temp float)
0:51 trunc (global float)
0:51 'inF0' (temp float)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:62 Function Definition: VertexShaderFunction(vf1;vf1;vf1; (temp 1-component vector of float)
0:57 Function Parameters:
0:57 'inF0' (temp 1-component vector of float)
0:57 'inF1' (temp 1-component vector of float)
0:57 'inF2' (temp 1-component vector of float)
0:? Sequence
0:59 Branch: Return with expression
0:59 Constant:
0:59 0.000000
0:125 Function Definition: VertexShaderFunction(vf2;vf2;vf2; (temp 2-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (temp 2-component vector of float)
0:63 'inF1' (temp 2-component vector of float)
0:63 'inF2' (temp 2-component vector of float)
0:? Sequence
0:64 all (global bool)
0:64 'inF0' (temp 2-component vector of float)
0:65 Absolute value (global 2-component vector of float)
0:65 'inF0' (temp 2-component vector of float)
0:66 arc cosine (global 2-component vector of float)
0:66 'inF0' (temp 2-component vector of float)
0:67 any (global bool)
0:67 'inF0' (temp 2-component vector of float)
0:68 arc sine (global 2-component vector of float)
0:68 'inF0' (temp 2-component vector of float)
0:69 arc tangent (global 2-component vector of float)
0:69 'inF0' (temp 2-component vector of float)
0:70 arc tangent (global 2-component vector of float)
0:70 'inF0' (temp 2-component vector of float)
0:70 'inF1' (temp 2-component vector of float)
0:71 Ceiling (global 2-component vector of float)
0:71 'inF0' (temp 2-component vector of float)
0:72 clamp (global 2-component vector of float)
0:72 'inF0' (temp 2-component vector of float)
0:72 'inF1' (temp 2-component vector of float)
0:72 'inF2' (temp 2-component vector of float)
0:73 cosine (global 2-component vector of float)
0:73 'inF0' (temp 2-component vector of float)
0:74 hyp. cosine (global 2-component vector of float)
0:74 'inF0' (temp 2-component vector of float)
0:? bitCount (global 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:76 degrees (global 2-component vector of float)
0:76 'inF0' (temp 2-component vector of float)
0:77 distance (global float)
0:77 'inF0' (temp 2-component vector of float)
0:77 'inF1' (temp 2-component vector of float)
0:78 dot-product (global float)
0:78 'inF0' (temp 2-component vector of float)
0:78 'inF1' (temp 2-component vector of float)
0:82 exp (global 2-component vector of float)
0:82 'inF0' (temp 2-component vector of float)
0:83 exp2 (global 2-component vector of float)
0:83 'inF0' (temp 2-component vector of float)
0:84 face-forward (global 2-component vector of float)
0:84 'inF0' (temp 2-component vector of float)
0:84 'inF1' (temp 2-component vector of float)
0:84 'inF2' (temp 2-component vector of float)
0:85 findMSB (global int)
0:85 Constant:
0:85 7 (const int)
0:86 findLSB (global int)
0:86 Constant:
0:86 7 (const int)
0:87 Floor (global 2-component vector of float)
0:87 'inF0' (temp 2-component vector of float)
0:89 Function Call: fmod(vf2;vf2; (global 2-component vector of float)
0:89 'inF0' (temp 2-component vector of float)
0:89 'inF1' (temp 2-component vector of float)
0:90 Fraction (global 2-component vector of float)
0:90 'inF0' (temp 2-component vector of float)
0:91 frexp (global 2-component vector of float)
0:91 'inF0' (temp 2-component vector of float)
0:91 'inF1' (temp 2-component vector of float)
0:92 fwidth (global 2-component vector of float)
0:92 'inF0' (temp 2-component vector of float)
0:93 isinf (global 2-component vector of bool)
0:93 'inF0' (temp 2-component vector of float)
0:94 isnan (global 2-component vector of bool)
0:94 'inF0' (temp 2-component vector of float)
0:95 ldexp (global 2-component vector of float)
0:95 'inF0' (temp 2-component vector of float)
0:95 'inF1' (temp 2-component vector of float)
0:96 length (global float)
0:96 'inF0' (temp 2-component vector of float)
0:97 log (global 2-component vector of float)
0:97 'inF0' (temp 2-component vector of float)
0:98 log2 (global 2-component vector of float)
0:98 'inF0' (temp 2-component vector of float)
0:99 max (global 2-component vector of float)
0:99 'inF0' (temp 2-component vector of float)
0:99 'inF1' (temp 2-component vector of float)
0:100 min (global 2-component vector of float)
0:100 'inF0' (temp 2-component vector of float)
0:100 'inF1' (temp 2-component vector of float)
0:102 normalize (global 2-component vector of float)
0:102 'inF0' (temp 2-component vector of float)
0:103 pow (global 2-component vector of float)
0:103 'inF0' (temp 2-component vector of float)
0:103 'inF1' (temp 2-component vector of float)
0:104 radians (global 2-component vector of float)
0:104 'inF0' (temp 2-component vector of float)
0:105 reflect (global 2-component vector of float)
0:105 'inF0' (temp 2-component vector of float)
0:105 'inF1' (temp 2-component vector of float)
0:106 refract (global 2-component vector of float)
0:106 'inF0' (temp 2-component vector of float)
0:106 'inF1' (temp 2-component vector of float)
0:106 Constant:
0:106 2.000000
0:? bitFieldReverse (global 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:108 roundEven (global 2-component vector of float)
0:108 'inF0' (temp 2-component vector of float)
0:109 inverse sqrt (global 2-component vector of float)
0:109 'inF0' (temp 2-component vector of float)
0:110 Sign (global 2-component vector of float)
0:110 'inF0' (temp 2-component vector of float)
0:111 sine (global 2-component vector of float)
0:111 'inF0' (temp 2-component vector of float)
0:112 hyp. sine (global 2-component vector of float)
0:112 'inF0' (temp 2-component vector of float)
0:113 smoothstep (global 2-component vector of float)
0:113 'inF0' (temp 2-component vector of float)
0:113 'inF1' (temp 2-component vector of float)
0:113 'inF2' (temp 2-component vector of float)
0:114 sqrt (global 2-component vector of float)
0:114 'inF0' (temp 2-component vector of float)
0:115 step (global 2-component vector of float)
0:115 'inF0' (temp 2-component vector of float)
0:115 'inF1' (temp 2-component vector of float)
0:116 tangent (global 2-component vector of float)
0:116 'inF0' (temp 2-component vector of float)
0:117 hyp. tangent (global 2-component vector of float)
0:117 'inF0' (temp 2-component vector of float)
0:119 trunc (global 2-component vector of float)
0:119 'inF0' (temp 2-component vector of float)
0:122 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:189 Function Definition: VertexShaderFunction(vf3;vf3;vf3; (temp 3-component vector of float)
0:126 Function Parameters:
0:126 'inF0' (temp 3-component vector of float)
0:126 'inF1' (temp 3-component vector of float)
0:126 'inF2' (temp 3-component vector of float)
0:? Sequence
0:127 all (global bool)
0:127 'inF0' (temp 3-component vector of float)
0:128 Absolute value (global 3-component vector of float)
0:128 'inF0' (temp 3-component vector of float)
0:129 arc cosine (global 3-component vector of float)
0:129 'inF0' (temp 3-component vector of float)
0:130 any (global bool)
0:130 'inF0' (temp 3-component vector of float)
0:131 arc sine (global 3-component vector of float)
0:131 'inF0' (temp 3-component vector of float)
0:132 arc tangent (global 3-component vector of float)
0:132 'inF0' (temp 3-component vector of float)
0:133 arc tangent (global 3-component vector of float)
0:133 'inF0' (temp 3-component vector of float)
0:133 'inF1' (temp 3-component vector of float)
0:134 Ceiling (global 3-component vector of float)
0:134 'inF0' (temp 3-component vector of float)
0:135 clamp (global 3-component vector of float)
0:135 'inF0' (temp 3-component vector of float)
0:135 'inF1' (temp 3-component vector of float)
0:135 'inF2' (temp 3-component vector of float)
0:136 cosine (global 3-component vector of float)
0:136 'inF0' (temp 3-component vector of float)
0:137 hyp. cosine (global 3-component vector of float)
0:137 'inF0' (temp 3-component vector of float)
0:? bitCount (global 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:139 cross-product (global 3-component vector of float)
0:139 'inF0' (temp 3-component vector of float)
0:139 'inF1' (temp 3-component vector of float)
0:140 degrees (global 3-component vector of float)
0:140 'inF0' (temp 3-component vector of float)
0:141 distance (global float)
0:141 'inF0' (temp 3-component vector of float)
0:141 'inF1' (temp 3-component vector of float)
0:142 dot-product (global float)
0:142 'inF0' (temp 3-component vector of float)
0:142 'inF1' (temp 3-component vector of float)
0:146 exp (global 3-component vector of float)
0:146 'inF0' (temp 3-component vector of float)
0:147 exp2 (global 3-component vector of float)
0:147 'inF0' (temp 3-component vector of float)
0:148 face-forward (global 3-component vector of float)
0:148 'inF0' (temp 3-component vector of float)
0:148 'inF1' (temp 3-component vector of float)
0:148 'inF2' (temp 3-component vector of float)
0:149 findMSB (global int)
0:149 Constant:
0:149 7 (const int)
0:150 findLSB (global int)
0:150 Constant:
0:150 7 (const int)
0:151 Floor (global 3-component vector of float)
0:151 'inF0' (temp 3-component vector of float)
0:153 Function Call: fmod(vf3;vf3; (global 3-component vector of float)
0:153 'inF0' (temp 3-component vector of float)
0:153 'inF1' (temp 3-component vector of float)
0:154 Fraction (global 3-component vector of float)
0:154 'inF0' (temp 3-component vector of float)
0:155 frexp (global 3-component vector of float)
0:155 'inF0' (temp 3-component vector of float)
0:155 'inF1' (temp 3-component vector of float)
0:156 fwidth (global 3-component vector of float)
0:156 'inF0' (temp 3-component vector of float)
0:157 isinf (global 3-component vector of bool)
0:157 'inF0' (temp 3-component vector of float)
0:158 isnan (global 3-component vector of bool)
0:158 'inF0' (temp 3-component vector of float)
0:159 ldexp (global 3-component vector of float)
0:159 'inF0' (temp 3-component vector of float)
0:159 'inF1' (temp 3-component vector of float)
0:160 length (global float)
0:160 'inF0' (temp 3-component vector of float)
0:161 log (global 3-component vector of float)
0:161 'inF0' (temp 3-component vector of float)
0:162 log2 (global 3-component vector of float)
0:162 'inF0' (temp 3-component vector of float)
0:163 max (global 3-component vector of float)
0:163 'inF0' (temp 3-component vector of float)
0:163 'inF1' (temp 3-component vector of float)
0:164 min (global 3-component vector of float)
0:164 'inF0' (temp 3-component vector of float)
0:164 'inF1' (temp 3-component vector of float)
0:166 normalize (global 3-component vector of float)
0:166 'inF0' (temp 3-component vector of float)
0:167 pow (global 3-component vector of float)
0:167 'inF0' (temp 3-component vector of float)
0:167 'inF1' (temp 3-component vector of float)
0:168 radians (global 3-component vector of float)
0:168 'inF0' (temp 3-component vector of float)
0:169 reflect (global 3-component vector of float)
0:169 'inF0' (temp 3-component vector of float)
0:169 'inF1' (temp 3-component vector of float)
0:170 refract (global 3-component vector of float)
0:170 'inF0' (temp 3-component vector of float)
0:170 'inF1' (temp 3-component vector of float)
0:170 Constant:
0:170 2.000000
0:? bitFieldReverse (global 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:172 roundEven (global 3-component vector of float)
0:172 'inF0' (temp 3-component vector of float)
0:173 inverse sqrt (global 3-component vector of float)
0:173 'inF0' (temp 3-component vector of float)
0:174 Sign (global 3-component vector of float)
0:174 'inF0' (temp 3-component vector of float)
0:175 sine (global 3-component vector of float)
0:175 'inF0' (temp 3-component vector of float)
0:176 hyp. sine (global 3-component vector of float)
0:176 'inF0' (temp 3-component vector of float)
0:177 smoothstep (global 3-component vector of float)
0:177 'inF0' (temp 3-component vector of float)
0:177 'inF1' (temp 3-component vector of float)
0:177 'inF2' (temp 3-component vector of float)
0:178 sqrt (global 3-component vector of float)
0:178 'inF0' (temp 3-component vector of float)
0:179 step (global 3-component vector of float)
0:179 'inF0' (temp 3-component vector of float)
0:179 'inF1' (temp 3-component vector of float)
0:180 tangent (global 3-component vector of float)
0:180 'inF0' (temp 3-component vector of float)
0:181 hyp. tangent (global 3-component vector of float)
0:181 'inF0' (temp 3-component vector of float)
0:183 trunc (global 3-component vector of float)
0:183 'inF0' (temp 3-component vector of float)
0:186 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:298 Function Definition: VertexShaderFunction(vf4;vf4;vf4; (temp 4-component vector of float)
0:190 Function Parameters:
0:190 'inF0' (temp 4-component vector of float)
0:190 'inF1' (temp 4-component vector of float)
0:190 'inF2' (temp 4-component vector of float)
0:? Sequence
0:191 all (global bool)
0:191 'inF0' (temp 4-component vector of float)
0:192 Absolute value (global 4-component vector of float)
0:192 'inF0' (temp 4-component vector of float)
0:193 arc cosine (global 4-component vector of float)
0:193 'inF0' (temp 4-component vector of float)
0:194 any (global bool)
0:194 'inF0' (temp 4-component vector of float)
0:195 arc sine (global 4-component vector of float)
0:195 'inF0' (temp 4-component vector of float)
0:196 arc tangent (global 4-component vector of float)
0:196 'inF0' (temp 4-component vector of float)
0:197 arc tangent (global 4-component vector of float)
0:197 'inF0' (temp 4-component vector of float)
0:197 'inF1' (temp 4-component vector of float)
0:198 Ceiling (global 4-component vector of float)
0:198 'inF0' (temp 4-component vector of float)
0:199 clamp (global 4-component vector of float)
0:199 'inF0' (temp 4-component vector of float)
0:199 'inF1' (temp 4-component vector of float)
0:199 'inF2' (temp 4-component vector of float)
0:200 cosine (global 4-component vector of float)
0:200 'inF0' (temp 4-component vector of float)
0:201 hyp. cosine (global 4-component vector of float)
0:201 'inF0' (temp 4-component vector of float)
0:? bitCount (global 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:? 2 (const uint)
0:203 degrees (global 4-component vector of float)
0:203 'inF0' (temp 4-component vector of float)
0:204 distance (global float)
0:204 'inF0' (temp 4-component vector of float)
0:204 'inF1' (temp 4-component vector of float)
0:205 dot-product (global float)
0:205 'inF0' (temp 4-component vector of float)
0:205 'inF1' (temp 4-component vector of float)
0:209 exp (global 4-component vector of float)
0:209 'inF0' (temp 4-component vector of float)
0:210 exp2 (global 4-component vector of float)
0:210 'inF0' (temp 4-component vector of float)
0:211 face-forward (global 4-component vector of float)
0:211 'inF0' (temp 4-component vector of float)
0:211 'inF1' (temp 4-component vector of float)
0:211 'inF2' (temp 4-component vector of float)
0:212 findMSB (global int)
0:212 Constant:
0:212 7 (const int)
0:213 findLSB (global int)
0:213 Constant:
0:213 7 (const int)
0:214 Floor (global 4-component vector of float)
0:214 'inF0' (temp 4-component vector of float)
0:216 Function Call: fmod(vf4;vf4; (global 4-component vector of float)
0:216 'inF0' (temp 4-component vector of float)
0:216 'inF1' (temp 4-component vector of float)
0:217 Fraction (global 4-component vector of float)
0:217 'inF0' (temp 4-component vector of float)
0:218 frexp (global 4-component vector of float)
0:218 'inF0' (temp 4-component vector of float)
0:218 'inF1' (temp 4-component vector of float)
0:219 fwidth (global 4-component vector of float)
0:219 'inF0' (temp 4-component vector of float)
0:220 isinf (global 4-component vector of bool)
0:220 'inF0' (temp 4-component vector of float)
0:221 isnan (global 4-component vector of bool)
0:221 'inF0' (temp 4-component vector of float)
0:222 ldexp (global 4-component vector of float)
0:222 'inF0' (temp 4-component vector of float)
0:222 'inF1' (temp 4-component vector of float)
0:223 length (global float)
0:223 'inF0' (temp 4-component vector of float)
0:224 log (global 4-component vector of float)
0:224 'inF0' (temp 4-component vector of float)
0:225 log2 (global 4-component vector of float)
0:225 'inF0' (temp 4-component vector of float)
0:226 max (global 4-component vector of float)
0:226 'inF0' (temp 4-component vector of float)
0:226 'inF1' (temp 4-component vector of float)
0:227 min (global 4-component vector of float)
0:227 'inF0' (temp 4-component vector of float)
0:227 'inF1' (temp 4-component vector of float)
0:229 normalize (global 4-component vector of float)
0:229 'inF0' (temp 4-component vector of float)
0:230 pow (global 4-component vector of float)
0:230 'inF0' (temp 4-component vector of float)
0:230 'inF1' (temp 4-component vector of float)
0:231 radians (global 4-component vector of float)
0:231 'inF0' (temp 4-component vector of float)
0:232 reflect (global 4-component vector of float)
0:232 'inF0' (temp 4-component vector of float)
0:232 'inF1' (temp 4-component vector of float)
0:233 refract (global 4-component vector of float)
0:233 'inF0' (temp 4-component vector of float)
0:233 'inF1' (temp 4-component vector of float)
0:233 Constant:
0:233 2.000000
0:? bitFieldReverse (global 4-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:235 roundEven (global 4-component vector of float)
0:235 'inF0' (temp 4-component vector of float)
0:236 inverse sqrt (global 4-component vector of float)
0:236 'inF0' (temp 4-component vector of float)
0:237 Sign (global 4-component vector of float)
0:237 'inF0' (temp 4-component vector of float)
0:238 sine (global 4-component vector of float)
0:238 'inF0' (temp 4-component vector of float)
0:239 hyp. sine (global 4-component vector of float)
0:239 'inF0' (temp 4-component vector of float)
0:240 smoothstep (global 4-component vector of float)
0:240 'inF0' (temp 4-component vector of float)
0:240 'inF1' (temp 4-component vector of float)
0:240 'inF2' (temp 4-component vector of float)
0:241 sqrt (global 4-component vector of float)
0:241 'inF0' (temp 4-component vector of float)
0:242 step (global 4-component vector of float)
0:242 'inF0' (temp 4-component vector of float)
0:242 'inF1' (temp 4-component vector of float)
0:243 tangent (global 4-component vector of float)
0:243 'inF0' (temp 4-component vector of float)
0:244 hyp. tangent (global 4-component vector of float)
0:244 'inF0' (temp 4-component vector of float)
0:246 trunc (global 4-component vector of float)
0:246 'inF0' (temp 4-component vector of float)
0:249 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:307 Function Definition: VertexShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:299 Function Parameters:
0:299 'inF0' (temp 2X2 matrix of float)
0:299 'inF1' (temp 2X2 matrix of float)
0:299 'inF2' (temp 2X2 matrix of float)
0:? Sequence
0:301 all (global bool)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Absolute value (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 any (global bool)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 Ceiling (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 clamp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 'inF2' (temp 2X2 matrix of float)
0:301 cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 degrees (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 determinant (global float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 exp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 exp2 (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 findMSB (global int)
0:301 Constant:
0:301 7 (const int)
0:301 findLSB (global int)
0:301 Constant:
0:301 7 (const int)
0:301 Floor (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Function Call: fmod(mf22;mf22; (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 Fraction (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 frexp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 fwidth (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 ldexp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 log (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 log2 (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 max (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 min (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 pow (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 radians (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 roundEven (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 inverse sqrt (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Sign (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 smoothstep (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 'inF2' (temp 2X2 matrix of float)
0:301 sqrt (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 step (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 transpose (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 trunc (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:304 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:316 Function Definition: VertexShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:308 Function Parameters:
0:308 'inF0' (temp 3X3 matrix of float)
0:308 'inF1' (temp 3X3 matrix of float)
0:308 'inF2' (temp 3X3 matrix of float)
0:? Sequence
0:310 all (global bool)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Absolute value (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 any (global bool)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 Ceiling (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 clamp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 'inF2' (temp 3X3 matrix of float)
0:310 cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 degrees (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 determinant (global float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 exp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 exp2 (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 findMSB (global int)
0:310 Constant:
0:310 7 (const int)
0:310 findLSB (global int)
0:310 Constant:
0:310 7 (const int)
0:310 Floor (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Function Call: fmod(mf33;mf33; (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 Fraction (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 frexp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 fwidth (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 ldexp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 log (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 log2 (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 max (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 min (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 pow (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 radians (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 roundEven (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 inverse sqrt (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Sign (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 smoothstep (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 'inF2' (temp 3X3 matrix of float)
0:310 sqrt (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 step (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 transpose (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 trunc (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:313 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:324 Function Definition: VertexShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:317 Function Parameters:
0:317 'inF0' (temp 4X4 matrix of float)
0:317 'inF1' (temp 4X4 matrix of float)
0:317 'inF2' (temp 4X4 matrix of float)
0:? Sequence
0:319 all (global bool)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Absolute value (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 any (global bool)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 Ceiling (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 clamp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 'inF2' (temp 4X4 matrix of float)
0:319 cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 degrees (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 determinant (global float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 exp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 exp2 (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 findMSB (global int)
0:319 Constant:
0:319 7 (const int)
0:319 findLSB (global int)
0:319 Constant:
0:319 7 (const int)
0:319 Floor (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Function Call: fmod(mf44;mf44; (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 Fraction (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 frexp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 fwidth (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 ldexp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 log (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 log2 (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 max (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 min (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 pow (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 radians (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 roundEven (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 inverse sqrt (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Sign (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 smoothstep (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 'inF2' (temp 4X4 matrix of float)
0:319 sqrt (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 step (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 transpose (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 trunc (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:322 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
Missing functionality: missing user function; linker needs to catch that
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 796
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "VertexShaderFunction"
Source HLSL 450
Name 4 "VertexShaderFunction"
Name 8 "inF0"
Name 23 "inF1"
Name 30 "inF2"
Name 55 "ResType"
Name 115 "inF0"
Name 129 "inF1"
Name 136 "inF2"
Name 171 "ResType"
Name 244 "inF0"
Name 258 "inF1"
Name 265 "inF2"
Name 303 "ResType"
Name 374 "inF0"
Name 388 "inF1"
Name 395 "inF2"
Name 429 "ResType"
Name 501 "inF0"
Name 515 "inF1"
Name 522 "inF2"
Name 544 "ResType"
Name 600 "inF0"
Name 614 "inF1"
Name 621 "inF2"
Name 643 "ResType"
Name 699 "inF0"
Name 713 "inF1"
Name 720 "inF2"
Name 742 "ResType"
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
10: TypeBool
37: TypeInt 32 0
38: 37(int) Constant 7
46: TypeInt 32 1
47: 46(int) Constant 7
55(ResType): TypeStruct 6(float) 46(int)
83: 37(int) Constant 2
110: 6(float) Constant 0
113: TypeVector 6(float) 2
114: TypePointer Function 113(fvec2)
143: TypeVector 37(int) 2
144: 37(int) Constant 3
145: 143(ivec2) ConstantComposite 38 144
170: TypeVector 46(int) 2
171(ResType): TypeStruct 113(fvec2) 170(ivec2)
178: TypeVector 10(bool) 2
209: 6(float) Constant 1073741824
211: 37(int) Constant 1
212: 143(ivec2) ConstantComposite 211 83
239: 6(float) Constant 1065353216
240: 113(fvec2) ConstantComposite 239 209
242: TypeVector 6(float) 3
243: TypePointer Function 242(fvec3)
272: TypeVector 37(int) 3
273: 37(int) Constant 5
274: 272(ivec3) ConstantComposite 38 144 273
302: TypeVector 46(int) 3
303(ResType): TypeStruct 242(fvec3) 302(ivec3)
310: TypeVector 10(bool) 3
342: 272(ivec3) ConstantComposite 211 83 144
369: 6(float) Constant 1077936128
370: 242(fvec3) ConstantComposite 239 209 369
372: TypeVector 6(float) 4
373: TypePointer Function 372(fvec4)
402: TypeVector 37(int) 4
403: 402(ivec4) ConstantComposite 38 144 273 83
428: TypeVector 46(int) 4
429(ResType): TypeStruct 372(fvec4) 428(ivec4)
436: TypeVector 10(bool) 4
468: 37(int) Constant 4
469: 402(ivec4) ConstantComposite 211 83 144 468
496: 6(float) Constant 1082130432
497: 372(fvec4) ConstantComposite 239 209 369 496
499: TypeMatrix 113(fvec2) 2
500: TypePointer Function 499
544(ResType): TypeStruct 499 170(ivec2)
595: 113(fvec2) ConstantComposite 209 209
596: 499 ConstantComposite 595 595
598: TypeMatrix 242(fvec3) 3
599: TypePointer Function 598
643(ResType): TypeStruct 598 302(ivec3)
694: 242(fvec3) ConstantComposite 369 369 369
695: 598 ConstantComposite 694 694 694
697: TypeMatrix 372(fvec4) 4
698: TypePointer Function 697
742(ResType): TypeStruct 697 428(ivec4)
793: 372(fvec4) ConstantComposite 496 496 496 496
794: 697 ConstantComposite 793 793 793 793
4(VertexShaderFunction): 2 Function None 3
5: Label
8(inF0): 7(ptr) Variable Function
23(inF1): 7(ptr) Variable Function
30(inF2): 7(ptr) Variable Function
115(inF0): 114(ptr) Variable Function
129(inF1): 114(ptr) Variable Function
136(inF2): 114(ptr) Variable Function
244(inF0): 243(ptr) Variable Function
258(inF1): 243(ptr) Variable Function
265(inF2): 243(ptr) Variable Function
374(inF0): 373(ptr) Variable Function
388(inF1): 373(ptr) Variable Function
395(inF2): 373(ptr) Variable Function
501(inF0): 500(ptr) Variable Function
515(inF1): 500(ptr) Variable Function
522(inF2): 500(ptr) Variable Function
600(inF0): 599(ptr) Variable Function
614(inF1): 599(ptr) Variable Function
621(inF2): 599(ptr) Variable Function
699(inF0): 698(ptr) Variable Function
713(inF1): 698(ptr) Variable Function
720(inF2): 698(ptr) Variable Function
9: 6(float) Load 8(inF0)
11: 10(bool) All 9
12: 6(float) Load 8(inF0)
13: 6(float) ExtInst 1(GLSL.std.450) 4(FAbs) 12
14: 6(float) Load 8(inF0)
15: 6(float) ExtInst 1(GLSL.std.450) 17(Acos) 14
16: 6(float) Load 8(inF0)
17: 10(bool) Any 16
18: 6(float) Load 8(inF0)
19: 6(float) ExtInst 1(GLSL.std.450) 16(Asin) 18
20: 6(float) Load 8(inF0)
21: 6(float) ExtInst 1(GLSL.std.450) 18(Atan) 20
22: 6(float) Load 8(inF0)
24: 6(float) Load 23(inF1)
25: 6(float) ExtInst 1(GLSL.std.450) 25(Atan2) 22 24
26: 6(float) Load 8(inF0)
27: 6(float) ExtInst 1(GLSL.std.450) 9(Ceil) 26
28: 6(float) Load 8(inF0)
29: 6(float) Load 23(inF1)
31: 6(float) Load 30(inF2)
32: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 28 29 31
33: 6(float) Load 8(inF0)
34: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 33
35: 6(float) Load 8(inF0)
36: 6(float) ExtInst 1(GLSL.std.450) 20(Cosh) 35
39: 37(int) BitCount 38
40: 6(float) Load 8(inF0)
41: 6(float) ExtInst 1(GLSL.std.450) 12(Degrees) 40
42: 6(float) Load 8(inF0)
43: 6(float) ExtInst 1(GLSL.std.450) 27(Exp) 42
44: 6(float) Load 8(inF0)
45: 6(float) ExtInst 1(GLSL.std.450) 29(Exp2) 44
48: 46(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 47
49: 46(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 47
50: 6(float) Load 8(inF0)
51: 6(float) ExtInst 1(GLSL.std.450) 8(Floor) 50
52: 6(float) Load 8(inF0)
53: 6(float) ExtInst 1(GLSL.std.450) 10(Fract) 52
54: 6(float) Load 8(inF0)
56: 55(ResType) ExtInst 1(GLSL.std.450) 52(FrexpStruct) 54
57: 46(int) CompositeExtract 56 1
Store 23(inF1) 57
58: 6(float) CompositeExtract 56 0
59: 6(float) Load 8(inF0)
60: 6(float) Fwidth 59
61: 6(float) Load 8(inF0)
62: 10(bool) IsInf 61
63: 6(float) Load 8(inF0)
64: 10(bool) IsNan 63
65: 6(float) Load 8(inF0)
66: 6(float) Load 23(inF1)
67: 6(float) ExtInst 1(GLSL.std.450) 53(Ldexp) 65 66
68: 6(float) Load 8(inF0)
69: 6(float) ExtInst 1(GLSL.std.450) 28(Log) 68
70: 6(float) Load 8(inF0)
71: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 70
72: 6(float) Load 8(inF0)
73: 6(float) Load 23(inF1)
74: 6(float) ExtInst 1(GLSL.std.450) 40(FMax) 72 73
75: 6(float) Load 8(inF0)
76: 6(float) Load 23(inF1)
77: 6(float) ExtInst 1(GLSL.std.450) 37(FMin) 75 76
78: 6(float) Load 8(inF0)
79: 6(float) Load 23(inF1)
80: 6(float) ExtInst 1(GLSL.std.450) 26(Pow) 78 79
81: 6(float) Load 8(inF0)
82: 6(float) ExtInst 1(GLSL.std.450) 11(Radians) 81
84: 37(int) BitReverse 83
85: 6(float) Load 8(inF0)
86: 6(float) ExtInst 1(GLSL.std.450) 2(RoundEven) 85
87: 6(float) Load 8(inF0)
88: 6(float) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 87
89: 6(float) Load 8(inF0)
90: 6(float) ExtInst 1(GLSL.std.450) 6(FSign) 89
91: 6(float) Load 8(inF0)
92: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 91
93: 6(float) Load 8(inF0)
94: 6(float) ExtInst 1(GLSL.std.450) 19(Sinh) 93
95: 6(float) Load 8(inF0)
96: 6(float) Load 23(inF1)
97: 6(float) Load 30(inF2)
98: 6(float) ExtInst 1(GLSL.std.450) 49(SmoothStep) 95 96 97
99: 6(float) Load 8(inF0)
100: 6(float) ExtInst 1(GLSL.std.450) 31(Sqrt) 99
101: 6(float) Load 8(inF0)
102: 6(float) Load 23(inF1)
103: 6(float) ExtInst 1(GLSL.std.450) 48(Step) 101 102
104: 6(float) Load 8(inF0)
105: 6(float) ExtInst 1(GLSL.std.450) 15(Tan) 104
106: 6(float) Load 8(inF0)
107: 6(float) ExtInst 1(GLSL.std.450) 21(Tanh) 106
108: 6(float) Load 8(inF0)
109: 6(float) ExtInst 1(GLSL.std.450) 3(Trunc) 108
ReturnValue 110
FunctionEnd