Details within these bear even more fleshing out, but would like to have that driven by actual need.
100 lines
4.0 KiB
Plaintext
Executable File
100 lines
4.0 KiB
Plaintext
Executable File
hlsl.float4.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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0:1 move second child to first child (temp 4-component vector of float)
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0:1 'AmbientColor' (temp 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 0.500000
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0:? 0.000000
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0:? 1.000000
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0:12 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
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0:9 Function Parameters:
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0:9 'input' (temp 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (temp 4-component vector of float)
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0:10 'AmbientColor' (temp 4-component vector of float)
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0:? Linker Objects
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0:? 'AmbientColor' (temp 4-component vector of float)
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0:? 'ff1' (temp bool Face)
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0:? 'ff2' (temp 4-component vector of float)
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0:? 'ff3' (temp 4-component vector of float)
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0:? 'ff4' (temp 4-component vector of float FragCoord)
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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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0:1 move second child to first child (temp 4-component vector of float)
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0:1 'AmbientColor' (temp 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 0.500000
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0:? 0.000000
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0:? 1.000000
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0:12 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
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0:9 Function Parameters:
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0:9 'input' (temp 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (temp 4-component vector of float)
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0:10 'AmbientColor' (temp 4-component vector of float)
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0:? Linker Objects
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0:? 'AmbientColor' (temp 4-component vector of float)
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0:? 'ff1' (temp bool Face)
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0:? 'ff2' (temp 4-component vector of float)
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0:? 'ff3' (temp 4-component vector of float)
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0:? 'ff4' (temp 4-component vector of float FragCoord)
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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 25
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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"
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 450
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Name 4 "PixelShaderFunction"
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Name 11 "ShaderFunction(vf4;"
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Name 10 "input"
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Name 14 "AmbientColor"
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Name 21 "ff1"
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Name 22 "ff2"
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Name 23 "ff3"
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Name 24 "ff4"
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Decorate 21(ff1) BuiltIn FrontFacing
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Decorate 24(ff4) BuiltIn FragCoord
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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 Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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19: TypeBool
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20: TypePointer Function 19(bool)
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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FunctionEnd
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11(ShaderFunction(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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14(AmbientColor): 8(ptr) Variable Function
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21(ff1): 20(ptr) Variable Function
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22(ff2): 8(ptr) Variable Function
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23(ff3): 8(ptr) Variable Function
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24(ff4): 8(ptr) Variable Function
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13: 7(fvec4) Load 10(input)
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15: 7(fvec4) Load 14(AmbientColor)
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16: 7(fvec4) FMul 13 15
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ReturnValue 16
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FunctionEnd
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