202 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			202 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
	
	
	
| hlsl.struct.frag
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| WARNING: 0:26: 'register' : ignoring shader_profile 
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| WARNING: 0:27: 'register' : ignoring shader_profile 
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| WARNING: 0:30: 'register' : ignoring shader_profile 
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| 
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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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| 0:34  Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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| 0:34    Function Parameters: 
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| 0:34      'input' (layout(location=0 ) in 4-component vector of float)
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| 0:34      's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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| 0:?     Sequence
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| 0:39      Compare Equal (temp bool)
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| 0:39        's3' (temp structure{temp 3-component vector of bool b3})
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| 0:39        's3' (temp structure{temp 3-component vector of bool b3})
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| 0:40      move second child to first child (temp 4-component vector of float)
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| 0:40        i: direct index for structure (temp 4-component vector of float)
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| 0:40          s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
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| 0:40            'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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| 0:40            Constant:
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| 0:40              1 (const uint)
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| 0:40          Constant:
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| 0:40            0 (const int)
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| 0:?         'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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| 0:42      Sequence
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| 0:42        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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| 0:42          'input' (layout(location=0 ) in 4-component vector of float)
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| 0:42        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 structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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| 0:?     'input' (layout(location=0 ) in 4-component vector of float)
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| 0:?     'a' (layout(location=1 ) smooth in 4-component vector of float)
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| 0:?     'b' (layout(location=2 ) flat in bool)
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| 0:?     'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
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| 0:?     'd' (layout(location=4 ) centroid sample in 2-component vector of float)
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| 0:?     'ff1' (in bool Face)
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| 0:?     'ff2' (layout(location=5 offset=4 ) in bool)
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| 0:?     'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
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| 0:?     'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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| 
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| 
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| Linked fragment stage:
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| 
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| 
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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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| 0:34  Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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| 0:34    Function Parameters: 
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| 0:34      'input' (layout(location=0 ) in 4-component vector of float)
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| 0:34      's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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| 0:?     Sequence
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| 0:39      Compare Equal (temp bool)
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| 0:39        's3' (temp structure{temp 3-component vector of bool b3})
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| 0:39        's3' (temp structure{temp 3-component vector of bool b3})
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| 0:40      move second child to first child (temp 4-component vector of float)
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| 0:40        i: direct index for structure (temp 4-component vector of float)
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| 0:40          s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
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| 0:40            'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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| 0:40            Constant:
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| 0:40              1 (const uint)
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| 0:40          Constant:
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| 0:40            0 (const int)
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| 0:?         'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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| 0:42      Sequence
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| 0:42        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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| 0:42          'input' (layout(location=0 ) in 4-component vector of float)
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| 0:42        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 structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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| 0:?     'input' (layout(location=0 ) in 4-component vector of float)
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| 0:?     'a' (layout(location=1 ) smooth in 4-component vector of float)
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| 0:?     'b' (layout(location=2 ) flat in bool)
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| 0:?     'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
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| 0:?     'd' (layout(location=4 ) centroid sample in 2-component vector of float)
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| 0:?     'ff1' (in bool Face)
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| 0:?     'ff2' (layout(location=5 offset=4 ) in bool)
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| 0:?     'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
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| 0:?     'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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| 
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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 49
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| 
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|                               Capability Shader
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|                1:             ExtInstImport  "GLSL.std.450"
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|                               MemoryModel Logical GLSL450
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|                               EntryPoint Fragment 4  "PixelShaderFunction" 29 34 35 38 40 42 45 46 47 48
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|                               ExecutionMode 4 OriginUpperLeft
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|                               Name 4  "PixelShaderFunction"
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|                               Name 8  "FS"
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|                               MemberName 8(FS) 0  "b3"
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|                               Name 10  "s3"
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|                               Name 20  "myS"
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|                               MemberName 20(myS) 0  "b"
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|                               MemberName 20(myS) 1  "c"
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|                               MemberName 20(myS) 2  "a"
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|                               MemberName 20(myS) 3  "d"
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|                               Name 21  ""
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|                               MemberName 21 0  "i"
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|                               Name 22  "$Global"
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|                               MemberName 22($Global) 0  "s1"
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|                               MemberName 22($Global) 1  "s2"
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|                               MemberName 22($Global) 2  "ff5"
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|                               MemberName 22($Global) 3  "ff6"
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|                               Name 24  ""
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|                               Name 29  "ff4"
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|                               Name 34  "@entryPointOutput"
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|                               Name 35  "input"
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|                               Name 38  "a"
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|                               Name 40  "b"
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|                               Name 42  "c"
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|                               Name 45  "d"
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|                               Name 46  "ff1"
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|                               Name 47  "ff2"
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|                               Name 48  "ff3"
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|                               MemberDecorate 20(myS) 0 Offset 0
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|                               MemberDecorate 20(myS) 1 Offset 4
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|                               MemberDecorate 20(myS) 2 Offset 16
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|                               MemberDecorate 20(myS) 3 Offset 32
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|                               MemberDecorate 21 0 Offset 0
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|                               MemberDecorate 22($Global) 0 Offset 0
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|                               MemberDecorate 22($Global) 1 Offset 48
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|                               MemberDecorate 22($Global) 2 Offset 1620
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|                               MemberDecorate 22($Global) 3 Offset 1636
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|                               Decorate 22($Global) Block
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|                               Decorate 24 DescriptorSet 0
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|                               Decorate 29(ff4) Offset 4
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|                               Decorate 29(ff4) Location 7
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|                               Decorate 29(ff4) Binding 0
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|                               Decorate 34(@entryPointOutput) Location 0
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|                               Decorate 35(input) Location 0
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|                               Decorate 38(a) Location 1
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|                               Decorate 40(b) Flat
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|                               Decorate 40(b) Location 2
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|                               Decorate 42(c) NoPerspective
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|                               Decorate 42(c) Centroid
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|                               Decorate 42(c) Location 3
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|                               Decorate 45(d) Centroid
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|                               Decorate 45(d) Location 4
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|                               Decorate 46(ff1) BuiltIn FrontFacing
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|                               Decorate 47(ff2) Offset 4
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|                               Decorate 47(ff2) Location 5
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|                               Decorate 48(ff3) Offset 4
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|                               Decorate 48(ff3) Location 6
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|                               Decorate 48(ff3) Binding 0
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|                2:             TypeVoid
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|                3:             TypeFunction 2
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|                6:             TypeBool
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|                7:             TypeVector 6(bool) 3
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|            8(FS):             TypeStruct 7(bvec3)
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|                9:             TypePointer Function 8(FS)
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|               17:             TypeInt 32 0
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|               18:             TypeFloat 32
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|               19:             TypeVector 18(float) 4
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|          20(myS):             TypeStruct 17(int) 17(int) 19(fvec4) 19(fvec4)
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|               21:             TypeStruct 19(fvec4)
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|      22($Global):             TypeStruct 20(myS) 21(struct) 18(float) 18(float)
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|               23:             TypePointer Uniform 22($Global)
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|               24:     23(ptr) Variable Uniform
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|               25:             TypeInt 32 1
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|               26:     25(int) Constant 1
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|               27:     25(int) Constant 0
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|               28:             TypePointer Input 19(fvec4)
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|          29(ff4):     28(ptr) Variable Input
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|               31:             TypePointer Uniform 19(fvec4)
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|               33:             TypePointer Output 19(fvec4)
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| 34(@entryPointOutput):     33(ptr) Variable Output
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|        35(input):     28(ptr) Variable Input
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|            38(a):     28(ptr) Variable Input
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|               39:             TypePointer Input 6(bool)
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|            40(b):     39(ptr) Variable Input
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|               41:             TypePointer Input 18(float)
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|            42(c):     41(ptr) Variable Input
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|               43:             TypeVector 18(float) 2
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|               44:             TypePointer Input 43(fvec2)
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|            45(d):     44(ptr) Variable Input
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|          46(ff1):     39(ptr) Variable Input
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|          47(ff2):     39(ptr) Variable Input
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|          48(ff3):     39(ptr) Variable Input
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| 4(PixelShaderFunction):           2 Function None 3
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|                5:             Label
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|           10(s3):      9(ptr) Variable Function
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|               11:       8(FS) Load 10(s3)
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|               12:       8(FS) Load 10(s3)
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|               13:    7(bvec3) CompositeExtract 11 0
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|               14:    7(bvec3) CompositeExtract 12 0
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|               15:    7(bvec3) LogicalEqual 13 14
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|               16:     6(bool) All 15
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|               30:   19(fvec4) Load 29(ff4)
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|               32:     31(ptr) AccessChain 24 26 27
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|                               Store 32 30
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|               36:   19(fvec4) Load 35(input)
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|                               Store 34(@entryPointOutput) 36
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|                               Return
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|                               FunctionEnd
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