Details within these bear even more fleshing out, but would like to have that driven by actual need.
108 lines
5.4 KiB
Plaintext
Executable File
108 lines
5.4 KiB
Plaintext
Executable File
hlsl.struct.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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0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:31 Function Parameters:
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0:31 'input' (temp 4-component vector of float)
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0:? Sequence
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0:36 Compare Equal (temp bool)
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:38 Branch: Return with expression
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0:38 'input' (temp 4-component vector of float)
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0:? Linker Objects
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0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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0:? 's2' (temp structure{temp 4-component vector of float i})
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0:? 's4' (temp structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
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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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0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:31 Function Parameters:
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0:31 'input' (temp 4-component vector of float)
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0:? Sequence
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0:36 Compare Equal (temp bool)
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:38 Branch: Return with expression
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0:38 'input' (temp 4-component vector of float)
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0:? Linker Objects
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0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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0:? 's2' (temp structure{temp 4-component vector of float i})
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0:? 's4' (temp structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 33
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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 8 "FS"
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MemberName 8(FS) 0 "b3"
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Name 10 "s3"
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Name 20 "input"
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Name 23 "myS"
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MemberName 23(myS) 0 "b"
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MemberName 23(myS) 1 "c"
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MemberName 23(myS) 2 "a"
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MemberName 23(myS) 3 "d"
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Name 25 "s1"
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Name 26 ""
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MemberName 26 0 "i"
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Name 28 "s2"
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Name 30 ""
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MemberName 30 0 "a"
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MemberName 30 1 "b"
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MemberName 30 2 "c"
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MemberName 30 3 "d"
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MemberName 30 4 "ff1"
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MemberName 30 5 "ff2"
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MemberName 30 6 "ff3"
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MemberName 30 7 "ff4"
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Name 32 "s4"
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MemberDecorate 30 4 BuiltIn FrontFacing
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MemberDecorate 30 7 BuiltIn FragCoord
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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: TypeFloat 32
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18: TypeVector 17(float) 4
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19: TypePointer Function 18(fvec4)
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23(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
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24: TypePointer Function 23(myS)
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26: TypeStruct 18(fvec4)
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27: TypePointer Function 26(struct)
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29: TypeVector 17(float) 2
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30: TypeStruct 18(fvec4) 6(bool) 17(float) 29(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4)
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31: TypePointer Function 30(struct)
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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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20(input): 19(ptr) Variable Function
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25(s1): 24(ptr) Variable Function
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28(s2): 27(ptr) Variable Function
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32(s4): 31(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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21: 18(fvec4) Load 20(input)
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ReturnValue 21
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FunctionEnd
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