526 lines
23 KiB
Plaintext
Executable File
526 lines
23 KiB
Plaintext
Executable File
hlsl.partialInit.frag
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WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing
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WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child (temp 4-component vector of float)
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0:8 'gv' (global 4-component vector of float)
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0:8 Constant:
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0:8 0.000000
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0:8 0.000000
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0:8 1.000000
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0:8 0.000000
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0:9 Sequence
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0:9 move second child to first child (temp 3-element array of float)
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0:9 'gfa' (global 3-element array of float)
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:18 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Parameters:
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0:18 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 3 (const int)
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0:19 0.000000
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0:19 false (const bool)
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:21 move second child to first child (temp 4-component vector of float)
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0:21 v: direct index for structure (temp 4-component vector of float)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 3 (const int)
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0:21 vector-scale (temp 4-component vector of float)
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0:21 'gv' (global 4-component vector of float)
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0:21 direct index (temp float)
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0:21 'gfa' (global 3-element array of float)
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0:21 Constant:
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0:21 2 (const int)
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0:22 Sequence
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0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 Constant:
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0:22 0 (const int)
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0:22 0.000000
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0:22 false (const bool)
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0:22 0.000000
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0:22 0.000000
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0:22 0.000000
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0:22 0.000000
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0:23 Sequence
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0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 Constant:
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0:23 0 (const int)
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0:23 0.000000
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0:23 false (const bool)
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 Constant:
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0:24 0 (const int)
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0:24 0.000000
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0:24 false (const bool)
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:25 move second child to first child (temp bool)
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0:25 c: direct index for structure (temp bool)
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0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:25 c: direct index for structure (temp bool)
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0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:26 Sequence
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0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 Constant:
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0 (const int)
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0:26 0.000000
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0:26 false (const bool)
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 false (const bool)
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0:28 Sequence
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0:28 move second child to first child (temp 4-element array of 2-component vector of float)
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0:28 'gf2a' (temp 4-element array of 2-component vector of float)
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0:28 Constant:
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:29 Sequence
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0:29 move second child to first child (temp int)
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0:29 'cgi' (temp int)
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0:29 Constant:
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0:29 0 (const int)
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0:30 move second child to first child (temp float)
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0:30 b: direct index for structure (temp float)
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0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:30 Constant:
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0:30 1 (const int)
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0:30 component-wise multiply (temp float)
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0:30 direct index (temp float)
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0:30 direct index (temp 2-component vector of float)
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0:30 'gf2a' (temp 4-element array of 2-component vector of float)
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0:30 Constant:
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0:30 2 (const int)
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0:30 Constant:
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0:30 1 (const int)
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0:30 Convert int to float (temp float)
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0:30 'cgi' (temp int)
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0:32 Sequence
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0:32 Sequence
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0:32 move second child to first child (temp int)
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0:? 'a' (layout(location=0 ) out int)
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0:32 a: direct index for structure (temp int)
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:32 Constant:
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0:32 0 (const int)
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0:32 move second child to first child (temp float)
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0:? 'b' (layout(location=1 ) out float)
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0:32 b: direct index for structure (temp float)
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:32 Constant:
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0:32 1 (const int)
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0:32 move second child to first child (temp bool)
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0:? 'c' (layout(location=2 ) out bool)
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0:32 c: direct index for structure (temp bool)
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:32 Constant:
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0:32 2 (const int)
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0:32 move second child to first child (temp 4-component vector of float)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:32 v: direct index for structure (temp 4-component vector of float)
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:32 Constant:
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0:32 3 (const int)
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0:32 Branch: Return
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0:? Linker Objects
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0:? 'a' (layout(location=0 ) out int)
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0:? 'b' (layout(location=1 ) out float)
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0:? 'c' (layout(location=2 ) out bool)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 'gv' (global 4-component vector of float)
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0:? 'gfa' (global 3-element array of float)
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0:? 'cgf2a' (const 3-element array of 2-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'ci' (const int)
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0:? 0 (const int)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child (temp 4-component vector of float)
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0:8 'gv' (global 4-component vector of float)
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0:8 Constant:
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0:8 0.000000
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0:8 0.000000
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0:8 1.000000
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0:8 0.000000
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0:9 Sequence
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0:9 move second child to first child (temp 3-element array of float)
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0:9 'gfa' (global 3-element array of float)
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:18 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Parameters:
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0:18 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 3 (const int)
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0:19 0.000000
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0:19 false (const bool)
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:21 move second child to first child (temp 4-component vector of float)
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0:21 v: direct index for structure (temp 4-component vector of float)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 3 (const int)
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0:21 vector-scale (temp 4-component vector of float)
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0:21 'gv' (global 4-component vector of float)
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0:21 direct index (temp float)
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0:21 'gfa' (global 3-element array of float)
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0:21 Constant:
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0:21 2 (const int)
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0:22 Sequence
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0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 Constant:
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0:22 0 (const int)
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0:22 0.000000
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0:22 false (const bool)
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0:22 0.000000
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0:22 0.000000
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0:22 0.000000
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0:22 0.000000
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0:23 Sequence
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0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 Constant:
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0:23 0 (const int)
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0:23 0.000000
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0:23 false (const bool)
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 Constant:
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0:24 0 (const int)
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0:24 0.000000
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0:24 false (const bool)
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:25 move second child to first child (temp bool)
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0:25 c: direct index for structure (temp bool)
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0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:25 c: direct index for structure (temp bool)
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0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:26 Sequence
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0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 Constant:
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0 (const int)
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0:26 0.000000
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0:26 false (const bool)
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 0.000000
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0:26 false (const bool)
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0:28 Sequence
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0:28 move second child to first child (temp 4-element array of 2-component vector of float)
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0:28 'gf2a' (temp 4-element array of 2-component vector of float)
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0:28 Constant:
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:28 0.000000
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0:29 Sequence
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0:29 move second child to first child (temp int)
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0:29 'cgi' (temp int)
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0:29 Constant:
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0:29 0 (const int)
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0:30 move second child to first child (temp float)
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0:30 b: direct index for structure (temp float)
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0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:30 Constant:
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0:30 1 (const int)
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0:30 component-wise multiply (temp float)
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0:30 direct index (temp float)
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0:30 direct index (temp 2-component vector of float)
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0:30 'gf2a' (temp 4-element array of 2-component vector of float)
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0:30 Constant:
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0:30 2 (const int)
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0:30 Constant:
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0:30 1 (const int)
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0:30 Convert int to float (temp float)
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0:30 'cgi' (temp int)
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0:32 Sequence
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0:32 Sequence
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0:32 move second child to first child (temp int)
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0:? 'a' (layout(location=0 ) out int)
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0:32 a: direct index for structure (temp int)
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:32 Constant:
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0:32 0 (const int)
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0:32 move second child to first child (temp float)
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0:? 'b' (layout(location=1 ) out float)
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0:32 b: direct index for structure (temp float)
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:32 Constant:
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0:32 1 (const int)
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0:32 move second child to first child (temp bool)
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0:? 'c' (layout(location=2 ) out bool)
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0:32 c: direct index for structure (temp bool)
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:32 Constant:
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0:32 2 (const int)
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0:32 move second child to first child (temp 4-component vector of float)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:32 v: direct index for structure (temp 4-component vector of float)
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:32 Constant:
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0:32 3 (const int)
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0:32 Branch: Return
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0:? Linker Objects
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0:? 'a' (layout(location=0 ) out int)
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0:? 'b' (layout(location=1 ) out float)
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0:? 'c' (layout(location=2 ) out bool)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 'gv' (global 4-component vector of float)
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0:? 'gfa' (global 3-element array of float)
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0:? 'cgf2a' (const 3-element array of 2-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'ci' (const int)
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0:? 0 (const int)
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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 92
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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" 72 76 80 84 89
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 9 "gv"
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Name 17 "gfa"
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Name 21 "outs"
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MemberName 21(outs) 0 "a"
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MemberName 21(outs) 1 "b"
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MemberName 21(outs) 2 "c"
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MemberName 21(outs) 3 "v"
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Name 23 "o2"
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Name 28 "o4"
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Name 37 "o1"
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Name 40 "o3"
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Name 47 "Nest"
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MemberName 47(Nest) 0 "m"
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MemberName 47(Nest) 1 "os"
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MemberName 47(Nest) 2 "b"
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Name 49 "nest"
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Name 57 "gf2a"
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Name 61 "cgi"
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Name 72 "a"
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Name 76 "b"
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Name 80 "c"
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Name 84 "v"
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Name 89 "input"
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Decorate 72(a) Location 0
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Decorate 76(b) Location 1
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Decorate 80(c) Location 2
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Decorate 84(v) Location 3
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Decorate 89(input) Location 0
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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 Private 7(fvec4)
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9(gv): 8(ptr) Variable Private
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10: 6(float) Constant 0
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11: 6(float) Constant 1065353216
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12: 7(fvec4) ConstantComposite 10 10 11 10
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13: TypeInt 32 0
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14: 13(int) Constant 3
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15: TypeArray 6(float) 14
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16: TypePointer Private 15
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17(gfa): 16(ptr) Variable Private
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18: 15 ConstantComposite 10 10 10
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19: TypeInt 32 1
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20: TypeBool
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|
21(outs): TypeStruct 19(int) 6(float) 20(bool) 7(fvec4)
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22: TypePointer Function 21(outs)
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|
24: 19(int) Constant 3
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|
25: 20(bool) ConstantFalse
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|
26: 7(fvec4) ConstantComposite 10 10 10 10
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|
27: 21(outs) ConstantComposite 24 10 25 26
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|
30: 19(int) Constant 2
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|
31: TypePointer Private 6(float)
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|
35: TypePointer Function 7(fvec4)
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|
38: 19(int) Constant 0
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|
39: 21(outs) ConstantComposite 38 10 25 26
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|
41: TypePointer Function 20(bool)
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|
45: TypeVector 6(float) 3
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|
46: TypeMatrix 45(fvec3) 4
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|
47(Nest): TypeStruct 46 21(outs) 20(bool)
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|
48: TypePointer Function 47(Nest)
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|
50: 45(fvec3) ConstantComposite 10 10 10
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|
51: 46 ConstantComposite 50 50 50 50
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|
52: 47(Nest) ConstantComposite 51 39 25
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|
53: TypeVector 6(float) 2
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|
54: 13(int) Constant 4
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|
55: TypeArray 53(fvec2) 54
|
|
56: TypePointer Function 55
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|
58: 53(fvec2) ConstantComposite 10 10
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|
59: 55 ConstantComposite 58 58 58 58
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|
60: TypePointer Function 19(int)
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|
62: 19(int) Constant 1
|
|
63: 13(int) Constant 1
|
|
64: TypePointer Function 6(float)
|
|
71: TypePointer Output 19(int)
|
|
72(a): 71(ptr) Variable Output
|
|
75: TypePointer Output 6(float)
|
|
76(b): 75(ptr) Variable Output
|
|
79: TypePointer Output 20(bool)
|
|
80(c): 79(ptr) Variable Output
|
|
83: TypePointer Output 7(fvec4)
|
|
84(v): 83(ptr) Variable Output
|
|
88: TypePointer Input 7(fvec4)
|
|
89(input): 88(ptr) Variable Input
|
|
90: TypeArray 53(fvec2) 14
|
|
91: 90 ConstantComposite 58 58 58
|
|
4(PixelShaderFunction): 2 Function None 3
|
|
5: Label
|
|
23(o2): 22(ptr) Variable Function
|
|
28(o4): 22(ptr) Variable Function
|
|
37(o1): 22(ptr) Variable Function
|
|
40(o3): 22(ptr) Variable Function
|
|
49(nest): 48(ptr) Variable Function
|
|
57(gf2a): 56(ptr) Variable Function
|
|
61(cgi): 60(ptr) Variable Function
|
|
Store 9(gv) 12
|
|
Store 17(gfa) 18
|
|
Store 23(o2) 27
|
|
29: 7(fvec4) Load 9(gv)
|
|
32: 31(ptr) AccessChain 17(gfa) 30
|
|
33: 6(float) Load 32
|
|
34: 7(fvec4) VectorTimesScalar 29 33
|
|
36: 35(ptr) AccessChain 28(o4) 24
|
|
Store 36 34
|
|
Store 37(o1) 39
|
|
Store 40(o3) 39
|
|
Store 28(o4) 39
|
|
42: 41(ptr) AccessChain 37(o1) 30
|
|
43: 20(bool) Load 42
|
|
44: 41(ptr) AccessChain 28(o4) 30
|
|
Store 44 43
|
|
Store 49(nest) 52
|
|
Store 57(gf2a) 59
|
|
Store 61(cgi) 38
|
|
65: 64(ptr) AccessChain 57(gf2a) 30 63
|
|
66: 6(float) Load 65
|
|
67: 19(int) Load 61(cgi)
|
|
68: 6(float) ConvertSToF 67
|
|
69: 6(float) FMul 66 68
|
|
70: 64(ptr) AccessChain 28(o4) 62
|
|
Store 70 69
|
|
73: 60(ptr) AccessChain 28(o4) 38
|
|
74: 19(int) Load 73
|
|
Store 72(a) 74
|
|
77: 64(ptr) AccessChain 28(o4) 62
|
|
78: 6(float) Load 77
|
|
Store 76(b) 78
|
|
81: 41(ptr) AccessChain 28(o4) 30
|
|
82: 20(bool) Load 81
|
|
Store 80(c) 82
|
|
85: 35(ptr) AccessChain 28(o4) 24
|
|
86: 7(fvec4) Load 85
|
|
Store 84(v) 86
|
|
Return
|
|
FunctionEnd
|