SPIRV-Cross/reference/opt/shaders/asm/frag/vector-shuffle-oom.asm.frag

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#version 450
struct _28
{
vec4 _m0;
};
layout(binding = 0, std140) uniform _6_7
{
vec4 _m0;
float _m1;
vec4 _m2;
} _7;
layout(binding = 2, std140) uniform _10_11
{
vec3 _m0;
vec3 _m1;
float _m2;
vec3 _m3;
float _m4;
vec3 _m5;
float _m6;
vec3 _m7;
float _m8;
vec3 _m9;
float _m10;
vec3 _m11;
float _m12;
vec2 _m13;
vec2 _m14;
vec3 _m15;
float _m16;
float _m17;
float _m18;
float _m19;
float _m20;
vec4 _m21;
vec4 _m22;
layout(row_major) mat4 _m23;
vec4 _m24;
} _11;
layout(binding = 1, std140) uniform _18_19
{
layout(row_major) mat4 _m0;
layout(row_major) mat4 _m1;
layout(row_major) mat4 _m2;
layout(row_major) mat4 _m3;
vec4 _m4;
vec4 _m5;
float _m6;
float _m7;
float _m8;
float _m9;
vec3 _m10;
float _m11;
vec3 _m12;
float _m13;
vec3 _m14;
float _m15;
vec3 _m16;
float _m17;
float _m18;
float _m19;
vec2 _m20;
vec2 _m21;
vec2 _m22;
vec4 _m23;
vec2 _m24;
vec2 _m25;
vec2 _m26;
vec3 _m27;
float _m28;
float _m29;
float _m30;
float _m31;
float _m32;
vec2 _m33;
float _m34;
float _m35;
vec3 _m36;
layout(row_major) mat4 _m37[2];
vec4 _m38[2];
} _19;
uniform sampler2D SPIRV_Cross_Combined;
uniform sampler2D SPIRV_Cross_Combined_1;
uniform sampler2D SPIRV_Cross_Combined_2;
layout(location = 0) out vec4 _5;
_28 _74;
void main()
{
_28 _652;
vec4 _651;
float _648;
_28 _605;
vec4 _604;
float _601;
_28 _558;
vec4 _557;
float _554;
_28 _511;
vec4 _510;
float _507;
_28 _464;
vec4 _463;
float _460;
_28 _229;
vec4 _228;
float _225;
_28 _182;
vec4 _181;
float _178;
float _413;
_28 _417;
float _131;
vec4 _134;
_28 _135;
float _272;
vec4 _275;
_28 _276;
float _319;
vec4 _322;
_28 _323;
float _366;
vec4 _369;
_28 _370;
vec4 _416;
_28 _77 = _74;
_77._m0 = vec4(0.0);
vec2 _82 = gl_FragCoord.xy * _19._m23.xy;
vec4 _88 = _7._m2 * _7._m0.xyxy;
vec2 _97 = clamp(_82 + (vec3(0.0, -2.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _109 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _97, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _113 = textureLod(SPIRV_Cross_Combined_1, _97, 0.0);
vec3 _129;
vec3 _176;
vec3 _223;
vec3 _270;
vec3 _317;
vec3 _364;
vec3 _411;
vec3 _458;
vec3 _505;
vec3 _552;
vec3 _599;
vec3 _646;
vec3 _693;
if (_113.y > 0.0)
{
_129 = _109 + (textureLod(SPIRV_Cross_Combined_2, _97, 0.0).xyz * clamp(_113.y * _113.z, 0.0, 1.0));
}
else
{
_129 = _109;
}
_131 = 0.0 + 0.5;
vec3 _133 = vec4(0.0).xyz + (_129 * 0.5);
_134 = vec4(_133.x, _133.y, _133.z, vec4(0.0).w);
_135 = _77;
_135._m0 = _134;
vec2 _144 = clamp(_82 + (vec3(-1.0, -1.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _156 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _144, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _160 = textureLod(SPIRV_Cross_Combined_1, _144, 0.0);
if (_160.y > 0.0)
{
_176 = _156 + (textureLod(SPIRV_Cross_Combined_2, _144, 0.0).xyz * clamp(_160.y * _160.z, 0.0, 1.0));
}
else
{
_176 = _156;
}
_178 = _131 + 0.5;
vec3 _180 = _134.xyz + (_176 * 0.5);
_181 = vec4(_180.x, _180.y, _180.z, _134.w);
_182 = _135;
_182._m0 = _181;
vec2 _191 = clamp(_82 + (vec3(0.0, -1.0, 0.75).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _203 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _191, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _207 = textureLod(SPIRV_Cross_Combined_1, _191, 0.0);
if (_207.y > 0.0)
{
_223 = _203 + (textureLod(SPIRV_Cross_Combined_2, _191, 0.0).xyz * clamp(_207.y * _207.z, 0.0, 1.0));
}
else
{
_223 = _203;
}
_225 = _178 + 0.75;
vec3 _227 = _181.xyz + (_223 * 0.75);
_228 = vec4(_227.x, _227.y, _227.z, _181.w);
_229 = _182;
_229._m0 = _228;
vec2 _238 = clamp(_82 + (vec3(1.0, -1.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _250 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _238, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _254 = textureLod(SPIRV_Cross_Combined_1, _238, 0.0);
if (_254.y > 0.0)
{
_270 = _250 + (textureLod(SPIRV_Cross_Combined_2, _238, 0.0).xyz * clamp(_254.y * _254.z, 0.0, 1.0));
}
else
{
_270 = _250;
}
_272 = _225 + 0.5;
vec3 _274 = _228.xyz + (_270 * 0.5);
_275 = vec4(_274.x, _274.y, _274.z, _228.w);
_276 = _229;
_276._m0 = _275;
vec2 _285 = clamp(_82 + (vec3(-2.0, 0.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _297 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _285, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _301 = textureLod(SPIRV_Cross_Combined_1, _285, 0.0);
if (_301.y > 0.0)
{
_317 = _297 + (textureLod(SPIRV_Cross_Combined_2, _285, 0.0).xyz * clamp(_301.y * _301.z, 0.0, 1.0));
}
else
{
_317 = _297;
}
_319 = _272 + 0.5;
vec3 _321 = _275.xyz + (_317 * 0.5);
_322 = vec4(_321.x, _321.y, _321.z, _275.w);
_323 = _276;
_323._m0 = _322;
vec2 _332 = clamp(_82 + (vec3(-1.0, 0.0, 0.75).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _344 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _332, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _348 = textureLod(SPIRV_Cross_Combined_1, _332, 0.0);
if (_348.y > 0.0)
{
_364 = _344 + (textureLod(SPIRV_Cross_Combined_2, _332, 0.0).xyz * clamp(_348.y * _348.z, 0.0, 1.0));
}
else
{
_364 = _344;
}
_366 = _319 + 0.75;
vec3 _368 = _322.xyz + (_364 * 0.75);
_369 = vec4(_368.x, _368.y, _368.z, _322.w);
_370 = _323;
_370._m0 = _369;
vec2 _379 = clamp(_82 + (vec3(0.0, 0.0, 1.0).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _391 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _379, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _395 = textureLod(SPIRV_Cross_Combined_1, _379, 0.0);
if (_395.y > 0.0)
{
_411 = _391 + (textureLod(SPIRV_Cross_Combined_2, _379, 0.0).xyz * clamp(_395.y * _395.z, 0.0, 1.0));
}
else
{
_411 = _391;
}
_413 = _366 + 1.0;
vec3 _415 = _369.xyz + (_411 * 1.0);
_416 = vec4(_415.x, _415.y, _415.z, _369.w);
_417 = _370;
_417._m0 = _416;
vec2 _426 = clamp(_82 + (vec3(1.0, 0.0, 0.75).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _438 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _426, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _442 = textureLod(SPIRV_Cross_Combined_1, _426, 0.0);
if (_442.y > 0.0)
{
_458 = _438 + (textureLod(SPIRV_Cross_Combined_2, _426, 0.0).xyz * clamp(_442.y * _442.z, 0.0, 1.0));
}
else
{
_458 = _438;
}
_460 = _413 + 0.75;
vec3 _462 = _416.xyz + (_458 * 0.75);
_463 = vec4(_462.x, _462.y, _462.z, _416.w);
_464 = _417;
_464._m0 = _463;
vec2 _473 = clamp(_82 + (vec3(2.0, 0.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _485 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _473, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _489 = textureLod(SPIRV_Cross_Combined_1, _473, 0.0);
if (_489.y > 0.0)
{
_505 = _485 + (textureLod(SPIRV_Cross_Combined_2, _473, 0.0).xyz * clamp(_489.y * _489.z, 0.0, 1.0));
}
else
{
_505 = _485;
}
_507 = _460 + 0.5;
vec3 _509 = _463.xyz + (_505 * 0.5);
_510 = vec4(_509.x, _509.y, _509.z, _463.w);
_511 = _464;
_511._m0 = _510;
vec2 _520 = clamp(_82 + (vec3(-1.0, 1.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _532 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _520, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _536 = textureLod(SPIRV_Cross_Combined_1, _520, 0.0);
if (_536.y > 0.0)
{
_552 = _532 + (textureLod(SPIRV_Cross_Combined_2, _520, 0.0).xyz * clamp(_536.y * _536.z, 0.0, 1.0));
}
else
{
_552 = _532;
}
_554 = _507 + 0.5;
vec3 _556 = _510.xyz + (_552 * 0.5);
_557 = vec4(_556.x, _556.y, _556.z, _510.w);
_558 = _511;
_558._m0 = _557;
vec2 _567 = clamp(_82 + (vec3(0.0, 1.0, 0.75).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _579 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _567, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _583 = textureLod(SPIRV_Cross_Combined_1, _567, 0.0);
if (_583.y > 0.0)
{
_599 = _579 + (textureLod(SPIRV_Cross_Combined_2, _567, 0.0).xyz * clamp(_583.y * _583.z, 0.0, 1.0));
}
else
{
_599 = _579;
}
_601 = _554 + 0.75;
vec3 _603 = _557.xyz + (_599 * 0.75);
_604 = vec4(_603.x, _603.y, _603.z, _557.w);
_605 = _558;
_605._m0 = _604;
vec2 _614 = clamp(_82 + (vec3(1.0, 1.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _626 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _614, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _630 = textureLod(SPIRV_Cross_Combined_1, _614, 0.0);
if (_630.y > 0.0)
{
_646 = _626 + (textureLod(SPIRV_Cross_Combined_2, _614, 0.0).xyz * clamp(_630.y * _630.z, 0.0, 1.0));
}
else
{
_646 = _626;
}
_648 = _601 + 0.5;
vec3 _650 = _604.xyz + (_646 * 0.5);
_651 = vec4(_650.x, _650.y, _650.z, _604.w);
_652 = _605;
_652._m0 = _651;
vec2 _661 = clamp(_82 + (vec3(0.0, 2.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
vec3 _673 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _661, 0.0).w * _7._m1, 0.0, 1.0);
vec4 _677 = textureLod(SPIRV_Cross_Combined_1, _661, 0.0);
if (_677.y > 0.0)
{
_693 = _673 + (textureLod(SPIRV_Cross_Combined_2, _661, 0.0).xyz * clamp(_677.y * _677.z, 0.0, 1.0));
}
else
{
_693 = _673;
}
vec3 _697 = _651.xyz + (_693 * 0.5);
vec4 _698 = vec4(_697.x, _697.y, _697.z, _651.w);
_28 _699 = _652;
_699._m0 = _698;
vec3 _702 = _698.xyz / vec3(_648 + 0.5);
_28 _704 = _699;
_704._m0 = vec4(_702.x, _702.y, _702.z, _698.w);
_28 _705 = _704;
_705._m0.w = 1.0;
_5 = _705._m0;
}