2017-11-27 21:45:36 +00:00
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hlsl.cbuffer-identifier.vert
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2017-11-29 17:00:01 +00:00
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WARNING: 0:29: '' : mul() matrix size mismatch
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2017-11-27 21:45:36 +00:00
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Shader version: 500
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0:? Sequence
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0:22 Function Definition: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Function Parameters:
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0:22 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:? Sequence
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0:23 Sequence
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0:23 move second child to first child ( temp int)
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0:23 'ConstantBuffer' ( temp int)
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0:23 Constant:
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0:23 42 (const int)
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0:25 Sequence
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0:25 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:25 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:25 Constant:
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:26 move second child to first child ( temp 4-component vector of float)
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0:26 Pos: direct index for structure ( temp 4-component vector of float)
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0:26 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:26 Constant:
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0:26 0 (const int)
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0:26 matrix-times-vector ( temp 4-component vector of float)
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0:26 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
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0:26 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:26 Constant:
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0:26 0 (const uint)
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0:26 Pos: direct index for structure ( temp 4-component vector of float)
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0:26 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:26 Constant:
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0:26 0 (const int)
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0:27 move second child to first child ( temp 4-component vector of float)
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0:27 Pos: direct index for structure ( temp 4-component vector of float)
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0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:27 Constant:
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0:27 0 (const int)
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0:27 matrix-times-vector ( temp 4-component vector of float)
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0:27 View: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
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0:27 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:27 Constant:
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0:27 1 (const uint)
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0:27 Pos: direct index for structure ( temp 4-component vector of float)
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0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:27 Constant:
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0:27 0 (const int)
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0:28 move second child to first child ( temp 4-component vector of float)
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0:28 Pos: direct index for structure ( temp 4-component vector of float)
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0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:28 Constant:
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0:28 0 (const int)
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0:28 matrix-times-vector ( temp 4-component vector of float)
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0:28 Projection: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
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0:28 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:28 Constant:
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0:28 2 (const uint)
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0:28 Pos: direct index for structure ( temp 4-component vector of float)
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0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:28 Constant:
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0:28 0 (const int)
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0:29 move second child to first child ( temp 3-component vector of float)
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0:29 Norm: direct index for structure ( temp 3-component vector of float)
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0:29 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:29 Constant:
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0:29 1 (const int)
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0:29 Construct vec3 ( temp 3-component vector of float)
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0:29 matrix-times-vector ( temp 4-component vector of float)
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0:29 Construct mat3x4 ( uniform 3X4 matrix of float)
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0:29 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
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0:29 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:29 Constant:
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0:29 0 (const uint)
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0:29 Norm: direct index for structure ( temp 3-component vector of float)
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0:29 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:29 Constant:
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0:29 1 (const int)
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0:31 Branch: Return with expression
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0:31 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Function Definition: main( ( temp void)
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0:22 Function Parameters:
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0:? Sequence
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0:22 Sequence
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 Pos: direct index for structure ( temp 4-component vector of float)
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0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Constant:
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0:22 0 (const int)
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0:? 'input.Pos' (layout( location=0) in 4-component vector of float)
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0:22 move second child to first child ( temp 3-component vector of float)
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0:22 Norm: direct index for structure ( temp 3-component vector of float)
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0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Constant:
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0:22 1 (const int)
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0:? 'input.Norm' (layout( location=1) in 3-component vector of float)
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0:22 Sequence
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0:22 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Function Call: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:22 Pos: direct index for structure ( temp 4-component vector of float)
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0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Constant:
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0:22 0 (const int)
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0:22 move second child to first child ( temp 3-component vector of float)
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0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float)
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0:22 Norm: direct index for structure ( temp 3-component vector of float)
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0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Constant:
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0:22 1 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float)
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0:? 'input.Pos' (layout( location=0) in 4-component vector of float)
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0:? 'input.Norm' (layout( location=1) in 3-component vector of float)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:22 Function Definition: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Function Parameters:
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0:22 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:? Sequence
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0:23 Sequence
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0:23 move second child to first child ( temp int)
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0:23 'ConstantBuffer' ( temp int)
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0:23 Constant:
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0:23 42 (const int)
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0:25 Sequence
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0:25 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:25 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:25 Constant:
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:26 move second child to first child ( temp 4-component vector of float)
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0:26 Pos: direct index for structure ( temp 4-component vector of float)
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0:26 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:26 Constant:
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0:26 0 (const int)
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0:26 matrix-times-vector ( temp 4-component vector of float)
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0:26 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
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0:26 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:26 Constant:
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0:26 0 (const uint)
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0:26 Pos: direct index for structure ( temp 4-component vector of float)
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0:26 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:26 Constant:
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0:26 0 (const int)
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0:27 move second child to first child ( temp 4-component vector of float)
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0:27 Pos: direct index for structure ( temp 4-component vector of float)
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0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:27 Constant:
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0:27 0 (const int)
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0:27 matrix-times-vector ( temp 4-component vector of float)
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0:27 View: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
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0:27 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:27 Constant:
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0:27 1 (const uint)
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0:27 Pos: direct index for structure ( temp 4-component vector of float)
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0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:27 Constant:
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0:27 0 (const int)
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0:28 move second child to first child ( temp 4-component vector of float)
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0:28 Pos: direct index for structure ( temp 4-component vector of float)
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0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:28 Constant:
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0:28 0 (const int)
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0:28 matrix-times-vector ( temp 4-component vector of float)
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0:28 Projection: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
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0:28 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:28 Constant:
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0:28 2 (const uint)
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0:28 Pos: direct index for structure ( temp 4-component vector of float)
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0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:28 Constant:
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0:28 0 (const int)
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0:29 move second child to first child ( temp 3-component vector of float)
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0:29 Norm: direct index for structure ( temp 3-component vector of float)
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0:29 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:29 Constant:
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0:29 1 (const int)
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0:29 Construct vec3 ( temp 3-component vector of float)
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0:29 matrix-times-vector ( temp 4-component vector of float)
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0:29 Construct mat3x4 ( uniform 3X4 matrix of float)
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0:29 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
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0:29 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:29 Constant:
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0:29 0 (const uint)
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0:29 Norm: direct index for structure ( temp 3-component vector of float)
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0:29 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:29 Constant:
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0:29 1 (const int)
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0:31 Branch: Return with expression
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0:31 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Function Definition: main( ( temp void)
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0:22 Function Parameters:
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0:? Sequence
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0:22 Sequence
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 Pos: direct index for structure ( temp 4-component vector of float)
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0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Constant:
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0:22 0 (const int)
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0:? 'input.Pos' (layout( location=0) in 4-component vector of float)
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0:22 move second child to first child ( temp 3-component vector of float)
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0:22 Norm: direct index for structure ( temp 3-component vector of float)
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0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Constant:
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0:22 1 (const int)
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0:? 'input.Norm' (layout( location=1) in 3-component vector of float)
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0:22 Sequence
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0:22 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Function Call: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:22 Pos: direct index for structure ( temp 4-component vector of float)
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0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Constant:
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0:22 0 (const int)
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0:22 move second child to first child ( temp 3-component vector of float)
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0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float)
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0:22 Norm: direct index for structure ( temp 3-component vector of float)
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0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm})
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0:22 Constant:
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0:22 1 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float)
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0:? 'input.Pos' (layout( location=0) in 4-component vector of float)
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0:? 'input.Norm' (layout( location=1) in 3-component vector of float)
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2018-01-29 23:16:11 +00:00
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// Module Version 10200
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2017-12-11 15:24:06 +00:00
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// Generated by (magic number): 80003
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2017-11-27 21:45:36 +00:00
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// Id's are bound by 106
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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 Vertex 4 "main" 87 91 99 103
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Source HLSL 500
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Name 4 "main"
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Name 9 "VS_INPUT"
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MemberName 9(VS_INPUT) 0 "Pos"
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MemberName 9(VS_INPUT) 1 "Norm"
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Name 11 "PS_INPUT"
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MemberName 11(PS_INPUT) 0 "Pos"
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MemberName 11(PS_INPUT) 1 "Norm"
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Name 14 "@main(struct-VS_INPUT-vf4-vf31;"
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Name 13 "input"
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Name 18 "ConstantBuffer"
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Name 21 "output"
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Name 28 "C"
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MemberName 28(C) 0 "World"
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MemberName 28(C) 1 "View"
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MemberName 28(C) 2 "Projection"
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Name 30 ""
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Name 85 "input"
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Name 87 "input.Pos"
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Name 91 "input.Norm"
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Name 94 "flattenTemp"
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Name 95 "param"
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Name 99 "@entryPointOutput.Pos"
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Name 103 "@entryPointOutput.Norm"
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MemberDecorate 28(C) 0 RowMajor
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MemberDecorate 28(C) 0 Offset 0
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MemberDecorate 28(C) 0 MatrixStride 16
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MemberDecorate 28(C) 1 RowMajor
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MemberDecorate 28(C) 1 Offset 64
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MemberDecorate 28(C) 1 MatrixStride 16
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MemberDecorate 28(C) 2 RowMajor
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MemberDecorate 28(C) 2 Offset 128
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MemberDecorate 28(C) 2 MatrixStride 16
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Decorate 28(C) Block
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Decorate 30 DescriptorSet 0
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Decorate 30 Binding 0
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Decorate 87(input.Pos) Location 0
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Decorate 91(input.Norm) Location 1
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Decorate 99(@entryPointOutput.Pos) BuiltIn Position
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Decorate 103(@entryPointOutput.Norm) 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: TypeVector 6(float) 3
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9(VS_INPUT): TypeStruct 7(fvec4) 8(fvec3)
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10: TypePointer Function 9(VS_INPUT)
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11(PS_INPUT): TypeStruct 7(fvec4) 8(fvec3)
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12: TypeFunction 11(PS_INPUT) 10(ptr)
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16: TypeInt 32 1
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17: TypePointer Function 16(int)
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19: 16(int) Constant 42
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20: TypePointer Function 11(PS_INPUT)
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22: 6(float) Constant 0
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23: 7(fvec4) ConstantComposite 22 22 22 22
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24: 8(fvec3) ConstantComposite 22 22 22
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25:11(PS_INPUT) ConstantComposite 23 24
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26: 16(int) Constant 0
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27: TypeMatrix 7(fvec4) 4
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28(C): TypeStruct 27 27 27
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29: TypePointer Uniform 28(C)
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30: 29(ptr) Variable Uniform
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31: TypePointer Uniform 27
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34: TypePointer Function 7(fvec4)
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39: 16(int) Constant 1
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46: 16(int) Constant 2
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55: TypeMatrix 7(fvec4) 3
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56: 6(float) Constant 1065353216
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73: TypePointer Function 8(fvec3)
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86: TypePointer Input 7(fvec4)
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87(input.Pos): 86(ptr) Variable Input
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90: TypePointer Input 8(fvec3)
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91(input.Norm): 90(ptr) Variable Input
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98: TypePointer Output 7(fvec4)
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99(@entryPointOutput.Pos): 98(ptr) Variable Output
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102: TypePointer Output 8(fvec3)
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103(@entryPointOutput.Norm): 102(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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85(input): 10(ptr) Variable Function
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94(flattenTemp): 20(ptr) Variable Function
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95(param): 10(ptr) Variable Function
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88: 7(fvec4) Load 87(input.Pos)
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89: 34(ptr) AccessChain 85(input) 26
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Store 89 88
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92: 8(fvec3) Load 91(input.Norm)
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93: 73(ptr) AccessChain 85(input) 39
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Store 93 92
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96: 9(VS_INPUT) Load 85(input)
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Store 95(param) 96
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97:11(PS_INPUT) FunctionCall 14(@main(struct-VS_INPUT-vf4-vf31;) 95(param)
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Store 94(flattenTemp) 97
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100: 34(ptr) AccessChain 94(flattenTemp) 26
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101: 7(fvec4) Load 100
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Store 99(@entryPointOutput.Pos) 101
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104: 73(ptr) AccessChain 94(flattenTemp) 39
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105: 8(fvec3) Load 104
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Store 103(@entryPointOutput.Norm) 105
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Return
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FunctionEnd
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14(@main(struct-VS_INPUT-vf4-vf31;):11(PS_INPUT) Function None 12
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13(input): 10(ptr) FunctionParameter
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15: Label
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18(ConstantBuffer): 17(ptr) Variable Function
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21(output): 20(ptr) Variable Function
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Store 18(ConstantBuffer) 19
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Store 21(output) 25
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32: 31(ptr) AccessChain 30 26
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33: 27 Load 32
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35: 34(ptr) AccessChain 13(input) 26
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36: 7(fvec4) Load 35
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37: 7(fvec4) MatrixTimesVector 33 36
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38: 34(ptr) AccessChain 21(output) 26
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Store 38 37
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40: 31(ptr) AccessChain 30 39
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41: 27 Load 40
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42: 34(ptr) AccessChain 21(output) 26
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43: 7(fvec4) Load 42
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44: 7(fvec4) MatrixTimesVector 41 43
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45: 34(ptr) AccessChain 21(output) 26
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Store 45 44
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47: 31(ptr) AccessChain 30 46
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48: 27 Load 47
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49: 34(ptr) AccessChain 21(output) 26
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50: 7(fvec4) Load 49
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51: 7(fvec4) MatrixTimesVector 48 50
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52: 34(ptr) AccessChain 21(output) 26
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Store 52 51
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53: 31(ptr) AccessChain 30 26
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54: 27 Load 53
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57: 6(float) CompositeExtract 54 0 0
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58: 6(float) CompositeExtract 54 0 1
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59: 6(float) CompositeExtract 54 0 2
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60: 6(float) CompositeExtract 54 0 3
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61: 6(float) CompositeExtract 54 1 0
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62: 6(float) CompositeExtract 54 1 1
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63: 6(float) CompositeExtract 54 1 2
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64: 6(float) CompositeExtract 54 1 3
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65: 6(float) CompositeExtract 54 2 0
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66: 6(float) CompositeExtract 54 2 1
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67: 6(float) CompositeExtract 54 2 2
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68: 6(float) CompositeExtract 54 2 3
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69: 7(fvec4) CompositeConstruct 57 58 59 60
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70: 7(fvec4) CompositeConstruct 61 62 63 64
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71: 7(fvec4) CompositeConstruct 65 66 67 68
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72: 55 CompositeConstruct 69 70 71
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74: 73(ptr) AccessChain 13(input) 39
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75: 8(fvec3) Load 74
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76: 7(fvec4) MatrixTimesVector 72 75
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77: 6(float) CompositeExtract 76 0
|
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78: 6(float) CompositeExtract 76 1
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79: 6(float) CompositeExtract 76 2
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80: 8(fvec3) CompositeConstruct 77 78 79
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81: 73(ptr) AccessChain 21(output) 39
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Store 81 80
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82:11(PS_INPUT) Load 21(output)
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ReturnValue 82
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FunctionEnd
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