mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-13 21:50:06 +00:00
416 lines
26 KiB
Plaintext
416 lines
26 KiB
Plaintext
hlsl.struct.frag
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WARNING: 0:26: 'register' : ignoring shader_profile
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WARNING: 0:27: 'register' : ignoring shader_profile
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WARNING: 0:30: 'register' : ignoring shader_profile
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:40 Function Parameters:
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0:40 'input' ( in 4-component vector of float)
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0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:45 Compare Equal ( temp bool)
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 i: direct index for structure ( temp 4-component vector of float)
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0:46 's2' ( global structure{ temp 4-component vector of float i})
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0:46 Constant:
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0:46 0 (const int)
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0:46 ff4: direct index for structure ( temp 4-component vector of float)
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0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:46 Constant:
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0:46 7 (const int)
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0:50 move second child to first child ( temp structure{})
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0:50 'e' ( temp structure{})
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0:50 e: direct index for structure ( temp structure{})
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0:50 'ce' ( temp structure{ temp structure{} e})
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0:50 Constant:
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0:50 0 (const int)
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0:52 Branch: Return with expression
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0:52 'input' ( in 4-component vector of float)
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0:40 Function Definition: PixelShaderFunction( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 a: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 b: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:? 's.b' (layout( location=2) flat in bool)
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0:40 move second child to first child ( temp 1-component vector of float)
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0:40 c: direct index for structure ( temp 1-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:40 move second child to first child ( temp 2-component vector of float)
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0:40 d: direct index for structure ( temp 2-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 ff1: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's.ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 5 (const int)
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0:? 's.ff2' (layout( location=5) flat in bool)
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0:40 move second child to first child ( temp bool)
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0:40 ff3: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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0:? '@entryPointOutput' (layout( location=0) 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:? 's.ff1' ( flat in bool Face)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:? 's.b' (layout( location=2) flat in bool)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:? 's.ff2' (layout( location=5) flat in bool)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:40 Function Parameters:
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0:40 'input' ( in 4-component vector of float)
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0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:45 Compare Equal ( temp bool)
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 i: direct index for structure ( temp 4-component vector of float)
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0:46 's2' ( global structure{ temp 4-component vector of float i})
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0:46 Constant:
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0:46 0 (const int)
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0:46 ff4: direct index for structure ( temp 4-component vector of float)
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0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:46 Constant:
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0:46 7 (const int)
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0:50 move second child to first child ( temp structure{})
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0:50 'e' ( temp structure{})
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0:50 e: direct index for structure ( temp structure{})
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0:50 'ce' ( temp structure{ temp structure{} e})
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0:50 Constant:
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0:50 0 (const int)
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0:52 Branch: Return with expression
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0:52 'input' ( in 4-component vector of float)
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0:40 Function Definition: PixelShaderFunction( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 a: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 b: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:? 's.b' (layout( location=2) flat in bool)
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0:40 move second child to first child ( temp 1-component vector of float)
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0:40 c: direct index for structure ( temp 1-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:40 move second child to first child ( temp 2-component vector of float)
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0:40 d: direct index for structure ( temp 2-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 ff1: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's.ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 5 (const int)
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0:? 's.ff2' (layout( location=5) flat in bool)
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0:40 move second child to first child ( temp bool)
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0:40 ff3: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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0:? '@entryPointOutput' (layout( location=0) 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:? 's.ff1' ( flat in bool Face)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:? 's.b' (layout( location=2) flat in bool)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:? 's.ff2' (layout( location=5) flat in bool)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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Validation failed
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 102
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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" 51 54 59 65 71 76 80 84 87 91
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 11 "IN_S"
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MemberName 11(IN_S) 0 "a"
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MemberName 11(IN_S) 1 "b"
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MemberName 11(IN_S) 2 "c"
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MemberName 11(IN_S) 3 "d"
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MemberName 11(IN_S) 4 "ff1"
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MemberName 11(IN_S) 5 "ff2"
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MemberName 11(IN_S) 6 "ff3"
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MemberName 11(IN_S) 7 "ff4"
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Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;"
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Name 14 "input"
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Name 15 "s"
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Name 19 "FS"
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MemberName 19(FS) 0 "b3"
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Name 21 "s3"
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Name 28 ""
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MemberName 28 0 "i"
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Name 30 "s2"
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Name 38 "empty"
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Name 40 "e"
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Name 41 "containEmpty"
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MemberName 41(containEmpty) 0 "e"
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Name 43 "ce"
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Name 49 "input"
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Name 51 "input"
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Name 53 "s"
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Name 54 "s.a"
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Name 59 "s.b"
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Name 65 "s.c"
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Name 71 "s.d"
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Name 76 "s.ff1"
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Name 80 "s.ff2"
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Name 84 "s.ff3"
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Name 87 "s.ff4"
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Name 91 "@entryPointOutput"
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Name 92 "param"
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Name 94 "param"
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Name 98 "myS"
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MemberName 98(myS) 0 "b"
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MemberName 98(myS) 1 "c"
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MemberName 98(myS) 2 "a"
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MemberName 98(myS) 3 "d"
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Name 99 "$Global"
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MemberName 99($Global) 0 "s1"
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MemberName 99($Global) 1 "ff5"
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MemberName 99($Global) 2 "ff6"
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Name 101 ""
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Decorate 51(input) Location 0
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Decorate 54(s.a) Location 1
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Decorate 59(s.b) Flat
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Decorate 59(s.b) Location 2
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Decorate 65(s.c) NoPerspective
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Decorate 65(s.c) Centroid
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Decorate 65(s.c) Location 3
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Decorate 71(s.d) Centroid
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Decorate 71(s.d) Location 4
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Decorate 76(s.ff1) Flat
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Decorate 76(s.ff1) BuiltIn FrontFacing
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Decorate 80(s.ff2) Flat
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Decorate 80(s.ff2) Location 5
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Decorate 84(s.ff3) Flat
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Decorate 84(s.ff3) Location 6
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Decorate 87(s.ff4) Location 7
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Decorate 91(@entryPointOutput) Location 0
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MemberDecorate 98(myS) 0 Offset 0
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MemberDecorate 98(myS) 1 Offset 4
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MemberDecorate 98(myS) 2 Offset 16
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MemberDecorate 98(myS) 3 Offset 32
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MemberDecorate 99($Global) 0 Offset 0
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MemberDecorate 99($Global) 1 Offset 1620
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MemberDecorate 99($Global) 2 Offset 1636
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Decorate 99($Global) Block
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Decorate 101 DescriptorSet 0
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Decorate 101 Binding 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 Function 7(fvec4)
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9: TypeBool
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10: TypeVector 6(float) 2
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11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4)
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12: TypePointer Function 11(IN_S)
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13: TypeFunction 7(fvec4) 8(ptr) 12(ptr)
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18: TypeVector 9(bool) 3
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19(FS): TypeStruct 18(bvec3)
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20: TypePointer Function 19(FS)
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28: TypeStruct 7(fvec4)
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29: TypePointer Private 28(struct)
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30(s2): 29(ptr) Variable Private
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31: TypeInt 32 1
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32: 31(int) Constant 0
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33: 31(int) Constant 7
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36: TypePointer Private 7(fvec4)
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38(empty): TypeStruct
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39: TypePointer Function 38(empty)
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41(containEmpty): TypeStruct 38(empty)
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42: TypePointer Function 41(containEmpty)
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50: TypePointer Input 7(fvec4)
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51(input): 50(ptr) Variable Input
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54(s.a): 50(ptr) Variable Input
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57: 31(int) Constant 1
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58: TypePointer Input 9(bool)
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59(s.b): 58(ptr) Variable Input
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61: TypePointer Function 9(bool)
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63: 31(int) Constant 2
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64: TypePointer Input 6(float)
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65(s.c): 64(ptr) Variable Input
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67: TypePointer Function 6(float)
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69: 31(int) Constant 3
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70: TypePointer Input 10(fvec2)
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71(s.d): 70(ptr) Variable Input
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73: TypePointer Function 10(fvec2)
|
|
75: 31(int) Constant 4
|
|
76(s.ff1): 58(ptr) Variable Input
|
|
79: 31(int) Constant 5
|
|
80(s.ff2): 58(ptr) Variable Input
|
|
83: 31(int) Constant 6
|
|
84(s.ff3): 58(ptr) Variable Input
|
|
87(s.ff4): 50(ptr) Variable Input
|
|
90: TypePointer Output 7(fvec4)
|
|
91(@entryPointOutput): 90(ptr) Variable Output
|
|
97: TypeInt 32 0
|
|
98(myS): TypeStruct 97(int) 97(int) 7(fvec4) 7(fvec4)
|
|
99($Global): TypeStruct 98(myS) 6(float) 6(float)
|
|
100: TypePointer Uniform 99($Global)
|
|
101: 100(ptr) Variable Uniform
|
|
4(PixelShaderFunction): 2 Function None 3
|
|
5: Label
|
|
49(input): 8(ptr) Variable Function
|
|
53(s): 12(ptr) Variable Function
|
|
92(param): 8(ptr) Variable Function
|
|
94(param): 12(ptr) Variable Function
|
|
52: 7(fvec4) Load 51(input)
|
|
Store 49(input) 52
|
|
55: 7(fvec4) Load 54(s.a)
|
|
56: 8(ptr) AccessChain 53(s) 32
|
|
Store 56 55
|
|
60: 9(bool) Load 59(s.b)
|
|
62: 61(ptr) AccessChain 53(s) 57
|
|
Store 62 60
|
|
66: 6(float) Load 65(s.c)
|
|
68: 67(ptr) AccessChain 53(s) 63
|
|
Store 68 66
|
|
72: 10(fvec2) Load 71(s.d)
|
|
74: 73(ptr) AccessChain 53(s) 69
|
|
Store 74 72
|
|
77: 9(bool) Load 76(s.ff1)
|
|
78: 61(ptr) AccessChain 53(s) 75
|
|
Store 78 77
|
|
81: 9(bool) Load 80(s.ff2)
|
|
82: 61(ptr) AccessChain 53(s) 79
|
|
Store 82 81
|
|
85: 9(bool) Load 84(s.ff3)
|
|
86: 61(ptr) AccessChain 53(s) 83
|
|
Store 86 85
|
|
88: 7(fvec4) Load 87(s.ff4)
|
|
89: 8(ptr) AccessChain 53(s) 33
|
|
Store 89 88
|
|
93: 7(fvec4) Load 49(input)
|
|
Store 92(param) 93
|
|
95: 11(IN_S) Load 53(s)
|
|
Store 94(param) 95
|
|
96: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 92(param) 94(param)
|
|
Store 91(@entryPointOutput) 96
|
|
Return
|
|
FunctionEnd
|
|
16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13
|
|
14(input): 8(ptr) FunctionParameter
|
|
15(s): 12(ptr) FunctionParameter
|
|
17: Label
|
|
21(s3): 20(ptr) Variable Function
|
|
40(e): 39(ptr) Variable Function
|
|
43(ce): 42(ptr) Variable Function
|
|
22: 19(FS) Load 21(s3)
|
|
23: 19(FS) Load 21(s3)
|
|
24: 18(bvec3) CompositeExtract 22 0
|
|
25: 18(bvec3) CompositeExtract 23 0
|
|
26: 18(bvec3) LogicalEqual 24 25
|
|
27: 9(bool) All 26
|
|
34: 8(ptr) AccessChain 15(s) 33
|
|
35: 7(fvec4) Load 34
|
|
37: 36(ptr) AccessChain 30(s2) 32
|
|
Store 37 35
|
|
44: 39(ptr) AccessChain 43(ce) 32
|
|
45: 38(empty) Load 44
|
|
Store 40(e) 45
|
|
46: 7(fvec4) Load 14(input)
|
|
ReturnValue 46
|
|
FunctionEnd
|