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hlsl.assoc.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:8 Function Parameters:
0:8 'a1' ( in 4-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float)
0:8 'a5' ( in 4-component vector of float)
0:? Sequence
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'a1' ( in 4-component vector of float)
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'a2' ( in 4-component vector of float)
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'a3' ( in 4-component vector of float)
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'a4' ( in 4-component vector of float)
0:9 'a5' ( in 4-component vector of float)
0:10 Branch: Return with expression
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 'a1' ( in 4-component vector of float)
0:10 'a2' ( in 4-component vector of float)
0:10 'a3' ( in 4-component vector of float)
0:10 'a4' ( in 4-component vector of float)
0:10 'a5' ( in 4-component vector of float)
0:8 Function Definition: PixelShaderFunction( ( temp void)
0:8 Function Parameters:
0:? Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a5' ( temp 4-component vector of float)
0:? 'a5' (layout( location=4) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:8 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? 'a5' ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
0:? 'a5' (layout( location=4) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:8 Function Parameters:
0:8 'a1' ( in 4-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float)
0:8 'a5' ( in 4-component vector of float)
0:? Sequence
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'a1' ( in 4-component vector of float)
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'a2' ( in 4-component vector of float)
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'a3' ( in 4-component vector of float)
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'a4' ( in 4-component vector of float)
0:9 'a5' ( in 4-component vector of float)
0:10 Branch: Return with expression
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 'a1' ( in 4-component vector of float)
0:10 'a2' ( in 4-component vector of float)
0:10 'a3' ( in 4-component vector of float)
0:10 'a4' ( in 4-component vector of float)
0:10 'a5' ( in 4-component vector of float)
0:8 Function Definition: PixelShaderFunction( ( temp void)
0:8 Function Parameters:
0:? Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'a5' ( temp 4-component vector of float)
0:? 'a5' (layout( location=4) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:8 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? 'a5' ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
0:? 'a5' (layout( location=4) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 58
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 31 34 37 40 43 46
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 15 "@PixelShaderFunction(vf4;vf4;vf4;vf4;vf4;"
Name 10 "a1"
Name 11 "a2"
Name 12 "a3"
Name 13 "a4"
Name 14 "a5"
Name 29 "a1"
Name 31 "a1"
Name 33 "a2"
Name 34 "a2"
Name 36 "a3"
Name 37 "a3"
Name 39 "a4"
Name 40 "a4"
Name 42 "a5"
Name 43 "a5"
Name 46 "@entryPointOutput"
Name 47 "param"
Name 49 "param"
Name 51 "param"
Name 53 "param"
Name 55 "param"
Decorate 31(a1) Location 0
Decorate 34(a2) Location 1
Decorate 37(a3) Location 2
Decorate 40(a4) Location 3
Decorate 43(a5) Location 4
Decorate 46(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr) 8(ptr) 8(ptr) 8(ptr) 8(ptr)
30: TypePointer Input 7(fvec4)
31(a1): 30(ptr) Variable Input
34(a2): 30(ptr) Variable Input
37(a3): 30(ptr) Variable Input
40(a4): 30(ptr) Variable Input
43(a5): 30(ptr) Variable Input
45: TypePointer Output 7(fvec4)
46(@entryPointOutput): 45(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
29(a1): 8(ptr) Variable Function
33(a2): 8(ptr) Variable Function
36(a3): 8(ptr) Variable Function
39(a4): 8(ptr) Variable Function
42(a5): 8(ptr) Variable Function
47(param): 8(ptr) Variable Function
49(param): 8(ptr) Variable Function
51(param): 8(ptr) Variable Function
53(param): 8(ptr) Variable Function
55(param): 8(ptr) Variable Function
32: 7(fvec4) Load 31(a1)
Store 29(a1) 32
35: 7(fvec4) Load 34(a2)
Store 33(a2) 35
38: 7(fvec4) Load 37(a3)
Store 36(a3) 38
41: 7(fvec4) Load 40(a4)
Store 39(a4) 41
44: 7(fvec4) Load 43(a5)
Store 42(a5) 44
48: 7(fvec4) Load 29(a1)
Store 47(param) 48
50: 7(fvec4) Load 33(a2)
Store 49(param) 50
52: 7(fvec4) Load 36(a3)
Store 51(param) 52
54: 7(fvec4) Load 39(a4)
Store 53(param) 54
56: 7(fvec4) Load 42(a5)
Store 55(param) 56
57: 7(fvec4) FunctionCall 15(@PixelShaderFunction(vf4;vf4;vf4;vf4;vf4;) 47(param) 49(param) 51(param) 53(param) 55(param)
Store 46(@entryPointOutput) 57
Return
FunctionEnd
15(@PixelShaderFunction(vf4;vf4;vf4;vf4;vf4;): 7(fvec4) Function None 9
10(a1): 8(ptr) FunctionParameter
11(a2): 8(ptr) FunctionParameter
12(a3): 8(ptr) FunctionParameter
13(a4): 8(ptr) FunctionParameter
14(a5): 8(ptr) FunctionParameter
16: Label
17: 7(fvec4) Load 14(a5)
Store 13(a4) 17
Store 12(a3) 17
Store 11(a2) 17
Store 10(a1) 17
18: 7(fvec4) Load 10(a1)
19: 7(fvec4) Load 11(a2)
20: 7(fvec4) FAdd 18 19
21: 7(fvec4) Load 12(a3)
22: 7(fvec4) FAdd 20 21
23: 7(fvec4) Load 13(a4)
24: 7(fvec4) FAdd 22 23
25: 7(fvec4) Load 14(a5)
26: 7(fvec4) FAdd 24 25
ReturnValue 26
FunctionEnd