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799 lines
43 KiB
799 lines
43 KiB
hlsl.conditional.frag
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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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0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
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0:8 Function Parameters:
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0:? Sequence
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0:12 Branch: Return with expression
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0:11 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:9 add ( temp 4-component vector of float)
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0:9 mix ( temp 4-component vector of float)
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0:9 f4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 2 (const uint)
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0:9 t4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 1 (const uint)
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0:9 Convert float to bool ( temp 4-component vector of bool)
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0:9 c4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 0 (const uint)
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0:10 mix ( temp 4-component vector of float)
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 f: direct index for structure ( uniform float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 4 (const uint)
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 t: direct index for structure ( uniform float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 3 (const uint)
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0:10 Convert float to bool ( temp 4-component vector of bool)
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0:10 c4: direct index for structure ( uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 0 (const uint)
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0:11 mix ( temp 4-component vector of float)
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0:11 f4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 2 (const uint)
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0:11 t4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 1 (const uint)
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0:11 Compare Less Than ( temp 4-component vector of bool)
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0:11 t4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 1 (const uint)
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0:11 f4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 2 (const uint)
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0:12 mix ( temp 4-component vector of float)
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0:12 f4: direct index for structure ( uniform 4-component vector of float)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:12 Constant:
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0:12 2 (const uint)
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0:12 Construct vec4 ( temp 4-component vector of float)
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0:12 t: direct index for structure ( uniform float)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:12 Constant:
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0:12 3 (const uint)
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0:12 Convert float to bool ( temp 4-component vector of bool)
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0:12 c4: direct index for structure ( uniform 4-component vector of float)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:12 Constant:
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0:12 0 (const uint)
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0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
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0:16 Function Parameters:
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0:? Sequence
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0:17 Sequence
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 'ret' ( temp 4-component vector of float)
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0:17 Test condition and select ( temp 4-component vector of float): no shortcircuit
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0:17 Condition
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0:17 Compare Not Equal ( temp bool)
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0:17 t: direct index for structure ( uniform float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:17 Constant:
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0:17 3 (const uint)
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0:17 f: direct index for structure ( uniform float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:17 Constant:
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0:17 4 (const uint)
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0:17 true case
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0:17 vector-scale ( temp 4-component vector of float)
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0:17 t: direct index for structure ( uniform float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:17 Constant:
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0:17 3 (const uint)
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0:17 f4: direct index for structure ( uniform 4-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:17 Constant:
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0:17 2 (const uint)
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0:17 false case
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0:17 Constant:
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0:17 1.000000
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0:17 1.000000
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0:17 1.000000
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0:17 1.000000
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0:18 Branch: Return with expression
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0:18 'ret' ( temp 4-component vector of float)
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0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
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0:22 Function Parameters:
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0:22 'cnd' ( in 2-component vector of bool)
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0:22 'src0' ( in 2-component vector of float)
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0:22 'src1' ( in 2-component vector of float)
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0:? Sequence
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0:23 Branch: Return with expression
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0:23 mix ( temp 2-component vector of float)
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0:23 'src1' ( in 2-component vector of float)
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0:23 'src0' ( in 2-component vector of float)
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0:23 'cnd' ( in 2-component vector of bool)
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0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:27 Function Parameters:
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0:27 'input' ( in 4-component vector of float)
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp int)
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0:28 'a' ( temp int)
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0:28 Constant:
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0:28 5 (const int)
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0:29 Sequence
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0:29 move second child to first child ( temp int)
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0:29 'b' ( temp int)
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0:29 Constant:
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0:29 6 (const int)
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0:30 Sequence
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0:30 move second child to first child ( temp int)
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0:30 'c' ( temp int)
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0:30 Constant:
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0:30 7 (const int)
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0:31 Sequence
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0:31 move second child to first child ( temp int)
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0:31 'd' ( temp int)
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0:31 Constant:
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0:31 7 (const int)
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0:32 Sequence
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 'ret' ( temp 4-component vector of float)
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0:34 add ( temp 4-component vector of float)
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0:33 add ( temp 4-component vector of float)
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0:32 add ( temp 4-component vector of float)
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0:32 vector-scale ( temp 4-component vector of float)
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0:32 Convert int to float ( temp float)
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0:32 'a' ( temp int)
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0:32 'input' ( in 4-component vector of float)
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0:33 vector-scale ( temp 4-component vector of float)
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0:33 Convert int to float ( temp float)
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0:33 'b' ( temp int)
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0:33 'input' ( in 4-component vector of float)
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0:34 vector-scale ( temp 4-component vector of float)
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0:34 Convert int to float ( temp float)
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0:34 'c' ( temp int)
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0:34 'input' ( in 4-component vector of float)
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0:35 vector-scale ( temp 4-component vector of float)
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0:35 Convert int to float ( temp float)
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0:35 'd' ( temp int)
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0:35 'input' ( in 4-component vector of float)
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0:37 Comma ( temp int)
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0:37 move second child to first child ( temp int)
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0:37 'e' ( temp int)
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0:37 move second child to first child ( temp int)
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0:37 'a' ( temp int)
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0:37 Test condition and select ( temp int): no shortcircuit
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0:37 Condition
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0:37 Convert int to bool ( temp bool)
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0:37 'b' ( temp int)
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0:37 true case
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0:37 move second child to first child ( temp int)
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0:37 'c' ( temp int)
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0:37 'd' ( temp int)
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0:37 false case
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0:37 Constant:
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0:37 10 (const int)
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0:37 move second child to first child ( temp int)
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0:37 'b' ( temp int)
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0:37 Test condition and select ( temp int): no shortcircuit
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0:37 Condition
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0:37 Convert int to bool ( temp bool)
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0:37 'a' ( temp int)
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0:37 true case
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0:37 move second child to first child ( temp int)
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0:37 'd' ( temp int)
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0:37 'c' ( temp int)
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0:37 false case
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0:37 Constant:
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0:37 11 (const int)
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0:39 move second child to first child ( temp 4-component vector of float)
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0:39 'f' ( temp 4-component vector of float)
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0:39 Test condition and select ( temp 4-component vector of float): no shortcircuit
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0:39 Condition
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0:39 Compare Less Than ( temp bool)
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0:39 direct index ( temp float)
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0:39 'ret' ( temp 4-component vector of float)
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0:39 Constant:
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0:39 0 (const int)
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0:39 direct index ( temp float)
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0:39 'input' ( in 4-component vector of float)
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0:39 Constant:
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0:39 1 (const int)
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0:39 true case
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0:39 vector-scale ( temp 4-component vector of float)
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0:39 Convert int to float ( temp float)
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0:39 'c' ( temp int)
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0:39 'input' ( in 4-component vector of float)
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0:39 false case
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0:39 vector-scale ( temp 4-component vector of float)
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0:39 Convert int to float ( temp float)
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0:39 'd' ( temp int)
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0:39 'input' ( in 4-component vector of float)
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0:41 Branch: Return with expression
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0:40 add ( temp 4-component vector of float)
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0:40 add ( temp 4-component vector of float)
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0:40 add ( temp 4-component vector of float)
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0:40 add ( temp 4-component vector of float)
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0:40 vector-scale ( temp 4-component vector of float)
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0:40 Convert int to float ( temp float)
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0:40 'e' ( temp int)
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0:40 'ret' ( temp 4-component vector of float)
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0:40 'f' ( temp 4-component vector of float)
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0:40 Function Call: vectorCond( ( temp 4-component vector of float)
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0:40 Function Call: scalarCond( ( temp 4-component vector of float)
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0:? Construct vec4 ( temp 4-component vector of float)
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0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
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0:? Constant:
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0:? true (const bool)
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0:? false (const bool)
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? Constant:
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0:? 3.000000
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0:? 4.000000
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0:41 Constant:
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0:41 10.000000
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0:41 Constant:
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0:41 10.000000
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0:27 Function Definition: PixelShaderFunction( ( temp void)
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0:27 Function Parameters:
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0:? Sequence
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0:27 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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0:27 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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0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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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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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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0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
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0:8 Function Parameters:
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0:? Sequence
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0:12 Branch: Return with expression
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0:11 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:9 add ( temp 4-component vector of float)
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0:9 mix ( temp 4-component vector of float)
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0:9 f4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 2 (const uint)
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0:9 t4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 1 (const uint)
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0:9 Convert float to bool ( temp 4-component vector of bool)
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0:9 c4: direct index for structure ( uniform 4-component vector of float)
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0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:9 Constant:
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0:9 0 (const uint)
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0:10 mix ( temp 4-component vector of float)
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 f: direct index for structure ( uniform float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 4 (const uint)
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 t: direct index for structure ( uniform float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 3 (const uint)
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0:10 Convert float to bool ( temp 4-component vector of bool)
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0:10 c4: direct index for structure ( uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:10 Constant:
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0:10 0 (const uint)
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0:11 mix ( temp 4-component vector of float)
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0:11 f4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 2 (const uint)
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0:11 t4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 1 (const uint)
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0:11 Compare Less Than ( temp 4-component vector of bool)
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0:11 t4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 1 (const uint)
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0:11 f4: direct index for structure ( uniform 4-component vector of float)
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0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:11 Constant:
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0:11 2 (const uint)
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0:12 mix ( temp 4-component vector of float)
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0:12 f4: direct index for structure ( uniform 4-component vector of float)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:12 Constant:
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0:12 2 (const uint)
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0:12 Construct vec4 ( temp 4-component vector of float)
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0:12 t: direct index for structure ( uniform float)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:12 Constant:
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0:12 3 (const uint)
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0:12 Convert float to bool ( temp 4-component vector of bool)
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0:12 c4: direct index for structure ( uniform 4-component vector of float)
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0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:12 Constant:
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0:12 0 (const uint)
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0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
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0:16 Function Parameters:
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0:? Sequence
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0:17 Sequence
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 'ret' ( temp 4-component vector of float)
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0:17 Test condition and select ( temp 4-component vector of float): no shortcircuit
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0:17 Condition
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0:17 Compare Not Equal ( temp bool)
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0:17 t: direct index for structure ( uniform float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:17 Constant:
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0:17 3 (const uint)
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0:17 f: direct index for structure ( uniform float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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0:17 Constant:
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0:17 4 (const uint)
|
|
0:17 true case
|
|
0:17 vector-scale ( temp 4-component vector of float)
|
|
0:17 t: direct index for structure ( uniform float)
|
|
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
|
|
0:17 Constant:
|
|
0:17 3 (const uint)
|
|
0:17 f4: direct index for structure ( uniform 4-component vector of float)
|
|
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
|
|
0:17 Constant:
|
|
0:17 2 (const uint)
|
|
0:17 false case
|
|
0:17 Constant:
|
|
0:17 1.000000
|
|
0:17 1.000000
|
|
0:17 1.000000
|
|
0:17 1.000000
|
|
0:18 Branch: Return with expression
|
|
0:18 'ret' ( temp 4-component vector of float)
|
|
0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
|
|
0:22 Function Parameters:
|
|
0:22 'cnd' ( in 2-component vector of bool)
|
|
0:22 'src0' ( in 2-component vector of float)
|
|
0:22 'src1' ( in 2-component vector of float)
|
|
0:? Sequence
|
|
0:23 Branch: Return with expression
|
|
0:23 mix ( temp 2-component vector of float)
|
|
0:23 'src1' ( in 2-component vector of float)
|
|
0:23 'src0' ( in 2-component vector of float)
|
|
0:23 'cnd' ( in 2-component vector of bool)
|
|
0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
|
|
0:27 Function Parameters:
|
|
0:27 'input' ( in 4-component vector of float)
|
|
0:? Sequence
|
|
0:28 Sequence
|
|
0:28 move second child to first child ( temp int)
|
|
0:28 'a' ( temp int)
|
|
0:28 Constant:
|
|
0:28 5 (const int)
|
|
0:29 Sequence
|
|
0:29 move second child to first child ( temp int)
|
|
0:29 'b' ( temp int)
|
|
0:29 Constant:
|
|
0:29 6 (const int)
|
|
0:30 Sequence
|
|
0:30 move second child to first child ( temp int)
|
|
0:30 'c' ( temp int)
|
|
0:30 Constant:
|
|
0:30 7 (const int)
|
|
0:31 Sequence
|
|
0:31 move second child to first child ( temp int)
|
|
0:31 'd' ( temp int)
|
|
0:31 Constant:
|
|
0:31 7 (const int)
|
|
0:32 Sequence
|
|
0:32 move second child to first child ( temp 4-component vector of float)
|
|
0:32 'ret' ( temp 4-component vector of float)
|
|
0:34 add ( temp 4-component vector of float)
|
|
0:33 add ( temp 4-component vector of float)
|
|
0:32 add ( temp 4-component vector of float)
|
|
0:32 vector-scale ( temp 4-component vector of float)
|
|
0:32 Convert int to float ( temp float)
|
|
0:32 'a' ( temp int)
|
|
0:32 'input' ( in 4-component vector of float)
|
|
0:33 vector-scale ( temp 4-component vector of float)
|
|
0:33 Convert int to float ( temp float)
|
|
0:33 'b' ( temp int)
|
|
0:33 'input' ( in 4-component vector of float)
|
|
0:34 vector-scale ( temp 4-component vector of float)
|
|
0:34 Convert int to float ( temp float)
|
|
0:34 'c' ( temp int)
|
|
0:34 'input' ( in 4-component vector of float)
|
|
0:35 vector-scale ( temp 4-component vector of float)
|
|
0:35 Convert int to float ( temp float)
|
|
0:35 'd' ( temp int)
|
|
0:35 'input' ( in 4-component vector of float)
|
|
0:37 Comma ( temp int)
|
|
0:37 move second child to first child ( temp int)
|
|
0:37 'e' ( temp int)
|
|
0:37 move second child to first child ( temp int)
|
|
0:37 'a' ( temp int)
|
|
0:37 Test condition and select ( temp int): no shortcircuit
|
|
0:37 Condition
|
|
0:37 Convert int to bool ( temp bool)
|
|
0:37 'b' ( temp int)
|
|
0:37 true case
|
|
0:37 move second child to first child ( temp int)
|
|
0:37 'c' ( temp int)
|
|
0:37 'd' ( temp int)
|
|
0:37 false case
|
|
0:37 Constant:
|
|
0:37 10 (const int)
|
|
0:37 move second child to first child ( temp int)
|
|
0:37 'b' ( temp int)
|
|
0:37 Test condition and select ( temp int): no shortcircuit
|
|
0:37 Condition
|
|
0:37 Convert int to bool ( temp bool)
|
|
0:37 'a' ( temp int)
|
|
0:37 true case
|
|
0:37 move second child to first child ( temp int)
|
|
0:37 'd' ( temp int)
|
|
0:37 'c' ( temp int)
|
|
0:37 false case
|
|
0:37 Constant:
|
|
0:37 11 (const int)
|
|
0:39 move second child to first child ( temp 4-component vector of float)
|
|
0:39 'f' ( temp 4-component vector of float)
|
|
0:39 Test condition and select ( temp 4-component vector of float): no shortcircuit
|
|
0:39 Condition
|
|
0:39 Compare Less Than ( temp bool)
|
|
0:39 direct index ( temp float)
|
|
0:39 'ret' ( temp 4-component vector of float)
|
|
0:39 Constant:
|
|
0:39 0 (const int)
|
|
0:39 direct index ( temp float)
|
|
0:39 'input' ( in 4-component vector of float)
|
|
0:39 Constant:
|
|
0:39 1 (const int)
|
|
0:39 true case
|
|
0:39 vector-scale ( temp 4-component vector of float)
|
|
0:39 Convert int to float ( temp float)
|
|
0:39 'c' ( temp int)
|
|
0:39 'input' ( in 4-component vector of float)
|
|
0:39 false case
|
|
0:39 vector-scale ( temp 4-component vector of float)
|
|
0:39 Convert int to float ( temp float)
|
|
0:39 'd' ( temp int)
|
|
0:39 'input' ( in 4-component vector of float)
|
|
0:41 Branch: Return with expression
|
|
0:40 add ( temp 4-component vector of float)
|
|
0:40 add ( temp 4-component vector of float)
|
|
0:40 add ( temp 4-component vector of float)
|
|
0:40 add ( temp 4-component vector of float)
|
|
0:40 vector-scale ( temp 4-component vector of float)
|
|
0:40 Convert int to float ( temp float)
|
|
0:40 'e' ( temp int)
|
|
0:40 'ret' ( temp 4-component vector of float)
|
|
0:40 'f' ( temp 4-component vector of float)
|
|
0:40 Function Call: vectorCond( ( temp 4-component vector of float)
|
|
0:40 Function Call: scalarCond( ( temp 4-component vector of float)
|
|
0:? Construct vec4 ( temp 4-component vector of float)
|
|
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
|
|
0:? Constant:
|
|
0:? true (const bool)
|
|
0:? false (const bool)
|
|
0:? Constant:
|
|
0:? 1.000000
|
|
0:? 2.000000
|
|
0:? Constant:
|
|
0:? 3.000000
|
|
0:? 4.000000
|
|
0:41 Constant:
|
|
0:41 10.000000
|
|
0:41 Constant:
|
|
0:41 10.000000
|
|
0:27 Function Definition: PixelShaderFunction( ( temp void)
|
|
0:27 Function Parameters:
|
|
0:? Sequence
|
|
0:27 move second child to first child ( temp 4-component vector of float)
|
|
0:? 'input' ( temp 4-component vector of float)
|
|
0:? 'input' (layout( location=0) in 4-component vector of float)
|
|
0:27 move second child to first child ( temp 4-component vector of float)
|
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
|
0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
|
|
0:? 'input' ( temp 4-component vector of float)
|
|
0:? Linker Objects
|
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
|
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
|
0:? 'input' (layout( location=0) in 4-component vector of float)
|
|
|
|
// Module Version 10000
|
|
// Generated by (magic number): 8000a
|
|
// Id's are bound by 206
|
|
|
|
Capability Shader
|
|
1: ExtInstImport "GLSL.std.450"
|
|
MemoryModel Logical GLSL450
|
|
EntryPoint Fragment 4 "PixelShaderFunction" 199 202
|
|
ExecutionMode 4 OriginUpperLeft
|
|
Source HLSL 500
|
|
Name 4 "PixelShaderFunction"
|
|
Name 9 "vectorCond("
|
|
Name 11 "scalarCond("
|
|
Name 22 "fbSelect(vb2;vf2;vf2;"
|
|
Name 19 "cnd"
|
|
Name 20 "src0"
|
|
Name 21 "src1"
|
|
Name 27 "@PixelShaderFunction(vf4;"
|
|
Name 26 "input"
|
|
Name 29 "$Global"
|
|
MemberName 29($Global) 0 "c4"
|
|
MemberName 29($Global) 1 "t4"
|
|
MemberName 29($Global) 2 "f4"
|
|
MemberName 29($Global) 3 "t"
|
|
MemberName 29($Global) 4 "f"
|
|
Name 31 ""
|
|
Name 85 "ret"
|
|
Name 110 "a"
|
|
Name 112 "b"
|
|
Name 114 "c"
|
|
Name 116 "d"
|
|
Name 117 "ret"
|
|
Name 137 "e"
|
|
Name 150 "f"
|
|
Name 186 "param"
|
|
Name 187 "param"
|
|
Name 188 "param"
|
|
Name 197 "input"
|
|
Name 199 "input"
|
|
Name 202 "@entryPointOutput"
|
|
Name 203 "param"
|
|
MemberDecorate 29($Global) 0 Offset 0
|
|
MemberDecorate 29($Global) 1 Offset 16
|
|
MemberDecorate 29($Global) 2 Offset 32
|
|
MemberDecorate 29($Global) 3 Offset 48
|
|
MemberDecorate 29($Global) 4 Offset 52
|
|
Decorate 29($Global) Block
|
|
Decorate 31 DescriptorSet 0
|
|
Decorate 31 Binding 0
|
|
Decorate 199(input) Location 0
|
|
Decorate 202(@entryPointOutput) Location 0
|
|
2: TypeVoid
|
|
3: TypeFunction 2
|
|
6: TypeFloat 32
|
|
7: TypeVector 6(float) 4
|
|
8: TypeFunction 7(fvec4)
|
|
13: TypeBool
|
|
14: TypeVector 13(bool) 2
|
|
15: TypePointer Function 14(bvec2)
|
|
16: TypeVector 6(float) 2
|
|
17: TypePointer Function 16(fvec2)
|
|
18: TypeFunction 16(fvec2) 15(ptr) 17(ptr) 17(ptr)
|
|
24: TypePointer Function 7(fvec4)
|
|
25: TypeFunction 7(fvec4) 24(ptr)
|
|
29($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float)
|
|
30: TypePointer Uniform 29($Global)
|
|
31: 30(ptr) Variable Uniform
|
|
32: TypeInt 32 1
|
|
33: 32(int) Constant 2
|
|
34: TypePointer Uniform 7(fvec4)
|
|
37: 32(int) Constant 1
|
|
40: 32(int) Constant 0
|
|
43: TypeVector 13(bool) 4
|
|
44: 6(float) Constant 0
|
|
45: 7(fvec4) ConstantComposite 44 44 44 44
|
|
48: 32(int) Constant 4
|
|
49: TypePointer Uniform 6(float)
|
|
53: 32(int) Constant 3
|
|
96: 6(float) Constant 1065353216
|
|
97: 7(fvec4) ConstantComposite 96 96 96 96
|
|
109: TypePointer Function 32(int)
|
|
111: 32(int) Constant 5
|
|
113: 32(int) Constant 6
|
|
115: 32(int) Constant 7
|
|
139: TypeInt 32 0
|
|
140: 139(int) Constant 0
|
|
143: 32(int) Constant 10
|
|
148: 32(int) Constant 11
|
|
151: TypePointer Function 6(float)
|
|
154: 139(int) Constant 1
|
|
178: 13(bool) ConstantTrue
|
|
179: 13(bool) ConstantFalse
|
|
180: 14(bvec2) ConstantComposite 178 179
|
|
181: 6(float) Constant 1073741824
|
|
182: 16(fvec2) ConstantComposite 96 181
|
|
183: 6(float) Constant 1077936128
|
|
184: 6(float) Constant 1082130432
|
|
185: 16(fvec2) ConstantComposite 183 184
|
|
190: 6(float) Constant 1092616192
|
|
198: TypePointer Input 7(fvec4)
|
|
199(input): 198(ptr) Variable Input
|
|
201: TypePointer Output 7(fvec4)
|
|
202(@entryPointOutput): 201(ptr) Variable Output
|
|
4(PixelShaderFunction): 2 Function None 3
|
|
5: Label
|
|
197(input): 24(ptr) Variable Function
|
|
203(param): 24(ptr) Variable Function
|
|
200: 7(fvec4) Load 199(input)
|
|
Store 197(input) 200
|
|
204: 7(fvec4) Load 197(input)
|
|
Store 203(param) 204
|
|
205: 7(fvec4) FunctionCall 27(@PixelShaderFunction(vf4;) 203(param)
|
|
Store 202(@entryPointOutput) 205
|
|
Return
|
|
FunctionEnd
|
|
9(vectorCond(): 7(fvec4) Function None 8
|
|
10: Label
|
|
35: 34(ptr) AccessChain 31 33
|
|
36: 7(fvec4) Load 35
|
|
38: 34(ptr) AccessChain 31 37
|
|
39: 7(fvec4) Load 38
|
|
41: 34(ptr) AccessChain 31 40
|
|
42: 7(fvec4) Load 41
|
|
46: 43(bvec4) FUnordNotEqual 42 45
|
|
47: 7(fvec4) Select 46 39 36
|
|
50: 49(ptr) AccessChain 31 48
|
|
51: 6(float) Load 50
|
|
52: 7(fvec4) CompositeConstruct 51 51 51 51
|
|
54: 49(ptr) AccessChain 31 53
|
|
55: 6(float) Load 54
|
|
56: 7(fvec4) CompositeConstruct 55 55 55 55
|
|
57: 34(ptr) AccessChain 31 40
|
|
58: 7(fvec4) Load 57
|
|
59: 43(bvec4) FUnordNotEqual 58 45
|
|
60: 7(fvec4) Select 59 56 52
|
|
61: 7(fvec4) FAdd 47 60
|
|
62: 34(ptr) AccessChain 31 33
|
|
63: 7(fvec4) Load 62
|
|
64: 34(ptr) AccessChain 31 37
|
|
65: 7(fvec4) Load 64
|
|
66: 34(ptr) AccessChain 31 37
|
|
67: 7(fvec4) Load 66
|
|
68: 34(ptr) AccessChain 31 33
|
|
69: 7(fvec4) Load 68
|
|
70: 43(bvec4) FOrdLessThan 67 69
|
|
71: 7(fvec4) Select 70 65 63
|
|
72: 7(fvec4) FAdd 61 71
|
|
73: 34(ptr) AccessChain 31 33
|
|
74: 7(fvec4) Load 73
|
|
75: 49(ptr) AccessChain 31 53
|
|
76: 6(float) Load 75
|
|
77: 7(fvec4) CompositeConstruct 76 76 76 76
|
|
78: 34(ptr) AccessChain 31 40
|
|
79: 7(fvec4) Load 78
|
|
80: 43(bvec4) FUnordNotEqual 79 45
|
|
81: 7(fvec4) Select 80 77 74
|
|
82: 7(fvec4) FAdd 72 81
|
|
ReturnValue 82
|
|
FunctionEnd
|
|
11(scalarCond(): 7(fvec4) Function None 8
|
|
12: Label
|
|
85(ret): 24(ptr) Variable Function
|
|
86: 49(ptr) AccessChain 31 53
|
|
87: 6(float) Load 86
|
|
88: 49(ptr) AccessChain 31 48
|
|
89: 6(float) Load 88
|
|
90: 13(bool) FUnordNotEqual 87 89
|
|
91: 49(ptr) AccessChain 31 53
|
|
92: 6(float) Load 91
|
|
93: 34(ptr) AccessChain 31 33
|
|
94: 7(fvec4) Load 93
|
|
95: 7(fvec4) VectorTimesScalar 94 92
|
|
98: 43(bvec4) CompositeConstruct 90 90 90 90
|
|
99: 7(fvec4) Select 98 95 97
|
|
Store 85(ret) 99
|
|
100: 7(fvec4) Load 85(ret)
|
|
ReturnValue 100
|
|
FunctionEnd
|
|
22(fbSelect(vb2;vf2;vf2;): 16(fvec2) Function None 18
|
|
19(cnd): 15(ptr) FunctionParameter
|
|
20(src0): 17(ptr) FunctionParameter
|
|
21(src1): 17(ptr) FunctionParameter
|
|
23: Label
|
|
103: 16(fvec2) Load 21(src1)
|
|
104: 16(fvec2) Load 20(src0)
|
|
105: 14(bvec2) Load 19(cnd)
|
|
106: 16(fvec2) Select 105 104 103
|
|
ReturnValue 106
|
|
FunctionEnd
|
|
27(@PixelShaderFunction(vf4;): 7(fvec4) Function None 25
|
|
26(input): 24(ptr) FunctionParameter
|
|
28: Label
|
|
110(a): 109(ptr) Variable Function
|
|
112(b): 109(ptr) Variable Function
|
|
114(c): 109(ptr) Variable Function
|
|
116(d): 109(ptr) Variable Function
|
|
117(ret): 24(ptr) Variable Function
|
|
137(e): 109(ptr) Variable Function
|
|
150(f): 24(ptr) Variable Function
|
|
186(param): 15(ptr) Variable Function
|
|
187(param): 17(ptr) Variable Function
|
|
188(param): 17(ptr) Variable Function
|
|
Store 110(a) 111
|
|
Store 112(b) 113
|
|
Store 114(c) 115
|
|
Store 116(d) 115
|
|
118: 32(int) Load 110(a)
|
|
119: 6(float) ConvertSToF 118
|
|
120: 7(fvec4) Load 26(input)
|
|
121: 7(fvec4) VectorTimesScalar 120 119
|
|
122: 32(int) Load 112(b)
|
|
123: 6(float) ConvertSToF 122
|
|
124: 7(fvec4) Load 26(input)
|
|
125: 7(fvec4) VectorTimesScalar 124 123
|
|
126: 7(fvec4) FAdd 121 125
|
|
127: 32(int) Load 114(c)
|
|
128: 6(float) ConvertSToF 127
|
|
129: 7(fvec4) Load 26(input)
|
|
130: 7(fvec4) VectorTimesScalar 129 128
|
|
131: 7(fvec4) FAdd 126 130
|
|
132: 32(int) Load 116(d)
|
|
133: 6(float) ConvertSToF 132
|
|
134: 7(fvec4) Load 26(input)
|
|
135: 7(fvec4) VectorTimesScalar 134 133
|
|
136: 7(fvec4) FAdd 131 135
|
|
Store 117(ret) 136
|
|
138: 32(int) Load 112(b)
|
|
141: 13(bool) INotEqual 138 140
|
|
142: 32(int) Load 116(d)
|
|
Store 114(c) 142
|
|
144: 32(int) Select 141 142 143
|
|
Store 110(a) 144
|
|
Store 137(e) 144
|
|
145: 32(int) Load 110(a)
|
|
146: 13(bool) INotEqual 145 140
|
|
147: 32(int) Load 114(c)
|
|
Store 116(d) 147
|
|
149: 32(int) Select 146 147 148
|
|
Store 112(b) 149
|
|
152: 151(ptr) AccessChain 117(ret) 140
|
|
153: 6(float) Load 152
|
|
155: 151(ptr) AccessChain 26(input) 154
|
|
156: 6(float) Load 155
|
|
157: 13(bool) FOrdLessThan 153 156
|
|
158: 32(int) Load 114(c)
|
|
159: 6(float) ConvertSToF 158
|
|
160: 7(fvec4) Load 26(input)
|
|
161: 7(fvec4) VectorTimesScalar 160 159
|
|
162: 32(int) Load 116(d)
|
|
163: 6(float) ConvertSToF 162
|
|
164: 7(fvec4) Load 26(input)
|
|
165: 7(fvec4) VectorTimesScalar 164 163
|
|
166: 43(bvec4) CompositeConstruct 157 157 157 157
|
|
167: 7(fvec4) Select 166 161 165
|
|
Store 150(f) 167
|
|
168: 32(int) Load 137(e)
|
|
169: 6(float) ConvertSToF 168
|
|
170: 7(fvec4) Load 117(ret)
|
|
171: 7(fvec4) VectorTimesScalar 170 169
|
|
172: 7(fvec4) Load 150(f)
|
|
173: 7(fvec4) FAdd 171 172
|
|
174: 7(fvec4) FunctionCall 9(vectorCond()
|
|
175: 7(fvec4) FAdd 173 174
|
|
176: 7(fvec4) FunctionCall 11(scalarCond()
|
|
177: 7(fvec4) FAdd 175 176
|
|
Store 186(param) 180
|
|
Store 187(param) 182
|
|
Store 188(param) 185
|
|
189: 16(fvec2) FunctionCall 22(fbSelect(vb2;vf2;vf2;) 186(param) 187(param) 188(param)
|
|
191: 6(float) CompositeExtract 189 0
|
|
192: 6(float) CompositeExtract 189 1
|
|
193: 7(fvec4) CompositeConstruct 191 192 190 190
|
|
194: 7(fvec4) FAdd 177 193
|
|
ReturnValue 194
|
|
FunctionEnd
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