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hlsl.if.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:1 Function Definition: f0(vf4; ( temp 4-component vector of float)
0:1 Function Parameters:
0:1 'input' ( in 4-component vector of float)
0:? Sequence
0:2 Test condition and select ( temp void)
0:2 Condition
0:2 all ( temp bool)
0:2 Equal ( temp 4-component vector of bool)
0:2 'input' ( in 4-component vector of float)
0:2 'input' ( in 4-component vector of float)
0:2 true case
0:3 Branch: Return with expression
0:3 'input' ( in 4-component vector of float)
0:2 false case
0:5 Branch: Return with expression
0:5 Negate value ( temp 4-component vector of float)
0:5 'input' ( in 4-component vector of float)
0:8 Function Definition: f1(vf4; ( temp 4-component vector of float)
0:8 Function Parameters:
0:8 'input' ( in 4-component vector of float)
0:? Sequence
0:9 Test condition and select ( temp void)
0:9 Condition
0:9 all ( temp bool)
0:9 Equal ( temp 4-component vector of bool)
0:9 'input' ( in 4-component vector of float)
0:9 'input' ( in 4-component vector of float)
0:9 true case
0:? Sequence
0:10 Branch: Return with expression
0:10 'input' ( in 4-component vector of float)
0:9 false case
0:? Sequence
0:12 Branch: Return with expression
0:12 Negate value ( temp 4-component vector of float)
0:12 'input' ( in 4-component vector of float)
0:17 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:17 Function Parameters:
0:17 'input' ( in 4-component vector of float)
0:? Sequence
0:18 Test condition and select ( temp void)
0:18 Condition
0:18 all ( temp bool)
0:18 Equal ( temp 4-component vector of bool)
0:18 'input' ( in 4-component vector of float)
0:18 'input' ( in 4-component vector of float)
0:18 true case
0:19 Branch: Return with expression
0:19 'input' ( in 4-component vector of float)
0:21 Function Call: f0(vf4; ( temp 4-component vector of float)
0:21 'input' ( in 4-component vector of float)
0:23 Test condition and select ( temp void)
0:23 Condition
0:23 all ( temp bool)
0:23 Equal ( temp 4-component vector of bool)
0:23 'input' ( in 4-component vector of float)
0:23 'input' ( in 4-component vector of float)
0:23 true case is null
0:26 Test condition and select ( temp void)
0:26 Condition
0:26 all ( temp bool)
0:26 Equal ( temp 4-component vector of bool)
0:26 'input' ( in 4-component vector of float)
0:26 'input' ( in 4-component vector of float)
0:26 true case is null
0:31 Test condition and select ( temp void): Flatten
0:31 Condition
0:31 all ( temp bool)
0:31 Equal ( temp 4-component vector of bool)
0:31 'input' ( in 4-component vector of float)
0:31 'input' ( in 4-component vector of float)
0:31 true case
0:? Sequence
0:32 Branch: Return with expression
0:32 'input' ( in 4-component vector of float)
0:35 Function Call: f1(vf4; ( temp 4-component vector of float)
0:35 'input' ( in 4-component vector of float)
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Convert float to bool ( temp bool)
0:38 move second child to first child ( temp float)
0:38 'ii' ( temp float)
0:38 direct index ( temp float)
0:38 'input' ( in 4-component vector of float)
0:38 Constant:
0:38 2 (const int)
0:38 true case
0:39 Pre-Increment ( temp float)
0:39 'ii' ( temp float)
0:40 Pre-Increment ( temp int)
0:40 'ii' ( temp int)
0:41 Test condition and select ( temp void)
0:41 Condition
0:41 Compare Equal ( temp bool)
0:41 Convert int to float ( temp float)
0:41 'ii' ( temp int)
0:41 Constant:
0:41 1.000000
0:41 true case
0:42 Pre-Increment ( temp int)
0:42 'ii' ( temp int)
0:17 Function Definition: PixelShaderFunction( ( temp void)
0:17 Function Parameters:
0:? Sequence
0:17 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)
0:17 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:17 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:1 Function Definition: f0(vf4; ( temp 4-component vector of float)
0:1 Function Parameters:
0:1 'input' ( in 4-component vector of float)
0:? Sequence
0:2 Test condition and select ( temp void)
0:2 Condition
0:2 all ( temp bool)
0:2 Equal ( temp 4-component vector of bool)
0:2 'input' ( in 4-component vector of float)
0:2 'input' ( in 4-component vector of float)
0:2 true case
0:3 Branch: Return with expression
0:3 'input' ( in 4-component vector of float)
0:2 false case
0:5 Branch: Return with expression
0:5 Negate value ( temp 4-component vector of float)
0:5 'input' ( in 4-component vector of float)
0:8 Function Definition: f1(vf4; ( temp 4-component vector of float)
0:8 Function Parameters:
0:8 'input' ( in 4-component vector of float)
0:? Sequence
0:9 Test condition and select ( temp void)
0:9 Condition
0:9 all ( temp bool)
0:9 Equal ( temp 4-component vector of bool)
0:9 'input' ( in 4-component vector of float)
0:9 'input' ( in 4-component vector of float)
0:9 true case
0:? Sequence
0:10 Branch: Return with expression
0:10 'input' ( in 4-component vector of float)
0:9 false case
0:? Sequence
0:12 Branch: Return with expression
0:12 Negate value ( temp 4-component vector of float)
0:12 'input' ( in 4-component vector of float)
0:17 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:17 Function Parameters:
0:17 'input' ( in 4-component vector of float)
0:? Sequence
0:18 Test condition and select ( temp void)
0:18 Condition
0:18 all ( temp bool)
0:18 Equal ( temp 4-component vector of bool)
0:18 'input' ( in 4-component vector of float)
0:18 'input' ( in 4-component vector of float)
0:18 true case
0:19 Branch: Return with expression
0:19 'input' ( in 4-component vector of float)
0:21 Function Call: f0(vf4; ( temp 4-component vector of float)
0:21 'input' ( in 4-component vector of float)
0:23 Test condition and select ( temp void)
0:23 Condition
0:23 all ( temp bool)
0:23 Equal ( temp 4-component vector of bool)
0:23 'input' ( in 4-component vector of float)
0:23 'input' ( in 4-component vector of float)
0:23 true case is null
0:26 Test condition and select ( temp void)
0:26 Condition
0:26 all ( temp bool)
0:26 Equal ( temp 4-component vector of bool)
0:26 'input' ( in 4-component vector of float)
0:26 'input' ( in 4-component vector of float)
0:26 true case is null
0:31 Test condition and select ( temp void): Flatten
0:31 Condition
0:31 all ( temp bool)
0:31 Equal ( temp 4-component vector of bool)
0:31 'input' ( in 4-component vector of float)
0:31 'input' ( in 4-component vector of float)
0:31 true case
0:? Sequence
0:32 Branch: Return with expression
0:32 'input' ( in 4-component vector of float)
0:35 Function Call: f1(vf4; ( temp 4-component vector of float)
0:35 'input' ( in 4-component vector of float)
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Convert float to bool ( temp bool)
0:38 move second child to first child ( temp float)
0:38 'ii' ( temp float)
0:38 direct index ( temp float)
0:38 'input' ( in 4-component vector of float)
0:38 Constant:
0:38 2 (const int)
0:38 true case
0:39 Pre-Increment ( temp float)
0:39 'ii' ( temp float)
0:40 Pre-Increment ( temp int)
0:40 'ii' ( temp int)
0:41 Test condition and select ( temp void)
0:41 Condition
0:41 Compare Equal ( temp bool)
0:41 Convert int to float ( temp float)
0:41 'ii' ( temp int)
0:41 Constant:
0:41 1.000000
0:41 true case
0:42 Pre-Increment ( temp int)
0:42 'ii' ( temp int)
0:17 Function Definition: PixelShaderFunction( ( temp void)
0:17 Function Parameters:
0:? Sequence
0:17 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)
0:17 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:17 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
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 117
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 110 113
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 11 "f0(vf4;"
Name 10 "input"
Name 14 "f1(vf4;"
Name 13 "input"
Name 17 "@PixelShaderFunction(vf4;"
Name 16 "input"
Name 55 "param"
Name 78 "param"
Name 82 "ii"
Name 96 "ii"
Name 108 "input"
Name 110 "input"
Name 113 "@entryPointOutput"
Name 114 "param"
Decorate 110(input) Location 0
Decorate 113(@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)
21: TypeBool
22: TypeVector 21(bool) 4
81: TypePointer Function 6(float)
83: TypeInt 32 0
84: 83(int) Constant 2
87: 6(float) Constant 0
92: 6(float) Constant 1065353216
94: TypeInt 32 1
95: TypePointer Function 94(int)
98: 94(int) Constant 1
109: TypePointer Input 7(fvec4)
110(input): 109(ptr) Variable Input
112: TypePointer Output 7(fvec4)
113(@entryPointOutput): 112(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
108(input): 8(ptr) Variable Function
114(param): 8(ptr) Variable Function
111: 7(fvec4) Load 110(input)
Store 108(input) 111
115: 7(fvec4) Load 108(input)
Store 114(param) 115
116: 7(fvec4) FunctionCall 17(@PixelShaderFunction(vf4;) 114(param)
Store 113(@entryPointOutput) 116
Return
FunctionEnd
11(f0(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
19: 7(fvec4) Load 10(input)
20: 7(fvec4) Load 10(input)
23: 22(bvec4) FOrdEqual 19 20
24: 21(bool) All 23
SelectionMerge 26 None
BranchConditional 24 25 29
25: Label
27: 7(fvec4) Load 10(input)
ReturnValue 27
29: Label
30: 7(fvec4) Load 10(input)
31: 7(fvec4) FNegate 30
ReturnValue 31
26: Label
Unreachable
FunctionEnd
14(f1(vf4;): 7(fvec4) Function None 9
13(input): 8(ptr) FunctionParameter
15: Label
34: 7(fvec4) Load 13(input)
35: 7(fvec4) Load 13(input)
36: 22(bvec4) FOrdEqual 34 35
37: 21(bool) All 36
SelectionMerge 39 None
BranchConditional 37 38 42
38: Label
40: 7(fvec4) Load 13(input)
ReturnValue 40
42: Label
43: 7(fvec4) Load 13(input)
44: 7(fvec4) FNegate 43
ReturnValue 44
39: Label
Unreachable
FunctionEnd
17(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
16(input): 8(ptr) FunctionParameter
18: Label
55(param): 8(ptr) Variable Function
78(param): 8(ptr) Variable Function
82(ii): 81(ptr) Variable Function
96(ii): 95(ptr) Variable Function
47: 7(fvec4) Load 16(input)
48: 7(fvec4) Load 16(input)
49: 22(bvec4) FOrdEqual 47 48
50: 21(bool) All 49
SelectionMerge 52 None
BranchConditional 50 51 52
51: Label
53: 7(fvec4) Load 16(input)
ReturnValue 53
52: Label
56: 7(fvec4) Load 16(input)
Store 55(param) 56
57: 7(fvec4) FunctionCall 11(f0(vf4;) 55(param)
58: 7(fvec4) Load 16(input)
59: 7(fvec4) Load 16(input)
60: 22(bvec4) FOrdEqual 58 59
61: 21(bool) All 60
SelectionMerge 63 None
BranchConditional 61 62 63
62: Label
Branch 63
63: Label
64: 7(fvec4) Load 16(input)
65: 7(fvec4) Load 16(input)
66: 22(bvec4) FOrdEqual 64 65
67: 21(bool) All 66
SelectionMerge 69 None
BranchConditional 67 68 69
68: Label
Branch 69
69: Label
70: 7(fvec4) Load 16(input)
71: 7(fvec4) Load 16(input)
72: 22(bvec4) FOrdEqual 70 71
73: 21(bool) All 72
SelectionMerge 75 Flatten
BranchConditional 73 74 75
74: Label
76: 7(fvec4) Load 16(input)
ReturnValue 76
75: Label
79: 7(fvec4) Load 16(input)
Store 78(param) 79
80: 7(fvec4) FunctionCall 14(f1(vf4;) 78(param)
85: 81(ptr) AccessChain 16(input) 84
86: 6(float) Load 85
Store 82(ii) 86
88: 21(bool) FUnordNotEqual 86 87
SelectionMerge 90 None
BranchConditional 88 89 90
89: Label
91: 6(float) Load 82(ii)
93: 6(float) FAdd 91 92
Store 82(ii) 93
Branch 90
90: Label
97: 94(int) Load 96(ii)
99: 94(int) IAdd 97 98
Store 96(ii) 99
100: 94(int) Load 96(ii)
101: 6(float) ConvertSToF 100
102: 21(bool) FOrdEqual 101 92
SelectionMerge 104 None
BranchConditional 102 103 104
103: Label
105: 94(int) Load 96(ii)
106: 94(int) IAdd 105 98
Store 96(ii) 106
Branch 104
104: Label
107: 7(fvec4) Undef
ReturnValue 107
FunctionEnd