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419 lines
18 KiB
419 lines
18 KiB
hlsl.if.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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0:1 Function Definition: f0(vf4; ( temp 4-component vector of float)
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0:1 Function Parameters:
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0:1 'input' ( in 4-component vector of float)
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0:? Sequence
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0:2 Test condition and select ( temp void)
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0:2 Condition
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0:2 all ( temp bool)
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0:2 Equal ( temp 4-component vector of bool)
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0:2 'input' ( in 4-component vector of float)
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0:2 'input' ( in 4-component vector of float)
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0:2 true case
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0:3 Branch: Return with expression
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0:3 'input' ( in 4-component vector of float)
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0:2 false case
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0:5 Branch: Return with expression
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0:5 Negate value ( temp 4-component vector of float)
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0:5 'input' ( in 4-component vector of float)
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0:8 Function Definition: f1(vf4; ( temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'input' ( in 4-component vector of float)
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0:? Sequence
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0:9 Test condition and select ( temp void)
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0:9 Condition
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0:9 all ( temp bool)
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0:9 Equal ( temp 4-component vector of bool)
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0:9 'input' ( in 4-component vector of float)
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0:9 'input' ( in 4-component vector of float)
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0:9 true case
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 'input' ( in 4-component vector of float)
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0:9 false case
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0:? Sequence
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0:12 Branch: Return with expression
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0:12 Negate value ( temp 4-component vector of float)
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0:12 'input' ( in 4-component vector of float)
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0:17 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:17 Function Parameters:
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0:17 'input' ( in 4-component vector of float)
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0:? Sequence
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0:18 Test condition and select ( temp void)
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0:18 Condition
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0:18 all ( temp bool)
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0:18 Equal ( temp 4-component vector of bool)
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0:18 'input' ( in 4-component vector of float)
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0:18 'input' ( in 4-component vector of float)
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0:18 true case
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0:19 Branch: Return with expression
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0:19 'input' ( in 4-component vector of float)
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0:21 Function Call: f0(vf4; ( temp 4-component vector of float)
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0:21 'input' ( in 4-component vector of float)
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0:23 Test condition and select ( temp void)
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0:23 Condition
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0:23 all ( temp bool)
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0:23 Equal ( temp 4-component vector of bool)
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0:23 'input' ( in 4-component vector of float)
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0:23 'input' ( in 4-component vector of float)
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0:23 true case is null
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0:26 Test condition and select ( temp void)
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0:26 Condition
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0:26 all ( temp bool)
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0:26 Equal ( temp 4-component vector of bool)
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0:26 'input' ( in 4-component vector of float)
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0:26 'input' ( in 4-component vector of float)
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0:26 true case is null
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0:31 Test condition and select ( temp void): Flatten
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0:31 Condition
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0:31 all ( temp bool)
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0:31 Equal ( temp 4-component vector of bool)
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0:31 'input' ( in 4-component vector of float)
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0:31 'input' ( in 4-component vector of float)
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0:31 true case
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0:? Sequence
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0:32 Branch: Return with expression
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0:32 'input' ( in 4-component vector of float)
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0:35 Function Call: f1(vf4; ( temp 4-component vector of float)
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0:35 'input' ( in 4-component vector of float)
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0:38 Test condition and select ( temp void)
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0:38 Condition
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0:38 Convert float to bool ( temp bool)
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0:38 move second child to first child ( temp float)
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0:38 'ii' ( temp float)
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0:38 direct index ( temp float)
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0:38 'input' ( in 4-component vector of float)
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0:38 Constant:
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0:38 2 (const int)
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0:38 true case
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0:39 Pre-Increment ( temp float)
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0:39 'ii' ( temp float)
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0:40 Pre-Increment ( temp int)
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0:40 'ii' ( temp int)
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0:41 Test condition and select ( temp void)
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0:41 Condition
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0:41 Compare Equal ( temp bool)
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0:41 Convert int to float ( temp float)
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0:41 'ii' ( temp int)
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0:41 Constant:
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0:41 1.000000
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0:41 true case
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0:42 Pre-Increment ( temp int)
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0:42 'ii' ( temp int)
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0:17 Function Definition: PixelShaderFunction( ( temp void)
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0:17 Function Parameters:
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0:? Sequence
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0:17 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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0:17 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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0:17 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:? '@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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0:1 Function Definition: f0(vf4; ( temp 4-component vector of float)
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0:1 Function Parameters:
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0:1 'input' ( in 4-component vector of float)
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0:? Sequence
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0:2 Test condition and select ( temp void)
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0:2 Condition
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0:2 all ( temp bool)
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0:2 Equal ( temp 4-component vector of bool)
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0:2 'input' ( in 4-component vector of float)
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0:2 'input' ( in 4-component vector of float)
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0:2 true case
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0:3 Branch: Return with expression
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0:3 'input' ( in 4-component vector of float)
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0:2 false case
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0:5 Branch: Return with expression
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0:5 Negate value ( temp 4-component vector of float)
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0:5 'input' ( in 4-component vector of float)
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0:8 Function Definition: f1(vf4; ( temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'input' ( in 4-component vector of float)
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0:? Sequence
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0:9 Test condition and select ( temp void)
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0:9 Condition
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0:9 all ( temp bool)
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0:9 Equal ( temp 4-component vector of bool)
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0:9 'input' ( in 4-component vector of float)
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0:9 'input' ( in 4-component vector of float)
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0:9 true case
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 'input' ( in 4-component vector of float)
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0:9 false case
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0:? Sequence
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0:12 Branch: Return with expression
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0:12 Negate value ( temp 4-component vector of float)
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0:12 'input' ( in 4-component vector of float)
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0:17 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:17 Function Parameters:
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0:17 'input' ( in 4-component vector of float)
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0:? Sequence
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0:18 Test condition and select ( temp void)
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0:18 Condition
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0:18 all ( temp bool)
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0:18 Equal ( temp 4-component vector of bool)
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0:18 'input' ( in 4-component vector of float)
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0:18 'input' ( in 4-component vector of float)
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0:18 true case
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0:19 Branch: Return with expression
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0:19 'input' ( in 4-component vector of float)
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0:21 Function Call: f0(vf4; ( temp 4-component vector of float)
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0:21 'input' ( in 4-component vector of float)
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0:23 Test condition and select ( temp void)
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0:23 Condition
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0:23 all ( temp bool)
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0:23 Equal ( temp 4-component vector of bool)
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0:23 'input' ( in 4-component vector of float)
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0:23 'input' ( in 4-component vector of float)
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0:23 true case is null
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0:26 Test condition and select ( temp void)
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0:26 Condition
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0:26 all ( temp bool)
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0:26 Equal ( temp 4-component vector of bool)
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0:26 'input' ( in 4-component vector of float)
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0:26 'input' ( in 4-component vector of float)
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0:26 true case is null
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0:31 Test condition and select ( temp void): Flatten
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0:31 Condition
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0:31 all ( temp bool)
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0:31 Equal ( temp 4-component vector of bool)
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0:31 'input' ( in 4-component vector of float)
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0:31 'input' ( in 4-component vector of float)
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0:31 true case
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0:? Sequence
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0:32 Branch: Return with expression
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0:32 'input' ( in 4-component vector of float)
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0:35 Function Call: f1(vf4; ( temp 4-component vector of float)
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0:35 'input' ( in 4-component vector of float)
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0:38 Test condition and select ( temp void)
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0:38 Condition
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0:38 Convert float to bool ( temp bool)
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0:38 move second child to first child ( temp float)
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0:38 'ii' ( temp float)
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0:38 direct index ( temp float)
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0:38 'input' ( in 4-component vector of float)
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0:38 Constant:
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0:38 2 (const int)
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0:38 true case
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0:39 Pre-Increment ( temp float)
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0:39 'ii' ( temp float)
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0:40 Pre-Increment ( temp int)
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0:40 'ii' ( temp int)
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0:41 Test condition and select ( temp void)
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0:41 Condition
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0:41 Compare Equal ( temp bool)
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0:41 Convert int to float ( temp float)
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0:41 'ii' ( temp int)
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0:41 Constant:
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0:41 1.000000
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0:41 true case
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0:42 Pre-Increment ( temp int)
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0:42 'ii' ( temp int)
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0:17 Function Definition: PixelShaderFunction( ( temp void)
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0:17 Function Parameters:
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0:? Sequence
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0:17 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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0:17 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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0:17 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:? '@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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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 117
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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" 110 113
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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 "f0(vf4;"
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Name 10 "input"
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Name 14 "f1(vf4;"
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Name 13 "input"
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Name 17 "@PixelShaderFunction(vf4;"
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Name 16 "input"
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Name 55 "param"
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Name 78 "param"
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Name 82 "ii"
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Name 96 "ii"
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Name 108 "input"
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Name 110 "input"
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Name 113 "@entryPointOutput"
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Name 114 "param"
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Decorate 110(input) Location 0
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Decorate 113(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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21: TypeBool
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22: TypeVector 21(bool) 4
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81: TypePointer Function 6(float)
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83: TypeInt 32 0
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84: 83(int) Constant 2
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87: 6(float) Constant 0
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92: 6(float) Constant 1065353216
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94: TypeInt 32 1
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95: TypePointer Function 94(int)
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98: 94(int) Constant 1
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109: TypePointer Input 7(fvec4)
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110(input): 109(ptr) Variable Input
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112: TypePointer Output 7(fvec4)
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113(@entryPointOutput): 112(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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108(input): 8(ptr) Variable Function
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114(param): 8(ptr) Variable Function
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111: 7(fvec4) Load 110(input)
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Store 108(input) 111
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115: 7(fvec4) Load 108(input)
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Store 114(param) 115
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116: 7(fvec4) FunctionCall 17(@PixelShaderFunction(vf4;) 114(param)
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Store 113(@entryPointOutput) 116
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Return
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FunctionEnd
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11(f0(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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19: 7(fvec4) Load 10(input)
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20: 7(fvec4) Load 10(input)
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23: 22(bvec4) FOrdEqual 19 20
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24: 21(bool) All 23
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SelectionMerge 26 None
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BranchConditional 24 25 29
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25: Label
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27: 7(fvec4) Load 10(input)
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ReturnValue 27
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29: Label
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30: 7(fvec4) Load 10(input)
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31: 7(fvec4) FNegate 30
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ReturnValue 31
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26: Label
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Unreachable
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FunctionEnd
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14(f1(vf4;): 7(fvec4) Function None 9
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13(input): 8(ptr) FunctionParameter
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15: Label
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34: 7(fvec4) Load 13(input)
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35: 7(fvec4) Load 13(input)
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36: 22(bvec4) FOrdEqual 34 35
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37: 21(bool) All 36
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SelectionMerge 39 None
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BranchConditional 37 38 42
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38: Label
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40: 7(fvec4) Load 13(input)
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ReturnValue 40
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42: Label
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43: 7(fvec4) Load 13(input)
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44: 7(fvec4) FNegate 43
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ReturnValue 44
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39: Label
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Unreachable
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FunctionEnd
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17(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
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16(input): 8(ptr) FunctionParameter
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18: Label
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55(param): 8(ptr) Variable Function
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78(param): 8(ptr) Variable Function
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82(ii): 81(ptr) Variable Function
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96(ii): 95(ptr) Variable Function
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47: 7(fvec4) Load 16(input)
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48: 7(fvec4) Load 16(input)
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49: 22(bvec4) FOrdEqual 47 48
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50: 21(bool) All 49
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SelectionMerge 52 None
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BranchConditional 50 51 52
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51: Label
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53: 7(fvec4) Load 16(input)
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ReturnValue 53
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52: Label
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56: 7(fvec4) Load 16(input)
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Store 55(param) 56
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57: 7(fvec4) FunctionCall 11(f0(vf4;) 55(param)
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58: 7(fvec4) Load 16(input)
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59: 7(fvec4) Load 16(input)
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60: 22(bvec4) FOrdEqual 58 59
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61: 21(bool) All 60
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SelectionMerge 63 None
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BranchConditional 61 62 63
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62: Label
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Branch 63
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63: Label
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64: 7(fvec4) Load 16(input)
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65: 7(fvec4) Load 16(input)
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66: 22(bvec4) FOrdEqual 64 65
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67: 21(bool) All 66
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SelectionMerge 69 None
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BranchConditional 67 68 69
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68: Label
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Branch 69
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69: Label
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70: 7(fvec4) Load 16(input)
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71: 7(fvec4) Load 16(input)
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72: 22(bvec4) FOrdEqual 70 71
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73: 21(bool) All 72
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SelectionMerge 75 Flatten
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BranchConditional 73 74 75
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74: Label
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76: 7(fvec4) Load 16(input)
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ReturnValue 76
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75: Label
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79: 7(fvec4) Load 16(input)
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Store 78(param) 79
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80: 7(fvec4) FunctionCall 14(f1(vf4;) 78(param)
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85: 81(ptr) AccessChain 16(input) 84
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86: 6(float) Load 85
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Store 82(ii) 86
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88: 21(bool) FUnordNotEqual 86 87
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SelectionMerge 90 None
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BranchConditional 88 89 90
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89: Label
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91: 6(float) Load 82(ii)
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93: 6(float) FAdd 91 92
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Store 82(ii) 93
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Branch 90
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90: Label
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97: 94(int) Load 96(ii)
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99: 94(int) IAdd 97 98
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Store 96(ii) 99
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100: 94(int) Load 96(ii)
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101: 6(float) ConvertSToF 100
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102: 21(bool) FOrdEqual 101 92
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SelectionMerge 104 None
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BranchConditional 102 103 104
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103: Label
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105: 94(int) Load 96(ii)
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106: 94(int) IAdd 105 98
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Store 96(ii) 106
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Branch 104
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104: Label
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107: 7(fvec4) Undef
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ReturnValue 107
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FunctionEnd
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