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hlsl.precedence.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' ( in 4-component vector of float)
0:7 'a2' ( in 4-component vector of float)
0:7 'a3' ( in 4-component vector of float)
0:7 'a4' ( in 4-component vector of float)
0:? Sequence
0:8 Branch: Return with expression
0:8 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 'a1' ( in 4-component vector of float)
0:8 component-wise multiply ( temp 4-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:8 component-wise multiply ( temp 3-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a1' ( in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 1 (const int)
0:8 Constant:
0:8 2 (const int)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 1 (const int)
0:8 Constant:
0:8 2 (const int)
0:8 direct index ( temp float)
0:8 'a3' ( in 4-component vector of float)
0:8 Constant:
0:8 3 (const int)
0:7 Function Definition: PixelShaderFunction( ( temp void)
0:7 Function Parameters:
0:? Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' ( in 4-component vector of float)
0:7 'a2' ( in 4-component vector of float)
0:7 'a3' ( in 4-component vector of float)
0:7 'a4' ( in 4-component vector of float)
0:? Sequence
0:8 Branch: Return with expression
0:8 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 'a1' ( in 4-component vector of float)
0:8 component-wise multiply ( temp 4-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:8 component-wise multiply ( temp 3-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a1' ( in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 1 (const int)
0:8 Constant:
0:8 2 (const int)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 1 (const int)
0:8 Constant:
0:8 2 (const int)
0:8 direct index ( temp float)
0:8 'a3' ( in 4-component vector of float)
0:8 Constant:
0:8 3 (const int)
0:7 Function Definition: PixelShaderFunction( ( temp void)
0:7 Function Parameters:
0:? Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 65
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 43 46 49 52 55
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 14 "@PixelShaderFunction(vf4;vf4;vf4;vf4;"
Name 10 "a1"
Name 11 "a2"
Name 12 "a3"
Name 13 "a4"
Name 41 "a1"
Name 43 "a1"
Name 45 "a2"
Name 46 "a2"
Name 48 "a3"
Name 49 "a3"
Name 51 "a4"
Name 52 "a4"
Name 55 "@entryPointOutput"
Name 56 "param"
Name 58 "param"
Name 60 "param"
Name 62 "param"
Decorate 43(a1) Location 0
Decorate 46(a2) Location 1
Decorate 49(a3) Location 2
Decorate 52(a4) Location 3
Decorate 55(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr) 8(ptr) 8(ptr) 8(ptr)
23: TypeVector 6(float) 3
29: TypeInt 32 0
30: 29(int) Constant 3
31: TypePointer Function 6(float)
42: TypePointer Input 7(fvec4)
43(a1): 42(ptr) Variable Input
46(a2): 42(ptr) Variable Input
49(a3): 42(ptr) Variable Input
52(a4): 42(ptr) Variable Input
54: TypePointer Output 7(fvec4)
55(@entryPointOutput): 54(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
41(a1): 8(ptr) Variable Function
45(a2): 8(ptr) Variable Function
48(a3): 8(ptr) Variable Function
51(a4): 8(ptr) Variable Function
56(param): 8(ptr) Variable Function
58(param): 8(ptr) Variable Function
60(param): 8(ptr) Variable Function
62(param): 8(ptr) Variable Function
44: 7(fvec4) Load 43(a1)
Store 41(a1) 44
47: 7(fvec4) Load 46(a2)
Store 45(a2) 47
50: 7(fvec4) Load 49(a3)
Store 48(a3) 50
53: 7(fvec4) Load 52(a4)
Store 51(a4) 53
57: 7(fvec4) Load 41(a1)
Store 56(param) 57
59: 7(fvec4) Load 45(a2)
Store 58(param) 59
61: 7(fvec4) Load 48(a3)
Store 60(param) 61
63: 7(fvec4) Load 51(a4)
Store 62(param) 63
64: 7(fvec4) FunctionCall 14(@PixelShaderFunction(vf4;vf4;vf4;vf4;) 56(param) 58(param) 60(param) 62(param)
Store 55(@entryPointOutput) 64
Return
FunctionEnd
14(@PixelShaderFunction(vf4;vf4;vf4;vf4;): 7(fvec4) Function None 9
10(a1): 8(ptr) FunctionParameter
11(a2): 8(ptr) FunctionParameter
12(a3): 8(ptr) FunctionParameter
13(a4): 8(ptr) FunctionParameter
15: Label
16: 7(fvec4) Load 10(a1)
17: 7(fvec4) Load 11(a2)
18: 7(fvec4) Load 12(a3)
19: 7(fvec4) FMul 17 18
20: 7(fvec4) FAdd 16 19
21: 7(fvec4) Load 13(a4)
22: 7(fvec4) FAdd 20 21
24: 7(fvec4) Load 10(a1)
25: 23(fvec3) VectorShuffle 24 24 0 1 2
26: 7(fvec4) Load 11(a2)
27: 23(fvec3) VectorShuffle 26 26 0 1 2
28: 23(fvec3) FMul 25 27
32: 31(ptr) AccessChain 12(a3) 30
33: 6(float) Load 32
34: 6(float) CompositeExtract 28 0
35: 6(float) CompositeExtract 28 1
36: 6(float) CompositeExtract 28 2
37: 7(fvec4) CompositeConstruct 34 35 36 33
38: 7(fvec4) FAdd 22 37
ReturnValue 38
FunctionEnd