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5.3 KiB

hlsl.promote.vec1.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: @main( ( temp 4-component vector of float)
0:3 Function Parameters:
0:? Sequence
0:7 move second child to first child ( temp float)
0:7 'f1a' ( temp float)
0:7 Construct float ( temp float)
0:7 'f1b' ( temp 1-component vector of float)
0:8 move second child to first child ( temp 1-component vector of float)
0:8 'f1b' ( temp 1-component vector of float)
0:8 Construct float ( temp 1-component vector of float)
0:8 'f1a' ( temp float)
0:11 step ( temp 3-component vector of float)
0:11 Constant:
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 'f3' ( temp 3-component vector of float)
0:13 sine ( temp float)
0:13 Construct float ( in float)
0:13 'f1b' ( temp 1-component vector of float)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:3 Function Definition: main( ( temp void)
0:3 Function Parameters:
0:? Sequence
0:3 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:3 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: @main( ( temp 4-component vector of float)
0:3 Function Parameters:
0:? Sequence
0:7 move second child to first child ( temp float)
0:7 'f1a' ( temp float)
0:7 Construct float ( temp float)
0:7 'f1b' ( temp 1-component vector of float)
0:8 move second child to first child ( temp 1-component vector of float)
0:8 'f1b' ( temp 1-component vector of float)
0:8 Construct float ( temp 1-component vector of float)
0:8 'f1a' ( temp float)
0:11 step ( temp 3-component vector of float)
0:11 Constant:
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 'f3' ( temp 3-component vector of float)
0:13 sine ( temp float)
0:13 Construct float ( in float)
0:13 'f1b' ( temp 1-component vector of float)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:3 Function Definition: main( ( temp void)
0:3 Function Parameters:
0:? Sequence
0:3 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:3 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 31
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 29
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 12 "f1a"
Name 13 "f1b"
Name 20 "f3"
Name 29 "@entryPointOutput"
Decorate 29(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypePointer Function 6(float)
16: TypeVector 6(float) 3
17: 6(float) Constant 0
18: 16(fvec3) ConstantComposite 17 17 17
19: TypePointer Function 16(fvec3)
25: 7(fvec4) ConstantComposite 17 17 17 17
28: TypePointer Output 7(fvec4)
29(@entryPointOutput): 28(ptr) Variable Output
4(main): 2 Function None 3
5: Label
30: 7(fvec4) FunctionCall 9(@main()
Store 29(@entryPointOutput) 30
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
12(f1a): 11(ptr) Variable Function
13(f1b): 11(ptr) Variable Function
20(f3): 19(ptr) Variable Function
14: 6(float) Load 13(f1b)
Store 12(f1a) 14
15: 6(float) Load 12(f1a)
Store 13(f1b) 15
21: 16(fvec3) Load 20(f3)
22: 16(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 18 21
23: 6(float) Load 13(f1b)
24: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 23
ReturnValue 25
FunctionEnd