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593 lines
27 KiB
593 lines
27 KiB
hlsl.sample.dx9.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Parameters:
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0:? Sequence
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0:18 Sequence
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0:18 move second child to first child ( temp 4-component vector of float)
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0:18 'ColorOut' ( temp 4-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:20 add second child into first child ( temp 4-component vector of float)
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0:20 'ColorOut' ( temp 4-component vector of float)
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0:20 texture ( temp 4-component vector of float)
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0:20 'g_sam' (layout( binding=0) uniform sampler2D)
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0:? Constant:
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0:? 0.400000
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0:? 0.300000
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0:21 add second child into first child ( temp 4-component vector of float)
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0:21 'ColorOut' ( temp 4-component vector of float)
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0:21 texture ( temp 4-component vector of float)
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0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:21 Constant:
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0:21 0.500000
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0:22 add second child into first child ( temp 4-component vector of float)
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0:22 'ColorOut' ( temp 4-component vector of float)
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0:22 texture ( temp 4-component vector of float)
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0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:23 add second child into first child ( temp 4-component vector of float)
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0:23 'ColorOut' ( temp 4-component vector of float)
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0:23 texture ( temp 4-component vector of float)
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0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:24 add second child into first child ( temp 4-component vector of float)
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0:24 'ColorOut' ( temp 4-component vector of float)
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0:24 texture ( temp 4-component vector of float)
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0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:26 add second child into first child ( temp 4-component vector of float)
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0:26 'ColorOut' ( temp 4-component vector of float)
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0:26 textureLod ( temp 4-component vector of float)
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0:26 'g_sam' (layout( binding=0) uniform sampler2D)
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0:26 Construct vec2 ( temp 2-component vector of float)
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0:? Constant:
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0:? 0.400000
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0:? 0.300000
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0:? 0.000000
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0:? 0.000000
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0:26 direct index ( temp float)
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0:? Constant:
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0:? 0.400000
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0:? 0.300000
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0:? 0.000000
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0:? 0.000000
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0:26 Constant:
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0:26 3 (const int)
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0:27 add second child into first child ( temp 4-component vector of float)
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0:27 'ColorOut' ( temp 4-component vector of float)
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0:27 textureLod ( temp 4-component vector of float)
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0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:27 Construct float ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:27 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:27 Constant:
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0:27 3 (const int)
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0:28 add second child into first child ( temp 4-component vector of float)
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0:28 'ColorOut' ( temp 4-component vector of float)
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0:28 textureLod ( temp 4-component vector of float)
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0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:28 Construct vec2 ( temp 2-component vector of float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.000000
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0:? 0.000000
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0:28 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.000000
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0:? 0.000000
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0:28 Constant:
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0:28 3 (const int)
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0:29 add second child into first child ( temp 4-component vector of float)
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0:29 'ColorOut' ( temp 4-component vector of float)
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0:29 textureLod ( temp 4-component vector of float)
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0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:29 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:? 0.000000
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0:29 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:? 0.000000
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0:29 Constant:
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0:29 3 (const int)
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0:30 add second child into first child ( temp 4-component vector of float)
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0:30 'ColorOut' ( temp 4-component vector of float)
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0:30 textureLod ( temp 4-component vector of float)
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0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:30 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:? 0.000000
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0:30 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:? 0.000000
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0:30 Constant:
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0:30 3 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 Color: direct index for structure ( temp 4-component vector of float)
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0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:32 Constant:
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0:32 0 (const int)
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0:32 divide ( temp 4-component vector of float)
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0:32 'ColorOut' ( temp 4-component vector of float)
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0:32 Constant:
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0:32 10.000000
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0:33 move second child to first child ( temp float)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 1 (const int)
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0:33 Constant:
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0:33 1.000000
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0:35 Branch: Return with expression
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:15 Color: direct index for structure ( temp 4-component vector of float)
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Constant:
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0:15 0 (const int)
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0:15 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:15 Depth: direct index for structure ( temp float)
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Constant:
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0:15 1 (const int)
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0:? Linker Objects
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0:? 'g_sam' (layout( binding=0) uniform sampler2D)
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0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 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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using depth_any
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0:? Sequence
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Parameters:
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0:? Sequence
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0:18 Sequence
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0:18 move second child to first child ( temp 4-component vector of float)
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0:18 'ColorOut' ( temp 4-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:20 add second child into first child ( temp 4-component vector of float)
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0:20 'ColorOut' ( temp 4-component vector of float)
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0:20 texture ( temp 4-component vector of float)
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0:20 'g_sam' (layout( binding=0) uniform sampler2D)
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0:? Constant:
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0:? 0.400000
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0:? 0.300000
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0:21 add second child into first child ( temp 4-component vector of float)
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0:21 'ColorOut' ( temp 4-component vector of float)
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0:21 texture ( temp 4-component vector of float)
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0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:21 Constant:
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0:21 0.500000
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0:22 add second child into first child ( temp 4-component vector of float)
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0:22 'ColorOut' ( temp 4-component vector of float)
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0:22 texture ( temp 4-component vector of float)
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0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:23 add second child into first child ( temp 4-component vector of float)
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0:23 'ColorOut' ( temp 4-component vector of float)
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0:23 texture ( temp 4-component vector of float)
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0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:24 add second child into first child ( temp 4-component vector of float)
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0:24 'ColorOut' ( temp 4-component vector of float)
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0:24 texture ( temp 4-component vector of float)
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0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:26 add second child into first child ( temp 4-component vector of float)
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0:26 'ColorOut' ( temp 4-component vector of float)
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0:26 textureLod ( temp 4-component vector of float)
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0:26 'g_sam' (layout( binding=0) uniform sampler2D)
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0:26 Construct vec2 ( temp 2-component vector of float)
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0:? Constant:
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0:? 0.400000
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0:? 0.300000
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0:? 0.000000
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0:? 0.000000
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0:26 direct index ( temp float)
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0:? Constant:
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0:? 0.400000
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0:? 0.300000
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0:? 0.000000
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0:? 0.000000
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0:26 Constant:
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0:26 3 (const int)
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0:27 add second child into first child ( temp 4-component vector of float)
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0:27 'ColorOut' ( temp 4-component vector of float)
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0:27 textureLod ( temp 4-component vector of float)
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0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:27 Construct float ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:27 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:27 Constant:
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0:27 3 (const int)
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0:28 add second child into first child ( temp 4-component vector of float)
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0:28 'ColorOut' ( temp 4-component vector of float)
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0:28 textureLod ( temp 4-component vector of float)
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0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:28 Construct vec2 ( temp 2-component vector of float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.000000
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0:? 0.000000
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0:28 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.000000
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0:? 0.000000
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0:28 Constant:
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0:28 3 (const int)
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0:29 add second child into first child ( temp 4-component vector of float)
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0:29 'ColorOut' ( temp 4-component vector of float)
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0:29 textureLod ( temp 4-component vector of float)
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0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:29 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:? 0.000000
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0:29 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:? 0.000000
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0:29 Constant:
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0:29 3 (const int)
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0:30 add second child into first child ( temp 4-component vector of float)
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0:30 'ColorOut' ( temp 4-component vector of float)
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0:30 textureLod ( temp 4-component vector of float)
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0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:30 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:? 0.000000
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0:30 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.400000
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0:? 0.000000
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0:30 Constant:
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0:30 3 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 Color: direct index for structure ( temp 4-component vector of float)
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0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:32 Constant:
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0:32 0 (const int)
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0:32 divide ( temp 4-component vector of float)
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0:32 'ColorOut' ( temp 4-component vector of float)
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0:32 Constant:
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0:32 10.000000
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0:33 move second child to first child ( temp float)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 1 (const int)
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0:33 Constant:
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0:33 1.000000
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0:35 Branch: Return with expression
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:15 Color: direct index for structure ( temp 4-component vector of float)
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Constant:
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0:15 0 (const int)
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0:15 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:15 Depth: direct index for structure ( temp float)
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Constant:
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0:15 1 (const int)
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0:? Linker Objects
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0:? 'g_sam' (layout( binding=0) uniform sampler2D)
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0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 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 135
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Capability Shader
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Capability Sampled1D
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2: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 5 "main" 128 132
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ExecutionMode 5 OriginUpperLeft
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ExecutionMode 5 DepthReplacing
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1: String ""
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Source HLSL 500 1 "// OpModuleProcessed auto-map-locations
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// OpModuleProcessed auto-map-bindings
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// OpModuleProcessed entry-point main
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// OpModuleProcessed client vulkan100
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// OpModuleProcessed target-env vulkan1.0
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// OpModuleProcessed keep-uncalled
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// OpModuleProcessed hlsl-offsets
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#line 1
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"
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Name 5 "main"
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Name 9 "PS_OUTPUT"
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MemberName 9(PS_OUTPUT) 0 "Color"
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MemberName 9(PS_OUTPUT) 1 "Depth"
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Name 11 "@main("
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Name 14 "ColorOut"
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Name 20 "g_sam"
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Name 32 "g_sam1D"
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Name 38 "g_sam2D"
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Name 48 "g_sam3D"
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Name 58 "g_samCube"
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Name 110 "psout"
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Name 125 "flattenTemp"
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Name 128 "@entryPointOutput.Color"
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Name 132 "@entryPointOutput.Depth"
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Decorate 20(g_sam) DescriptorSet 0
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Decorate 20(g_sam) Binding 0
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Decorate 32(g_sam1D) DescriptorSet 0
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Decorate 32(g_sam1D) Binding 1
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Decorate 38(g_sam2D) DescriptorSet 0
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Decorate 38(g_sam2D) Binding 2
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Decorate 48(g_sam3D) DescriptorSet 0
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Decorate 48(g_sam3D) Binding 3
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Decorate 58(g_samCube) DescriptorSet 0
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Decorate 58(g_samCube) Binding 4
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Decorate 128(@entryPointOutput.Color) Location 0
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Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
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3: TypeVoid
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4: TypeFunction 3
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7: TypeFloat 32
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8: TypeVector 7(float) 4
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9(PS_OUTPUT): TypeStruct 8(fvec4) 7(float)
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10: TypeFunction 9(PS_OUTPUT)
|
|
13: TypePointer Function 8(fvec4)
|
|
15: 7(float) Constant 0
|
|
16: 8(fvec4) ConstantComposite 15 15 15 15
|
|
17: TypeImage 7(float) 2D sampled format:Unknown
|
|
18: TypeSampledImage 17
|
|
19: TypePointer UniformConstant 18
|
|
20(g_sam): 19(ptr) Variable UniformConstant
|
|
22: TypeVector 7(float) 2
|
|
23: 7(float) Constant 1053609165
|
|
24: 7(float) Constant 1050253722
|
|
25: 22(fvec2) ConstantComposite 23 24
|
|
29: TypeImage 7(float) 1D sampled format:Unknown
|
|
30: TypeSampledImage 29
|
|
31: TypePointer UniformConstant 30
|
|
32(g_sam1D): 31(ptr) Variable UniformConstant
|
|
34: 7(float) Constant 1056964608
|
|
38(g_sam2D): 19(ptr) Variable UniformConstant
|
|
40: 7(float) Constant 1058642330
|
|
41: 22(fvec2) ConstantComposite 34 40
|
|
45: TypeImage 7(float) 3D sampled format:Unknown
|
|
46: TypeSampledImage 45
|
|
47: TypePointer UniformConstant 46
|
|
48(g_sam3D): 47(ptr) Variable UniformConstant
|
|
50: TypeVector 7(float) 3
|
|
51: 50(fvec3) ConstantComposite 34 40 23
|
|
55: TypeImage 7(float) Cube sampled format:Unknown
|
|
56: TypeSampledImage 55
|
|
57: TypePointer UniformConstant 56
|
|
58(g_samCube): 57(ptr) Variable UniformConstant
|
|
64: 8(fvec4) ConstantComposite 23 24 15 15
|
|
68: TypeInt 32 0
|
|
69: 68(int) Constant 3
|
|
75: 8(fvec4) ConstantComposite 34 15 15 15
|
|
82: 8(fvec4) ConstantComposite 34 40 15 15
|
|
91: 8(fvec4) ConstantComposite 34 40 23 15
|
|
109: TypePointer Function 9(PS_OUTPUT)
|
|
111: TypeInt 32 1
|
|
112: 111(int) Constant 0
|
|
114: 7(float) Constant 1092616192
|
|
118: 111(int) Constant 1
|
|
119: 7(float) Constant 1065353216
|
|
120: TypePointer Function 7(float)
|
|
127: TypePointer Output 8(fvec4)
|
|
128(@entryPointOutput.Color): 127(ptr) Variable Output
|
|
131: TypePointer Output 7(float)
|
|
132(@entryPointOutput.Depth): 131(ptr) Variable Output
|
|
5(main): 3 Function None 4
|
|
6: Label
|
|
125(flattenTemp): 109(ptr) Variable Function
|
|
Line 1 15 0
|
|
126:9(PS_OUTPUT) FunctionCall 11(@main()
|
|
Store 125(flattenTemp) 126
|
|
129: 13(ptr) AccessChain 125(flattenTemp) 112
|
|
130: 8(fvec4) Load 129
|
|
Store 128(@entryPointOutput.Color) 130
|
|
133: 120(ptr) AccessChain 125(flattenTemp) 118
|
|
134: 7(float) Load 133
|
|
Store 132(@entryPointOutput.Depth) 134
|
|
Return
|
|
FunctionEnd
|
|
11(@main():9(PS_OUTPUT) Function None 10
|
|
12: Label
|
|
14(ColorOut): 13(ptr) Variable Function
|
|
110(psout): 109(ptr) Variable Function
|
|
Line 1 18 0
|
|
Store 14(ColorOut) 16
|
|
Line 1 20 0
|
|
21: 18 Load 20(g_sam)
|
|
26: 8(fvec4) ImageSampleImplicitLod 21 25
|
|
27: 8(fvec4) Load 14(ColorOut)
|
|
28: 8(fvec4) FAdd 27 26
|
|
Store 14(ColorOut) 28
|
|
Line 1 21 0
|
|
33: 30 Load 32(g_sam1D)
|
|
35: 8(fvec4) ImageSampleImplicitLod 33 34
|
|
36: 8(fvec4) Load 14(ColorOut)
|
|
37: 8(fvec4) FAdd 36 35
|
|
Store 14(ColorOut) 37
|
|
Line 1 22 0
|
|
39: 18 Load 38(g_sam2D)
|
|
42: 8(fvec4) ImageSampleImplicitLod 39 41
|
|
43: 8(fvec4) Load 14(ColorOut)
|
|
44: 8(fvec4) FAdd 43 42
|
|
Store 14(ColorOut) 44
|
|
Line 1 23 0
|
|
49: 46 Load 48(g_sam3D)
|
|
52: 8(fvec4) ImageSampleImplicitLod 49 51
|
|
53: 8(fvec4) Load 14(ColorOut)
|
|
54: 8(fvec4) FAdd 53 52
|
|
Store 14(ColorOut) 54
|
|
Line 1 24 0
|
|
59: 56 Load 58(g_samCube)
|
|
60: 8(fvec4) ImageSampleImplicitLod 59 51
|
|
61: 8(fvec4) Load 14(ColorOut)
|
|
62: 8(fvec4) FAdd 61 60
|
|
Store 14(ColorOut) 62
|
|
Line 1 26 0
|
|
63: 18 Load 20(g_sam)
|
|
65: 7(float) CompositeExtract 64 0
|
|
66: 7(float) CompositeExtract 64 1
|
|
67: 22(fvec2) CompositeConstruct 65 66
|
|
70: 7(float) CompositeExtract 64 3
|
|
71: 8(fvec4) ImageSampleExplicitLod 63 67 Lod 70
|
|
72: 8(fvec4) Load 14(ColorOut)
|
|
73: 8(fvec4) FAdd 72 71
|
|
Store 14(ColorOut) 73
|
|
Line 1 27 0
|
|
74: 30 Load 32(g_sam1D)
|
|
76: 7(float) CompositeExtract 75 0
|
|
77: 7(float) CompositeExtract 75 3
|
|
78: 8(fvec4) ImageSampleExplicitLod 74 76 Lod 77
|
|
79: 8(fvec4) Load 14(ColorOut)
|
|
80: 8(fvec4) FAdd 79 78
|
|
Store 14(ColorOut) 80
|
|
Line 1 28 0
|
|
81: 18 Load 38(g_sam2D)
|
|
83: 7(float) CompositeExtract 82 0
|
|
84: 7(float) CompositeExtract 82 1
|
|
85: 22(fvec2) CompositeConstruct 83 84
|
|
86: 7(float) CompositeExtract 82 3
|
|
87: 8(fvec4) ImageSampleExplicitLod 81 85 Lod 86
|
|
88: 8(fvec4) Load 14(ColorOut)
|
|
89: 8(fvec4) FAdd 88 87
|
|
Store 14(ColorOut) 89
|
|
Line 1 29 0
|
|
90: 46 Load 48(g_sam3D)
|
|
92: 7(float) CompositeExtract 91 0
|
|
93: 7(float) CompositeExtract 91 1
|
|
94: 7(float) CompositeExtract 91 2
|
|
95: 50(fvec3) CompositeConstruct 92 93 94
|
|
96: 7(float) CompositeExtract 91 3
|
|
97: 8(fvec4) ImageSampleExplicitLod 90 95 Lod 96
|
|
98: 8(fvec4) Load 14(ColorOut)
|
|
99: 8(fvec4) FAdd 98 97
|
|
Store 14(ColorOut) 99
|
|
Line 1 30 0
|
|
100: 56 Load 58(g_samCube)
|
|
101: 7(float) CompositeExtract 91 0
|
|
102: 7(float) CompositeExtract 91 1
|
|
103: 7(float) CompositeExtract 91 2
|
|
104: 50(fvec3) CompositeConstruct 101 102 103
|
|
105: 7(float) CompositeExtract 91 3
|
|
106: 8(fvec4) ImageSampleExplicitLod 100 104 Lod 105
|
|
107: 8(fvec4) Load 14(ColorOut)
|
|
108: 8(fvec4) FAdd 107 106
|
|
Store 14(ColorOut) 108
|
|
Line 1 32 0
|
|
113: 8(fvec4) Load 14(ColorOut)
|
|
115: 8(fvec4) CompositeConstruct 114 114 114 114
|
|
116: 8(fvec4) FDiv 113 115
|
|
117: 13(ptr) AccessChain 110(psout) 112
|
|
Store 117 116
|
|
Line 1 33 0
|
|
121: 120(ptr) AccessChain 110(psout) 118
|
|
Store 121 119
|
|
Line 1 35 0
|
|
122:9(PS_OUTPUT) Load 110(psout)
|
|
ReturnValue 122
|
|
FunctionEnd
|