Commit 4b67732c by LoopDawg

Initial implementation of direct-mapped subset of HLSL intrinsics with type subset.

This checkin implements about half of the HLSL intrinsics for a subset of their entire type support (but a useful subset). The uncommented lines in TBuiltInParseablesHlsl::identifyBuiltIns shows which are connected.
parent 85b52f30
hlsl.assoc.frag hlsl.assoc.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:12 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float) 0:12 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float)
...@@ -35,7 +35,7 @@ gl_FragCoord origin is upper left ...@@ -35,7 +35,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:12 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float) 0:12 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float)
...@@ -76,7 +76,7 @@ gl_FragCoord origin is upper left ...@@ -76,7 +76,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 9 "a1" Name 9 "a1"
Name 10 "a2" Name 10 "a2"
......
hlsl.float1.frag hlsl.float1.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:1 move second child to first child (temp 1-component vector of float) 0:1 move second child to first child (temp 1-component vector of float)
...@@ -31,7 +31,7 @@ gl_FragCoord origin is upper left ...@@ -31,7 +31,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:1 move second child to first child (temp 1-component vector of float) 0:1 move second child to first child (temp 1-component vector of float)
...@@ -68,7 +68,7 @@ gl_FragCoord origin is upper left ...@@ -68,7 +68,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 11 "ShaderFunction(vf1;f1;" Name 11 "ShaderFunction(vf1;f1;"
Name 9 "inFloat1" Name 9 "inFloat1"
......
hlsl.float4.frag hlsl.float4.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:1 move second child to first child (temp 4-component vector of float) 0:1 move second child to first child (temp 4-component vector of float)
...@@ -24,7 +24,7 @@ gl_FragCoord origin is upper left ...@@ -24,7 +24,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:1 move second child to first child (temp 4-component vector of float) 0:1 move second child to first child (temp 4-component vector of float)
...@@ -54,7 +54,7 @@ gl_FragCoord origin is upper left ...@@ -54,7 +54,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 11 "ShaderFunction(vf4;" Name 11 "ShaderFunction(vf4;"
Name 10 "input" Name 10 "input"
......
hlsl.frag hlsl.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:1 move second child to first child (temp 4-component vector of float) 0:1 move second child to first child (temp 4-component vector of float)
...@@ -64,7 +64,7 @@ gl_FragCoord origin is upper left ...@@ -64,7 +64,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:1 move second child to first child (temp 4-component vector of float) 0:1 move second child to first child (temp 4-component vector of float)
...@@ -134,7 +134,7 @@ gl_FragCoord origin is upper left ...@@ -134,7 +134,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 9 "input" Name 9 "input"
Name 12 "AmbientIntensity" Name 12 "AmbientIntensity"
......
hlsl.intrinsics.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:62 Function Definition: PixelShaderFunction(f1;f1;f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (temp float)
0:2 'inF1' (temp float)
0:2 'inF2' (temp float)
0:? Sequence
0:3 all (global bool)
0:3 'inF0' (temp float)
0:4 Absolute value (global float)
0:4 'inF0' (temp float)
0:5 arc cosine (global float)
0:5 'inF0' (temp float)
0:6 any (global bool)
0:6 'inF0' (temp float)
0:7 arc sine (global float)
0:7 'inF0' (temp float)
0:8 arc tangent (global float)
0:8 'inF0' (temp float)
0:9 arc tangent (global float)
0:9 'inF0' (temp float)
0:9 'inF1' (temp float)
0:10 Ceiling (global float)
0:10 'inF0' (temp float)
0:11 clamp (global float)
0:11 'inF0' (temp float)
0:11 'inF1' (temp float)
0:11 'inF2' (temp float)
0:12 cosine (global float)
0:12 'inF0' (temp float)
0:13 hyp. cosine (global float)
0:13 'inF0' (temp float)
0:14 bitCount (global uint)
0:14 Constant:
0:14 7 (const uint)
0:15 dPdx (global float)
0:15 'inF0' (temp float)
0:16 dPdxCoarse (global float)
0:16 'inF0' (temp float)
0:17 dPdxFine (global float)
0:17 'inF0' (temp float)
0:18 dPdy (global float)
0:18 'inF0' (temp float)
0:19 dPdyCoarse (global float)
0:19 'inF0' (temp float)
0:20 dPdyFine (global float)
0:20 'inF0' (temp float)
0:21 degrees (global float)
0:21 'inF0' (temp float)
0:25 exp (global float)
0:25 'inF0' (temp float)
0:26 exp2 (global float)
0:26 'inF0' (temp float)
0:27 findMSB (global int)
0:27 Constant:
0:27 7 (const int)
0:28 findLSB (global int)
0:28 Constant:
0:28 7 (const int)
0:29 Floor (global float)
0:29 'inF0' (temp float)
0:31 Function Call: fmod(f1;f1; (global float)
0:31 'inF0' (temp float)
0:31 'inF1' (temp float)
0:32 Fraction (global float)
0:32 'inF0' (temp float)
0:33 frexp (global float)
0:33 'inF0' (temp float)
0:33 'inF1' (temp float)
0:34 fwidth (global float)
0:34 'inF0' (temp float)
0:35 isinf (global bool)
0:35 'inF0' (temp float)
0:36 isnan (global bool)
0:36 'inF0' (temp float)
0:37 ldexp (global float)
0:37 'inF0' (temp float)
0:37 'inF1' (temp float)
0:38 log (global float)
0:38 'inF0' (temp float)
0:39 log2 (global float)
0:39 'inF0' (temp float)
0:40 max (global float)
0:40 'inF0' (temp float)
0:40 'inF1' (temp float)
0:41 min (global float)
0:41 'inF0' (temp float)
0:41 'inF1' (temp float)
0:43 pow (global float)
0:43 'inF0' (temp float)
0:43 'inF1' (temp float)
0:44 radians (global float)
0:44 'inF0' (temp float)
0:45 bitFieldReverse (global uint)
0:45 Constant:
0:45 2 (const uint)
0:46 roundEven (global float)
0:46 'inF0' (temp float)
0:47 inverse sqrt (global float)
0:47 'inF0' (temp float)
0:48 Sign (global float)
0:48 'inF0' (temp float)
0:49 sine (global float)
0:49 'inF0' (temp float)
0:50 hyp. sine (global float)
0:50 'inF0' (temp float)
0:51 smoothstep (global float)
0:51 'inF0' (temp float)
0:51 'inF1' (temp float)
0:51 'inF2' (temp float)
0:52 sqrt (global float)
0:52 'inF0' (temp float)
0:53 step (global float)
0:53 'inF0' (temp float)
0:53 'inF1' (temp float)
0:54 tangent (global float)
0:54 'inF0' (temp float)
0:55 hyp. tangent (global float)
0:55 'inF0' (temp float)
0:57 trunc (global float)
0:57 'inF0' (temp float)
0:59 Branch: Return with expression
0:59 Constant:
0:59 0.000000
0:68 Function Definition: PixelShaderFunction(vf1;vf1;vf1; (temp 1-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (temp 1-component vector of float)
0:63 'inF1' (temp 1-component vector of float)
0:63 'inF2' (temp 1-component vector of float)
0:? Sequence
0:65 Branch: Return with expression
0:65 Constant:
0:65 0.000000
0:137 Function Definition: PixelShaderFunction(vf2;vf2;vf2; (temp 2-component vector of float)
0:69 Function Parameters:
0:69 'inF0' (temp 2-component vector of float)
0:69 'inF1' (temp 2-component vector of float)
0:69 'inF2' (temp 2-component vector of float)
0:? Sequence
0:70 all (global bool)
0:70 'inF0' (temp 2-component vector of float)
0:71 Absolute value (global 2-component vector of float)
0:71 'inF0' (temp 2-component vector of float)
0:72 arc cosine (global 2-component vector of float)
0:72 'inF0' (temp 2-component vector of float)
0:73 any (global bool)
0:73 'inF0' (temp 2-component vector of float)
0:74 arc sine (global 2-component vector of float)
0:74 'inF0' (temp 2-component vector of float)
0:75 arc tangent (global 2-component vector of float)
0:75 'inF0' (temp 2-component vector of float)
0:76 arc tangent (global 2-component vector of float)
0:76 'inF0' (temp 2-component vector of float)
0:76 'inF1' (temp 2-component vector of float)
0:77 Ceiling (global 2-component vector of float)
0:77 'inF0' (temp 2-component vector of float)
0:78 clamp (global 2-component vector of float)
0:78 'inF0' (temp 2-component vector of float)
0:78 'inF1' (temp 2-component vector of float)
0:78 'inF2' (temp 2-component vector of float)
0:79 cosine (global 2-component vector of float)
0:79 'inF0' (temp 2-component vector of float)
0:80 hyp. cosine (global 2-component vector of float)
0:80 'inF0' (temp 2-component vector of float)
0:? bitCount (global 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:82 dPdx (global 2-component vector of float)
0:82 'inF0' (temp 2-component vector of float)
0:83 dPdxCoarse (global 2-component vector of float)
0:83 'inF0' (temp 2-component vector of float)
0:84 dPdxFine (global 2-component vector of float)
0:84 'inF0' (temp 2-component vector of float)
0:85 dPdy (global 2-component vector of float)
0:85 'inF0' (temp 2-component vector of float)
0:86 dPdyCoarse (global 2-component vector of float)
0:86 'inF0' (temp 2-component vector of float)
0:87 dPdyFine (global 2-component vector of float)
0:87 'inF0' (temp 2-component vector of float)
0:88 degrees (global 2-component vector of float)
0:88 'inF0' (temp 2-component vector of float)
0:89 distance (global float)
0:89 'inF0' (temp 2-component vector of float)
0:89 'inF1' (temp 2-component vector of float)
0:90 dot-product (global float)
0:90 'inF0' (temp 2-component vector of float)
0:90 'inF1' (temp 2-component vector of float)
0:94 exp (global 2-component vector of float)
0:94 'inF0' (temp 2-component vector of float)
0:95 exp2 (global 2-component vector of float)
0:95 'inF0' (temp 2-component vector of float)
0:96 face-forward (global 2-component vector of float)
0:96 'inF0' (temp 2-component vector of float)
0:96 'inF1' (temp 2-component vector of float)
0:96 'inF2' (temp 2-component vector of float)
0:97 findMSB (global int)
0:97 Constant:
0:97 7 (const int)
0:98 findLSB (global int)
0:98 Constant:
0:98 7 (const int)
0:99 Floor (global 2-component vector of float)
0:99 'inF0' (temp 2-component vector of float)
0:101 Function Call: fmod(vf2;vf2; (global 2-component vector of float)
0:101 'inF0' (temp 2-component vector of float)
0:101 'inF1' (temp 2-component vector of float)
0:102 Fraction (global 2-component vector of float)
0:102 'inF0' (temp 2-component vector of float)
0:103 frexp (global 2-component vector of float)
0:103 'inF0' (temp 2-component vector of float)
0:103 'inF1' (temp 2-component vector of float)
0:104 fwidth (global 2-component vector of float)
0:104 'inF0' (temp 2-component vector of float)
0:105 isinf (global 2-component vector of bool)
0:105 'inF0' (temp 2-component vector of float)
0:106 isnan (global 2-component vector of bool)
0:106 'inF0' (temp 2-component vector of float)
0:107 ldexp (global 2-component vector of float)
0:107 'inF0' (temp 2-component vector of float)
0:107 'inF1' (temp 2-component vector of float)
0:108 length (global float)
0:108 'inF0' (temp 2-component vector of float)
0:109 log (global 2-component vector of float)
0:109 'inF0' (temp 2-component vector of float)
0:110 log2 (global 2-component vector of float)
0:110 'inF0' (temp 2-component vector of float)
0:111 max (global 2-component vector of float)
0:111 'inF0' (temp 2-component vector of float)
0:111 'inF1' (temp 2-component vector of float)
0:112 min (global 2-component vector of float)
0:112 'inF0' (temp 2-component vector of float)
0:112 'inF1' (temp 2-component vector of float)
0:114 normalize (global 2-component vector of float)
0:114 'inF0' (temp 2-component vector of float)
0:115 pow (global 2-component vector of float)
0:115 'inF0' (temp 2-component vector of float)
0:115 'inF1' (temp 2-component vector of float)
0:116 radians (global 2-component vector of float)
0:116 'inF0' (temp 2-component vector of float)
0:117 reflect (global 2-component vector of float)
0:117 'inF0' (temp 2-component vector of float)
0:117 'inF1' (temp 2-component vector of float)
0:118 refract (global 2-component vector of float)
0:118 'inF0' (temp 2-component vector of float)
0:118 'inF1' (temp 2-component vector of float)
0:118 Constant:
0:118 2.000000
0:? bitFieldReverse (global 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:120 roundEven (global 2-component vector of float)
0:120 'inF0' (temp 2-component vector of float)
0:121 inverse sqrt (global 2-component vector of float)
0:121 'inF0' (temp 2-component vector of float)
0:122 Sign (global 2-component vector of float)
0:122 'inF0' (temp 2-component vector of float)
0:123 sine (global 2-component vector of float)
0:123 'inF0' (temp 2-component vector of float)
0:124 hyp. sine (global 2-component vector of float)
0:124 'inF0' (temp 2-component vector of float)
0:125 smoothstep (global 2-component vector of float)
0:125 'inF0' (temp 2-component vector of float)
0:125 'inF1' (temp 2-component vector of float)
0:125 'inF2' (temp 2-component vector of float)
0:126 sqrt (global 2-component vector of float)
0:126 'inF0' (temp 2-component vector of float)
0:127 step (global 2-component vector of float)
0:127 'inF0' (temp 2-component vector of float)
0:127 'inF1' (temp 2-component vector of float)
0:128 tangent (global 2-component vector of float)
0:128 'inF0' (temp 2-component vector of float)
0:129 hyp. tangent (global 2-component vector of float)
0:129 'inF0' (temp 2-component vector of float)
0:131 trunc (global 2-component vector of float)
0:131 'inF0' (temp 2-component vector of float)
0:134 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:207 Function Definition: PixelShaderFunction(vf3;vf3;vf3; (temp 3-component vector of float)
0:138 Function Parameters:
0:138 'inF0' (temp 3-component vector of float)
0:138 'inF1' (temp 3-component vector of float)
0:138 'inF2' (temp 3-component vector of float)
0:? Sequence
0:139 all (global bool)
0:139 'inF0' (temp 3-component vector of float)
0:140 Absolute value (global 3-component vector of float)
0:140 'inF0' (temp 3-component vector of float)
0:141 arc cosine (global 3-component vector of float)
0:141 'inF0' (temp 3-component vector of float)
0:142 any (global bool)
0:142 'inF0' (temp 3-component vector of float)
0:143 arc sine (global 3-component vector of float)
0:143 'inF0' (temp 3-component vector of float)
0:144 arc tangent (global 3-component vector of float)
0:144 'inF0' (temp 3-component vector of float)
0:145 arc tangent (global 3-component vector of float)
0:145 'inF0' (temp 3-component vector of float)
0:145 'inF1' (temp 3-component vector of float)
0:146 Ceiling (global 3-component vector of float)
0:146 'inF0' (temp 3-component vector of float)
0:147 clamp (global 3-component vector of float)
0:147 'inF0' (temp 3-component vector of float)
0:147 'inF1' (temp 3-component vector of float)
0:147 'inF2' (temp 3-component vector of float)
0:148 cosine (global 3-component vector of float)
0:148 'inF0' (temp 3-component vector of float)
0:149 hyp. cosine (global 3-component vector of float)
0:149 'inF0' (temp 3-component vector of float)
0:? bitCount (global 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:151 cross-product (global 3-component vector of float)
0:151 'inF0' (temp 3-component vector of float)
0:151 'inF1' (temp 3-component vector of float)
0:152 dPdx (global 3-component vector of float)
0:152 'inF0' (temp 3-component vector of float)
0:153 dPdxCoarse (global 3-component vector of float)
0:153 'inF0' (temp 3-component vector of float)
0:154 dPdxFine (global 3-component vector of float)
0:154 'inF0' (temp 3-component vector of float)
0:155 dPdy (global 3-component vector of float)
0:155 'inF0' (temp 3-component vector of float)
0:156 dPdyCoarse (global 3-component vector of float)
0:156 'inF0' (temp 3-component vector of float)
0:157 dPdyFine (global 3-component vector of float)
0:157 'inF0' (temp 3-component vector of float)
0:158 degrees (global 3-component vector of float)
0:158 'inF0' (temp 3-component vector of float)
0:159 distance (global float)
0:159 'inF0' (temp 3-component vector of float)
0:159 'inF1' (temp 3-component vector of float)
0:160 dot-product (global float)
0:160 'inF0' (temp 3-component vector of float)
0:160 'inF1' (temp 3-component vector of float)
0:164 exp (global 3-component vector of float)
0:164 'inF0' (temp 3-component vector of float)
0:165 exp2 (global 3-component vector of float)
0:165 'inF0' (temp 3-component vector of float)
0:166 face-forward (global 3-component vector of float)
0:166 'inF0' (temp 3-component vector of float)
0:166 'inF1' (temp 3-component vector of float)
0:166 'inF2' (temp 3-component vector of float)
0:167 findMSB (global int)
0:167 Constant:
0:167 7 (const int)
0:168 findLSB (global int)
0:168 Constant:
0:168 7 (const int)
0:169 Floor (global 3-component vector of float)
0:169 'inF0' (temp 3-component vector of float)
0:171 Function Call: fmod(vf3;vf3; (global 3-component vector of float)
0:171 'inF0' (temp 3-component vector of float)
0:171 'inF1' (temp 3-component vector of float)
0:172 Fraction (global 3-component vector of float)
0:172 'inF0' (temp 3-component vector of float)
0:173 frexp (global 3-component vector of float)
0:173 'inF0' (temp 3-component vector of float)
0:173 'inF1' (temp 3-component vector of float)
0:174 fwidth (global 3-component vector of float)
0:174 'inF0' (temp 3-component vector of float)
0:175 isinf (global 3-component vector of bool)
0:175 'inF0' (temp 3-component vector of float)
0:176 isnan (global 3-component vector of bool)
0:176 'inF0' (temp 3-component vector of float)
0:177 ldexp (global 3-component vector of float)
0:177 'inF0' (temp 3-component vector of float)
0:177 'inF1' (temp 3-component vector of float)
0:178 length (global float)
0:178 'inF0' (temp 3-component vector of float)
0:179 log (global 3-component vector of float)
0:179 'inF0' (temp 3-component vector of float)
0:180 log2 (global 3-component vector of float)
0:180 'inF0' (temp 3-component vector of float)
0:181 max (global 3-component vector of float)
0:181 'inF0' (temp 3-component vector of float)
0:181 'inF1' (temp 3-component vector of float)
0:182 min (global 3-component vector of float)
0:182 'inF0' (temp 3-component vector of float)
0:182 'inF1' (temp 3-component vector of float)
0:184 normalize (global 3-component vector of float)
0:184 'inF0' (temp 3-component vector of float)
0:185 pow (global 3-component vector of float)
0:185 'inF0' (temp 3-component vector of float)
0:185 'inF1' (temp 3-component vector of float)
0:186 radians (global 3-component vector of float)
0:186 'inF0' (temp 3-component vector of float)
0:187 reflect (global 3-component vector of float)
0:187 'inF0' (temp 3-component vector of float)
0:187 'inF1' (temp 3-component vector of float)
0:188 refract (global 3-component vector of float)
0:188 'inF0' (temp 3-component vector of float)
0:188 'inF1' (temp 3-component vector of float)
0:188 Constant:
0:188 2.000000
0:? bitFieldReverse (global 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:190 roundEven (global 3-component vector of float)
0:190 'inF0' (temp 3-component vector of float)
0:191 inverse sqrt (global 3-component vector of float)
0:191 'inF0' (temp 3-component vector of float)
0:192 Sign (global 3-component vector of float)
0:192 'inF0' (temp 3-component vector of float)
0:193 sine (global 3-component vector of float)
0:193 'inF0' (temp 3-component vector of float)
0:194 hyp. sine (global 3-component vector of float)
0:194 'inF0' (temp 3-component vector of float)
0:195 smoothstep (global 3-component vector of float)
0:195 'inF0' (temp 3-component vector of float)
0:195 'inF1' (temp 3-component vector of float)
0:195 'inF2' (temp 3-component vector of float)
0:196 sqrt (global 3-component vector of float)
0:196 'inF0' (temp 3-component vector of float)
0:197 step (global 3-component vector of float)
0:197 'inF0' (temp 3-component vector of float)
0:197 'inF1' (temp 3-component vector of float)
0:198 tangent (global 3-component vector of float)
0:198 'inF0' (temp 3-component vector of float)
0:199 hyp. tangent (global 3-component vector of float)
0:199 'inF0' (temp 3-component vector of float)
0:201 trunc (global 3-component vector of float)
0:201 'inF0' (temp 3-component vector of float)
0:204 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:328 Function Definition: PixelShaderFunction(vf4;vf4;vf4; (temp 4-component vector of float)
0:208 Function Parameters:
0:208 'inF0' (temp 4-component vector of float)
0:208 'inF1' (temp 4-component vector of float)
0:208 'inF2' (temp 4-component vector of float)
0:? Sequence
0:209 all (global bool)
0:209 'inF0' (temp 4-component vector of float)
0:210 Absolute value (global 4-component vector of float)
0:210 'inF0' (temp 4-component vector of float)
0:211 arc cosine (global 4-component vector of float)
0:211 'inF0' (temp 4-component vector of float)
0:212 any (global bool)
0:212 'inF0' (temp 4-component vector of float)
0:213 arc sine (global 4-component vector of float)
0:213 'inF0' (temp 4-component vector of float)
0:214 arc tangent (global 4-component vector of float)
0:214 'inF0' (temp 4-component vector of float)
0:215 arc tangent (global 4-component vector of float)
0:215 'inF0' (temp 4-component vector of float)
0:215 'inF1' (temp 4-component vector of float)
0:216 Ceiling (global 4-component vector of float)
0:216 'inF0' (temp 4-component vector of float)
0:217 clamp (global 4-component vector of float)
0:217 'inF0' (temp 4-component vector of float)
0:217 'inF1' (temp 4-component vector of float)
0:217 'inF2' (temp 4-component vector of float)
0:218 cosine (global 4-component vector of float)
0:218 'inF0' (temp 4-component vector of float)
0:219 hyp. cosine (global 4-component vector of float)
0:219 'inF0' (temp 4-component vector of float)
0:? bitCount (global 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:? 2 (const uint)
0:221 dPdx (global 4-component vector of float)
0:221 'inF0' (temp 4-component vector of float)
0:222 dPdxCoarse (global 4-component vector of float)
0:222 'inF0' (temp 4-component vector of float)
0:223 dPdxFine (global 4-component vector of float)
0:223 'inF0' (temp 4-component vector of float)
0:224 dPdy (global 4-component vector of float)
0:224 'inF0' (temp 4-component vector of float)
0:225 dPdyCoarse (global 4-component vector of float)
0:225 'inF0' (temp 4-component vector of float)
0:226 dPdyFine (global 4-component vector of float)
0:226 'inF0' (temp 4-component vector of float)
0:227 degrees (global 4-component vector of float)
0:227 'inF0' (temp 4-component vector of float)
0:228 distance (global float)
0:228 'inF0' (temp 4-component vector of float)
0:228 'inF1' (temp 4-component vector of float)
0:229 dot-product (global float)
0:229 'inF0' (temp 4-component vector of float)
0:229 'inF1' (temp 4-component vector of float)
0:233 exp (global 4-component vector of float)
0:233 'inF0' (temp 4-component vector of float)
0:234 exp2 (global 4-component vector of float)
0:234 'inF0' (temp 4-component vector of float)
0:235 face-forward (global 4-component vector of float)
0:235 'inF0' (temp 4-component vector of float)
0:235 'inF1' (temp 4-component vector of float)
0:235 'inF2' (temp 4-component vector of float)
0:236 findMSB (global int)
0:236 Constant:
0:236 7 (const int)
0:237 findLSB (global int)
0:237 Constant:
0:237 7 (const int)
0:238 Floor (global 4-component vector of float)
0:238 'inF0' (temp 4-component vector of float)
0:240 Function Call: fmod(vf4;vf4; (global 4-component vector of float)
0:240 'inF0' (temp 4-component vector of float)
0:240 'inF1' (temp 4-component vector of float)
0:241 Fraction (global 4-component vector of float)
0:241 'inF0' (temp 4-component vector of float)
0:242 frexp (global 4-component vector of float)
0:242 'inF0' (temp 4-component vector of float)
0:242 'inF1' (temp 4-component vector of float)
0:243 fwidth (global 4-component vector of float)
0:243 'inF0' (temp 4-component vector of float)
0:244 isinf (global 4-component vector of bool)
0:244 'inF0' (temp 4-component vector of float)
0:245 isnan (global 4-component vector of bool)
0:245 'inF0' (temp 4-component vector of float)
0:246 ldexp (global 4-component vector of float)
0:246 'inF0' (temp 4-component vector of float)
0:246 'inF1' (temp 4-component vector of float)
0:247 length (global float)
0:247 'inF0' (temp 4-component vector of float)
0:248 log (global 4-component vector of float)
0:248 'inF0' (temp 4-component vector of float)
0:249 log2 (global 4-component vector of float)
0:249 'inF0' (temp 4-component vector of float)
0:250 max (global 4-component vector of float)
0:250 'inF0' (temp 4-component vector of float)
0:250 'inF1' (temp 4-component vector of float)
0:251 min (global 4-component vector of float)
0:251 'inF0' (temp 4-component vector of float)
0:251 'inF1' (temp 4-component vector of float)
0:253 normalize (global 4-component vector of float)
0:253 'inF0' (temp 4-component vector of float)
0:254 pow (global 4-component vector of float)
0:254 'inF0' (temp 4-component vector of float)
0:254 'inF1' (temp 4-component vector of float)
0:255 radians (global 4-component vector of float)
0:255 'inF0' (temp 4-component vector of float)
0:256 reflect (global 4-component vector of float)
0:256 'inF0' (temp 4-component vector of float)
0:256 'inF1' (temp 4-component vector of float)
0:257 refract (global 4-component vector of float)
0:257 'inF0' (temp 4-component vector of float)
0:257 'inF1' (temp 4-component vector of float)
0:257 Constant:
0:257 2.000000
0:? bitFieldReverse (global 4-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:259 roundEven (global 4-component vector of float)
0:259 'inF0' (temp 4-component vector of float)
0:260 inverse sqrt (global 4-component vector of float)
0:260 'inF0' (temp 4-component vector of float)
0:261 Sign (global 4-component vector of float)
0:261 'inF0' (temp 4-component vector of float)
0:262 sine (global 4-component vector of float)
0:262 'inF0' (temp 4-component vector of float)
0:263 hyp. sine (global 4-component vector of float)
0:263 'inF0' (temp 4-component vector of float)
0:264 smoothstep (global 4-component vector of float)
0:264 'inF0' (temp 4-component vector of float)
0:264 'inF1' (temp 4-component vector of float)
0:264 'inF2' (temp 4-component vector of float)
0:265 sqrt (global 4-component vector of float)
0:265 'inF0' (temp 4-component vector of float)
0:266 step (global 4-component vector of float)
0:266 'inF0' (temp 4-component vector of float)
0:266 'inF1' (temp 4-component vector of float)
0:267 tangent (global 4-component vector of float)
0:267 'inF0' (temp 4-component vector of float)
0:268 hyp. tangent (global 4-component vector of float)
0:268 'inF0' (temp 4-component vector of float)
0:270 trunc (global 4-component vector of float)
0:270 'inF0' (temp 4-component vector of float)
0:273 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:337 Function Definition: PixelShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:329 Function Parameters:
0:329 'inF0' (temp 2X2 matrix of float)
0:329 'inF1' (temp 2X2 matrix of float)
0:329 'inF2' (temp 2X2 matrix of float)
0:? Sequence
0:331 all (global bool)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 Absolute value (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 arc cosine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 any (global bool)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 arc sine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 arc tangent (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 arc tangent (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 Ceiling (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 clamp (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 'inF2' (temp 2X2 matrix of float)
0:331 cosine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 hyp. cosine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdx (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdxCoarse (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdxFine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdy (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdyCoarse (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdyFine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 degrees (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 determinant (global float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 exp (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 exp2 (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 findMSB (global int)
0:331 Constant:
0:331 7 (const int)
0:331 findLSB (global int)
0:331 Constant:
0:331 7 (const int)
0:331 Floor (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 Function Call: fmod(mf22;mf22; (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 Fraction (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 frexp (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 fwidth (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 ldexp (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 log (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 log2 (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 max (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 min (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 pow (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 radians (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 roundEven (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 inverse sqrt (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 Sign (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 sine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 hyp. sine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 smoothstep (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 'inF2' (temp 2X2 matrix of float)
0:331 sqrt (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 step (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 tangent (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 hyp. tangent (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 transpose (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 trunc (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:334 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:346 Function Definition: PixelShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:338 Function Parameters:
0:338 'inF0' (temp 3X3 matrix of float)
0:338 'inF1' (temp 3X3 matrix of float)
0:338 'inF2' (temp 3X3 matrix of float)
0:? Sequence
0:340 all (global bool)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 Absolute value (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 arc cosine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 any (global bool)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 arc sine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 arc tangent (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 arc tangent (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 Ceiling (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 clamp (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 'inF2' (temp 3X3 matrix of float)
0:340 cosine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 hyp. cosine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdx (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdxCoarse (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdxFine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdy (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdyCoarse (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdyFine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 degrees (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 determinant (global float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 exp (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 exp2 (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 findMSB (global int)
0:340 Constant:
0:340 7 (const int)
0:340 findLSB (global int)
0:340 Constant:
0:340 7 (const int)
0:340 Floor (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 Function Call: fmod(mf33;mf33; (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 Fraction (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 frexp (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 fwidth (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 ldexp (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 log (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 log2 (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 max (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 min (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 pow (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 radians (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 roundEven (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 inverse sqrt (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 Sign (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 sine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 hyp. sine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 smoothstep (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 'inF2' (temp 3X3 matrix of float)
0:340 sqrt (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 step (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 tangent (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 hyp. tangent (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 transpose (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 trunc (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:343 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:354 Function Definition: PixelShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:347 Function Parameters:
0:347 'inF0' (temp 4X4 matrix of float)
0:347 'inF1' (temp 4X4 matrix of float)
0:347 'inF2' (temp 4X4 matrix of float)
0:? Sequence
0:349 all (global bool)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 Absolute value (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 arc cosine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 any (global bool)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 arc sine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 arc tangent (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 arc tangent (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 Ceiling (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 clamp (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 'inF2' (temp 4X4 matrix of float)
0:349 cosine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 hyp. cosine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdx (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdxCoarse (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdxFine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdy (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdyCoarse (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdyFine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 degrees (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 determinant (global float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 exp (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 exp2 (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 findMSB (global int)
0:349 Constant:
0:349 7 (const int)
0:349 findLSB (global int)
0:349 Constant:
0:349 7 (const int)
0:349 Floor (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 Function Call: fmod(mf44;mf44; (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 Fraction (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 frexp (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 fwidth (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 ldexp (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 log (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 log2 (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 max (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 min (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 pow (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 radians (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 roundEven (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 inverse sqrt (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 Sign (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 sine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 hyp. sine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 smoothstep (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 'inF2' (temp 4X4 matrix of float)
0:349 sqrt (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 step (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 tangent (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 hyp. tangent (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 transpose (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 trunc (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:352 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:62 Function Definition: PixelShaderFunction(f1;f1;f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (temp float)
0:2 'inF1' (temp float)
0:2 'inF2' (temp float)
0:? Sequence
0:3 all (global bool)
0:3 'inF0' (temp float)
0:4 Absolute value (global float)
0:4 'inF0' (temp float)
0:5 arc cosine (global float)
0:5 'inF0' (temp float)
0:6 any (global bool)
0:6 'inF0' (temp float)
0:7 arc sine (global float)
0:7 'inF0' (temp float)
0:8 arc tangent (global float)
0:8 'inF0' (temp float)
0:9 arc tangent (global float)
0:9 'inF0' (temp float)
0:9 'inF1' (temp float)
0:10 Ceiling (global float)
0:10 'inF0' (temp float)
0:11 clamp (global float)
0:11 'inF0' (temp float)
0:11 'inF1' (temp float)
0:11 'inF2' (temp float)
0:12 cosine (global float)
0:12 'inF0' (temp float)
0:13 hyp. cosine (global float)
0:13 'inF0' (temp float)
0:14 bitCount (global uint)
0:14 Constant:
0:14 7 (const uint)
0:15 dPdx (global float)
0:15 'inF0' (temp float)
0:16 dPdxCoarse (global float)
0:16 'inF0' (temp float)
0:17 dPdxFine (global float)
0:17 'inF0' (temp float)
0:18 dPdy (global float)
0:18 'inF0' (temp float)
0:19 dPdyCoarse (global float)
0:19 'inF0' (temp float)
0:20 dPdyFine (global float)
0:20 'inF0' (temp float)
0:21 degrees (global float)
0:21 'inF0' (temp float)
0:25 exp (global float)
0:25 'inF0' (temp float)
0:26 exp2 (global float)
0:26 'inF0' (temp float)
0:27 findMSB (global int)
0:27 Constant:
0:27 7 (const int)
0:28 findLSB (global int)
0:28 Constant:
0:28 7 (const int)
0:29 Floor (global float)
0:29 'inF0' (temp float)
0:31 Function Call: fmod(f1;f1; (global float)
0:31 'inF0' (temp float)
0:31 'inF1' (temp float)
0:32 Fraction (global float)
0:32 'inF0' (temp float)
0:33 frexp (global float)
0:33 'inF0' (temp float)
0:33 'inF1' (temp float)
0:34 fwidth (global float)
0:34 'inF0' (temp float)
0:35 isinf (global bool)
0:35 'inF0' (temp float)
0:36 isnan (global bool)
0:36 'inF0' (temp float)
0:37 ldexp (global float)
0:37 'inF0' (temp float)
0:37 'inF1' (temp float)
0:38 log (global float)
0:38 'inF0' (temp float)
0:39 log2 (global float)
0:39 'inF0' (temp float)
0:40 max (global float)
0:40 'inF0' (temp float)
0:40 'inF1' (temp float)
0:41 min (global float)
0:41 'inF0' (temp float)
0:41 'inF1' (temp float)
0:43 pow (global float)
0:43 'inF0' (temp float)
0:43 'inF1' (temp float)
0:44 radians (global float)
0:44 'inF0' (temp float)
0:45 bitFieldReverse (global uint)
0:45 Constant:
0:45 2 (const uint)
0:46 roundEven (global float)
0:46 'inF0' (temp float)
0:47 inverse sqrt (global float)
0:47 'inF0' (temp float)
0:48 Sign (global float)
0:48 'inF0' (temp float)
0:49 sine (global float)
0:49 'inF0' (temp float)
0:50 hyp. sine (global float)
0:50 'inF0' (temp float)
0:51 smoothstep (global float)
0:51 'inF0' (temp float)
0:51 'inF1' (temp float)
0:51 'inF2' (temp float)
0:52 sqrt (global float)
0:52 'inF0' (temp float)
0:53 step (global float)
0:53 'inF0' (temp float)
0:53 'inF1' (temp float)
0:54 tangent (global float)
0:54 'inF0' (temp float)
0:55 hyp. tangent (global float)
0:55 'inF0' (temp float)
0:57 trunc (global float)
0:57 'inF0' (temp float)
0:59 Branch: Return with expression
0:59 Constant:
0:59 0.000000
0:68 Function Definition: PixelShaderFunction(vf1;vf1;vf1; (temp 1-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (temp 1-component vector of float)
0:63 'inF1' (temp 1-component vector of float)
0:63 'inF2' (temp 1-component vector of float)
0:? Sequence
0:65 Branch: Return with expression
0:65 Constant:
0:65 0.000000
0:137 Function Definition: PixelShaderFunction(vf2;vf2;vf2; (temp 2-component vector of float)
0:69 Function Parameters:
0:69 'inF0' (temp 2-component vector of float)
0:69 'inF1' (temp 2-component vector of float)
0:69 'inF2' (temp 2-component vector of float)
0:? Sequence
0:70 all (global bool)
0:70 'inF0' (temp 2-component vector of float)
0:71 Absolute value (global 2-component vector of float)
0:71 'inF0' (temp 2-component vector of float)
0:72 arc cosine (global 2-component vector of float)
0:72 'inF0' (temp 2-component vector of float)
0:73 any (global bool)
0:73 'inF0' (temp 2-component vector of float)
0:74 arc sine (global 2-component vector of float)
0:74 'inF0' (temp 2-component vector of float)
0:75 arc tangent (global 2-component vector of float)
0:75 'inF0' (temp 2-component vector of float)
0:76 arc tangent (global 2-component vector of float)
0:76 'inF0' (temp 2-component vector of float)
0:76 'inF1' (temp 2-component vector of float)
0:77 Ceiling (global 2-component vector of float)
0:77 'inF0' (temp 2-component vector of float)
0:78 clamp (global 2-component vector of float)
0:78 'inF0' (temp 2-component vector of float)
0:78 'inF1' (temp 2-component vector of float)
0:78 'inF2' (temp 2-component vector of float)
0:79 cosine (global 2-component vector of float)
0:79 'inF0' (temp 2-component vector of float)
0:80 hyp. cosine (global 2-component vector of float)
0:80 'inF0' (temp 2-component vector of float)
0:? bitCount (global 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:82 dPdx (global 2-component vector of float)
0:82 'inF0' (temp 2-component vector of float)
0:83 dPdxCoarse (global 2-component vector of float)
0:83 'inF0' (temp 2-component vector of float)
0:84 dPdxFine (global 2-component vector of float)
0:84 'inF0' (temp 2-component vector of float)
0:85 dPdy (global 2-component vector of float)
0:85 'inF0' (temp 2-component vector of float)
0:86 dPdyCoarse (global 2-component vector of float)
0:86 'inF0' (temp 2-component vector of float)
0:87 dPdyFine (global 2-component vector of float)
0:87 'inF0' (temp 2-component vector of float)
0:88 degrees (global 2-component vector of float)
0:88 'inF0' (temp 2-component vector of float)
0:89 distance (global float)
0:89 'inF0' (temp 2-component vector of float)
0:89 'inF1' (temp 2-component vector of float)
0:90 dot-product (global float)
0:90 'inF0' (temp 2-component vector of float)
0:90 'inF1' (temp 2-component vector of float)
0:94 exp (global 2-component vector of float)
0:94 'inF0' (temp 2-component vector of float)
0:95 exp2 (global 2-component vector of float)
0:95 'inF0' (temp 2-component vector of float)
0:96 face-forward (global 2-component vector of float)
0:96 'inF0' (temp 2-component vector of float)
0:96 'inF1' (temp 2-component vector of float)
0:96 'inF2' (temp 2-component vector of float)
0:97 findMSB (global int)
0:97 Constant:
0:97 7 (const int)
0:98 findLSB (global int)
0:98 Constant:
0:98 7 (const int)
0:99 Floor (global 2-component vector of float)
0:99 'inF0' (temp 2-component vector of float)
0:101 Function Call: fmod(vf2;vf2; (global 2-component vector of float)
0:101 'inF0' (temp 2-component vector of float)
0:101 'inF1' (temp 2-component vector of float)
0:102 Fraction (global 2-component vector of float)
0:102 'inF0' (temp 2-component vector of float)
0:103 frexp (global 2-component vector of float)
0:103 'inF0' (temp 2-component vector of float)
0:103 'inF1' (temp 2-component vector of float)
0:104 fwidth (global 2-component vector of float)
0:104 'inF0' (temp 2-component vector of float)
0:105 isinf (global 2-component vector of bool)
0:105 'inF0' (temp 2-component vector of float)
0:106 isnan (global 2-component vector of bool)
0:106 'inF0' (temp 2-component vector of float)
0:107 ldexp (global 2-component vector of float)
0:107 'inF0' (temp 2-component vector of float)
0:107 'inF1' (temp 2-component vector of float)
0:108 length (global float)
0:108 'inF0' (temp 2-component vector of float)
0:109 log (global 2-component vector of float)
0:109 'inF0' (temp 2-component vector of float)
0:110 log2 (global 2-component vector of float)
0:110 'inF0' (temp 2-component vector of float)
0:111 max (global 2-component vector of float)
0:111 'inF0' (temp 2-component vector of float)
0:111 'inF1' (temp 2-component vector of float)
0:112 min (global 2-component vector of float)
0:112 'inF0' (temp 2-component vector of float)
0:112 'inF1' (temp 2-component vector of float)
0:114 normalize (global 2-component vector of float)
0:114 'inF0' (temp 2-component vector of float)
0:115 pow (global 2-component vector of float)
0:115 'inF0' (temp 2-component vector of float)
0:115 'inF1' (temp 2-component vector of float)
0:116 radians (global 2-component vector of float)
0:116 'inF0' (temp 2-component vector of float)
0:117 reflect (global 2-component vector of float)
0:117 'inF0' (temp 2-component vector of float)
0:117 'inF1' (temp 2-component vector of float)
0:118 refract (global 2-component vector of float)
0:118 'inF0' (temp 2-component vector of float)
0:118 'inF1' (temp 2-component vector of float)
0:118 Constant:
0:118 2.000000
0:? bitFieldReverse (global 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:120 roundEven (global 2-component vector of float)
0:120 'inF0' (temp 2-component vector of float)
0:121 inverse sqrt (global 2-component vector of float)
0:121 'inF0' (temp 2-component vector of float)
0:122 Sign (global 2-component vector of float)
0:122 'inF0' (temp 2-component vector of float)
0:123 sine (global 2-component vector of float)
0:123 'inF0' (temp 2-component vector of float)
0:124 hyp. sine (global 2-component vector of float)
0:124 'inF0' (temp 2-component vector of float)
0:125 smoothstep (global 2-component vector of float)
0:125 'inF0' (temp 2-component vector of float)
0:125 'inF1' (temp 2-component vector of float)
0:125 'inF2' (temp 2-component vector of float)
0:126 sqrt (global 2-component vector of float)
0:126 'inF0' (temp 2-component vector of float)
0:127 step (global 2-component vector of float)
0:127 'inF0' (temp 2-component vector of float)
0:127 'inF1' (temp 2-component vector of float)
0:128 tangent (global 2-component vector of float)
0:128 'inF0' (temp 2-component vector of float)
0:129 hyp. tangent (global 2-component vector of float)
0:129 'inF0' (temp 2-component vector of float)
0:131 trunc (global 2-component vector of float)
0:131 'inF0' (temp 2-component vector of float)
0:134 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:207 Function Definition: PixelShaderFunction(vf3;vf3;vf3; (temp 3-component vector of float)
0:138 Function Parameters:
0:138 'inF0' (temp 3-component vector of float)
0:138 'inF1' (temp 3-component vector of float)
0:138 'inF2' (temp 3-component vector of float)
0:? Sequence
0:139 all (global bool)
0:139 'inF0' (temp 3-component vector of float)
0:140 Absolute value (global 3-component vector of float)
0:140 'inF0' (temp 3-component vector of float)
0:141 arc cosine (global 3-component vector of float)
0:141 'inF0' (temp 3-component vector of float)
0:142 any (global bool)
0:142 'inF0' (temp 3-component vector of float)
0:143 arc sine (global 3-component vector of float)
0:143 'inF0' (temp 3-component vector of float)
0:144 arc tangent (global 3-component vector of float)
0:144 'inF0' (temp 3-component vector of float)
0:145 arc tangent (global 3-component vector of float)
0:145 'inF0' (temp 3-component vector of float)
0:145 'inF1' (temp 3-component vector of float)
0:146 Ceiling (global 3-component vector of float)
0:146 'inF0' (temp 3-component vector of float)
0:147 clamp (global 3-component vector of float)
0:147 'inF0' (temp 3-component vector of float)
0:147 'inF1' (temp 3-component vector of float)
0:147 'inF2' (temp 3-component vector of float)
0:148 cosine (global 3-component vector of float)
0:148 'inF0' (temp 3-component vector of float)
0:149 hyp. cosine (global 3-component vector of float)
0:149 'inF0' (temp 3-component vector of float)
0:? bitCount (global 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:151 cross-product (global 3-component vector of float)
0:151 'inF0' (temp 3-component vector of float)
0:151 'inF1' (temp 3-component vector of float)
0:152 dPdx (global 3-component vector of float)
0:152 'inF0' (temp 3-component vector of float)
0:153 dPdxCoarse (global 3-component vector of float)
0:153 'inF0' (temp 3-component vector of float)
0:154 dPdxFine (global 3-component vector of float)
0:154 'inF0' (temp 3-component vector of float)
0:155 dPdy (global 3-component vector of float)
0:155 'inF0' (temp 3-component vector of float)
0:156 dPdyCoarse (global 3-component vector of float)
0:156 'inF0' (temp 3-component vector of float)
0:157 dPdyFine (global 3-component vector of float)
0:157 'inF0' (temp 3-component vector of float)
0:158 degrees (global 3-component vector of float)
0:158 'inF0' (temp 3-component vector of float)
0:159 distance (global float)
0:159 'inF0' (temp 3-component vector of float)
0:159 'inF1' (temp 3-component vector of float)
0:160 dot-product (global float)
0:160 'inF0' (temp 3-component vector of float)
0:160 'inF1' (temp 3-component vector of float)
0:164 exp (global 3-component vector of float)
0:164 'inF0' (temp 3-component vector of float)
0:165 exp2 (global 3-component vector of float)
0:165 'inF0' (temp 3-component vector of float)
0:166 face-forward (global 3-component vector of float)
0:166 'inF0' (temp 3-component vector of float)
0:166 'inF1' (temp 3-component vector of float)
0:166 'inF2' (temp 3-component vector of float)
0:167 findMSB (global int)
0:167 Constant:
0:167 7 (const int)
0:168 findLSB (global int)
0:168 Constant:
0:168 7 (const int)
0:169 Floor (global 3-component vector of float)
0:169 'inF0' (temp 3-component vector of float)
0:171 Function Call: fmod(vf3;vf3; (global 3-component vector of float)
0:171 'inF0' (temp 3-component vector of float)
0:171 'inF1' (temp 3-component vector of float)
0:172 Fraction (global 3-component vector of float)
0:172 'inF0' (temp 3-component vector of float)
0:173 frexp (global 3-component vector of float)
0:173 'inF0' (temp 3-component vector of float)
0:173 'inF1' (temp 3-component vector of float)
0:174 fwidth (global 3-component vector of float)
0:174 'inF0' (temp 3-component vector of float)
0:175 isinf (global 3-component vector of bool)
0:175 'inF0' (temp 3-component vector of float)
0:176 isnan (global 3-component vector of bool)
0:176 'inF0' (temp 3-component vector of float)
0:177 ldexp (global 3-component vector of float)
0:177 'inF0' (temp 3-component vector of float)
0:177 'inF1' (temp 3-component vector of float)
0:178 length (global float)
0:178 'inF0' (temp 3-component vector of float)
0:179 log (global 3-component vector of float)
0:179 'inF0' (temp 3-component vector of float)
0:180 log2 (global 3-component vector of float)
0:180 'inF0' (temp 3-component vector of float)
0:181 max (global 3-component vector of float)
0:181 'inF0' (temp 3-component vector of float)
0:181 'inF1' (temp 3-component vector of float)
0:182 min (global 3-component vector of float)
0:182 'inF0' (temp 3-component vector of float)
0:182 'inF1' (temp 3-component vector of float)
0:184 normalize (global 3-component vector of float)
0:184 'inF0' (temp 3-component vector of float)
0:185 pow (global 3-component vector of float)
0:185 'inF0' (temp 3-component vector of float)
0:185 'inF1' (temp 3-component vector of float)
0:186 radians (global 3-component vector of float)
0:186 'inF0' (temp 3-component vector of float)
0:187 reflect (global 3-component vector of float)
0:187 'inF0' (temp 3-component vector of float)
0:187 'inF1' (temp 3-component vector of float)
0:188 refract (global 3-component vector of float)
0:188 'inF0' (temp 3-component vector of float)
0:188 'inF1' (temp 3-component vector of float)
0:188 Constant:
0:188 2.000000
0:? bitFieldReverse (global 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:190 roundEven (global 3-component vector of float)
0:190 'inF0' (temp 3-component vector of float)
0:191 inverse sqrt (global 3-component vector of float)
0:191 'inF0' (temp 3-component vector of float)
0:192 Sign (global 3-component vector of float)
0:192 'inF0' (temp 3-component vector of float)
0:193 sine (global 3-component vector of float)
0:193 'inF0' (temp 3-component vector of float)
0:194 hyp. sine (global 3-component vector of float)
0:194 'inF0' (temp 3-component vector of float)
0:195 smoothstep (global 3-component vector of float)
0:195 'inF0' (temp 3-component vector of float)
0:195 'inF1' (temp 3-component vector of float)
0:195 'inF2' (temp 3-component vector of float)
0:196 sqrt (global 3-component vector of float)
0:196 'inF0' (temp 3-component vector of float)
0:197 step (global 3-component vector of float)
0:197 'inF0' (temp 3-component vector of float)
0:197 'inF1' (temp 3-component vector of float)
0:198 tangent (global 3-component vector of float)
0:198 'inF0' (temp 3-component vector of float)
0:199 hyp. tangent (global 3-component vector of float)
0:199 'inF0' (temp 3-component vector of float)
0:201 trunc (global 3-component vector of float)
0:201 'inF0' (temp 3-component vector of float)
0:204 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:328 Function Definition: PixelShaderFunction(vf4;vf4;vf4; (temp 4-component vector of float)
0:208 Function Parameters:
0:208 'inF0' (temp 4-component vector of float)
0:208 'inF1' (temp 4-component vector of float)
0:208 'inF2' (temp 4-component vector of float)
0:? Sequence
0:209 all (global bool)
0:209 'inF0' (temp 4-component vector of float)
0:210 Absolute value (global 4-component vector of float)
0:210 'inF0' (temp 4-component vector of float)
0:211 arc cosine (global 4-component vector of float)
0:211 'inF0' (temp 4-component vector of float)
0:212 any (global bool)
0:212 'inF0' (temp 4-component vector of float)
0:213 arc sine (global 4-component vector of float)
0:213 'inF0' (temp 4-component vector of float)
0:214 arc tangent (global 4-component vector of float)
0:214 'inF0' (temp 4-component vector of float)
0:215 arc tangent (global 4-component vector of float)
0:215 'inF0' (temp 4-component vector of float)
0:215 'inF1' (temp 4-component vector of float)
0:216 Ceiling (global 4-component vector of float)
0:216 'inF0' (temp 4-component vector of float)
0:217 clamp (global 4-component vector of float)
0:217 'inF0' (temp 4-component vector of float)
0:217 'inF1' (temp 4-component vector of float)
0:217 'inF2' (temp 4-component vector of float)
0:218 cosine (global 4-component vector of float)
0:218 'inF0' (temp 4-component vector of float)
0:219 hyp. cosine (global 4-component vector of float)
0:219 'inF0' (temp 4-component vector of float)
0:? bitCount (global 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:? 2 (const uint)
0:221 dPdx (global 4-component vector of float)
0:221 'inF0' (temp 4-component vector of float)
0:222 dPdxCoarse (global 4-component vector of float)
0:222 'inF0' (temp 4-component vector of float)
0:223 dPdxFine (global 4-component vector of float)
0:223 'inF0' (temp 4-component vector of float)
0:224 dPdy (global 4-component vector of float)
0:224 'inF0' (temp 4-component vector of float)
0:225 dPdyCoarse (global 4-component vector of float)
0:225 'inF0' (temp 4-component vector of float)
0:226 dPdyFine (global 4-component vector of float)
0:226 'inF0' (temp 4-component vector of float)
0:227 degrees (global 4-component vector of float)
0:227 'inF0' (temp 4-component vector of float)
0:228 distance (global float)
0:228 'inF0' (temp 4-component vector of float)
0:228 'inF1' (temp 4-component vector of float)
0:229 dot-product (global float)
0:229 'inF0' (temp 4-component vector of float)
0:229 'inF1' (temp 4-component vector of float)
0:233 exp (global 4-component vector of float)
0:233 'inF0' (temp 4-component vector of float)
0:234 exp2 (global 4-component vector of float)
0:234 'inF0' (temp 4-component vector of float)
0:235 face-forward (global 4-component vector of float)
0:235 'inF0' (temp 4-component vector of float)
0:235 'inF1' (temp 4-component vector of float)
0:235 'inF2' (temp 4-component vector of float)
0:236 findMSB (global int)
0:236 Constant:
0:236 7 (const int)
0:237 findLSB (global int)
0:237 Constant:
0:237 7 (const int)
0:238 Floor (global 4-component vector of float)
0:238 'inF0' (temp 4-component vector of float)
0:240 Function Call: fmod(vf4;vf4; (global 4-component vector of float)
0:240 'inF0' (temp 4-component vector of float)
0:240 'inF1' (temp 4-component vector of float)
0:241 Fraction (global 4-component vector of float)
0:241 'inF0' (temp 4-component vector of float)
0:242 frexp (global 4-component vector of float)
0:242 'inF0' (temp 4-component vector of float)
0:242 'inF1' (temp 4-component vector of float)
0:243 fwidth (global 4-component vector of float)
0:243 'inF0' (temp 4-component vector of float)
0:244 isinf (global 4-component vector of bool)
0:244 'inF0' (temp 4-component vector of float)
0:245 isnan (global 4-component vector of bool)
0:245 'inF0' (temp 4-component vector of float)
0:246 ldexp (global 4-component vector of float)
0:246 'inF0' (temp 4-component vector of float)
0:246 'inF1' (temp 4-component vector of float)
0:247 length (global float)
0:247 'inF0' (temp 4-component vector of float)
0:248 log (global 4-component vector of float)
0:248 'inF0' (temp 4-component vector of float)
0:249 log2 (global 4-component vector of float)
0:249 'inF0' (temp 4-component vector of float)
0:250 max (global 4-component vector of float)
0:250 'inF0' (temp 4-component vector of float)
0:250 'inF1' (temp 4-component vector of float)
0:251 min (global 4-component vector of float)
0:251 'inF0' (temp 4-component vector of float)
0:251 'inF1' (temp 4-component vector of float)
0:253 normalize (global 4-component vector of float)
0:253 'inF0' (temp 4-component vector of float)
0:254 pow (global 4-component vector of float)
0:254 'inF0' (temp 4-component vector of float)
0:254 'inF1' (temp 4-component vector of float)
0:255 radians (global 4-component vector of float)
0:255 'inF0' (temp 4-component vector of float)
0:256 reflect (global 4-component vector of float)
0:256 'inF0' (temp 4-component vector of float)
0:256 'inF1' (temp 4-component vector of float)
0:257 refract (global 4-component vector of float)
0:257 'inF0' (temp 4-component vector of float)
0:257 'inF1' (temp 4-component vector of float)
0:257 Constant:
0:257 2.000000
0:? bitFieldReverse (global 4-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:259 roundEven (global 4-component vector of float)
0:259 'inF0' (temp 4-component vector of float)
0:260 inverse sqrt (global 4-component vector of float)
0:260 'inF0' (temp 4-component vector of float)
0:261 Sign (global 4-component vector of float)
0:261 'inF0' (temp 4-component vector of float)
0:262 sine (global 4-component vector of float)
0:262 'inF0' (temp 4-component vector of float)
0:263 hyp. sine (global 4-component vector of float)
0:263 'inF0' (temp 4-component vector of float)
0:264 smoothstep (global 4-component vector of float)
0:264 'inF0' (temp 4-component vector of float)
0:264 'inF1' (temp 4-component vector of float)
0:264 'inF2' (temp 4-component vector of float)
0:265 sqrt (global 4-component vector of float)
0:265 'inF0' (temp 4-component vector of float)
0:266 step (global 4-component vector of float)
0:266 'inF0' (temp 4-component vector of float)
0:266 'inF1' (temp 4-component vector of float)
0:267 tangent (global 4-component vector of float)
0:267 'inF0' (temp 4-component vector of float)
0:268 hyp. tangent (global 4-component vector of float)
0:268 'inF0' (temp 4-component vector of float)
0:270 trunc (global 4-component vector of float)
0:270 'inF0' (temp 4-component vector of float)
0:273 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:337 Function Definition: PixelShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:329 Function Parameters:
0:329 'inF0' (temp 2X2 matrix of float)
0:329 'inF1' (temp 2X2 matrix of float)
0:329 'inF2' (temp 2X2 matrix of float)
0:? Sequence
0:331 all (global bool)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 Absolute value (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 arc cosine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 any (global bool)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 arc sine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 arc tangent (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 arc tangent (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 Ceiling (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 clamp (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 'inF2' (temp 2X2 matrix of float)
0:331 cosine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 hyp. cosine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdx (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdxCoarse (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdxFine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdy (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdyCoarse (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 dPdyFine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 degrees (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 determinant (global float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 exp (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 exp2 (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 findMSB (global int)
0:331 Constant:
0:331 7 (const int)
0:331 findLSB (global int)
0:331 Constant:
0:331 7 (const int)
0:331 Floor (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 Function Call: fmod(mf22;mf22; (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 Fraction (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 frexp (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 fwidth (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 ldexp (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 log (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 log2 (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 max (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 min (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 pow (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 radians (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 roundEven (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 inverse sqrt (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 Sign (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 sine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 hyp. sine (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 smoothstep (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 'inF2' (temp 2X2 matrix of float)
0:331 sqrt (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 step (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 'inF1' (temp 2X2 matrix of float)
0:331 tangent (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 hyp. tangent (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 transpose (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:331 trunc (global 2X2 matrix of float)
0:331 'inF0' (temp 2X2 matrix of float)
0:334 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:346 Function Definition: PixelShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:338 Function Parameters:
0:338 'inF0' (temp 3X3 matrix of float)
0:338 'inF1' (temp 3X3 matrix of float)
0:338 'inF2' (temp 3X3 matrix of float)
0:? Sequence
0:340 all (global bool)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 Absolute value (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 arc cosine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 any (global bool)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 arc sine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 arc tangent (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 arc tangent (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 Ceiling (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 clamp (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 'inF2' (temp 3X3 matrix of float)
0:340 cosine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 hyp. cosine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdx (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdxCoarse (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdxFine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdy (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdyCoarse (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 dPdyFine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 degrees (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 determinant (global float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 exp (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 exp2 (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 findMSB (global int)
0:340 Constant:
0:340 7 (const int)
0:340 findLSB (global int)
0:340 Constant:
0:340 7 (const int)
0:340 Floor (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 Function Call: fmod(mf33;mf33; (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 Fraction (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 frexp (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 fwidth (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 ldexp (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 log (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 log2 (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 max (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 min (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 pow (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 radians (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 roundEven (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 inverse sqrt (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 Sign (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 sine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 hyp. sine (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 smoothstep (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 'inF2' (temp 3X3 matrix of float)
0:340 sqrt (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 step (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 'inF1' (temp 3X3 matrix of float)
0:340 tangent (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 hyp. tangent (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 transpose (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:340 trunc (global 3X3 matrix of float)
0:340 'inF0' (temp 3X3 matrix of float)
0:343 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:354 Function Definition: PixelShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:347 Function Parameters:
0:347 'inF0' (temp 4X4 matrix of float)
0:347 'inF1' (temp 4X4 matrix of float)
0:347 'inF2' (temp 4X4 matrix of float)
0:? Sequence
0:349 all (global bool)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 Absolute value (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 arc cosine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 any (global bool)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 arc sine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 arc tangent (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 arc tangent (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 Ceiling (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 clamp (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 'inF2' (temp 4X4 matrix of float)
0:349 cosine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 hyp. cosine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdx (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdxCoarse (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdxFine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdy (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdyCoarse (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 dPdyFine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 degrees (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 determinant (global float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 exp (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 exp2 (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 findMSB (global int)
0:349 Constant:
0:349 7 (const int)
0:349 findLSB (global int)
0:349 Constant:
0:349 7 (const int)
0:349 Floor (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 Function Call: fmod(mf44;mf44; (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 Fraction (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 frexp (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 fwidth (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 ldexp (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 log (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 log2 (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 max (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 min (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 pow (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 radians (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 roundEven (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 inverse sqrt (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 Sign (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 sine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 hyp. sine (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 smoothstep (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 'inF2' (temp 4X4 matrix of float)
0:349 sqrt (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 step (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 'inF1' (temp 4X4 matrix of float)
0:349 tangent (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 hyp. tangent (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 transpose (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:349 trunc (global 4X4 matrix of float)
0:349 'inF0' (temp 4X4 matrix of float)
0:352 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
Missing functionality: missing user function; linker needs to catch that
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 880
Capability Shader
Capability DerivativeControl
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft
Source HLSL 450
Name 4 "PixelShaderFunction"
Name 8 "inF0"
Name 23 "inF1"
Name 30 "inF2"
Name 67 "ResType"
Name 127 "inF0"
Name 141 "inF1"
Name 148 "inF2"
Name 195 "ResType"
Name 268 "inF0"
Name 282 "inF1"
Name 289 "inF2"
Name 339 "ResType"
Name 410 "inF0"
Name 424 "inF1"
Name 431 "inF2"
Name 477 "ResType"
Name 549 "inF0"
Name 563 "inF1"
Name 570 "inF2"
Name 604 "ResType"
Name 660 "inF0"
Name 674 "inF1"
Name 681 "inF2"
Name 715 "ResType"
Name 771 "inF0"
Name 785 "inF1"
Name 792 "inF2"
Name 826 "ResType"
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
10: TypeBool
37: TypeInt 32 0
38: 37(int) Constant 7
58: TypeInt 32 1
59: 58(int) Constant 7
67(ResType): TypeStruct 6(float) 58(int)
95: 37(int) Constant 2
122: 6(float) Constant 0
125: TypeVector 6(float) 2
126: TypePointer Function 125(fvec2)
155: TypeVector 37(int) 2
156: 37(int) Constant 3
157: 155(ivec2) ConstantComposite 38 156
194: TypeVector 58(int) 2
195(ResType): TypeStruct 125(fvec2) 194(ivec2)
202: TypeVector 10(bool) 2
233: 6(float) Constant 1073741824
235: 37(int) Constant 1
236: 155(ivec2) ConstantComposite 235 95
263: 6(float) Constant 1065353216
264: 125(fvec2) ConstantComposite 263 233
266: TypeVector 6(float) 3
267: TypePointer Function 266(fvec3)
296: TypeVector 37(int) 3
297: 37(int) Constant 5
298: 296(ivec3) ConstantComposite 38 156 297
338: TypeVector 58(int) 3
339(ResType): TypeStruct 266(fvec3) 338(ivec3)
346: TypeVector 10(bool) 3
378: 296(ivec3) ConstantComposite 235 95 156
405: 6(float) Constant 1077936128
406: 266(fvec3) ConstantComposite 263 233 405
408: TypeVector 6(float) 4
409: TypePointer Function 408(fvec4)
438: TypeVector 37(int) 4
439: 438(ivec4) ConstantComposite 38 156 297 95
476: TypeVector 58(int) 4
477(ResType): TypeStruct 408(fvec4) 476(ivec4)
484: TypeVector 10(bool) 4
516: 37(int) Constant 4
517: 438(ivec4) ConstantComposite 235 95 156 516
544: 6(float) Constant 1082130432
545: 408(fvec4) ConstantComposite 263 233 405 544
547: TypeMatrix 125(fvec2) 2
548: TypePointer Function 547
604(ResType): TypeStruct 547 194(ivec2)
655: 125(fvec2) ConstantComposite 233 233
656: 547 ConstantComposite 655 655
658: TypeMatrix 266(fvec3) 3
659: TypePointer Function 658
715(ResType): TypeStruct 658 338(ivec3)
766: 266(fvec3) ConstantComposite 405 405 405
767: 658 ConstantComposite 766 766 766
769: TypeMatrix 408(fvec4) 4
770: TypePointer Function 769
826(ResType): TypeStruct 769 476(ivec4)
877: 408(fvec4) ConstantComposite 544 544 544 544
878: 769 ConstantComposite 877 877 877 877
4(PixelShaderFunction): 2 Function None 3
5: Label
8(inF0): 7(ptr) Variable Function
23(inF1): 7(ptr) Variable Function
30(inF2): 7(ptr) Variable Function
127(inF0): 126(ptr) Variable Function
141(inF1): 126(ptr) Variable Function
148(inF2): 126(ptr) Variable Function
268(inF0): 267(ptr) Variable Function
282(inF1): 267(ptr) Variable Function
289(inF2): 267(ptr) Variable Function
410(inF0): 409(ptr) Variable Function
424(inF1): 409(ptr) Variable Function
431(inF2): 409(ptr) Variable Function
549(inF0): 548(ptr) Variable Function
563(inF1): 548(ptr) Variable Function
570(inF2): 548(ptr) Variable Function
660(inF0): 659(ptr) Variable Function
674(inF1): 659(ptr) Variable Function
681(inF2): 659(ptr) Variable Function
771(inF0): 770(ptr) Variable Function
785(inF1): 770(ptr) Variable Function
792(inF2): 770(ptr) Variable Function
9: 6(float) Load 8(inF0)
11: 10(bool) All 9
12: 6(float) Load 8(inF0)
13: 6(float) ExtInst 1(GLSL.std.450) 4(FAbs) 12
14: 6(float) Load 8(inF0)
15: 6(float) ExtInst 1(GLSL.std.450) 17(Acos) 14
16: 6(float) Load 8(inF0)
17: 10(bool) Any 16
18: 6(float) Load 8(inF0)
19: 6(float) ExtInst 1(GLSL.std.450) 16(Asin) 18
20: 6(float) Load 8(inF0)
21: 6(float) ExtInst 1(GLSL.std.450) 18(Atan) 20
22: 6(float) Load 8(inF0)
24: 6(float) Load 23(inF1)
25: 6(float) ExtInst 1(GLSL.std.450) 25(Atan2) 22 24
26: 6(float) Load 8(inF0)
27: 6(float) ExtInst 1(GLSL.std.450) 9(Ceil) 26
28: 6(float) Load 8(inF0)
29: 6(float) Load 23(inF1)
31: 6(float) Load 30(inF2)
32: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 28 29 31
33: 6(float) Load 8(inF0)
34: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 33
35: 6(float) Load 8(inF0)
36: 6(float) ExtInst 1(GLSL.std.450) 20(Cosh) 35
39: 37(int) BitCount 38
40: 6(float) Load 8(inF0)
41: 6(float) DPdx 40
42: 6(float) Load 8(inF0)
43: 6(float) DPdxCoarse 42
44: 6(float) Load 8(inF0)
45: 6(float) DPdxFine 44
46: 6(float) Load 8(inF0)
47: 6(float) DPdy 46
48: 6(float) Load 8(inF0)
49: 6(float) DPdyCoarse 48
50: 6(float) Load 8(inF0)
51: 6(float) DPdyFine 50
52: 6(float) Load 8(inF0)
53: 6(float) ExtInst 1(GLSL.std.450) 12(Degrees) 52
54: 6(float) Load 8(inF0)
55: 6(float) ExtInst 1(GLSL.std.450) 27(Exp) 54
56: 6(float) Load 8(inF0)
57: 6(float) ExtInst 1(GLSL.std.450) 29(Exp2) 56
60: 58(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 59
61: 58(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 59
62: 6(float) Load 8(inF0)
63: 6(float) ExtInst 1(GLSL.std.450) 8(Floor) 62
64: 6(float) Load 8(inF0)
65: 6(float) ExtInst 1(GLSL.std.450) 10(Fract) 64
66: 6(float) Load 8(inF0)
68: 67(ResType) ExtInst 1(GLSL.std.450) 52(FrexpStruct) 66
69: 58(int) CompositeExtract 68 1
Store 23(inF1) 69
70: 6(float) CompositeExtract 68 0
71: 6(float) Load 8(inF0)
72: 6(float) Fwidth 71
73: 6(float) Load 8(inF0)
74: 10(bool) IsInf 73
75: 6(float) Load 8(inF0)
76: 10(bool) IsNan 75
77: 6(float) Load 8(inF0)
78: 6(float) Load 23(inF1)
79: 6(float) ExtInst 1(GLSL.std.450) 53(Ldexp) 77 78
80: 6(float) Load 8(inF0)
81: 6(float) ExtInst 1(GLSL.std.450) 28(Log) 80
82: 6(float) Load 8(inF0)
83: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 82
84: 6(float) Load 8(inF0)
85: 6(float) Load 23(inF1)
86: 6(float) ExtInst 1(GLSL.std.450) 40(FMax) 84 85
87: 6(float) Load 8(inF0)
88: 6(float) Load 23(inF1)
89: 6(float) ExtInst 1(GLSL.std.450) 37(FMin) 87 88
90: 6(float) Load 8(inF0)
91: 6(float) Load 23(inF1)
92: 6(float) ExtInst 1(GLSL.std.450) 26(Pow) 90 91
93: 6(float) Load 8(inF0)
94: 6(float) ExtInst 1(GLSL.std.450) 11(Radians) 93
96: 37(int) BitReverse 95
97: 6(float) Load 8(inF0)
98: 6(float) ExtInst 1(GLSL.std.450) 2(RoundEven) 97
99: 6(float) Load 8(inF0)
100: 6(float) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 99
101: 6(float) Load 8(inF0)
102: 6(float) ExtInst 1(GLSL.std.450) 6(FSign) 101
103: 6(float) Load 8(inF0)
104: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 103
105: 6(float) Load 8(inF0)
106: 6(float) ExtInst 1(GLSL.std.450) 19(Sinh) 105
107: 6(float) Load 8(inF0)
108: 6(float) Load 23(inF1)
109: 6(float) Load 30(inF2)
110: 6(float) ExtInst 1(GLSL.std.450) 49(SmoothStep) 107 108 109
111: 6(float) Load 8(inF0)
112: 6(float) ExtInst 1(GLSL.std.450) 31(Sqrt) 111
113: 6(float) Load 8(inF0)
114: 6(float) Load 23(inF1)
115: 6(float) ExtInst 1(GLSL.std.450) 48(Step) 113 114
116: 6(float) Load 8(inF0)
117: 6(float) ExtInst 1(GLSL.std.450) 15(Tan) 116
118: 6(float) Load 8(inF0)
119: 6(float) ExtInst 1(GLSL.std.450) 21(Tanh) 118
120: 6(float) Load 8(inF0)
121: 6(float) ExtInst 1(GLSL.std.450) 3(Trunc) 120
ReturnValue 122
FunctionEnd
hlsl.intrinsics.vert
Shader version: 450
0:? Sequence
0:56 Function Definition: VertexShaderFunction(f1;f1;f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (temp float)
0:2 'inF1' (temp float)
0:2 'inF2' (temp float)
0:? Sequence
0:3 all (global bool)
0:3 'inF0' (temp float)
0:4 Absolute value (global float)
0:4 'inF0' (temp float)
0:5 arc cosine (global float)
0:5 'inF0' (temp float)
0:6 any (global bool)
0:6 'inF0' (temp float)
0:7 arc sine (global float)
0:7 'inF0' (temp float)
0:8 arc tangent (global float)
0:8 'inF0' (temp float)
0:9 arc tangent (global float)
0:9 'inF0' (temp float)
0:9 'inF1' (temp float)
0:10 Ceiling (global float)
0:10 'inF0' (temp float)
0:11 clamp (global float)
0:11 'inF0' (temp float)
0:11 'inF1' (temp float)
0:11 'inF2' (temp float)
0:12 cosine (global float)
0:12 'inF0' (temp float)
0:13 hyp. cosine (global float)
0:13 'inF0' (temp float)
0:14 bitCount (global uint)
0:14 Constant:
0:14 7 (const uint)
0:15 degrees (global float)
0:15 'inF0' (temp float)
0:19 exp (global float)
0:19 'inF0' (temp float)
0:20 exp2 (global float)
0:20 'inF0' (temp float)
0:21 findMSB (global int)
0:21 Constant:
0:21 7 (const int)
0:22 findLSB (global int)
0:22 Constant:
0:22 7 (const int)
0:23 Floor (global float)
0:23 'inF0' (temp float)
0:25 Function Call: fmod(f1;f1; (global float)
0:25 'inF0' (temp float)
0:25 'inF1' (temp float)
0:26 Fraction (global float)
0:26 'inF0' (temp float)
0:27 frexp (global float)
0:27 'inF0' (temp float)
0:27 'inF1' (temp float)
0:28 fwidth (global float)
0:28 'inF0' (temp float)
0:29 isinf (global bool)
0:29 'inF0' (temp float)
0:30 isnan (global bool)
0:30 'inF0' (temp float)
0:31 ldexp (global float)
0:31 'inF0' (temp float)
0:31 'inF1' (temp float)
0:32 log (global float)
0:32 'inF0' (temp float)
0:33 log2 (global float)
0:33 'inF0' (temp float)
0:34 max (global float)
0:34 'inF0' (temp float)
0:34 'inF1' (temp float)
0:35 min (global float)
0:35 'inF0' (temp float)
0:35 'inF1' (temp float)
0:37 pow (global float)
0:37 'inF0' (temp float)
0:37 'inF1' (temp float)
0:38 radians (global float)
0:38 'inF0' (temp float)
0:39 bitFieldReverse (global uint)
0:39 Constant:
0:39 2 (const uint)
0:40 roundEven (global float)
0:40 'inF0' (temp float)
0:41 inverse sqrt (global float)
0:41 'inF0' (temp float)
0:42 Sign (global float)
0:42 'inF0' (temp float)
0:43 sine (global float)
0:43 'inF0' (temp float)
0:44 hyp. sine (global float)
0:44 'inF0' (temp float)
0:45 smoothstep (global float)
0:45 'inF0' (temp float)
0:45 'inF1' (temp float)
0:45 'inF2' (temp float)
0:46 sqrt (global float)
0:46 'inF0' (temp float)
0:47 step (global float)
0:47 'inF0' (temp float)
0:47 'inF1' (temp float)
0:48 tangent (global float)
0:48 'inF0' (temp float)
0:49 hyp. tangent (global float)
0:49 'inF0' (temp float)
0:51 trunc (global float)
0:51 'inF0' (temp float)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:62 Function Definition: VertexShaderFunction(vf1;vf1;vf1; (temp 1-component vector of float)
0:57 Function Parameters:
0:57 'inF0' (temp 1-component vector of float)
0:57 'inF1' (temp 1-component vector of float)
0:57 'inF2' (temp 1-component vector of float)
0:? Sequence
0:59 Branch: Return with expression
0:59 Constant:
0:59 0.000000
0:125 Function Definition: VertexShaderFunction(vf2;vf2;vf2; (temp 2-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (temp 2-component vector of float)
0:63 'inF1' (temp 2-component vector of float)
0:63 'inF2' (temp 2-component vector of float)
0:? Sequence
0:64 all (global bool)
0:64 'inF0' (temp 2-component vector of float)
0:65 Absolute value (global 2-component vector of float)
0:65 'inF0' (temp 2-component vector of float)
0:66 arc cosine (global 2-component vector of float)
0:66 'inF0' (temp 2-component vector of float)
0:67 any (global bool)
0:67 'inF0' (temp 2-component vector of float)
0:68 arc sine (global 2-component vector of float)
0:68 'inF0' (temp 2-component vector of float)
0:69 arc tangent (global 2-component vector of float)
0:69 'inF0' (temp 2-component vector of float)
0:70 arc tangent (global 2-component vector of float)
0:70 'inF0' (temp 2-component vector of float)
0:70 'inF1' (temp 2-component vector of float)
0:71 Ceiling (global 2-component vector of float)
0:71 'inF0' (temp 2-component vector of float)
0:72 clamp (global 2-component vector of float)
0:72 'inF0' (temp 2-component vector of float)
0:72 'inF1' (temp 2-component vector of float)
0:72 'inF2' (temp 2-component vector of float)
0:73 cosine (global 2-component vector of float)
0:73 'inF0' (temp 2-component vector of float)
0:74 hyp. cosine (global 2-component vector of float)
0:74 'inF0' (temp 2-component vector of float)
0:? bitCount (global 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:76 degrees (global 2-component vector of float)
0:76 'inF0' (temp 2-component vector of float)
0:77 distance (global float)
0:77 'inF0' (temp 2-component vector of float)
0:77 'inF1' (temp 2-component vector of float)
0:78 dot-product (global float)
0:78 'inF0' (temp 2-component vector of float)
0:78 'inF1' (temp 2-component vector of float)
0:82 exp (global 2-component vector of float)
0:82 'inF0' (temp 2-component vector of float)
0:83 exp2 (global 2-component vector of float)
0:83 'inF0' (temp 2-component vector of float)
0:84 face-forward (global 2-component vector of float)
0:84 'inF0' (temp 2-component vector of float)
0:84 'inF1' (temp 2-component vector of float)
0:84 'inF2' (temp 2-component vector of float)
0:85 findMSB (global int)
0:85 Constant:
0:85 7 (const int)
0:86 findLSB (global int)
0:86 Constant:
0:86 7 (const int)
0:87 Floor (global 2-component vector of float)
0:87 'inF0' (temp 2-component vector of float)
0:89 Function Call: fmod(vf2;vf2; (global 2-component vector of float)
0:89 'inF0' (temp 2-component vector of float)
0:89 'inF1' (temp 2-component vector of float)
0:90 Fraction (global 2-component vector of float)
0:90 'inF0' (temp 2-component vector of float)
0:91 frexp (global 2-component vector of float)
0:91 'inF0' (temp 2-component vector of float)
0:91 'inF1' (temp 2-component vector of float)
0:92 fwidth (global 2-component vector of float)
0:92 'inF0' (temp 2-component vector of float)
0:93 isinf (global 2-component vector of bool)
0:93 'inF0' (temp 2-component vector of float)
0:94 isnan (global 2-component vector of bool)
0:94 'inF0' (temp 2-component vector of float)
0:95 ldexp (global 2-component vector of float)
0:95 'inF0' (temp 2-component vector of float)
0:95 'inF1' (temp 2-component vector of float)
0:96 length (global float)
0:96 'inF0' (temp 2-component vector of float)
0:97 log (global 2-component vector of float)
0:97 'inF0' (temp 2-component vector of float)
0:98 log2 (global 2-component vector of float)
0:98 'inF0' (temp 2-component vector of float)
0:99 max (global 2-component vector of float)
0:99 'inF0' (temp 2-component vector of float)
0:99 'inF1' (temp 2-component vector of float)
0:100 min (global 2-component vector of float)
0:100 'inF0' (temp 2-component vector of float)
0:100 'inF1' (temp 2-component vector of float)
0:102 normalize (global 2-component vector of float)
0:102 'inF0' (temp 2-component vector of float)
0:103 pow (global 2-component vector of float)
0:103 'inF0' (temp 2-component vector of float)
0:103 'inF1' (temp 2-component vector of float)
0:104 radians (global 2-component vector of float)
0:104 'inF0' (temp 2-component vector of float)
0:105 reflect (global 2-component vector of float)
0:105 'inF0' (temp 2-component vector of float)
0:105 'inF1' (temp 2-component vector of float)
0:106 refract (global 2-component vector of float)
0:106 'inF0' (temp 2-component vector of float)
0:106 'inF1' (temp 2-component vector of float)
0:106 Constant:
0:106 2.000000
0:? bitFieldReverse (global 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:108 roundEven (global 2-component vector of float)
0:108 'inF0' (temp 2-component vector of float)
0:109 inverse sqrt (global 2-component vector of float)
0:109 'inF0' (temp 2-component vector of float)
0:110 Sign (global 2-component vector of float)
0:110 'inF0' (temp 2-component vector of float)
0:111 sine (global 2-component vector of float)
0:111 'inF0' (temp 2-component vector of float)
0:112 hyp. sine (global 2-component vector of float)
0:112 'inF0' (temp 2-component vector of float)
0:113 smoothstep (global 2-component vector of float)
0:113 'inF0' (temp 2-component vector of float)
0:113 'inF1' (temp 2-component vector of float)
0:113 'inF2' (temp 2-component vector of float)
0:114 sqrt (global 2-component vector of float)
0:114 'inF0' (temp 2-component vector of float)
0:115 step (global 2-component vector of float)
0:115 'inF0' (temp 2-component vector of float)
0:115 'inF1' (temp 2-component vector of float)
0:116 tangent (global 2-component vector of float)
0:116 'inF0' (temp 2-component vector of float)
0:117 hyp. tangent (global 2-component vector of float)
0:117 'inF0' (temp 2-component vector of float)
0:119 trunc (global 2-component vector of float)
0:119 'inF0' (temp 2-component vector of float)
0:122 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:189 Function Definition: VertexShaderFunction(vf3;vf3;vf3; (temp 3-component vector of float)
0:126 Function Parameters:
0:126 'inF0' (temp 3-component vector of float)
0:126 'inF1' (temp 3-component vector of float)
0:126 'inF2' (temp 3-component vector of float)
0:? Sequence
0:127 all (global bool)
0:127 'inF0' (temp 3-component vector of float)
0:128 Absolute value (global 3-component vector of float)
0:128 'inF0' (temp 3-component vector of float)
0:129 arc cosine (global 3-component vector of float)
0:129 'inF0' (temp 3-component vector of float)
0:130 any (global bool)
0:130 'inF0' (temp 3-component vector of float)
0:131 arc sine (global 3-component vector of float)
0:131 'inF0' (temp 3-component vector of float)
0:132 arc tangent (global 3-component vector of float)
0:132 'inF0' (temp 3-component vector of float)
0:133 arc tangent (global 3-component vector of float)
0:133 'inF0' (temp 3-component vector of float)
0:133 'inF1' (temp 3-component vector of float)
0:134 Ceiling (global 3-component vector of float)
0:134 'inF0' (temp 3-component vector of float)
0:135 clamp (global 3-component vector of float)
0:135 'inF0' (temp 3-component vector of float)
0:135 'inF1' (temp 3-component vector of float)
0:135 'inF2' (temp 3-component vector of float)
0:136 cosine (global 3-component vector of float)
0:136 'inF0' (temp 3-component vector of float)
0:137 hyp. cosine (global 3-component vector of float)
0:137 'inF0' (temp 3-component vector of float)
0:? bitCount (global 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:139 cross-product (global 3-component vector of float)
0:139 'inF0' (temp 3-component vector of float)
0:139 'inF1' (temp 3-component vector of float)
0:140 degrees (global 3-component vector of float)
0:140 'inF0' (temp 3-component vector of float)
0:141 distance (global float)
0:141 'inF0' (temp 3-component vector of float)
0:141 'inF1' (temp 3-component vector of float)
0:142 dot-product (global float)
0:142 'inF0' (temp 3-component vector of float)
0:142 'inF1' (temp 3-component vector of float)
0:146 exp (global 3-component vector of float)
0:146 'inF0' (temp 3-component vector of float)
0:147 exp2 (global 3-component vector of float)
0:147 'inF0' (temp 3-component vector of float)
0:148 face-forward (global 3-component vector of float)
0:148 'inF0' (temp 3-component vector of float)
0:148 'inF1' (temp 3-component vector of float)
0:148 'inF2' (temp 3-component vector of float)
0:149 findMSB (global int)
0:149 Constant:
0:149 7 (const int)
0:150 findLSB (global int)
0:150 Constant:
0:150 7 (const int)
0:151 Floor (global 3-component vector of float)
0:151 'inF0' (temp 3-component vector of float)
0:153 Function Call: fmod(vf3;vf3; (global 3-component vector of float)
0:153 'inF0' (temp 3-component vector of float)
0:153 'inF1' (temp 3-component vector of float)
0:154 Fraction (global 3-component vector of float)
0:154 'inF0' (temp 3-component vector of float)
0:155 frexp (global 3-component vector of float)
0:155 'inF0' (temp 3-component vector of float)
0:155 'inF1' (temp 3-component vector of float)
0:156 fwidth (global 3-component vector of float)
0:156 'inF0' (temp 3-component vector of float)
0:157 isinf (global 3-component vector of bool)
0:157 'inF0' (temp 3-component vector of float)
0:158 isnan (global 3-component vector of bool)
0:158 'inF0' (temp 3-component vector of float)
0:159 ldexp (global 3-component vector of float)
0:159 'inF0' (temp 3-component vector of float)
0:159 'inF1' (temp 3-component vector of float)
0:160 length (global float)
0:160 'inF0' (temp 3-component vector of float)
0:161 log (global 3-component vector of float)
0:161 'inF0' (temp 3-component vector of float)
0:162 log2 (global 3-component vector of float)
0:162 'inF0' (temp 3-component vector of float)
0:163 max (global 3-component vector of float)
0:163 'inF0' (temp 3-component vector of float)
0:163 'inF1' (temp 3-component vector of float)
0:164 min (global 3-component vector of float)
0:164 'inF0' (temp 3-component vector of float)
0:164 'inF1' (temp 3-component vector of float)
0:166 normalize (global 3-component vector of float)
0:166 'inF0' (temp 3-component vector of float)
0:167 pow (global 3-component vector of float)
0:167 'inF0' (temp 3-component vector of float)
0:167 'inF1' (temp 3-component vector of float)
0:168 radians (global 3-component vector of float)
0:168 'inF0' (temp 3-component vector of float)
0:169 reflect (global 3-component vector of float)
0:169 'inF0' (temp 3-component vector of float)
0:169 'inF1' (temp 3-component vector of float)
0:170 refract (global 3-component vector of float)
0:170 'inF0' (temp 3-component vector of float)
0:170 'inF1' (temp 3-component vector of float)
0:170 Constant:
0:170 2.000000
0:? bitFieldReverse (global 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:172 roundEven (global 3-component vector of float)
0:172 'inF0' (temp 3-component vector of float)
0:173 inverse sqrt (global 3-component vector of float)
0:173 'inF0' (temp 3-component vector of float)
0:174 Sign (global 3-component vector of float)
0:174 'inF0' (temp 3-component vector of float)
0:175 sine (global 3-component vector of float)
0:175 'inF0' (temp 3-component vector of float)
0:176 hyp. sine (global 3-component vector of float)
0:176 'inF0' (temp 3-component vector of float)
0:177 smoothstep (global 3-component vector of float)
0:177 'inF0' (temp 3-component vector of float)
0:177 'inF1' (temp 3-component vector of float)
0:177 'inF2' (temp 3-component vector of float)
0:178 sqrt (global 3-component vector of float)
0:178 'inF0' (temp 3-component vector of float)
0:179 step (global 3-component vector of float)
0:179 'inF0' (temp 3-component vector of float)
0:179 'inF1' (temp 3-component vector of float)
0:180 tangent (global 3-component vector of float)
0:180 'inF0' (temp 3-component vector of float)
0:181 hyp. tangent (global 3-component vector of float)
0:181 'inF0' (temp 3-component vector of float)
0:183 trunc (global 3-component vector of float)
0:183 'inF0' (temp 3-component vector of float)
0:186 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:298 Function Definition: VertexShaderFunction(vf4;vf4;vf4; (temp 4-component vector of float)
0:190 Function Parameters:
0:190 'inF0' (temp 4-component vector of float)
0:190 'inF1' (temp 4-component vector of float)
0:190 'inF2' (temp 4-component vector of float)
0:? Sequence
0:191 all (global bool)
0:191 'inF0' (temp 4-component vector of float)
0:192 Absolute value (global 4-component vector of float)
0:192 'inF0' (temp 4-component vector of float)
0:193 arc cosine (global 4-component vector of float)
0:193 'inF0' (temp 4-component vector of float)
0:194 any (global bool)
0:194 'inF0' (temp 4-component vector of float)
0:195 arc sine (global 4-component vector of float)
0:195 'inF0' (temp 4-component vector of float)
0:196 arc tangent (global 4-component vector of float)
0:196 'inF0' (temp 4-component vector of float)
0:197 arc tangent (global 4-component vector of float)
0:197 'inF0' (temp 4-component vector of float)
0:197 'inF1' (temp 4-component vector of float)
0:198 Ceiling (global 4-component vector of float)
0:198 'inF0' (temp 4-component vector of float)
0:199 clamp (global 4-component vector of float)
0:199 'inF0' (temp 4-component vector of float)
0:199 'inF1' (temp 4-component vector of float)
0:199 'inF2' (temp 4-component vector of float)
0:200 cosine (global 4-component vector of float)
0:200 'inF0' (temp 4-component vector of float)
0:201 hyp. cosine (global 4-component vector of float)
0:201 'inF0' (temp 4-component vector of float)
0:? bitCount (global 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:? 2 (const uint)
0:203 degrees (global 4-component vector of float)
0:203 'inF0' (temp 4-component vector of float)
0:204 distance (global float)
0:204 'inF0' (temp 4-component vector of float)
0:204 'inF1' (temp 4-component vector of float)
0:205 dot-product (global float)
0:205 'inF0' (temp 4-component vector of float)
0:205 'inF1' (temp 4-component vector of float)
0:209 exp (global 4-component vector of float)
0:209 'inF0' (temp 4-component vector of float)
0:210 exp2 (global 4-component vector of float)
0:210 'inF0' (temp 4-component vector of float)
0:211 face-forward (global 4-component vector of float)
0:211 'inF0' (temp 4-component vector of float)
0:211 'inF1' (temp 4-component vector of float)
0:211 'inF2' (temp 4-component vector of float)
0:212 findMSB (global int)
0:212 Constant:
0:212 7 (const int)
0:213 findLSB (global int)
0:213 Constant:
0:213 7 (const int)
0:214 Floor (global 4-component vector of float)
0:214 'inF0' (temp 4-component vector of float)
0:216 Function Call: fmod(vf4;vf4; (global 4-component vector of float)
0:216 'inF0' (temp 4-component vector of float)
0:216 'inF1' (temp 4-component vector of float)
0:217 Fraction (global 4-component vector of float)
0:217 'inF0' (temp 4-component vector of float)
0:218 frexp (global 4-component vector of float)
0:218 'inF0' (temp 4-component vector of float)
0:218 'inF1' (temp 4-component vector of float)
0:219 fwidth (global 4-component vector of float)
0:219 'inF0' (temp 4-component vector of float)
0:220 isinf (global 4-component vector of bool)
0:220 'inF0' (temp 4-component vector of float)
0:221 isnan (global 4-component vector of bool)
0:221 'inF0' (temp 4-component vector of float)
0:222 ldexp (global 4-component vector of float)
0:222 'inF0' (temp 4-component vector of float)
0:222 'inF1' (temp 4-component vector of float)
0:223 length (global float)
0:223 'inF0' (temp 4-component vector of float)
0:224 log (global 4-component vector of float)
0:224 'inF0' (temp 4-component vector of float)
0:225 log2 (global 4-component vector of float)
0:225 'inF0' (temp 4-component vector of float)
0:226 max (global 4-component vector of float)
0:226 'inF0' (temp 4-component vector of float)
0:226 'inF1' (temp 4-component vector of float)
0:227 min (global 4-component vector of float)
0:227 'inF0' (temp 4-component vector of float)
0:227 'inF1' (temp 4-component vector of float)
0:229 normalize (global 4-component vector of float)
0:229 'inF0' (temp 4-component vector of float)
0:230 pow (global 4-component vector of float)
0:230 'inF0' (temp 4-component vector of float)
0:230 'inF1' (temp 4-component vector of float)
0:231 radians (global 4-component vector of float)
0:231 'inF0' (temp 4-component vector of float)
0:232 reflect (global 4-component vector of float)
0:232 'inF0' (temp 4-component vector of float)
0:232 'inF1' (temp 4-component vector of float)
0:233 refract (global 4-component vector of float)
0:233 'inF0' (temp 4-component vector of float)
0:233 'inF1' (temp 4-component vector of float)
0:233 Constant:
0:233 2.000000
0:? bitFieldReverse (global 4-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:235 roundEven (global 4-component vector of float)
0:235 'inF0' (temp 4-component vector of float)
0:236 inverse sqrt (global 4-component vector of float)
0:236 'inF0' (temp 4-component vector of float)
0:237 Sign (global 4-component vector of float)
0:237 'inF0' (temp 4-component vector of float)
0:238 sine (global 4-component vector of float)
0:238 'inF0' (temp 4-component vector of float)
0:239 hyp. sine (global 4-component vector of float)
0:239 'inF0' (temp 4-component vector of float)
0:240 smoothstep (global 4-component vector of float)
0:240 'inF0' (temp 4-component vector of float)
0:240 'inF1' (temp 4-component vector of float)
0:240 'inF2' (temp 4-component vector of float)
0:241 sqrt (global 4-component vector of float)
0:241 'inF0' (temp 4-component vector of float)
0:242 step (global 4-component vector of float)
0:242 'inF0' (temp 4-component vector of float)
0:242 'inF1' (temp 4-component vector of float)
0:243 tangent (global 4-component vector of float)
0:243 'inF0' (temp 4-component vector of float)
0:244 hyp. tangent (global 4-component vector of float)
0:244 'inF0' (temp 4-component vector of float)
0:246 trunc (global 4-component vector of float)
0:246 'inF0' (temp 4-component vector of float)
0:249 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:307 Function Definition: VertexShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:299 Function Parameters:
0:299 'inF0' (temp 2X2 matrix of float)
0:299 'inF1' (temp 2X2 matrix of float)
0:299 'inF2' (temp 2X2 matrix of float)
0:? Sequence
0:301 all (global bool)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Absolute value (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 any (global bool)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 Ceiling (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 clamp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 'inF2' (temp 2X2 matrix of float)
0:301 cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 degrees (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 determinant (global float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 exp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 exp2 (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 findMSB (global int)
0:301 Constant:
0:301 7 (const int)
0:301 findLSB (global int)
0:301 Constant:
0:301 7 (const int)
0:301 Floor (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Function Call: fmod(mf22;mf22; (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 Fraction (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 frexp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 fwidth (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 ldexp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 log (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 log2 (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 max (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 min (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 pow (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 radians (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 roundEven (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 inverse sqrt (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Sign (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 smoothstep (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 'inF2' (temp 2X2 matrix of float)
0:301 sqrt (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 step (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 transpose (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 trunc (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:304 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:316 Function Definition: VertexShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:308 Function Parameters:
0:308 'inF0' (temp 3X3 matrix of float)
0:308 'inF1' (temp 3X3 matrix of float)
0:308 'inF2' (temp 3X3 matrix of float)
0:? Sequence
0:310 all (global bool)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Absolute value (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 any (global bool)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 Ceiling (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 clamp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 'inF2' (temp 3X3 matrix of float)
0:310 cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 degrees (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 determinant (global float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 exp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 exp2 (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 findMSB (global int)
0:310 Constant:
0:310 7 (const int)
0:310 findLSB (global int)
0:310 Constant:
0:310 7 (const int)
0:310 Floor (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Function Call: fmod(mf33;mf33; (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 Fraction (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 frexp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 fwidth (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 ldexp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 log (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 log2 (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 max (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 min (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 pow (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 radians (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 roundEven (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 inverse sqrt (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Sign (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 smoothstep (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 'inF2' (temp 3X3 matrix of float)
0:310 sqrt (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 step (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 transpose (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 trunc (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:313 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:324 Function Definition: VertexShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:317 Function Parameters:
0:317 'inF0' (temp 4X4 matrix of float)
0:317 'inF1' (temp 4X4 matrix of float)
0:317 'inF2' (temp 4X4 matrix of float)
0:? Sequence
0:319 all (global bool)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Absolute value (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 any (global bool)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 Ceiling (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 clamp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 'inF2' (temp 4X4 matrix of float)
0:319 cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 degrees (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 determinant (global float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 exp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 exp2 (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 findMSB (global int)
0:319 Constant:
0:319 7 (const int)
0:319 findLSB (global int)
0:319 Constant:
0:319 7 (const int)
0:319 Floor (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Function Call: fmod(mf44;mf44; (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 Fraction (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 frexp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 fwidth (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 ldexp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 log (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 log2 (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 max (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 min (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 pow (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 radians (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 roundEven (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 inverse sqrt (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Sign (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 smoothstep (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 'inF2' (temp 4X4 matrix of float)
0:319 sqrt (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 step (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 transpose (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 trunc (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:322 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
Linked vertex stage:
Shader version: 450
0:? Sequence
0:56 Function Definition: VertexShaderFunction(f1;f1;f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (temp float)
0:2 'inF1' (temp float)
0:2 'inF2' (temp float)
0:? Sequence
0:3 all (global bool)
0:3 'inF0' (temp float)
0:4 Absolute value (global float)
0:4 'inF0' (temp float)
0:5 arc cosine (global float)
0:5 'inF0' (temp float)
0:6 any (global bool)
0:6 'inF0' (temp float)
0:7 arc sine (global float)
0:7 'inF0' (temp float)
0:8 arc tangent (global float)
0:8 'inF0' (temp float)
0:9 arc tangent (global float)
0:9 'inF0' (temp float)
0:9 'inF1' (temp float)
0:10 Ceiling (global float)
0:10 'inF0' (temp float)
0:11 clamp (global float)
0:11 'inF0' (temp float)
0:11 'inF1' (temp float)
0:11 'inF2' (temp float)
0:12 cosine (global float)
0:12 'inF0' (temp float)
0:13 hyp. cosine (global float)
0:13 'inF0' (temp float)
0:14 bitCount (global uint)
0:14 Constant:
0:14 7 (const uint)
0:15 degrees (global float)
0:15 'inF0' (temp float)
0:19 exp (global float)
0:19 'inF0' (temp float)
0:20 exp2 (global float)
0:20 'inF0' (temp float)
0:21 findMSB (global int)
0:21 Constant:
0:21 7 (const int)
0:22 findLSB (global int)
0:22 Constant:
0:22 7 (const int)
0:23 Floor (global float)
0:23 'inF0' (temp float)
0:25 Function Call: fmod(f1;f1; (global float)
0:25 'inF0' (temp float)
0:25 'inF1' (temp float)
0:26 Fraction (global float)
0:26 'inF0' (temp float)
0:27 frexp (global float)
0:27 'inF0' (temp float)
0:27 'inF1' (temp float)
0:28 fwidth (global float)
0:28 'inF0' (temp float)
0:29 isinf (global bool)
0:29 'inF0' (temp float)
0:30 isnan (global bool)
0:30 'inF0' (temp float)
0:31 ldexp (global float)
0:31 'inF0' (temp float)
0:31 'inF1' (temp float)
0:32 log (global float)
0:32 'inF0' (temp float)
0:33 log2 (global float)
0:33 'inF0' (temp float)
0:34 max (global float)
0:34 'inF0' (temp float)
0:34 'inF1' (temp float)
0:35 min (global float)
0:35 'inF0' (temp float)
0:35 'inF1' (temp float)
0:37 pow (global float)
0:37 'inF0' (temp float)
0:37 'inF1' (temp float)
0:38 radians (global float)
0:38 'inF0' (temp float)
0:39 bitFieldReverse (global uint)
0:39 Constant:
0:39 2 (const uint)
0:40 roundEven (global float)
0:40 'inF0' (temp float)
0:41 inverse sqrt (global float)
0:41 'inF0' (temp float)
0:42 Sign (global float)
0:42 'inF0' (temp float)
0:43 sine (global float)
0:43 'inF0' (temp float)
0:44 hyp. sine (global float)
0:44 'inF0' (temp float)
0:45 smoothstep (global float)
0:45 'inF0' (temp float)
0:45 'inF1' (temp float)
0:45 'inF2' (temp float)
0:46 sqrt (global float)
0:46 'inF0' (temp float)
0:47 step (global float)
0:47 'inF0' (temp float)
0:47 'inF1' (temp float)
0:48 tangent (global float)
0:48 'inF0' (temp float)
0:49 hyp. tangent (global float)
0:49 'inF0' (temp float)
0:51 trunc (global float)
0:51 'inF0' (temp float)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:62 Function Definition: VertexShaderFunction(vf1;vf1;vf1; (temp 1-component vector of float)
0:57 Function Parameters:
0:57 'inF0' (temp 1-component vector of float)
0:57 'inF1' (temp 1-component vector of float)
0:57 'inF2' (temp 1-component vector of float)
0:? Sequence
0:59 Branch: Return with expression
0:59 Constant:
0:59 0.000000
0:125 Function Definition: VertexShaderFunction(vf2;vf2;vf2; (temp 2-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (temp 2-component vector of float)
0:63 'inF1' (temp 2-component vector of float)
0:63 'inF2' (temp 2-component vector of float)
0:? Sequence
0:64 all (global bool)
0:64 'inF0' (temp 2-component vector of float)
0:65 Absolute value (global 2-component vector of float)
0:65 'inF0' (temp 2-component vector of float)
0:66 arc cosine (global 2-component vector of float)
0:66 'inF0' (temp 2-component vector of float)
0:67 any (global bool)
0:67 'inF0' (temp 2-component vector of float)
0:68 arc sine (global 2-component vector of float)
0:68 'inF0' (temp 2-component vector of float)
0:69 arc tangent (global 2-component vector of float)
0:69 'inF0' (temp 2-component vector of float)
0:70 arc tangent (global 2-component vector of float)
0:70 'inF0' (temp 2-component vector of float)
0:70 'inF1' (temp 2-component vector of float)
0:71 Ceiling (global 2-component vector of float)
0:71 'inF0' (temp 2-component vector of float)
0:72 clamp (global 2-component vector of float)
0:72 'inF0' (temp 2-component vector of float)
0:72 'inF1' (temp 2-component vector of float)
0:72 'inF2' (temp 2-component vector of float)
0:73 cosine (global 2-component vector of float)
0:73 'inF0' (temp 2-component vector of float)
0:74 hyp. cosine (global 2-component vector of float)
0:74 'inF0' (temp 2-component vector of float)
0:? bitCount (global 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:76 degrees (global 2-component vector of float)
0:76 'inF0' (temp 2-component vector of float)
0:77 distance (global float)
0:77 'inF0' (temp 2-component vector of float)
0:77 'inF1' (temp 2-component vector of float)
0:78 dot-product (global float)
0:78 'inF0' (temp 2-component vector of float)
0:78 'inF1' (temp 2-component vector of float)
0:82 exp (global 2-component vector of float)
0:82 'inF0' (temp 2-component vector of float)
0:83 exp2 (global 2-component vector of float)
0:83 'inF0' (temp 2-component vector of float)
0:84 face-forward (global 2-component vector of float)
0:84 'inF0' (temp 2-component vector of float)
0:84 'inF1' (temp 2-component vector of float)
0:84 'inF2' (temp 2-component vector of float)
0:85 findMSB (global int)
0:85 Constant:
0:85 7 (const int)
0:86 findLSB (global int)
0:86 Constant:
0:86 7 (const int)
0:87 Floor (global 2-component vector of float)
0:87 'inF0' (temp 2-component vector of float)
0:89 Function Call: fmod(vf2;vf2; (global 2-component vector of float)
0:89 'inF0' (temp 2-component vector of float)
0:89 'inF1' (temp 2-component vector of float)
0:90 Fraction (global 2-component vector of float)
0:90 'inF0' (temp 2-component vector of float)
0:91 frexp (global 2-component vector of float)
0:91 'inF0' (temp 2-component vector of float)
0:91 'inF1' (temp 2-component vector of float)
0:92 fwidth (global 2-component vector of float)
0:92 'inF0' (temp 2-component vector of float)
0:93 isinf (global 2-component vector of bool)
0:93 'inF0' (temp 2-component vector of float)
0:94 isnan (global 2-component vector of bool)
0:94 'inF0' (temp 2-component vector of float)
0:95 ldexp (global 2-component vector of float)
0:95 'inF0' (temp 2-component vector of float)
0:95 'inF1' (temp 2-component vector of float)
0:96 length (global float)
0:96 'inF0' (temp 2-component vector of float)
0:97 log (global 2-component vector of float)
0:97 'inF0' (temp 2-component vector of float)
0:98 log2 (global 2-component vector of float)
0:98 'inF0' (temp 2-component vector of float)
0:99 max (global 2-component vector of float)
0:99 'inF0' (temp 2-component vector of float)
0:99 'inF1' (temp 2-component vector of float)
0:100 min (global 2-component vector of float)
0:100 'inF0' (temp 2-component vector of float)
0:100 'inF1' (temp 2-component vector of float)
0:102 normalize (global 2-component vector of float)
0:102 'inF0' (temp 2-component vector of float)
0:103 pow (global 2-component vector of float)
0:103 'inF0' (temp 2-component vector of float)
0:103 'inF1' (temp 2-component vector of float)
0:104 radians (global 2-component vector of float)
0:104 'inF0' (temp 2-component vector of float)
0:105 reflect (global 2-component vector of float)
0:105 'inF0' (temp 2-component vector of float)
0:105 'inF1' (temp 2-component vector of float)
0:106 refract (global 2-component vector of float)
0:106 'inF0' (temp 2-component vector of float)
0:106 'inF1' (temp 2-component vector of float)
0:106 Constant:
0:106 2.000000
0:? bitFieldReverse (global 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:108 roundEven (global 2-component vector of float)
0:108 'inF0' (temp 2-component vector of float)
0:109 inverse sqrt (global 2-component vector of float)
0:109 'inF0' (temp 2-component vector of float)
0:110 Sign (global 2-component vector of float)
0:110 'inF0' (temp 2-component vector of float)
0:111 sine (global 2-component vector of float)
0:111 'inF0' (temp 2-component vector of float)
0:112 hyp. sine (global 2-component vector of float)
0:112 'inF0' (temp 2-component vector of float)
0:113 smoothstep (global 2-component vector of float)
0:113 'inF0' (temp 2-component vector of float)
0:113 'inF1' (temp 2-component vector of float)
0:113 'inF2' (temp 2-component vector of float)
0:114 sqrt (global 2-component vector of float)
0:114 'inF0' (temp 2-component vector of float)
0:115 step (global 2-component vector of float)
0:115 'inF0' (temp 2-component vector of float)
0:115 'inF1' (temp 2-component vector of float)
0:116 tangent (global 2-component vector of float)
0:116 'inF0' (temp 2-component vector of float)
0:117 hyp. tangent (global 2-component vector of float)
0:117 'inF0' (temp 2-component vector of float)
0:119 trunc (global 2-component vector of float)
0:119 'inF0' (temp 2-component vector of float)
0:122 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:189 Function Definition: VertexShaderFunction(vf3;vf3;vf3; (temp 3-component vector of float)
0:126 Function Parameters:
0:126 'inF0' (temp 3-component vector of float)
0:126 'inF1' (temp 3-component vector of float)
0:126 'inF2' (temp 3-component vector of float)
0:? Sequence
0:127 all (global bool)
0:127 'inF0' (temp 3-component vector of float)
0:128 Absolute value (global 3-component vector of float)
0:128 'inF0' (temp 3-component vector of float)
0:129 arc cosine (global 3-component vector of float)
0:129 'inF0' (temp 3-component vector of float)
0:130 any (global bool)
0:130 'inF0' (temp 3-component vector of float)
0:131 arc sine (global 3-component vector of float)
0:131 'inF0' (temp 3-component vector of float)
0:132 arc tangent (global 3-component vector of float)
0:132 'inF0' (temp 3-component vector of float)
0:133 arc tangent (global 3-component vector of float)
0:133 'inF0' (temp 3-component vector of float)
0:133 'inF1' (temp 3-component vector of float)
0:134 Ceiling (global 3-component vector of float)
0:134 'inF0' (temp 3-component vector of float)
0:135 clamp (global 3-component vector of float)
0:135 'inF0' (temp 3-component vector of float)
0:135 'inF1' (temp 3-component vector of float)
0:135 'inF2' (temp 3-component vector of float)
0:136 cosine (global 3-component vector of float)
0:136 'inF0' (temp 3-component vector of float)
0:137 hyp. cosine (global 3-component vector of float)
0:137 'inF0' (temp 3-component vector of float)
0:? bitCount (global 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:139 cross-product (global 3-component vector of float)
0:139 'inF0' (temp 3-component vector of float)
0:139 'inF1' (temp 3-component vector of float)
0:140 degrees (global 3-component vector of float)
0:140 'inF0' (temp 3-component vector of float)
0:141 distance (global float)
0:141 'inF0' (temp 3-component vector of float)
0:141 'inF1' (temp 3-component vector of float)
0:142 dot-product (global float)
0:142 'inF0' (temp 3-component vector of float)
0:142 'inF1' (temp 3-component vector of float)
0:146 exp (global 3-component vector of float)
0:146 'inF0' (temp 3-component vector of float)
0:147 exp2 (global 3-component vector of float)
0:147 'inF0' (temp 3-component vector of float)
0:148 face-forward (global 3-component vector of float)
0:148 'inF0' (temp 3-component vector of float)
0:148 'inF1' (temp 3-component vector of float)
0:148 'inF2' (temp 3-component vector of float)
0:149 findMSB (global int)
0:149 Constant:
0:149 7 (const int)
0:150 findLSB (global int)
0:150 Constant:
0:150 7 (const int)
0:151 Floor (global 3-component vector of float)
0:151 'inF0' (temp 3-component vector of float)
0:153 Function Call: fmod(vf3;vf3; (global 3-component vector of float)
0:153 'inF0' (temp 3-component vector of float)
0:153 'inF1' (temp 3-component vector of float)
0:154 Fraction (global 3-component vector of float)
0:154 'inF0' (temp 3-component vector of float)
0:155 frexp (global 3-component vector of float)
0:155 'inF0' (temp 3-component vector of float)
0:155 'inF1' (temp 3-component vector of float)
0:156 fwidth (global 3-component vector of float)
0:156 'inF0' (temp 3-component vector of float)
0:157 isinf (global 3-component vector of bool)
0:157 'inF0' (temp 3-component vector of float)
0:158 isnan (global 3-component vector of bool)
0:158 'inF0' (temp 3-component vector of float)
0:159 ldexp (global 3-component vector of float)
0:159 'inF0' (temp 3-component vector of float)
0:159 'inF1' (temp 3-component vector of float)
0:160 length (global float)
0:160 'inF0' (temp 3-component vector of float)
0:161 log (global 3-component vector of float)
0:161 'inF0' (temp 3-component vector of float)
0:162 log2 (global 3-component vector of float)
0:162 'inF0' (temp 3-component vector of float)
0:163 max (global 3-component vector of float)
0:163 'inF0' (temp 3-component vector of float)
0:163 'inF1' (temp 3-component vector of float)
0:164 min (global 3-component vector of float)
0:164 'inF0' (temp 3-component vector of float)
0:164 'inF1' (temp 3-component vector of float)
0:166 normalize (global 3-component vector of float)
0:166 'inF0' (temp 3-component vector of float)
0:167 pow (global 3-component vector of float)
0:167 'inF0' (temp 3-component vector of float)
0:167 'inF1' (temp 3-component vector of float)
0:168 radians (global 3-component vector of float)
0:168 'inF0' (temp 3-component vector of float)
0:169 reflect (global 3-component vector of float)
0:169 'inF0' (temp 3-component vector of float)
0:169 'inF1' (temp 3-component vector of float)
0:170 refract (global 3-component vector of float)
0:170 'inF0' (temp 3-component vector of float)
0:170 'inF1' (temp 3-component vector of float)
0:170 Constant:
0:170 2.000000
0:? bitFieldReverse (global 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:172 roundEven (global 3-component vector of float)
0:172 'inF0' (temp 3-component vector of float)
0:173 inverse sqrt (global 3-component vector of float)
0:173 'inF0' (temp 3-component vector of float)
0:174 Sign (global 3-component vector of float)
0:174 'inF0' (temp 3-component vector of float)
0:175 sine (global 3-component vector of float)
0:175 'inF0' (temp 3-component vector of float)
0:176 hyp. sine (global 3-component vector of float)
0:176 'inF0' (temp 3-component vector of float)
0:177 smoothstep (global 3-component vector of float)
0:177 'inF0' (temp 3-component vector of float)
0:177 'inF1' (temp 3-component vector of float)
0:177 'inF2' (temp 3-component vector of float)
0:178 sqrt (global 3-component vector of float)
0:178 'inF0' (temp 3-component vector of float)
0:179 step (global 3-component vector of float)
0:179 'inF0' (temp 3-component vector of float)
0:179 'inF1' (temp 3-component vector of float)
0:180 tangent (global 3-component vector of float)
0:180 'inF0' (temp 3-component vector of float)
0:181 hyp. tangent (global 3-component vector of float)
0:181 'inF0' (temp 3-component vector of float)
0:183 trunc (global 3-component vector of float)
0:183 'inF0' (temp 3-component vector of float)
0:186 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:298 Function Definition: VertexShaderFunction(vf4;vf4;vf4; (temp 4-component vector of float)
0:190 Function Parameters:
0:190 'inF0' (temp 4-component vector of float)
0:190 'inF1' (temp 4-component vector of float)
0:190 'inF2' (temp 4-component vector of float)
0:? Sequence
0:191 all (global bool)
0:191 'inF0' (temp 4-component vector of float)
0:192 Absolute value (global 4-component vector of float)
0:192 'inF0' (temp 4-component vector of float)
0:193 arc cosine (global 4-component vector of float)
0:193 'inF0' (temp 4-component vector of float)
0:194 any (global bool)
0:194 'inF0' (temp 4-component vector of float)
0:195 arc sine (global 4-component vector of float)
0:195 'inF0' (temp 4-component vector of float)
0:196 arc tangent (global 4-component vector of float)
0:196 'inF0' (temp 4-component vector of float)
0:197 arc tangent (global 4-component vector of float)
0:197 'inF0' (temp 4-component vector of float)
0:197 'inF1' (temp 4-component vector of float)
0:198 Ceiling (global 4-component vector of float)
0:198 'inF0' (temp 4-component vector of float)
0:199 clamp (global 4-component vector of float)
0:199 'inF0' (temp 4-component vector of float)
0:199 'inF1' (temp 4-component vector of float)
0:199 'inF2' (temp 4-component vector of float)
0:200 cosine (global 4-component vector of float)
0:200 'inF0' (temp 4-component vector of float)
0:201 hyp. cosine (global 4-component vector of float)
0:201 'inF0' (temp 4-component vector of float)
0:? bitCount (global 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:? 2 (const uint)
0:203 degrees (global 4-component vector of float)
0:203 'inF0' (temp 4-component vector of float)
0:204 distance (global float)
0:204 'inF0' (temp 4-component vector of float)
0:204 'inF1' (temp 4-component vector of float)
0:205 dot-product (global float)
0:205 'inF0' (temp 4-component vector of float)
0:205 'inF1' (temp 4-component vector of float)
0:209 exp (global 4-component vector of float)
0:209 'inF0' (temp 4-component vector of float)
0:210 exp2 (global 4-component vector of float)
0:210 'inF0' (temp 4-component vector of float)
0:211 face-forward (global 4-component vector of float)
0:211 'inF0' (temp 4-component vector of float)
0:211 'inF1' (temp 4-component vector of float)
0:211 'inF2' (temp 4-component vector of float)
0:212 findMSB (global int)
0:212 Constant:
0:212 7 (const int)
0:213 findLSB (global int)
0:213 Constant:
0:213 7 (const int)
0:214 Floor (global 4-component vector of float)
0:214 'inF0' (temp 4-component vector of float)
0:216 Function Call: fmod(vf4;vf4; (global 4-component vector of float)
0:216 'inF0' (temp 4-component vector of float)
0:216 'inF1' (temp 4-component vector of float)
0:217 Fraction (global 4-component vector of float)
0:217 'inF0' (temp 4-component vector of float)
0:218 frexp (global 4-component vector of float)
0:218 'inF0' (temp 4-component vector of float)
0:218 'inF1' (temp 4-component vector of float)
0:219 fwidth (global 4-component vector of float)
0:219 'inF0' (temp 4-component vector of float)
0:220 isinf (global 4-component vector of bool)
0:220 'inF0' (temp 4-component vector of float)
0:221 isnan (global 4-component vector of bool)
0:221 'inF0' (temp 4-component vector of float)
0:222 ldexp (global 4-component vector of float)
0:222 'inF0' (temp 4-component vector of float)
0:222 'inF1' (temp 4-component vector of float)
0:223 length (global float)
0:223 'inF0' (temp 4-component vector of float)
0:224 log (global 4-component vector of float)
0:224 'inF0' (temp 4-component vector of float)
0:225 log2 (global 4-component vector of float)
0:225 'inF0' (temp 4-component vector of float)
0:226 max (global 4-component vector of float)
0:226 'inF0' (temp 4-component vector of float)
0:226 'inF1' (temp 4-component vector of float)
0:227 min (global 4-component vector of float)
0:227 'inF0' (temp 4-component vector of float)
0:227 'inF1' (temp 4-component vector of float)
0:229 normalize (global 4-component vector of float)
0:229 'inF0' (temp 4-component vector of float)
0:230 pow (global 4-component vector of float)
0:230 'inF0' (temp 4-component vector of float)
0:230 'inF1' (temp 4-component vector of float)
0:231 radians (global 4-component vector of float)
0:231 'inF0' (temp 4-component vector of float)
0:232 reflect (global 4-component vector of float)
0:232 'inF0' (temp 4-component vector of float)
0:232 'inF1' (temp 4-component vector of float)
0:233 refract (global 4-component vector of float)
0:233 'inF0' (temp 4-component vector of float)
0:233 'inF1' (temp 4-component vector of float)
0:233 Constant:
0:233 2.000000
0:? bitFieldReverse (global 4-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:235 roundEven (global 4-component vector of float)
0:235 'inF0' (temp 4-component vector of float)
0:236 inverse sqrt (global 4-component vector of float)
0:236 'inF0' (temp 4-component vector of float)
0:237 Sign (global 4-component vector of float)
0:237 'inF0' (temp 4-component vector of float)
0:238 sine (global 4-component vector of float)
0:238 'inF0' (temp 4-component vector of float)
0:239 hyp. sine (global 4-component vector of float)
0:239 'inF0' (temp 4-component vector of float)
0:240 smoothstep (global 4-component vector of float)
0:240 'inF0' (temp 4-component vector of float)
0:240 'inF1' (temp 4-component vector of float)
0:240 'inF2' (temp 4-component vector of float)
0:241 sqrt (global 4-component vector of float)
0:241 'inF0' (temp 4-component vector of float)
0:242 step (global 4-component vector of float)
0:242 'inF0' (temp 4-component vector of float)
0:242 'inF1' (temp 4-component vector of float)
0:243 tangent (global 4-component vector of float)
0:243 'inF0' (temp 4-component vector of float)
0:244 hyp. tangent (global 4-component vector of float)
0:244 'inF0' (temp 4-component vector of float)
0:246 trunc (global 4-component vector of float)
0:246 'inF0' (temp 4-component vector of float)
0:249 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:307 Function Definition: VertexShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:299 Function Parameters:
0:299 'inF0' (temp 2X2 matrix of float)
0:299 'inF1' (temp 2X2 matrix of float)
0:299 'inF2' (temp 2X2 matrix of float)
0:? Sequence
0:301 all (global bool)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Absolute value (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 any (global bool)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 arc tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 Ceiling (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 clamp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 'inF2' (temp 2X2 matrix of float)
0:301 cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. cosine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 degrees (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 determinant (global float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 exp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 exp2 (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 findMSB (global int)
0:301 Constant:
0:301 7 (const int)
0:301 findLSB (global int)
0:301 Constant:
0:301 7 (const int)
0:301 Floor (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Function Call: fmod(mf22;mf22; (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 Fraction (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 frexp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 fwidth (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 ldexp (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 log (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 log2 (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 max (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 min (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 pow (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 radians (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 roundEven (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 inverse sqrt (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 Sign (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. sine (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 smoothstep (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 'inF2' (temp 2X2 matrix of float)
0:301 sqrt (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 step (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 'inF1' (temp 2X2 matrix of float)
0:301 tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 hyp. tangent (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 transpose (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:301 trunc (global 2X2 matrix of float)
0:301 'inF0' (temp 2X2 matrix of float)
0:304 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:316 Function Definition: VertexShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:308 Function Parameters:
0:308 'inF0' (temp 3X3 matrix of float)
0:308 'inF1' (temp 3X3 matrix of float)
0:308 'inF2' (temp 3X3 matrix of float)
0:? Sequence
0:310 all (global bool)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Absolute value (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 any (global bool)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 arc tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 Ceiling (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 clamp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 'inF2' (temp 3X3 matrix of float)
0:310 cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. cosine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 degrees (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 determinant (global float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 exp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 exp2 (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 findMSB (global int)
0:310 Constant:
0:310 7 (const int)
0:310 findLSB (global int)
0:310 Constant:
0:310 7 (const int)
0:310 Floor (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Function Call: fmod(mf33;mf33; (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 Fraction (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 frexp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 fwidth (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 ldexp (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 log (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 log2 (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 max (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 min (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 pow (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 radians (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 roundEven (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 inverse sqrt (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 Sign (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. sine (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 smoothstep (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 'inF2' (temp 3X3 matrix of float)
0:310 sqrt (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 step (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 'inF1' (temp 3X3 matrix of float)
0:310 tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 hyp. tangent (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 transpose (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:310 trunc (global 3X3 matrix of float)
0:310 'inF0' (temp 3X3 matrix of float)
0:313 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:324 Function Definition: VertexShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:317 Function Parameters:
0:317 'inF0' (temp 4X4 matrix of float)
0:317 'inF1' (temp 4X4 matrix of float)
0:317 'inF2' (temp 4X4 matrix of float)
0:? Sequence
0:319 all (global bool)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Absolute value (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 any (global bool)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 arc tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 Ceiling (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 clamp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 'inF2' (temp 4X4 matrix of float)
0:319 cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. cosine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 degrees (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 determinant (global float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 exp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 exp2 (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 findMSB (global int)
0:319 Constant:
0:319 7 (const int)
0:319 findLSB (global int)
0:319 Constant:
0:319 7 (const int)
0:319 Floor (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Function Call: fmod(mf44;mf44; (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 Fraction (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 frexp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 fwidth (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 ldexp (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 log (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 log2 (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 max (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 min (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 pow (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 radians (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 roundEven (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 inverse sqrt (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 Sign (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. sine (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 smoothstep (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 'inF2' (temp 4X4 matrix of float)
0:319 sqrt (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 step (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 'inF1' (temp 4X4 matrix of float)
0:319 tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 hyp. tangent (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 transpose (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:319 trunc (global 4X4 matrix of float)
0:319 'inF0' (temp 4X4 matrix of float)
0:322 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
Missing functionality: missing user function; linker needs to catch that
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 796
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "VertexShaderFunction"
Source HLSL 450
Name 4 "VertexShaderFunction"
Name 8 "inF0"
Name 23 "inF1"
Name 30 "inF2"
Name 55 "ResType"
Name 115 "inF0"
Name 129 "inF1"
Name 136 "inF2"
Name 171 "ResType"
Name 244 "inF0"
Name 258 "inF1"
Name 265 "inF2"
Name 303 "ResType"
Name 374 "inF0"
Name 388 "inF1"
Name 395 "inF2"
Name 429 "ResType"
Name 501 "inF0"
Name 515 "inF1"
Name 522 "inF2"
Name 544 "ResType"
Name 600 "inF0"
Name 614 "inF1"
Name 621 "inF2"
Name 643 "ResType"
Name 699 "inF0"
Name 713 "inF1"
Name 720 "inF2"
Name 742 "ResType"
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
10: TypeBool
37: TypeInt 32 0
38: 37(int) Constant 7
46: TypeInt 32 1
47: 46(int) Constant 7
55(ResType): TypeStruct 6(float) 46(int)
83: 37(int) Constant 2
110: 6(float) Constant 0
113: TypeVector 6(float) 2
114: TypePointer Function 113(fvec2)
143: TypeVector 37(int) 2
144: 37(int) Constant 3
145: 143(ivec2) ConstantComposite 38 144
170: TypeVector 46(int) 2
171(ResType): TypeStruct 113(fvec2) 170(ivec2)
178: TypeVector 10(bool) 2
209: 6(float) Constant 1073741824
211: 37(int) Constant 1
212: 143(ivec2) ConstantComposite 211 83
239: 6(float) Constant 1065353216
240: 113(fvec2) ConstantComposite 239 209
242: TypeVector 6(float) 3
243: TypePointer Function 242(fvec3)
272: TypeVector 37(int) 3
273: 37(int) Constant 5
274: 272(ivec3) ConstantComposite 38 144 273
302: TypeVector 46(int) 3
303(ResType): TypeStruct 242(fvec3) 302(ivec3)
310: TypeVector 10(bool) 3
342: 272(ivec3) ConstantComposite 211 83 144
369: 6(float) Constant 1077936128
370: 242(fvec3) ConstantComposite 239 209 369
372: TypeVector 6(float) 4
373: TypePointer Function 372(fvec4)
402: TypeVector 37(int) 4
403: 402(ivec4) ConstantComposite 38 144 273 83
428: TypeVector 46(int) 4
429(ResType): TypeStruct 372(fvec4) 428(ivec4)
436: TypeVector 10(bool) 4
468: 37(int) Constant 4
469: 402(ivec4) ConstantComposite 211 83 144 468
496: 6(float) Constant 1082130432
497: 372(fvec4) ConstantComposite 239 209 369 496
499: TypeMatrix 113(fvec2) 2
500: TypePointer Function 499
544(ResType): TypeStruct 499 170(ivec2)
595: 113(fvec2) ConstantComposite 209 209
596: 499 ConstantComposite 595 595
598: TypeMatrix 242(fvec3) 3
599: TypePointer Function 598
643(ResType): TypeStruct 598 302(ivec3)
694: 242(fvec3) ConstantComposite 369 369 369
695: 598 ConstantComposite 694 694 694
697: TypeMatrix 372(fvec4) 4
698: TypePointer Function 697
742(ResType): TypeStruct 697 428(ivec4)
793: 372(fvec4) ConstantComposite 496 496 496 496
794: 697 ConstantComposite 793 793 793 793
4(VertexShaderFunction): 2 Function None 3
5: Label
8(inF0): 7(ptr) Variable Function
23(inF1): 7(ptr) Variable Function
30(inF2): 7(ptr) Variable Function
115(inF0): 114(ptr) Variable Function
129(inF1): 114(ptr) Variable Function
136(inF2): 114(ptr) Variable Function
244(inF0): 243(ptr) Variable Function
258(inF1): 243(ptr) Variable Function
265(inF2): 243(ptr) Variable Function
374(inF0): 373(ptr) Variable Function
388(inF1): 373(ptr) Variable Function
395(inF2): 373(ptr) Variable Function
501(inF0): 500(ptr) Variable Function
515(inF1): 500(ptr) Variable Function
522(inF2): 500(ptr) Variable Function
600(inF0): 599(ptr) Variable Function
614(inF1): 599(ptr) Variable Function
621(inF2): 599(ptr) Variable Function
699(inF0): 698(ptr) Variable Function
713(inF1): 698(ptr) Variable Function
720(inF2): 698(ptr) Variable Function
9: 6(float) Load 8(inF0)
11: 10(bool) All 9
12: 6(float) Load 8(inF0)
13: 6(float) ExtInst 1(GLSL.std.450) 4(FAbs) 12
14: 6(float) Load 8(inF0)
15: 6(float) ExtInst 1(GLSL.std.450) 17(Acos) 14
16: 6(float) Load 8(inF0)
17: 10(bool) Any 16
18: 6(float) Load 8(inF0)
19: 6(float) ExtInst 1(GLSL.std.450) 16(Asin) 18
20: 6(float) Load 8(inF0)
21: 6(float) ExtInst 1(GLSL.std.450) 18(Atan) 20
22: 6(float) Load 8(inF0)
24: 6(float) Load 23(inF1)
25: 6(float) ExtInst 1(GLSL.std.450) 25(Atan2) 22 24
26: 6(float) Load 8(inF0)
27: 6(float) ExtInst 1(GLSL.std.450) 9(Ceil) 26
28: 6(float) Load 8(inF0)
29: 6(float) Load 23(inF1)
31: 6(float) Load 30(inF2)
32: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 28 29 31
33: 6(float) Load 8(inF0)
34: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 33
35: 6(float) Load 8(inF0)
36: 6(float) ExtInst 1(GLSL.std.450) 20(Cosh) 35
39: 37(int) BitCount 38
40: 6(float) Load 8(inF0)
41: 6(float) ExtInst 1(GLSL.std.450) 12(Degrees) 40
42: 6(float) Load 8(inF0)
43: 6(float) ExtInst 1(GLSL.std.450) 27(Exp) 42
44: 6(float) Load 8(inF0)
45: 6(float) ExtInst 1(GLSL.std.450) 29(Exp2) 44
48: 46(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 47
49: 46(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 47
50: 6(float) Load 8(inF0)
51: 6(float) ExtInst 1(GLSL.std.450) 8(Floor) 50
52: 6(float) Load 8(inF0)
53: 6(float) ExtInst 1(GLSL.std.450) 10(Fract) 52
54: 6(float) Load 8(inF0)
56: 55(ResType) ExtInst 1(GLSL.std.450) 52(FrexpStruct) 54
57: 46(int) CompositeExtract 56 1
Store 23(inF1) 57
58: 6(float) CompositeExtract 56 0
59: 6(float) Load 8(inF0)
60: 6(float) Fwidth 59
61: 6(float) Load 8(inF0)
62: 10(bool) IsInf 61
63: 6(float) Load 8(inF0)
64: 10(bool) IsNan 63
65: 6(float) Load 8(inF0)
66: 6(float) Load 23(inF1)
67: 6(float) ExtInst 1(GLSL.std.450) 53(Ldexp) 65 66
68: 6(float) Load 8(inF0)
69: 6(float) ExtInst 1(GLSL.std.450) 28(Log) 68
70: 6(float) Load 8(inF0)
71: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 70
72: 6(float) Load 8(inF0)
73: 6(float) Load 23(inF1)
74: 6(float) ExtInst 1(GLSL.std.450) 40(FMax) 72 73
75: 6(float) Load 8(inF0)
76: 6(float) Load 23(inF1)
77: 6(float) ExtInst 1(GLSL.std.450) 37(FMin) 75 76
78: 6(float) Load 8(inF0)
79: 6(float) Load 23(inF1)
80: 6(float) ExtInst 1(GLSL.std.450) 26(Pow) 78 79
81: 6(float) Load 8(inF0)
82: 6(float) ExtInst 1(GLSL.std.450) 11(Radians) 81
84: 37(int) BitReverse 83
85: 6(float) Load 8(inF0)
86: 6(float) ExtInst 1(GLSL.std.450) 2(RoundEven) 85
87: 6(float) Load 8(inF0)
88: 6(float) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 87
89: 6(float) Load 8(inF0)
90: 6(float) ExtInst 1(GLSL.std.450) 6(FSign) 89
91: 6(float) Load 8(inF0)
92: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 91
93: 6(float) Load 8(inF0)
94: 6(float) ExtInst 1(GLSL.std.450) 19(Sinh) 93
95: 6(float) Load 8(inF0)
96: 6(float) Load 23(inF1)
97: 6(float) Load 30(inF2)
98: 6(float) ExtInst 1(GLSL.std.450) 49(SmoothStep) 95 96 97
99: 6(float) Load 8(inF0)
100: 6(float) ExtInst 1(GLSL.std.450) 31(Sqrt) 99
101: 6(float) Load 8(inF0)
102: 6(float) Load 23(inF1)
103: 6(float) ExtInst 1(GLSL.std.450) 48(Step) 101 102
104: 6(float) Load 8(inF0)
105: 6(float) ExtInst 1(GLSL.std.450) 15(Tan) 104
106: 6(float) Load 8(inF0)
107: 6(float) ExtInst 1(GLSL.std.450) 21(Tanh) 106
108: 6(float) Load 8(inF0)
109: 6(float) ExtInst 1(GLSL.std.450) 3(Trunc) 108
ReturnValue 110
FunctionEnd
hlsl.matType.frag hlsl.matType.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:1 move second child to first child (temp 1-component vector of float) 0:1 move second child to first child (temp 1-component vector of float)
...@@ -22,7 +22,7 @@ gl_FragCoord origin is upper left ...@@ -22,7 +22,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:1 move second child to first child (temp 1-component vector of float) 0:1 move second child to first child (temp 1-component vector of float)
...@@ -51,7 +51,7 @@ gl_FragCoord origin is upper left ...@@ -51,7 +51,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 11 "ShaderFunction(vf1;f1;" Name 11 "ShaderFunction(vf1;f1;"
Name 9 "inFloat1" Name 9 "inFloat1"
......
hlsl.max.frag hlsl.max.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:5 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float) 0:5 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
...@@ -17,7 +17,7 @@ gl_FragCoord origin is upper left ...@@ -17,7 +17,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:5 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float) 0:5 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
...@@ -40,7 +40,7 @@ gl_FragCoord origin is upper left ...@@ -40,7 +40,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 9 "input1" Name 9 "input1"
Name 11 "input2" Name 11 "input2"
......
hlsl.precedence.frag hlsl.precedence.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:10 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float) 0:10 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
...@@ -23,7 +23,7 @@ gl_FragCoord origin is upper left ...@@ -23,7 +23,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:10 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float) 0:10 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
...@@ -52,7 +52,7 @@ gl_FragCoord origin is upper left ...@@ -52,7 +52,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 9 "a1" Name 9 "a1"
Name 11 "a2" Name 11 "a2"
......
hlsl.precedence2.frag hlsl.precedence2.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:10 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int) 0:10 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int)
...@@ -31,7 +31,7 @@ gl_FragCoord origin is upper left ...@@ -31,7 +31,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:10 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int) 0:10 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int)
...@@ -68,7 +68,7 @@ gl_FragCoord origin is upper left ...@@ -68,7 +68,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 8 "a1" Name 8 "a1"
Name 10 "a2" Name 10 "a2"
......
hlsl.sin.frag hlsl.sin.frag
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:5 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:5 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
...@@ -15,7 +15,7 @@ gl_FragCoord origin is upper left ...@@ -15,7 +15,7 @@ gl_FragCoord origin is upper left
Linked fragment stage: Linked fragment stage:
Shader version: 100 Shader version: 450
gl_FragCoord origin is upper left gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:5 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:5 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
...@@ -36,7 +36,7 @@ gl_FragCoord origin is upper left ...@@ -36,7 +36,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450 MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft ExecutionMode 4 OriginUpperLeft
Source HLSL 100 Source HLSL 450
Name 4 "PixelShaderFunction" Name 4 "PixelShaderFunction"
Name 9 "input" Name 9 "input"
2: TypeVoid 2: TypeVoid
......
float PixelShaderFunction(float inF0, float inF1, float inF2)
{
all(inF0);
abs(inF0);
acos(inF0);
any(inF0);
asin(inF0);
atan(inF0);
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
cos(inF0);
cosh(inF0);
countbits(7);
ddx(inF0);
ddx_coarse(inF0);
ddx_fine(inF0);
ddy(inF0);
ddy_coarse(inF0);
ddy_fine(inF0);
degrees(inF0);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
exp(inF0);
exp2(inF0);
firstbithigh(7);
firstbitlow(7);
floor(inF0);
// TODO: fma(inD0, inD1, inD2);
fmod(inF0, inF1);
frac(inF0);
frexp(inF0, inF1);
fwidth(inF0);
isinf(inF0);
isnan(inF0);
ldexp(inF0, inF1);
log(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
pow(inF0, inF1);
radians(inF0);
reversebits(2);
round(inF0);
rsqrt(inF0);
sign(inF0);
sin(inF0);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
step(inF0, inF1);
tan(inF0);
tanh(inF0);
// TODO: sampler intrinsics, when we can declare the types.
trunc(inF0);
return 0.0;
}
float1 PixelShaderFunction(float1 inF0, float1 inF1, float1 inF2)
{
// TODO: ... add when float1 prototypes are generated
return 0.0;
}
float2 PixelShaderFunction(float2 inF0, float2 inF1, float2 inF2)
{
all(inF0);
abs(inF0);
acos(inF0);
any(inF0);
asin(inF0);
atan(inF0);
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
cos(inF0);
cosh(inF0);
countbits(int2(7,3));
ddx(inF0);
ddx_coarse(inF0);
ddx_fine(inF0);
ddy(inF0);
ddy_coarse(inF0);
ddy_fine(inF0);
degrees(inF0);
distance(inF0, inF1);
dot(inF0, inF1);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
exp(inF0);
exp2(inF0);
faceforward(inF0, inF1, inF2);
firstbithigh(7);
firstbitlow(7);
floor(inF0);
// TODO: fma(inD0, inD1, inD2);
fmod(inF0, inF1);
frac(inF0);
frexp(inF0, inF1);
fwidth(inF0);
isinf(inF0);
isnan(inF0);
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int2(1,2));
round(inF0);
rsqrt(inF0);
sign(inF0);
sin(inF0);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
step(inF0, inF1);
tan(inF0);
tanh(inF0);
// TODO: sampler intrinsics, when we can declare the types.
trunc(inF0);
// TODO: ... add when float1 prototypes are generated
return float2(1,2);
}
float3 PixelShaderFunction(float3 inF0, float3 inF1, float3 inF2)
{
all(inF0);
abs(inF0);
acos(inF0);
any(inF0);
asin(inF0);
atan(inF0);
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
cos(inF0);
cosh(inF0);
countbits(int3(7,3,5));
cross(inF0, inF1);
ddx(inF0);
ddx_coarse(inF0);
ddx_fine(inF0);
ddy(inF0);
ddy_coarse(inF0);
ddy_fine(inF0);
degrees(inF0);
distance(inF0, inF1);
dot(inF0, inF1);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
exp(inF0);
exp2(inF0);
faceforward(inF0, inF1, inF2);
firstbithigh(7);
firstbitlow(7);
floor(inF0);
// TODO: fma(inD0, inD1, inD2);
fmod(inF0, inF1);
frac(inF0);
frexp(inF0, inF1);
fwidth(inF0);
isinf(inF0);
isnan(inF0);
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int3(1,2,3));
round(inF0);
rsqrt(inF0);
sign(inF0);
sin(inF0);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
step(inF0, inF1);
tan(inF0);
tanh(inF0);
// TODO: sampler intrinsics, when we can declare the types.
trunc(inF0);
// TODO: ... add when float1 prototypes are generated
return float3(1,2,3);
}
float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
{
all(inF0);
abs(inF0);
acos(inF0);
any(inF0);
asin(inF0);
atan(inF0);
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
cos(inF0);
cosh(inF0);
countbits(int4(7,3,5,2));
ddx(inF0);
ddx_coarse(inF0);
ddx_fine(inF0);
ddy(inF0);
ddy_coarse(inF0);
ddy_fine(inF0);
degrees(inF0);
distance(inF0, inF1);
dot(inF0, inF1);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
exp(inF0);
exp2(inF0);
faceforward(inF0, inF1, inF2);
firstbithigh(7);
firstbitlow(7);
floor(inF0);
// TODO: fma(inD0, inD1, inD2);
fmod(inF0, inF1);
frac(inF0);
frexp(inF0, inF1);
fwidth(inF0);
isinf(inF0);
isnan(inF0);
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int4(1,2,3,4));
round(inF0);
rsqrt(inF0);
sign(inF0);
sin(inF0);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
step(inF0, inF1);
tan(inF0);
tanh(inF0);
// TODO: sampler intrinsics, when we can declare the types.
trunc(inF0);
// TODO: ... add when float1 prototypes are generated
return float4(1,2,3,4);
}
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
#define MATFNS() \
all(inF0); \
abs(inF0); \
acos(inF0); \
any(inF0); \
asin(inF0); \
atan(inF0); \
atan2(inF0, inF1); \
ceil(inF0); \
clamp(inF0, inF1, inF2); \
cos(inF0); \
cosh(inF0); \
ddx(inF0); \
ddx_coarse(inF0); \
ddx_fine(inF0); \
ddy(inF0); \
ddy_coarse(inF0); \
ddy_fine(inF0); \
degrees(inF0); \
determinant(inF0); \
exp(inF0); \
exp2(inF0); \
firstbithigh(7); \
firstbitlow(7); \
floor(inF0); \
fmod(inF0, inF1); \
frac(inF0); \
frexp(inF0, inF1); \
fwidth(inF0); \
ldexp(inF0, inF1); \
log(inF0); \
log2(inF0); \
max(inF0, inF1); \
min(inF0, inF1); \
pow(inF0, inF1); \
radians(inF0); \
round(inF0); \
rsqrt(inF0); \
sign(inF0); \
sin(inF0); \
sinh(inF0); \
smoothstep(inF0, inF1, inF2); \
sqrt(inF0); \
step(inF0, inF1); \
tan(inF0); \
tanh(inF0); \
transpose(inF0); \
trunc(inF0);
// TODO: turn on non-square matrix tests when protos are available.
float2x2 PixelShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()
// TODO: ... add when float1 prototypes are generated
return float2x2(2,2,2,2);
}
float3x3 PixelShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()
// TODO: ... add when float1 prototypes are generated
return float3x3(3,3,3,3,3,3,3,3,3);
}
float4x4 PixelShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()
// TODO: ... add when float1 prototypes are generated
return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
}
float VertexShaderFunction(float inF0, float inF1, float inF2)
{
all(inF0);
abs(inF0);
acos(inF0);
any(inF0);
asin(inF0);
atan(inF0);
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
cos(inF0);
cosh(inF0);
countbits(7);
degrees(inF0);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
exp(inF0);
exp2(inF0);
firstbithigh(7);
firstbitlow(7);
floor(inF0);
// TODO: fma(inD0, inD1, inD2);
fmod(inF0, inF1);
frac(inF0);
frexp(inF0, inF1);
fwidth(inF0);
isinf(inF0);
isnan(inF0);
ldexp(inF0, inF1);
log(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
pow(inF0, inF1);
radians(inF0);
reversebits(2);
round(inF0);
rsqrt(inF0);
sign(inF0);
sin(inF0);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
step(inF0, inF1);
tan(inF0);
tanh(inF0);
// TODO: sampler intrinsics, when we can declare the types.
trunc(inF0);
return 0.0;
}
float1 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2)
{
// TODO: ... add when float1 prototypes are generated
return 0.0;
}
float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2)
{
all(inF0);
abs(inF0);
acos(inF0);
any(inF0);
asin(inF0);
atan(inF0);
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
cos(inF0);
cosh(inF0);
countbits(int2(7,3));
degrees(inF0);
distance(inF0, inF1);
dot(inF0, inF1);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
exp(inF0);
exp2(inF0);
faceforward(inF0, inF1, inF2);
firstbithigh(7);
firstbitlow(7);
floor(inF0);
// TODO: fma(inD0, inD1, inD2);
fmod(inF0, inF1);
frac(inF0);
frexp(inF0, inF1);
fwidth(inF0);
isinf(inF0);
isnan(inF0);
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int2(1,2));
round(inF0);
rsqrt(inF0);
sign(inF0);
sin(inF0);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
step(inF0, inF1);
tan(inF0);
tanh(inF0);
// TODO: sampler intrinsics, when we can declare the types.
trunc(inF0);
// TODO: ... add when float1 prototypes are generated
return float2(1,2);
}
float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2)
{
all(inF0);
abs(inF0);
acos(inF0);
any(inF0);
asin(inF0);
atan(inF0);
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
cos(inF0);
cosh(inF0);
countbits(int3(7,3,5));
cross(inF0, inF1);
degrees(inF0);
distance(inF0, inF1);
dot(inF0, inF1);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
exp(inF0);
exp2(inF0);
faceforward(inF0, inF1, inF2);
firstbithigh(7);
firstbitlow(7);
floor(inF0);
// TODO: fma(inD0, inD1, inD2);
fmod(inF0, inF1);
frac(inF0);
frexp(inF0, inF1);
fwidth(inF0);
isinf(inF0);
isnan(inF0);
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int3(1,2,3));
round(inF0);
rsqrt(inF0);
sign(inF0);
sin(inF0);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
step(inF0, inF1);
tan(inF0);
tanh(inF0);
// TODO: sampler intrinsics, when we can declare the types.
trunc(inF0);
// TODO: ... add when float1 prototypes are generated
return float3(1,2,3);
}
float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
{
all(inF0);
abs(inF0);
acos(inF0);
any(inF0);
asin(inF0);
atan(inF0);
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
cos(inF0);
cosh(inF0);
countbits(int4(7,3,5,2));
degrees(inF0);
distance(inF0, inF1);
dot(inF0, inF1);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
exp(inF0);
exp2(inF0);
faceforward(inF0, inF1, inF2);
firstbithigh(7);
firstbitlow(7);
floor(inF0);
// TODO: fma(inD0, inD1, inD2);
fmod(inF0, inF1);
frac(inF0);
frexp(inF0, inF1);
fwidth(inF0);
isinf(inF0);
isnan(inF0);
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int4(1,2,3,4));
round(inF0);
rsqrt(inF0);
sign(inF0);
sin(inF0);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
step(inF0, inF1);
tan(inF0);
tanh(inF0);
// TODO: sampler intrinsics, when we can declare the types.
trunc(inF0);
// TODO: ... add when float1 prototypes are generated
return float4(1,2,3,4);
}
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
#define MATFNS() \
all(inF0); \
abs(inF0); \
acos(inF0); \
any(inF0); \
asin(inF0); \
atan(inF0); \
atan2(inF0, inF1); \
ceil(inF0); \
clamp(inF0, inF1, inF2); \
cos(inF0); \
cosh(inF0); \
degrees(inF0); \
determinant(inF0); \
exp(inF0); \
exp2(inF0); \
firstbithigh(7); \
firstbitlow(7); \
floor(inF0); \
fmod(inF0, inF1); \
frac(inF0); \
frexp(inF0, inF1); \
fwidth(inF0); \
ldexp(inF0, inF1); \
log(inF0); \
log2(inF0); \
max(inF0, inF1); \
min(inF0, inF1); \
pow(inF0, inF1); \
radians(inF0); \
round(inF0); \
rsqrt(inF0); \
sign(inF0); \
sin(inF0); \
sinh(inF0); \
smoothstep(inF0, inF1, inF2); \
sqrt(inF0); \
step(inF0, inF1); \
tan(inF0); \
tanh(inF0); \
transpose(inF0); \
trunc(inF0);
// TODO: turn on non-square matrix tests when protos are available.
float2x2 VertexShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()
// TODO: ... add when float1 prototypes are generated
return float2x2(2,2,2,2);
}
float3x3 VertexShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()
// TODO: ... add when float1 prototypes are generated
return float3x3(3,3,3,3,3,3,3,3,3);
}
float4x4 VertexShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()
// TODO: ... add when float1 prototypes are generated
return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
}
...@@ -69,9 +69,6 @@ using namespace glslang; ...@@ -69,9 +69,6 @@ using namespace glslang;
// Create a language specific version of parseables. // Create a language specific version of parseables.
TBuiltInParseables* CreateBuiltInParseables(TInfoSink& infoSink, EShSource source) TBuiltInParseables* CreateBuiltInParseables(TInfoSink& infoSink, EShSource source)
{ {
// TODO: hardcode to the GLSL path, until HLSL intrinsics are available.
source = EShSourceGlsl; // REMOVE
switch (source) { switch (source) {
case EShSourceGlsl: return new TBuiltIns(); // GLSL builtIns case EShSourceGlsl: return new TBuiltIns(); // GLSL builtIns
case EShSourceHlsl: return new TBuiltInParseablesHlsl(); // HLSL intrinsics case EShSourceHlsl: return new TBuiltInParseablesHlsl(); // HLSL intrinsics
...@@ -169,6 +166,9 @@ bool InitializeSymbolTable(const TString& builtIns, int version, EProfile profil ...@@ -169,6 +166,9 @@ bool InitializeSymbolTable(const TString& builtIns, int version, EProfile profil
builtInShaders[0] = builtIns.c_str(); builtInShaders[0] = builtIns.c_str();
builtInLengths[0] = builtIns.size(); builtInLengths[0] = builtIns.size();
if (builtInLengths[0] == 0)
return true;
TInputScanner input(1, builtInShaders, builtInLengths); TInputScanner input(1, builtInShaders, builtInLengths);
if (! parseContext.parseShaderStrings(ppContext, input) != 0) { if (! parseContext.parseShaderStrings(ppContext, input) != 0) {
infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins"); infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
...@@ -338,7 +338,7 @@ bool DeduceVersionProfile(TInfoSink& infoSink, EShLanguage stage, bool versionNo ...@@ -338,7 +338,7 @@ bool DeduceVersionProfile(TInfoSink& infoSink, EShLanguage stage, bool versionNo
bool correct = true; bool correct = true;
if (source == EShSourceHlsl) { if (source == EShSourceHlsl) {
version = defaultVersion; version = 450; // TODO: GLSL parser is still used for builtins.
profile = ENoProfile; profile = ENoProfile;
return correct; return correct;
} }
......
// //
// Copyright (C) 2016 Google, Inc. // Copyright (C) 2016 Google, Inc.
// Copyright (C) 2016 LunarG, Inc.
// //
// All rights reserved. // All rights reserved.
// //
...@@ -79,6 +80,8 @@ INSTANTIATE_TEST_CASE_P( ...@@ -79,6 +80,8 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.precedence.frag", "PixelShaderFunction"}, {"hlsl.precedence.frag", "PixelShaderFunction"},
{"hlsl.precedence2.frag", "PixelShaderFunction"}, {"hlsl.precedence2.frag", "PixelShaderFunction"},
{"hlsl.sin.frag", "PixelShaderFunction"}, {"hlsl.sin.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.vert", "VertexShaderFunction"},
}), }),
FileNameAsCustomTestSuffix FileNameAsCustomTestSuffix
); );
......
...@@ -49,12 +49,165 @@ ...@@ -49,12 +49,165 @@
// //
#include "hlslParseables.h" #include "hlslParseables.h"
#include <cctype>
#include <utility>
namespace { // anonymous namespace functions
const char* BaseTypeName(const char* argOrder, const char* scalarName, const char* vecName, const char* matName)
{
switch (*argOrder) {
case 'S': return scalarName;
case 'V': return vecName;
case 'M': return matName;
default: return "UNKNOWN_TYPE";
}
}
// Create and return a type name. This is done in GLSL, not HLSL conventions, until such
// time as builtins are parsed using the HLSL parser.
//
// order: S = scalar, V = vector, M = matrix
// argType: F = float, D = double, I = int, U = uint, B = bool, S = sampler
// dim0 = vector dimension, or matrix 1st dimension
// dim1 = matrix 2nd dimension
glslang::TString& AppendTypeName(glslang::TString& s, const char* argOrder, const char* argType, int dim0, int dim1)
{
const bool transpose = (argOrder[0] == '^');
// Take transpose of matrix dimensions
if (transpose) {
std::swap(dim0, dim1);
++argOrder;
}
switch (*argType) {
case '-': s += "void"; break;
case 'F': s += BaseTypeName(argOrder, "float", "vec", "mat"); break;
case 'D': s += BaseTypeName(argOrder, "double", "dvec", "dmat"); break;
case 'I': s += BaseTypeName(argOrder, "int", "ivec", "imat"); break;
case 'U': s += BaseTypeName(argOrder, "uint", "uvec", "umat"); break;
case 'B': s += BaseTypeName(argOrder, "bool", "bvec", "bmat"); break;
case 'S': s += BaseTypeName(argOrder, "sampler", "sampler", "sampler"); break; // TODO:
default: s += "UNKNOWN_TYPE"; break;
}
// handle fixed vector sizes, such as float3, and only ever 3.
const int fixedVecSize = isdigit(argOrder[1]) ? (argOrder[1] - '0') : 0;
if (fixedVecSize != 0)
dim0 = dim1 = fixedVecSize;
// Add sampler dimensions
if (*argType == 'S') {
switch (dim0) {
case 1: s += "1D"; break;
case 2: s += "2D"; break;
case 3: s += "3D"; break;
case 4: s += "Cube"; break;
default: s += "UNKNOWN_SAMPLER"; break;
}
}
// verify dimensions
if ((*argOrder == 'V' || *argOrder == 'M') && (dim0 < 1 || dim0 > 4) ||
(*argOrder == 'M' && (dim1 < 1 || dim1 > 4))) {
s += "UNKNOWN_DIMENSION";
return s;
}
switch (*argOrder) {
case '-': break; // no dimensions for voids
case 'S': break; // no dimensions on scalars
case 'V': s += ('0' + dim0); break;
case 'M': s += ('0' + dim0); s += 'x'; s += ('0' + dim1); break;
}
return s;
}
// TODO: the GLSL parser is currently used to parse HLSL prototypes. However, many valid HLSL prototypes
// are not valid GLSL prototypes. This rejects the invalid ones. Thus, there is a single switch below
// to enable creation of the entire HLSL space.
inline bool IsValidGlsl(const char* cname, char retOrder, char retType, char argOrder, char argType,
int dim0, int dim1, int dim0Max, int dim1Max)
{
const bool isVec = dim0Max > 1 || argType == 'V';
const bool isMat = dim1Max > 1 || argType == 'M';
if (argType == 'D' || // avoid double args
retType == 'D' || // avoid double return
(isVec && dim0 == 1) || // avoid vec1
(isMat && dim0 == 1 && dim1 == 1)) // avoid mat1x1
return false;
const std::string name(cname); // for ease of comparison. slow, but temporary, until HLSL parser is online.
if (isMat && dim0 != dim1) // TODO: avoid mats until we find the right GLSL profile
return false;
if (isMat && (argType == 'I' || argType == 'U' || argType == 'B') ||
retOrder == 'M' && (retType == 'I' || retType == 'U' || retType == 'B'))
return false;
if (name == "GetRenderTargetSamplePosition" ||
name == "tex1D" ||
name == "tex1Dgrad")
return false;
return true;
}
// Return true for the end of a single argument key, which can be the end of the string, or
// the comma separator.
inline bool IsEndOfArg(const char* arg)
{
return arg == nullptr || *arg == '\0' || *arg == ',';
}
// return position of end of argument specifier
inline const char* FindEndOfArg(const char* arg)
{
while (!IsEndOfArg(arg))
++arg;
return *arg == '\0' ? nullptr : arg;
}
// Return pointer to beginning of Nth argument specifier in the string.
inline const char* NthArg(const char* arg, int n)
{
for (int x=0; x<n && arg; ++x)
if ((arg = FindEndOfArg(arg)) != nullptr)
++arg; // skip arg separator
return arg;
}
inline void FindVectorMatrixBounds(const char* argOrder, int fixedVecSize, int& dim0Min, int& dim0Max, int& dim1Min, int& dim1Max)
{
for (int arg = 0; ; ++arg) {
const char* nthArgOrder(NthArg(argOrder, arg));
if (nthArgOrder == nullptr)
break;
else if (*nthArgOrder == 'V')
dim0Max = 4;
else if (*nthArgOrder == 'M')
dim0Max = dim1Max = 4;
}
if (fixedVecSize > 0) // handle fixed sized vectors
dim0Min = dim0Max = fixedVecSize;
}
} // end anonymous namespace
namespace glslang { namespace glslang {
TBuiltInParseablesHlsl::TBuiltInParseablesHlsl() TBuiltInParseablesHlsl::TBuiltInParseablesHlsl()
{ {
assert(0 && "Unimplemented TBuiltInParseablesHlsl::TBuiltInParseablesHlsl");
} }
// //
...@@ -67,7 +220,268 @@ TBuiltInParseablesHlsl::TBuiltInParseablesHlsl() ...@@ -67,7 +220,268 @@ TBuiltInParseablesHlsl::TBuiltInParseablesHlsl()
// //
void TBuiltInParseablesHlsl::initialize(int version, EProfile profile, int spv, int vulkan) void TBuiltInParseablesHlsl::initialize(int version, EProfile profile, int spv, int vulkan)
{ {
assert(0 && "Unimplemented TBuiltInParseablesHlsl::initialize"); static const EShLanguageMask EShLangAll = EShLanguageMask(EShLangCount - 1);
// This structure encodes the prototype information for each HLSL intrinsic.
// Because explicit enumeration would be cumbersome, it's procedurally generated.
// orderKey can be:
// S = scalar, V = vector, M = matrix, - = void
// typekey can be:
// D = double, F = float, U = uint, I = int, B = bool, S = sampler, - = void
// An empty order or type key repeats the first one. E.g: SVM,, means 3 args each of SVM.
// '>' as first letter of order creates an output paremeter
// '<' as first letter of order creates an input paremeter
// '^' as first letter of order takes transpose dimensions
static const struct {
const char* name; // intrinsic name
const char* retOrder; // return type key: empty matches order of 1st argument
const char* retType; // return type key: empty matches type of 1st argument
const char* argOrder; // argument order key
const char* argType; // argument type key
unsigned int stage; // stage mask
} hlslIntrinsics[] = {
// name retOrd retType argOrder argType stage mask
// -----------------------------------------------------------------------------------------------
{ "abort", nullptr, nullptr, "-", "-", EShLangAll },
{ "abs", nullptr, nullptr, "SVM", "DFUI", EShLangAll },
{ "acos", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "all", "S", "B", "SVM", "BFI", EShLangAll },
{ "AllMemoryBarrier", nullptr, nullptr, "-", "-", EShLangComputeMask },
{ "AllMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangComputeMask },
{ "any", "S", "B", "SVM", "BFI", EShLangAll },
{ "asdouble", "S", "D", "S,", "U,", EShLangAll },
{ "asdouble", "V2", "D", "V2,", "U,", EShLangAll },
{ "asfloat", nullptr, "F", "SVM", "BFIU", EShLangAll },
{ "asin", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "asint", nullptr, "I", "SVM", "FU", EShLangAll },
{ "asuint", nullptr, "U", "SVM", "FU", EShLangAll },
{ "atan", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "atan2", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "ceil", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "CheckAccessFullyMapped", "S", "B" , "S", "U", EShLangFragmentMask | EShLangComputeMask },
{ "clamp", nullptr, nullptr, "SVM,,", "FUI,,", EShLangAll },
{ "clip", "-", "-", "SVM", "F", EShLangFragmentMask },
{ "cos", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "cosh", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "countbits", nullptr, nullptr, "SV", "U", EShLangAll },
{ "cross", nullptr, nullptr, "V3,", "F,", EShLangAll },
{ "D3DCOLORtoUBYTE4", "V4", "I", "V4", "F", EShLangAll },
{ "ddx", nullptr, nullptr, "SVM", "F", EShLangFragmentMask },
{ "ddx_coarse", nullptr, nullptr, "SVM", "F", EShLangFragmentMask },
{ "ddx_fine", nullptr, nullptr, "SVM", "F", EShLangFragmentMask },
{ "ddy", nullptr, nullptr, "SVM", "F", EShLangFragmentMask },
{ "ddy_coarse", nullptr, nullptr, "SVM", "F", EShLangFragmentMask },
{ "ddy_fine", nullptr, nullptr, "SVM", "F", EShLangFragmentMask },
{ "degrees", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "determinant", "S", "F", "M", "F", EShLangAll },
{ "DeviceMemoryBarrier", nullptr, nullptr, "-", "-", EShLangFragmentMask | EShLangComputeMask },
{ "DeviceMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangComputeMask },
{ "distance", "S", "F", "V,", "F,", EShLangAll },
{ "dot", "S", nullptr, "V,", "FI,", EShLangAll },
{ "dst", nullptr, nullptr, "V,", "F,", EShLangAll },
// { "errorf", "-", "-", "", "", EShLangAll }, TODO: varargs
{ "EvaluateAttributeAtCentroid", nullptr, nullptr, "SVM", "F", EShLangFragmentMask },
{ "EvaluateAttributeAtSample", nullptr, nullptr, "SVM,S", "F,U", EShLangFragmentMask },
{ "EvaluateAttributeSnapped", nullptr, nullptr, "SVM,V2", "F,F", EShLangFragmentMask },
{ "exp", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "exp2", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "f16tof32", nullptr, "F", "SV", "U", EShLangAll },
{ "f32tof16", nullptr, "U", "SV", "F", EShLangAll },
{ "faceforward", nullptr, nullptr, "V,,", "F,,", EShLangAll },
{ "firstbithigh", nullptr, nullptr, "SV", "UI", EShLangAll },
{ "firstbitlow", nullptr, nullptr, "SV", "UI", EShLangAll },
{ "floor", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "fma", nullptr, nullptr, "SVM,,", "D,,", EShLangAll },
{ "fmod", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "frac", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "frexp", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "fwidth", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "GetRenderTargetSampleCount", "S", "U", "-", "-", EShLangAll },
{ "GetRenderTargetSamplePosition", "V2", "F", "V1", "I", EShLangAll },
{ "GroupMemoryBarrier", nullptr, nullptr, "-", "-", EShLangComputeMask },
{ "GroupMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangComputeMask },
{ "InterlockedAdd", "-", "-", "SVM,,>", "UI,,", EShLangFragmentMask | EShLangComputeMask },
{ "InterlockedAnd", "-", "-", "SVM,,>", "UI,,", EShLangFragmentMask | EShLangComputeMask },
{ "InterlockedCompareExchange", "-", "-", "SVM,,,>", "UI,,,", EShLangFragmentMask | EShLangComputeMask },
{ "InterlockedCompareStore", "-", "-", "SVM,,", "UI,,", EShLangFragmentMask | EShLangComputeMask },
{ "InterlockedExchange", "-", "-", "SVM,,>", "UI,,", EShLangFragmentMask | EShLangComputeMask },
{ "InterlockedMax", "-", "-", "SVM,,>", "UI,,", EShLangFragmentMask | EShLangComputeMask },
{ "InterlockedMin", "-", "-", "SVM,,>", "UI,,", EShLangFragmentMask | EShLangComputeMask },
{ "InterlockedOr", "-", "-", "SVM,,>", "UI,,", EShLangFragmentMask | EShLangComputeMask },
{ "InterlockedXor", "-", "-", "SVM,,>", "UI,,", EShLangFragmentMask | EShLangComputeMask },
{ "isfinite", nullptr, "B" , "SVM", "F", EShLangAll },
{ "isinf", nullptr, "B" , "SVM", "F", EShLangAll },
{ "isnan", nullptr, "B" , "SVM", "F", EShLangAll },
{ "ldexp", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "length", "S", "F", "V", "F", EShLangAll },
{ "lit", "V4", "F", "S,,", "F,,", EShLangAll },
{ "log", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "log10", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "log2", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "mad", nullptr, nullptr, "SVM,,", "DFUI,,", EShLangAll },
{ "max", nullptr, nullptr, "SVM,", "FI,", EShLangAll },
{ "min", nullptr, nullptr, "SVM,", "FI,", EShLangAll },
{ "modf", nullptr, nullptr, "SVM,>", "FI,", EShLangAll },
{ "msad4", "V4", "U", "S,V2,V4", "U,,", EShLangAll },
{ "mul", "S", nullptr, "S,S", "FI,", EShLangAll },
{ "mul", "V", nullptr, "S,V", "FI,", EShLangAll },
{ "mul", "M", nullptr, "S,M", "FI,", EShLangAll },
{ "mul", "V", nullptr, "V,S", "FI,", EShLangAll },
{ "mul", "S", nullptr, "V,V", "FI,", EShLangAll },
{ "mul", "V", nullptr, "V,M", "FI,", EShLangAll },
{ "mul", "M", nullptr, "M,S", "FI,", EShLangAll },
{ "mul", "V", nullptr, "M,V", "FI,", EShLangAll },
{ "mul", "M", nullptr, "M,M", "FI,", EShLangAll },
{ "noise", "S", "F", "V", "F", EShLangFragmentMask },
{ "normalize", nullptr, nullptr, "V", "F", EShLangAll },
{ "pow", nullptr, nullptr, "SVM,", "F,", EShLangAll },
// { "printf", "-", "-", "", "", EShLangAll }, TODO: varargs
{ "Process2DQuadTessFactorsAvg", "-", "-", "V4,V2,>V4,>V2,>V2", "F,,,,", EShLangTessControlMask },
{ "Process2DQuadTessFactorsMax", "-", "-", "V4,V2,>V4,>V2,>V2", "F,,,,", EShLangTessControlMask },
{ "Process2DQuadTessFactorsMin", "-", "-", "V4,V2,>V4,>V2,>V2", "F,,,,", EShLangTessControlMask },
{ "ProcessIsolineTessFactors", "-", "-", "S,,>,>", "F,,,", EShLangTessControlMask },
{ "ProcessQuadTessFactorsAvg", "-", "-", "V4,S,>V4,>V2,>V2", "F,,,,", EShLangTessControlMask },
{ "ProcessQuadTessFactorsMax", "-", "-", "V4,S,>V4,>V2,>V2", "F,,,,", EShLangTessControlMask },
{ "ProcessQuadTessFactorsMin", "-", "-", "V4,S,>V4,>V2,>V2", "F,,,,", EShLangTessControlMask },
{ "ProcessTriTessFactorsAvg", "-", "-", "V3,S,>V3,>S,>S", "F,,,,", EShLangTessControlMask },
{ "ProcessTriTessFactorsMax", "-", "-", "V3,S,>V3,>S,>S", "F,,,,", EShLangTessControlMask },
{ "ProcessTriTessFactorsMin", "-", "-", "V3,S,>V3,>S,>S", "F,,,,", EShLangTessControlMask },
{ "radians", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "rcp", nullptr, nullptr, "SVM", "FD", EShLangAll },
{ "reflect", nullptr, nullptr, "V,", "F,", EShLangAll },
{ "refract", nullptr, nullptr, "V,V,S", "F,,", EShLangAll },
{ "reversebits", nullptr, nullptr, "SV", "U", EShLangAll },
{ "round", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "rsqrt", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "saturate", nullptr, nullptr , "SVM", "F", EShLangAll },
{ "sign", nullptr, nullptr, "SVM", "FI", EShLangAll },
{ "sin", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "sincos", "-", "-", "SVM,>,>", "F,,", EShLangAll },
{ "sinh", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "smoothstep", nullptr, nullptr, "SVM,,", "F,,", EShLangAll },
{ "sqrt", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "step", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "tan", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "tanh", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "tex1D", "V4", "F", "S1,S", "S,F", EShLangFragmentMask },
{ "tex1D", "V4", "F", "S1,S,V1,V1", "S,F,F,F",EShLangFragmentMask },
{ "tex1Dbias", "V4", "F", "S1,V4", "S,F", EShLangFragmentMask },
{ "tex1Dgrad", "V4", "F", "S1,V1,V1,V1","S,F,F,F",EShLangFragmentMask },
{ "tex1Dlod", "V4", "F", "S1,V4", "S,F", EShLangFragmentMask },
{ "tex1Dproj", "V4", "F", "S1,V4", "S,F", EShLangFragmentMask },
{ "tex2D", "V4", "F", "S2,V2", "S,F", EShLangFragmentMask },
{ "tex2D", "V4", "F", "S2,V2,V2,V2","S,F,F,F",EShLangFragmentMask },
{ "tex2Dbias", "V4", "F", "S2,V4", "S,F", EShLangFragmentMask },
{ "tex2Dgrad", "V4", "F", "S2,V2,V2,V2","S,F,F,F",EShLangFragmentMask },
{ "tex2Dlod", "V4", "F", "S2,V4", "S,F", EShLangFragmentMask },
{ "tex2Dproj", "V4", "F", "S2,V4", "S,F", EShLangFragmentMask },
{ "tex3D", "V4", "F", "S3,V3", "S,F", EShLangFragmentMask },
{ "tex3D", "V4", "F", "S3,V3,V3,V3","S,F,F,F",EShLangFragmentMask },
{ "tex3Dbias", "V4", "F", "S3,V4", "S,F", EShLangFragmentMask },
{ "tex3Dgrad", "V4", "F", "S3,V3,V3,V3","S,F,F,F",EShLangFragmentMask },
{ "tex3Dlod", "V4", "F", "S3,V4", "S,F", EShLangFragmentMask },
{ "tex3Dproj", "V4", "F", "S3,V4", "S,F", EShLangFragmentMask },
{ "texCUBE", "V4", "F", "S4,V3", "S,F", EShLangFragmentMask },
{ "texCUBE", "V4", "F", "S4,V3,V3,V3","S,F,F,F",EShLangFragmentMask },
{ "texCUBEbias", "V4", "F", "S4,V4", "S,F", EShLangFragmentMask },
{ "texCUBEgrad", "V4", "F", "S4,V3,V3,V3","S,F,F,F",EShLangFragmentMask },
{ "texCUBElod", "V4", "F", "S4,V4", "S,F", EShLangFragmentMask },
{ "texCUBEproj", "V4", "F", "S4,V4", "S,F", EShLangFragmentMask },
{ "transpose", "^M", nullptr, "M", "F", EShLangAll },
{ "trunc", nullptr, nullptr, "SVM", "F", EShLangAll },
// Mark end of list, since we want to avoid a range-based for, as some compilers don't handle it yet.
{ nullptr, nullptr, nullptr, nullptr, nullptr, 0 },
};
// Set this to true to avoid generating prototypes that will be invalid for the GLSL parser.
// TODO: turn it off (and remove the code) when the HLSL parser can be used to parse builtins.
static const bool skipInvalidGlsl = true;
// Create prototypes for the intrinsics. TODO: Avoid ranged based for until all compilers can handle it.
for (int icount = 0; hlslIntrinsics[icount].name; ++icount) {
const auto& intrinsic = hlslIntrinsics[icount];
for (int stage = 0; stage < EShLangCount; ++stage) { // for each stage...
if ((intrinsic.stage & (1<<stage)) == 0) // skip inapplicable stages
continue;
// reference to either the common builtins, or stage specific builtins.
TString& s = (intrinsic.stage == EShLangAll) ? commonBuiltins : stageBuiltins[stage];
for (const char* argOrder = intrinsic.argOrder; !IsEndOfArg(argOrder); ++argOrder) { // for each order...
const int fixedVecSize = isdigit(argOrder[1]) ? (argOrder[1] - '0') : 0;
// calculate min and max vector and matrix dimensions
int dim0Min = 1;
int dim0Max = 1;
int dim1Min = 1;
int dim1Max = 1;
FindVectorMatrixBounds(argOrder, fixedVecSize, dim0Min, dim0Max, dim1Min, dim1Max);
for (const char* argType = intrinsic.argType; !IsEndOfArg(argType); ++argType) { // for each type...
for (int dim0 = dim0Min; dim0 <= dim0Max; ++dim0) { // for each dim 0...
for (int dim1 = dim1Min; dim1 <= dim1Max; ++dim1) { // for each dim 1...
const char* retOrder = intrinsic.retOrder ? intrinsic.retOrder : argOrder;
const char* retType = intrinsic.retType ? intrinsic.retType : argType;
if (skipInvalidGlsl && !IsValidGlsl(intrinsic.name, *retOrder, *retType, *argOrder, *argType,
dim0, dim1, dim0Max, dim1Max))
continue;
AppendTypeName(s, retOrder, retType, dim0, dim1); // add return type
s.append(" "); // space between type and name
s.append(intrinsic.name); // intrinsic name
s.append("("); // open paren
// Append argument types, if any.
for (int arg = 0; ; ++arg) {
const char* nthArgOrder(NthArg(argOrder, arg));
const char* nthArgType(NthArg(argType, arg));
if (nthArgOrder == nullptr || nthArgType == nullptr)
break;
s.append(arg > 0 ? ", ": ""); // comma separator if needed
if (*nthArgOrder == '>') { // output params
++nthArgOrder;
s.append("out ");
} else if (*nthArgOrder == '<') { // input params
++nthArgOrder;
s.append("in ");
}
// Comma means use the 1st argument order and type.
if (*nthArgOrder == ',' || *nthArgOrder == '\0') nthArgOrder = argOrder;
if (*nthArgType == ',' || *nthArgType == '\0') nthArgType = argType;
AppendTypeName(s, nthArgOrder, nthArgType, dim0, dim1); // Add first argument
}
s.append(");\n"); // close paren and trailing semicolon
}
}
}
if (fixedVecSize > 0) // skip over number for fixed size vectors
++argOrder;
}
if (intrinsic.stage == EShLangAll) // common builtins are only added once.
break;
}
}
// printf("Common:\n%s\n", getCommonString().c_str());
// printf("Frag:\n%s\n", getStageString(EShLangFragment).c_str());
// printf("Vertex:\n%s\n", getStageString(EShLangVertex).c_str());
// printf("Geo:\n%s\n", getStageString(EShLangGeometry).c_str());
// printf("TessCtrl:\n%s\n", getStageString(EShLangTessControl).c_str());
// printf("TessEval:\n%s\n", getStageString(EShLangTessEvaluation).c_str());
// printf("Compute:\n%s\n", getStageString(EShLangCompute).c_str());
} }
// //
...@@ -80,7 +494,6 @@ void TBuiltInParseablesHlsl::initialize(int version, EProfile profile, int spv, ...@@ -80,7 +494,6 @@ void TBuiltInParseablesHlsl::initialize(int version, EProfile profile, int spv,
void TBuiltInParseablesHlsl::initialize(const TBuiltInResource &resources, int version, EProfile profile, int spv, void TBuiltInParseablesHlsl::initialize(const TBuiltInResource &resources, int version, EProfile profile, int spv,
int vulkan, EShLanguage language) int vulkan, EShLanguage language)
{ {
assert(0 && "Unimplemented TBuiltInParseablesHlsl::initialize");
} }
...@@ -95,7 +508,140 @@ void TBuiltInParseablesHlsl::initialize(const TBuiltInResource &resources, int v ...@@ -95,7 +508,140 @@ void TBuiltInParseablesHlsl::initialize(const TBuiltInResource &resources, int v
void TBuiltInParseablesHlsl::identifyBuiltIns(int version, EProfile profile, int spv, int vulkan, EShLanguage language, void TBuiltInParseablesHlsl::identifyBuiltIns(int version, EProfile profile, int spv, int vulkan, EShLanguage language,
TSymbolTable& symbolTable) TSymbolTable& symbolTable)
{ {
assert(0 && "Unimplemented TBuiltInParseablesHlsl::identifyBuiltIns"); // symbolTable.relateToOperator("abort");
symbolTable.relateToOperator("abs", EOpAbs);
symbolTable.relateToOperator("acos", EOpAcos);
symbolTable.relateToOperator("all", EOpAll);
// symbolTable.relateToOperator("AllMemoryBarrier");
// symbolTable.relateToOperator("AllMemoryBarrierWithGroupSync");
symbolTable.relateToOperator("any", EOpAny);
// symbolTable.relateToOperator("asdouble");
// symbolTable.relateToOperator("asfloat");
symbolTable.relateToOperator("asin", EOpAsin);
// symbolTable.relateToOperator("asint");
// symbolTable.relateToOperator("asuint");
symbolTable.relateToOperator("atan", EOpAtan);
symbolTable.relateToOperator("atan2", EOpAtan);
symbolTable.relateToOperator("ceil", EOpCeil);
// symbolTable.relateToOperator("CheckAccessFullyMapped");
symbolTable.relateToOperator("clamp", EOpClamp);
// symbolTable.relateToOperator("clip");
symbolTable.relateToOperator("cos", EOpCos);
symbolTable.relateToOperator("cosh", EOpCosh);
symbolTable.relateToOperator("countbits", EOpBitCount);
symbolTable.relateToOperator("cross", EOpCross);
// symbolTable.relateToOperator("D3DCOLORtoUBYTE4");
symbolTable.relateToOperator("ddx", EOpDPdx);
symbolTable.relateToOperator("ddx_coarse", EOpDPdxCoarse);
symbolTable.relateToOperator("ddx_fine", EOpDPdxFine);
symbolTable.relateToOperator("ddy", EOpDPdy);
symbolTable.relateToOperator("ddy_coarse", EOpDPdyCoarse);
symbolTable.relateToOperator("ddy_fine", EOpDPdyFine);
symbolTable.relateToOperator("degrees", EOpDegrees);
symbolTable.relateToOperator("determinant", EOpDeterminant);
// symbolTable.relateToOperator("DeviceMemoryBarrier");
// symbolTable.relateToOperator("DeviceMemoryBarrierWithGroupSync");
symbolTable.relateToOperator("distance", EOpDistance);
symbolTable.relateToOperator("dot", EOpDot);
// symbolTable.relateToOperator("dst");
// symbolTable.relateToOperator("errorf");
symbolTable.relateToOperator("EvaluateAttributeAtCentroid", EOpInterpolateAtCentroid);
symbolTable.relateToOperator("EvaluateAttributeAtSample", EOpInterpolateAtSample);
// symbolTable.relateToOperator("EvaluateAttributeSnapped"); // TODO: hsnflr positions. new op?
symbolTable.relateToOperator("exp", EOpExp);
symbolTable.relateToOperator("exp2", EOpExp2);
// symbolTable.relateToOperator("f16tof32");
// symbolTable.relateToOperator("f32tof16");
symbolTable.relateToOperator("faceforward", EOpFaceForward);
symbolTable.relateToOperator("firstbithigh", EOpFindMSB);
symbolTable.relateToOperator("firstbitlow", EOpFindLSB);
symbolTable.relateToOperator("floor", EOpFloor);
symbolTable.relateToOperator("fma", EOpFma);
// symbolTable.relateToOperator("fmod");
symbolTable.relateToOperator("frac", EOpFract);
symbolTable.relateToOperator("frexp", EOpFrexp);
symbolTable.relateToOperator("fwidth", EOpFwidth);
// symbolTable.relateToOperator("GetRenderTargetSampleCount");
// symbolTable.relateToOperator("GetRenderTargetSamplePosition");
// symbolTable.relateToOperator("GroupMemoryBarrier");
// symbolTable.relateToOperator("GroupMemoryBarrierWithGroupSync");
// symbolTable.relateToOperator("InterlockedAdd");
// symbolTable.relateToOperator("InterlockedAnd");
// symbolTable.relateToOperator("InterlockedCompareExchange");
// symbolTable.relateToOperator("InterlockedCompareStore");
// symbolTable.relateToOperator("InterlockedExchange");
// symbolTable.relateToOperator("InterlockedMax");
// symbolTable.relateToOperator("InterlockedMin");
// symbolTable.relateToOperator("InterlockedOr");
// symbolTable.relateToOperator("InterlockedXor");
// symbolTable.relateToOperator("isfinite");
symbolTable.relateToOperator("isinf", EOpIsInf);
symbolTable.relateToOperator("isnan", EOpIsNan);
symbolTable.relateToOperator("ldexp", EOpLdexp);
symbolTable.relateToOperator("length", EOpLength);
// symbolTable.relateToOperator("lit");
symbolTable.relateToOperator("log", EOpLog);
// symbolTable.relateToOperator("log10");
symbolTable.relateToOperator("log2", EOpLog2);
// symbolTable.relateToOperator("mad");
symbolTable.relateToOperator("max", EOpMax);
symbolTable.relateToOperator("min", EOpMin);
symbolTable.relateToOperator("modf", EOpModf);
// symbolTable.relateToOperator("msad4");
// symbolTable.relateToOperator("mul");
// symbolTable.relateToOperator("noise", EOpNoise); // TODO: check return type
symbolTable.relateToOperator("normalize", EOpNormalize);
symbolTable.relateToOperator("pow", EOpPow);
// symbolTable.relateToOperator("printf");
// symbolTable.relateToOperator("Process2DQuadTessFactorsAvg");
// symbolTable.relateToOperator("Process2DQuadTessFactorsMax");
// symbolTable.relateToOperator("Process2DQuadTessFactorsMin");
// symbolTable.relateToOperator("ProcessIsolineTessFactors");
// symbolTable.relateToOperator("ProcessQuadTessFactorsAvg");
// symbolTable.relateToOperator("ProcessQuadTessFactorsMax");
// symbolTable.relateToOperator("ProcessQuadTessFactorsMin");
// symbolTable.relateToOperator("ProcessTriTessFactorsAvg");
// symbolTable.relateToOperator("ProcessTriTessFactorsMax");
// symbolTable.relateToOperator("ProcessTriTessFactorsMin");
symbolTable.relateToOperator("radians", EOpRadians);
// symbolTable.relateToOperator("rcp");
symbolTable.relateToOperator("reflect", EOpReflect);
symbolTable.relateToOperator("refract", EOpRefract);
symbolTable.relateToOperator("reversebits", EOpBitFieldReverse);
symbolTable.relateToOperator("round", EOpRoundEven);
symbolTable.relateToOperator("rsqrt", EOpInverseSqrt);
// symbolTable.relateToOperator("saturate");
symbolTable.relateToOperator("sign", EOpSign);
symbolTable.relateToOperator("sin", EOpSin);
// symbolTable.relateToOperator("sincos");
symbolTable.relateToOperator("sinh", EOpSinh);
symbolTable.relateToOperator("smoothstep", EOpSmoothStep);
symbolTable.relateToOperator("sqrt", EOpSqrt);
symbolTable.relateToOperator("step", EOpStep);
symbolTable.relateToOperator("tan", EOpTan);
symbolTable.relateToOperator("tanh", EOpTanh);
symbolTable.relateToOperator("tex1D", EOpTexture);
// symbolTable.relateToOperator("tex1Dbias", // TODO:
symbolTable.relateToOperator("tex1Dgrad", EOpTextureGrad);
symbolTable.relateToOperator("tex1Dlod", EOpTextureLod);
symbolTable.relateToOperator("tex1Dproj", EOpTextureProj);
symbolTable.relateToOperator("tex2D", EOpTexture);
// symbolTable.relateToOperator("tex2Dbias", // TODO:
symbolTable.relateToOperator("tex2Dgrad", EOpTextureGrad);
symbolTable.relateToOperator("tex2Dlod", EOpTextureLod);
// symbolTable.relateToOperator("tex2Dproj", EOpTextureProj);
symbolTable.relateToOperator("tex3D", EOpTexture);
// symbolTable.relateToOperator("tex3Dbias"); // TODO
symbolTable.relateToOperator("tex3Dgrad", EOpTextureGrad);
symbolTable.relateToOperator("tex3Dlod", EOpTextureLod);
// symbolTable.relateToOperator("tex3Dproj", EOpTextureProj);
symbolTable.relateToOperator("texCUBE", EOpTexture);
// symbolTable.relateToOperator("texCUBEbias", // TODO
symbolTable.relateToOperator("texCUBEgrad", EOpTextureGrad);
symbolTable.relateToOperator("texCUBElod", EOpTextureLod);
// symbolTable.relateToOperator("texCUBEproj", EOpTextureProj);
symbolTable.relateToOperator("transpose", EOpTranspose);
symbolTable.relateToOperator("trunc", EOpTrunc);
} }
// //
...@@ -110,7 +656,6 @@ void TBuiltInParseablesHlsl::identifyBuiltIns(int version, EProfile profile, int ...@@ -110,7 +656,6 @@ void TBuiltInParseablesHlsl::identifyBuiltIns(int version, EProfile profile, int
void TBuiltInParseablesHlsl::identifyBuiltIns(int version, EProfile profile, int spv, int /*vulkan*/, EShLanguage language, void TBuiltInParseablesHlsl::identifyBuiltIns(int version, EProfile profile, int spv, int /*vulkan*/, EShLanguage language,
TSymbolTable& symbolTable, const TBuiltInResource &resources) TSymbolTable& symbolTable, const TBuiltInResource &resources)
{ {
assert(0 && "Unimplemented TBuiltInParseablesHlsl::identifyBuiltIns");
} }
......
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