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@@ -0,0 +1,592 @@
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+hlsl.sample.dx9.frag
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+Shader version: 500
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+gl_FragCoord origin is upper left
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+using depth_any
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+0:? Sequence
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+0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:15 Function Parameters:
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+0:? Sequence
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+0:18 Sequence
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+0:18 move second child to first child ( temp 4-component vector of float)
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+0:18 'ColorOut' ( temp 4-component vector of float)
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+0:? Constant:
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+0:? 0.000000
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+0:? 0.000000
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+0:? 0.000000
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+0:? 0.000000
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+0:20 add second child into first child ( temp 4-component vector of float)
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+0:20 'ColorOut' ( temp 4-component vector of float)
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+0:20 texture ( temp 4-component vector of float)
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+0:20 'g_sam' (layout( binding=0) uniform sampler2D)
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+0:? Constant:
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+0:? 0.400000
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+0:? 0.300000
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+0:21 add second child into first child ( temp 4-component vector of float)
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+0:21 'ColorOut' ( temp 4-component vector of float)
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+0:21 texture ( temp 4-component vector of float)
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+0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
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+0:21 Constant:
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+0:21 0.500000
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+0:22 add second child into first child ( temp 4-component vector of float)
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+0:22 'ColorOut' ( temp 4-component vector of float)
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+0:22 texture ( temp 4-component vector of float)
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+0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:23 add second child into first child ( temp 4-component vector of float)
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+0:23 'ColorOut' ( temp 4-component vector of float)
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+0:23 texture ( temp 4-component vector of float)
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+0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:24 add second child into first child ( temp 4-component vector of float)
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+0:24 'ColorOut' ( temp 4-component vector of float)
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+0:24 texture ( temp 4-component vector of float)
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+0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:26 add second child into first child ( temp 4-component vector of float)
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+0:26 'ColorOut' ( temp 4-component vector of float)
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+0:26 textureLod ( temp 4-component vector of float)
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+0:26 'g_sam' (layout( binding=0) uniform sampler2D)
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+0:26 Construct vec2 ( temp 2-component vector of float)
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+0:? Constant:
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+0:? 0.400000
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+0:? 0.300000
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+0:? 0.000000
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+0:? 0.000000
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+0:26 direct index ( temp float)
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+0:? Constant:
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+0:? 0.400000
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+0:? 0.300000
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+0:? 0.000000
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+0:? 0.000000
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+0:26 Constant:
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+0:26 3 (const int)
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+0:27 add second child into first child ( temp 4-component vector of float)
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+0:27 'ColorOut' ( temp 4-component vector of float)
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+0:27 textureLod ( temp 4-component vector of float)
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+0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
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+0:27 Construct float ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.000000
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+0:? 0.000000
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+0:? 0.000000
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+0:27 direct index ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.000000
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+0:? 0.000000
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+0:? 0.000000
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+0:27 Constant:
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+0:27 3 (const int)
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+0:28 add second child into first child ( temp 4-component vector of float)
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+0:28 'ColorOut' ( temp 4-component vector of float)
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+0:28 textureLod ( temp 4-component vector of float)
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+0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
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+0:28 Construct vec2 ( temp 2-component vector of float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.000000
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+0:? 0.000000
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+0:28 direct index ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.000000
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+0:? 0.000000
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+0:28 Constant:
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+0:28 3 (const int)
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+0:29 add second child into first child ( temp 4-component vector of float)
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+0:29 'ColorOut' ( temp 4-component vector of float)
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+0:29 textureLod ( temp 4-component vector of float)
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+0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
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+0:29 Construct vec3 ( temp 3-component vector of float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:? 0.000000
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+0:29 direct index ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:? 0.000000
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+0:29 Constant:
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+0:29 3 (const int)
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+0:30 add second child into first child ( temp 4-component vector of float)
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+0:30 'ColorOut' ( temp 4-component vector of float)
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+0:30 textureLod ( temp 4-component vector of float)
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+0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
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+0:30 Construct vec3 ( temp 3-component vector of float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:? 0.000000
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+0:30 direct index ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:? 0.000000
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+0:30 Constant:
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+0:30 3 (const int)
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+0:32 move second child to first child ( temp 4-component vector of float)
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+0:32 Color: direct index for structure ( temp 4-component vector of float)
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+0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:32 Constant:
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+0:32 0 (const int)
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+0:32 divide ( temp 4-component vector of float)
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+0:32 'ColorOut' ( temp 4-component vector of float)
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+0:32 Constant:
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+0:32 10.000000
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+0:33 move second child to first child ( temp float)
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+0:33 Depth: direct index for structure ( temp float)
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+0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:33 Constant:
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+0:33 1 (const int)
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+0:33 Constant:
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+0:33 1.000000
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+0:35 Branch: Return with expression
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+0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:15 Function Definition: main( ( temp void)
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+0:15 Function Parameters:
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+0:? Sequence
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+0:15 Sequence
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+0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:15 move second child to first child ( temp 4-component vector of float)
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+0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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+0:15 Color: direct index for structure ( temp 4-component vector of float)
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+0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:15 Constant:
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+0:15 0 (const int)
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+0:15 move second child to first child ( temp float)
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+0:? '@entryPointOutput.Depth' ( out float FragDepth)
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+0:15 Depth: direct index for structure ( temp float)
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+0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:15 Constant:
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+0:15 1 (const int)
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+0:? Linker Objects
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+0:? 'g_sam' (layout( binding=0) uniform sampler2D)
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+0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
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+0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
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+0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
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+0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
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+0:? '@entryPointOutput.Depth' ( out float FragDepth)
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+0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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+
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+
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+Linked fragment stage:
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+
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+
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+Shader version: 500
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+gl_FragCoord origin is upper left
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+using depth_any
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+0:? Sequence
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+0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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+0:15 Function Parameters:
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+0:? Sequence
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+0:18 Sequence
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+0:18 move second child to first child ( temp 4-component vector of float)
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+0:18 'ColorOut' ( temp 4-component vector of float)
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+0:? Constant:
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+0:? 0.000000
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+0:? 0.000000
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+0:? 0.000000
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+0:? 0.000000
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+0:20 add second child into first child ( temp 4-component vector of float)
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+0:20 'ColorOut' ( temp 4-component vector of float)
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+0:20 texture ( temp 4-component vector of float)
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+0:20 'g_sam' (layout( binding=0) uniform sampler2D)
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+0:? Constant:
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+0:? 0.400000
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+0:? 0.300000
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+0:21 add second child into first child ( temp 4-component vector of float)
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+0:21 'ColorOut' ( temp 4-component vector of float)
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+0:21 texture ( temp 4-component vector of float)
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+0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
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+0:21 Constant:
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+0:21 0.500000
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+0:22 add second child into first child ( temp 4-component vector of float)
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+0:22 'ColorOut' ( temp 4-component vector of float)
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+0:22 texture ( temp 4-component vector of float)
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+0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:23 add second child into first child ( temp 4-component vector of float)
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+0:23 'ColorOut' ( temp 4-component vector of float)
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+0:23 texture ( temp 4-component vector of float)
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+0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:24 add second child into first child ( temp 4-component vector of float)
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+0:24 'ColorOut' ( temp 4-component vector of float)
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+0:24 texture ( temp 4-component vector of float)
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+0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:26 add second child into first child ( temp 4-component vector of float)
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+0:26 'ColorOut' ( temp 4-component vector of float)
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+0:26 textureLod ( temp 4-component vector of float)
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+0:26 'g_sam' (layout( binding=0) uniform sampler2D)
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+0:26 Construct vec2 ( temp 2-component vector of float)
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+0:? Constant:
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+0:? 0.400000
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+0:? 0.300000
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+0:? 0.000000
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+0:? 0.000000
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+0:26 direct index ( temp float)
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+0:? Constant:
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+0:? 0.400000
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+0:? 0.300000
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+0:? 0.000000
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+0:? 0.000000
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+0:26 Constant:
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+0:26 3 (const int)
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+0:27 add second child into first child ( temp 4-component vector of float)
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+0:27 'ColorOut' ( temp 4-component vector of float)
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+0:27 textureLod ( temp 4-component vector of float)
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+0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
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+0:27 Construct float ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.000000
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+0:? 0.000000
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+0:? 0.000000
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+0:27 direct index ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.000000
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+0:? 0.000000
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+0:? 0.000000
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+0:27 Constant:
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+0:27 3 (const int)
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+0:28 add second child into first child ( temp 4-component vector of float)
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+0:28 'ColorOut' ( temp 4-component vector of float)
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+0:28 textureLod ( temp 4-component vector of float)
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+0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
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+0:28 Construct vec2 ( temp 2-component vector of float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.000000
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+0:? 0.000000
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+0:28 direct index ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.000000
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+0:? 0.000000
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+0:28 Constant:
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+0:28 3 (const int)
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+0:29 add second child into first child ( temp 4-component vector of float)
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+0:29 'ColorOut' ( temp 4-component vector of float)
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+0:29 textureLod ( temp 4-component vector of float)
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+0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
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+0:29 Construct vec3 ( temp 3-component vector of float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:? 0.000000
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+0:29 direct index ( temp float)
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+0:? Constant:
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+0:? 0.500000
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+0:? 0.600000
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+0:? 0.400000
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+0:? 0.000000
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+0:29 Constant:
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+0:29 3 (const int)
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+0:30 add second child into first child ( temp 4-component vector of float)
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+0:30 'ColorOut' ( temp 4-component vector of float)
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+0:30 textureLod ( temp 4-component vector of float)
|
|
|
|
+0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
|
|
|
|
+0:30 Construct vec3 ( temp 3-component vector of float)
|
|
|
|
+0:? Constant:
|
|
|
|
+0:? 0.500000
|
|
|
|
+0:? 0.600000
|
|
|
|
+0:? 0.400000
|
|
|
|
+0:? 0.000000
|
|
|
|
+0:30 direct index ( temp float)
|
|
|
|
+0:? Constant:
|
|
|
|
+0:? 0.500000
|
|
|
|
+0:? 0.600000
|
|
|
|
+0:? 0.400000
|
|
|
|
+0:? 0.000000
|
|
|
|
+0:30 Constant:
|
|
|
|
+0:30 3 (const int)
|
|
|
|
+0:32 move second child to first child ( temp 4-component vector of float)
|
|
|
|
+0:32 Color: direct index for structure ( temp 4-component vector of float)
|
|
|
|
+0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
|
|
|
+0:32 Constant:
|
|
|
|
+0:32 0 (const int)
|
|
|
|
+0:32 divide ( temp 4-component vector of float)
|
|
|
|
+0:32 'ColorOut' ( temp 4-component vector of float)
|
|
|
|
+0:32 Constant:
|
|
|
|
+0:32 10.000000
|
|
|
|
+0:33 move second child to first child ( temp float)
|
|
|
|
+0:33 Depth: direct index for structure ( temp float)
|
|
|
|
+0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
|
|
|
+0:33 Constant:
|
|
|
|
+0:33 1 (const int)
|
|
|
|
+0:33 Constant:
|
|
|
|
+0:33 1.000000
|
|
|
|
+0:35 Branch: Return with expression
|
|
|
|
+0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
|
|
|
+0:15 Function Definition: main( ( temp void)
|
|
|
|
+0:15 Function Parameters:
|
|
|
|
+0:? Sequence
|
|
|
|
+0:15 Sequence
|
|
|
|
+0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
|
|
|
+0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
|
|
|
+0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
|
|
|
+0:15 move second child to first child ( temp 4-component vector of float)
|
|
|
|
+0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
|
|
|
|
+0:15 Color: direct index for structure ( temp 4-component vector of float)
|
|
|
|
+0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
|
|
|
+0:15 Constant:
|
|
|
|
+0:15 0 (const int)
|
|
|
|
+0:15 move second child to first child ( temp float)
|
|
|
|
+0:? '@entryPointOutput.Depth' ( out float FragDepth)
|
|
|
|
+0:15 Depth: direct index for structure ( temp float)
|
|
|
|
+0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
|
|
|
+0:15 Constant:
|
|
|
|
+0:15 1 (const int)
|
|
|
|
+0:? Linker Objects
|
|
|
|
+0:? 'g_sam' (layout( binding=0) uniform sampler2D)
|
|
|
|
+0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
|
|
|
|
+0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
|
|
|
|
+0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
|
|
|
|
+0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
|
|
|
|
+0:? '@entryPointOutput.Depth' ( out float FragDepth)
|
|
|
|
+0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
|
|
|
|
+
|
|
|
|
+// Module Version 10000
|
|
|
|
+// Generated by (magic number): 80007
|
|
|
|
+// Id's are bound by 135
|
|
|
|
+
|
|
|
|
+ Capability Shader
|
|
|
|
+ Capability Sampled1D
|
|
|
|
+ 2: ExtInstImport "GLSL.std.450"
|
|
|
|
+ MemoryModel Logical GLSL450
|
|
|
|
+ EntryPoint Fragment 5 "main" 128 132
|
|
|
|
+ ExecutionMode 5 OriginUpperLeft
|
|
|
|
+ ExecutionMode 5 DepthReplacing
|
|
|
|
+ 1: String ""
|
|
|
|
+ Source HLSL 500 1 "// OpModuleProcessed auto-map-locations
|
|
|
|
+// OpModuleProcessed auto-map-bindings
|
|
|
|
+// OpModuleProcessed entry-point main
|
|
|
|
+// OpModuleProcessed client vulkan100
|
|
|
|
+// OpModuleProcessed target-env vulkan1.0
|
|
|
|
+// OpModuleProcessed keep-uncalled
|
|
|
|
+// OpModuleProcessed hlsl-offsets
|
|
|
|
+#line 1
|
|
|
|
+"
|
|
|
|
+ Name 5 "main"
|
|
|
|
+ Name 9 "PS_OUTPUT"
|
|
|
|
+ MemberName 9(PS_OUTPUT) 0 "Color"
|
|
|
|
+ MemberName 9(PS_OUTPUT) 1 "Depth"
|
|
|
|
+ Name 11 "@main("
|
|
|
|
+ Name 14 "ColorOut"
|
|
|
|
+ Name 20 "g_sam"
|
|
|
|
+ Name 32 "g_sam1D"
|
|
|
|
+ Name 38 "g_sam2D"
|
|
|
|
+ Name 48 "g_sam3D"
|
|
|
|
+ Name 58 "g_samCube"
|
|
|
|
+ Name 110 "psout"
|
|
|
|
+ Name 125 "flattenTemp"
|
|
|
|
+ Name 128 "@entryPointOutput.Color"
|
|
|
|
+ Name 132 "@entryPointOutput.Depth"
|
|
|
|
+ Decorate 20(g_sam) DescriptorSet 0
|
|
|
|
+ Decorate 20(g_sam) Binding 0
|
|
|
|
+ Decorate 32(g_sam1D) DescriptorSet 0
|
|
|
|
+ Decorate 32(g_sam1D) Binding 1
|
|
|
|
+ Decorate 38(g_sam2D) DescriptorSet 0
|
|
|
|
+ Decorate 38(g_sam2D) Binding 2
|
|
|
|
+ Decorate 48(g_sam3D) DescriptorSet 0
|
|
|
|
+ Decorate 48(g_sam3D) Binding 3
|
|
|
|
+ Decorate 58(g_samCube) DescriptorSet 0
|
|
|
|
+ Decorate 58(g_samCube) Binding 4
|
|
|
|
+ Decorate 128(@entryPointOutput.Color) Location 0
|
|
|
|
+ Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
|
|
|
|
+ 3: TypeVoid
|
|
|
|
+ 4: TypeFunction 3
|
|
|
|
+ 7: TypeFloat 32
|
|
|
|
+ 8: TypeVector 7(float) 4
|
|
|
|
+ 9(PS_OUTPUT): TypeStruct 8(fvec4) 7(float)
|
|
|
|
+ 10: TypeFunction 9(PS_OUTPUT)
|
|
|
|
+ 13: TypePointer Function 8(fvec4)
|
|
|
|
+ 15: 7(float) Constant 0
|
|
|
|
+ 16: 8(fvec4) ConstantComposite 15 15 15 15
|
|
|
|
+ 17: TypeImage 7(float) 2D sampled format:Unknown
|
|
|
|
+ 18: TypeSampledImage 17
|
|
|
|
+ 19: TypePointer UniformConstant 18
|
|
|
|
+ 20(g_sam): 19(ptr) Variable UniformConstant
|
|
|
|
+ 22: TypeVector 7(float) 2
|
|
|
|
+ 23: 7(float) Constant 1053609165
|
|
|
|
+ 24: 7(float) Constant 1050253722
|
|
|
|
+ 25: 22(fvec2) ConstantComposite 23 24
|
|
|
|
+ 29: TypeImage 7(float) 1D sampled format:Unknown
|
|
|
|
+ 30: TypeSampledImage 29
|
|
|
|
+ 31: TypePointer UniformConstant 30
|
|
|
|
+ 32(g_sam1D): 31(ptr) Variable UniformConstant
|
|
|
|
+ 34: 7(float) Constant 1056964608
|
|
|
|
+ 38(g_sam2D): 19(ptr) Variable UniformConstant
|
|
|
|
+ 40: 7(float) Constant 1058642330
|
|
|
|
+ 41: 22(fvec2) ConstantComposite 34 40
|
|
|
|
+ 45: TypeImage 7(float) 3D sampled format:Unknown
|
|
|
|
+ 46: TypeSampledImage 45
|
|
|
|
+ 47: TypePointer UniformConstant 46
|
|
|
|
+ 48(g_sam3D): 47(ptr) Variable UniformConstant
|
|
|
|
+ 50: TypeVector 7(float) 3
|
|
|
|
+ 51: 50(fvec3) ConstantComposite 34 40 23
|
|
|
|
+ 55: TypeImage 7(float) Cube sampled format:Unknown
|
|
|
|
+ 56: TypeSampledImage 55
|
|
|
|
+ 57: TypePointer UniformConstant 56
|
|
|
|
+ 58(g_samCube): 57(ptr) Variable UniformConstant
|
|
|
|
+ 64: 8(fvec4) ConstantComposite 23 24 15 15
|
|
|
|
+ 68: TypeInt 32 0
|
|
|
|
+ 69: 68(int) Constant 3
|
|
|
|
+ 75: 8(fvec4) ConstantComposite 34 15 15 15
|
|
|
|
+ 82: 8(fvec4) ConstantComposite 34 40 15 15
|
|
|
|
+ 91: 8(fvec4) ConstantComposite 34 40 23 15
|
|
|
|
+ 109: TypePointer Function 9(PS_OUTPUT)
|
|
|
|
+ 111: TypeInt 32 1
|
|
|
|
+ 112: 111(int) Constant 0
|
|
|
|
+ 114: 7(float) Constant 1092616192
|
|
|
|
+ 118: 111(int) Constant 1
|
|
|
|
+ 119: 7(float) Constant 1065353216
|
|
|
|
+ 120: TypePointer Function 7(float)
|
|
|
|
+ 127: TypePointer Output 8(fvec4)
|
|
|
|
+128(@entryPointOutput.Color): 127(ptr) Variable Output
|
|
|
|
+ 131: TypePointer Output 7(float)
|
|
|
|
+132(@entryPointOutput.Depth): 131(ptr) Variable Output
|
|
|
|
+ 5(main): 3 Function None 4
|
|
|
|
+ 6: Label
|
|
|
|
+125(flattenTemp): 109(ptr) Variable Function
|
|
|
|
+ Line 1 15 0
|
|
|
|
+ 126:9(PS_OUTPUT) FunctionCall 11(@main()
|
|
|
|
+ Store 125(flattenTemp) 126
|
|
|
|
+ 129: 13(ptr) AccessChain 125(flattenTemp) 112
|
|
|
|
+ 130: 8(fvec4) Load 129
|
|
|
|
+ Store 128(@entryPointOutput.Color) 130
|
|
|
|
+ 133: 120(ptr) AccessChain 125(flattenTemp) 118
|
|
|
|
+ 134: 7(float) Load 133
|
|
|
|
+ Store 132(@entryPointOutput.Depth) 134
|
|
|
|
+ Return
|
|
|
|
+ FunctionEnd
|
|
|
|
+ 11(@main():9(PS_OUTPUT) Function None 10
|
|
|
|
+ 12: Label
|
|
|
|
+ 14(ColorOut): 13(ptr) Variable Function
|
|
|
|
+ 110(psout): 109(ptr) Variable Function
|
|
|
|
+ Line 1 18 0
|
|
|
|
+ Store 14(ColorOut) 16
|
|
|
|
+ Line 1 20 0
|
|
|
|
+ 21: 18 Load 20(g_sam)
|
|
|
|
+ 26: 8(fvec4) ImageSampleImplicitLod 21 25
|
|
|
|
+ 27: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 28: 8(fvec4) FAdd 27 26
|
|
|
|
+ Store 14(ColorOut) 28
|
|
|
|
+ Line 1 21 0
|
|
|
|
+ 33: 30 Load 32(g_sam1D)
|
|
|
|
+ 35: 8(fvec4) ImageSampleImplicitLod 33 34
|
|
|
|
+ 36: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 37: 8(fvec4) FAdd 36 35
|
|
|
|
+ Store 14(ColorOut) 37
|
|
|
|
+ Line 1 22 0
|
|
|
|
+ 39: 18 Load 38(g_sam2D)
|
|
|
|
+ 42: 8(fvec4) ImageSampleImplicitLod 39 41
|
|
|
|
+ 43: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 44: 8(fvec4) FAdd 43 42
|
|
|
|
+ Store 14(ColorOut) 44
|
|
|
|
+ Line 1 23 0
|
|
|
|
+ 49: 46 Load 48(g_sam3D)
|
|
|
|
+ 52: 8(fvec4) ImageSampleImplicitLod 49 51
|
|
|
|
+ 53: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 54: 8(fvec4) FAdd 53 52
|
|
|
|
+ Store 14(ColorOut) 54
|
|
|
|
+ Line 1 24 0
|
|
|
|
+ 59: 56 Load 58(g_samCube)
|
|
|
|
+ 60: 8(fvec4) ImageSampleImplicitLod 59 51
|
|
|
|
+ 61: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 62: 8(fvec4) FAdd 61 60
|
|
|
|
+ Store 14(ColorOut) 62
|
|
|
|
+ Line 1 26 0
|
|
|
|
+ 63: 18 Load 20(g_sam)
|
|
|
|
+ 65: 7(float) CompositeExtract 64 0
|
|
|
|
+ 66: 7(float) CompositeExtract 64 1
|
|
|
|
+ 67: 22(fvec2) CompositeConstruct 65 66
|
|
|
|
+ 70: 7(float) CompositeExtract 64 3
|
|
|
|
+ 71: 8(fvec4) ImageSampleExplicitLod 63 67 Lod 70
|
|
|
|
+ 72: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 73: 8(fvec4) FAdd 72 71
|
|
|
|
+ Store 14(ColorOut) 73
|
|
|
|
+ Line 1 27 0
|
|
|
|
+ 74: 30 Load 32(g_sam1D)
|
|
|
|
+ 76: 7(float) CompositeExtract 75 0
|
|
|
|
+ 77: 7(float) CompositeExtract 75 3
|
|
|
|
+ 78: 8(fvec4) ImageSampleExplicitLod 74 76 Lod 77
|
|
|
|
+ 79: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 80: 8(fvec4) FAdd 79 78
|
|
|
|
+ Store 14(ColorOut) 80
|
|
|
|
+ Line 1 28 0
|
|
|
|
+ 81: 18 Load 38(g_sam2D)
|
|
|
|
+ 83: 7(float) CompositeExtract 82 0
|
|
|
|
+ 84: 7(float) CompositeExtract 82 1
|
|
|
|
+ 85: 22(fvec2) CompositeConstruct 83 84
|
|
|
|
+ 86: 7(float) CompositeExtract 82 3
|
|
|
|
+ 87: 8(fvec4) ImageSampleExplicitLod 81 85 Lod 86
|
|
|
|
+ 88: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 89: 8(fvec4) FAdd 88 87
|
|
|
|
+ Store 14(ColorOut) 89
|
|
|
|
+ Line 1 29 0
|
|
|
|
+ 90: 46 Load 48(g_sam3D)
|
|
|
|
+ 92: 7(float) CompositeExtract 91 0
|
|
|
|
+ 93: 7(float) CompositeExtract 91 1
|
|
|
|
+ 94: 7(float) CompositeExtract 91 2
|
|
|
|
+ 95: 50(fvec3) CompositeConstruct 92 93 94
|
|
|
|
+ 96: 7(float) CompositeExtract 91 3
|
|
|
|
+ 97: 8(fvec4) ImageSampleExplicitLod 90 95 Lod 96
|
|
|
|
+ 98: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 99: 8(fvec4) FAdd 98 97
|
|
|
|
+ Store 14(ColorOut) 99
|
|
|
|
+ Line 1 30 0
|
|
|
|
+ 100: 56 Load 58(g_samCube)
|
|
|
|
+ 101: 7(float) CompositeExtract 91 0
|
|
|
|
+ 102: 7(float) CompositeExtract 91 1
|
|
|
|
+ 103: 7(float) CompositeExtract 91 2
|
|
|
|
+ 104: 50(fvec3) CompositeConstruct 101 102 103
|
|
|
|
+ 105: 7(float) CompositeExtract 91 3
|
|
|
|
+ 106: 8(fvec4) ImageSampleExplicitLod 100 104 Lod 105
|
|
|
|
+ 107: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 108: 8(fvec4) FAdd 107 106
|
|
|
|
+ Store 14(ColorOut) 108
|
|
|
|
+ Line 1 32 0
|
|
|
|
+ 113: 8(fvec4) Load 14(ColorOut)
|
|
|
|
+ 115: 8(fvec4) CompositeConstruct 114 114 114 114
|
|
|
|
+ 116: 8(fvec4) FDiv 113 115
|
|
|
|
+ 117: 13(ptr) AccessChain 110(psout) 112
|
|
|
|
+ Store 117 116
|
|
|
|
+ Line 1 33 0
|
|
|
|
+ 121: 120(ptr) AccessChain 110(psout) 118
|
|
|
|
+ Store 121 119
|
|
|
|
+ Line 1 35 0
|
|
|
|
+ 122:9(PS_OUTPUT) Load 110(psout)
|
|
|
|
+ ReturnValue 122
|
|
|
|
+ FunctionEnd
|