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@@ -8,50 +8,66 @@ gl_FragCoord origin is upper left
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0:31 Branch: Return with expression
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0:31 Constant:
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0:31 1.000000
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-0:35 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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-0:35 Function Parameters:
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-0:35 'input' ( in 4-component vector of float)
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+0:43 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp 4-component vector of float a})
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+0:43 Function Parameters:
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+0:43 'input' ( in 4-component vector of float)
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0:? Sequence
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-0:36 Branch: Return with expression
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-0:36 vector-scale ( temp 4-component vector of float)
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-0:36 add ( temp 4-component vector of float)
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-0:36 add ( temp 4-component vector of float)
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-0:36 add ( temp 4-component vector of float)
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-0:36 add ( temp 4-component vector of float)
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-0:36 'input' ( in 4-component vector of float)
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-0:36 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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-0:36 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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-0:36 Constant:
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-0:36 0 (const uint)
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-0:36 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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-0:36 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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-0:36 Constant:
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-0:36 0 (const uint)
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-0:36 v3: direct index for structure (layout( row_major std140 offset=0) uniform 4-component vector of float)
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-0:36 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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-0:36 Constant:
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-0:36 0 (const uint)
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-0:36 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
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-0:36 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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-0:36 Constant:
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-0:36 0 (const uint)
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-0:36 Function Call: foo( ( temp float)
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-0:35 Function Definition: PixelShaderFunction( ( temp void)
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-0:35 Function Parameters:
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+0:45 move second child to first child ( temp 4-component vector of float)
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+0:45 a: direct index for structure ( temp 4-component vector of float)
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+0:45 'ret' ( temp structure{ temp 4-component vector of float a})
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+0:45 Constant:
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+0:45 0 (const int)
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+0:45 add ( temp 4-component vector of float)
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+0:45 v24: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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+0:45 'anon@4' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v24})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 vector-scale ( temp 4-component vector of float)
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+0:45 add ( temp 4-component vector of float)
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+0:45 add ( temp 4-component vector of float)
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+0:45 add ( temp 4-component vector of float)
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+0:45 add ( temp 4-component vector of float)
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+0:45 'input' ( in 4-component vector of float)
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+0:45 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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+0:45 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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+0:45 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 v3: direct index for structure (layout( row_major std140 offset=0) uniform 4-component vector of float)
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+0:45 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
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+0:45 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 Function Call: foo( ( temp float)
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+0:46 Branch: Return with expression
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+0:46 'ret' ( temp structure{ temp 4-component vector of float a})
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+0:43 Function Definition: PixelShaderFunction( ( temp void)
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+0:43 Function Parameters:
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0:? Sequence
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-0:35 move second child to first child ( temp 4-component vector of float)
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+0:43 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' ( in 4-component vector of float FragCoord)
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-0:35 move second child to first child ( temp 4-component vector of float)
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-0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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-0:35 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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-0:? 'input' ( temp 4-component vector of float)
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+0:43 Sequence
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+0:43 move second child to first child ( temp 4-component vector of float)
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+0:? '@entryPointOutput.a' (layout( location=0) out 4-component vector of float)
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+0:43 a: direct index for structure ( temp 4-component vector of float)
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+0:43 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp 4-component vector of float a})
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+0:? 'input' ( temp 4-component vector of float)
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+0:43 Constant:
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+0:43 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:? 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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-0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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+0:? 'anon@4' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v24})
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+0:? '@entryPointOutput.a' (layout( location=0) out 4-component vector of float)
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0:? 'input' ( in 4-component vector of float FragCoord)
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@@ -67,203 +83,241 @@ gl_FragCoord origin is upper left
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0:31 Branch: Return with expression
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0:31 Constant:
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0:31 1.000000
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-0:35 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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-0:35 Function Parameters:
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-0:35 'input' ( in 4-component vector of float)
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+0:43 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp 4-component vector of float a})
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+0:43 Function Parameters:
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+0:43 'input' ( in 4-component vector of float)
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0:? Sequence
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-0:36 Branch: Return with expression
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-0:36 vector-scale ( temp 4-component vector of float)
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-0:36 add ( temp 4-component vector of float)
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-0:36 add ( temp 4-component vector of float)
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-0:36 add ( temp 4-component vector of float)
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-0:36 add ( temp 4-component vector of float)
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-0:36 'input' ( in 4-component vector of float)
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-0:36 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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-0:36 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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-0:36 Constant:
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-0:36 0 (const uint)
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-0:36 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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-0:36 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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-0:36 Constant:
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-0:36 0 (const uint)
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-0:36 v3: direct index for structure (layout( row_major std140 offset=0) uniform 4-component vector of float)
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-0:36 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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-0:36 Constant:
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-0:36 0 (const uint)
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-0:36 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
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-0:36 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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-0:36 Constant:
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-0:36 0 (const uint)
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-0:36 Function Call: foo( ( temp float)
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-0:35 Function Definition: PixelShaderFunction( ( temp void)
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-0:35 Function Parameters:
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+0:45 move second child to first child ( temp 4-component vector of float)
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+0:45 a: direct index for structure ( temp 4-component vector of float)
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+0:45 'ret' ( temp structure{ temp 4-component vector of float a})
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+0:45 Constant:
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+0:45 0 (const int)
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+0:45 add ( temp 4-component vector of float)
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+0:45 v24: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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+0:45 'anon@4' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v24})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 vector-scale ( temp 4-component vector of float)
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+0:45 add ( temp 4-component vector of float)
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+0:45 add ( temp 4-component vector of float)
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+0:45 add ( temp 4-component vector of float)
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+0:45 add ( temp 4-component vector of float)
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+0:45 'input' ( in 4-component vector of float)
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+0:45 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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+0:45 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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+0:45 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 v3: direct index for structure (layout( row_major std140 offset=0) uniform 4-component vector of float)
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+0:45 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
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+0:45 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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+0:45 Constant:
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+0:45 0 (const uint)
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+0:45 Function Call: foo( ( temp float)
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+0:46 Branch: Return with expression
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+0:46 'ret' ( temp structure{ temp 4-component vector of float a})
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+0:43 Function Definition: PixelShaderFunction( ( temp void)
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+0:43 Function Parameters:
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0:? Sequence
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-0:35 move second child to first child ( temp 4-component vector of float)
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+0:43 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' ( in 4-component vector of float FragCoord)
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-0:35 move second child to first child ( temp 4-component vector of float)
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-0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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-0:35 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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-0:? 'input' ( temp 4-component vector of float)
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+0:43 Sequence
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+0:43 move second child to first child ( temp 4-component vector of float)
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+0:? '@entryPointOutput.a' (layout( location=0) out 4-component vector of float)
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+0:43 a: direct index for structure ( temp 4-component vector of float)
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+0:43 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp 4-component vector of float a})
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+0:? 'input' ( temp 4-component vector of float)
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+0:43 Constant:
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+0:43 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:? 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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-0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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+0:? 'anon@4' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v24})
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+0:? '@entryPointOutput.a' (layout( location=0) out 4-component vector of float)
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0:? 'input' ( in 4-component vector of float FragCoord)
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// Module Version 10000
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// Generated by (magic number): 80003
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-// Id's are bound by 61
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+// Id's are bound by 73
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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- EntryPoint Fragment 4 "PixelShaderFunction" 54 57
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+ EntryPoint Fragment 4 "PixelShaderFunction" 65 68
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 8 "foo("
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- Name 14 "@PixelShaderFunction(vf4;"
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- Name 13 "input"
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- Name 20 "buf1"
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- MemberName 20(buf1) 0 "v1"
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- Name 22 ""
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- Name 29 "buf2"
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- MemberName 29(buf2) 0 "v2"
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- Name 31 ""
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- Name 35 "cbufName"
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- MemberName 35(cbufName) 0 "v3"
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- MemberName 35(cbufName) 1 "i3"
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- Name 37 ""
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- Name 42 "tbufName"
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- MemberName 42(tbufName) 0 "v4"
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- MemberName 42(tbufName) 1 "i4"
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- MemberName 42(tbufName) 2 "f1"
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- MemberName 42(tbufName) 3 "f3"
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- MemberName 42(tbufName) 4 "f4"
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- MemberName 42(tbufName) 5 "f5"
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- MemberName 42(tbufName) 6 "f6"
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- MemberName 42(tbufName) 7 "f7"
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- MemberName 42(tbufName) 8 "m1"
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- MemberName 42(tbufName) 9 "m2"
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- MemberName 42(tbufName) 10 "m3"
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- MemberName 42(tbufName) 11 "m4"
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- Name 44 ""
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- Name 52 "input"
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- Name 54 "input"
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- Name 57 "@entryPointOutput"
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- Name 58 "param"
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- MemberDecorate 20(buf1) 0 Offset 0
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- Decorate 20(buf1) Block
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- Decorate 22 DescriptorSet 0
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- MemberDecorate 29(buf2) 0 NonWritable
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- MemberDecorate 29(buf2) 0 Offset 0
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- Decorate 29(buf2) BufferBlock
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeFunction 6(float)
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10: TypeVector 6(float) 4
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11: TypePointer Function 10(fvec4)
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- 12: TypeFunction 10(fvec4) 11(ptr)
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- 41: TypeMatrix 10(fvec4) 3
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+ 12(id): TypeStruct 10(fvec4)
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+ 13: TypeFunction 12(id) 11(ptr)
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+ 20: TypePointer Function 12(id)
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+ 25: TypePointer Uniform 24(cbufName2)
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+ 26: 25(ptr) Variable Uniform
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+ 33: 32(ptr) Variable Uniform
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+ 38: TypePointer Uniform 37(buf2)
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+ 39: 38(ptr) Variable Uniform
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+ 43(cbufName): TypeStruct 10(fvec4) 22(int)
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+ 44: TypePointer Uniform 43(cbufName)
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+ 49: TypeMatrix 10(fvec4) 3
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+ 50(tbufName): TypeStruct 10(fvec4) 22(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 49 49 49 49
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+ 51: TypePointer Uniform 50(tbufName)
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+ 52: 51(ptr) Variable Uniform
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+ 64: TypePointer Input 10(fvec4)
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+ 65(input): 64(ptr) Variable Input
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+ 67: TypePointer Output 10(fvec4)
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+68(@entryPointOutput.a): 67(ptr) Variable Output
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|
|
4(PixelShaderFunction): 2 Function None 3
|
|
|
5: Label
|
|
|
- 52(input): 11(ptr) Variable Function
|
|
|
- 58(param): 11(ptr) Variable Function
|
|
|
- 55: 10(fvec4) Load 54(input)
|
|
|
- Store 52(input) 55
|
|
|
- 59: 10(fvec4) Load 52(input)
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|
- Store 58(param) 59
|
|
|
- 60: 10(fvec4) FunctionCall 14(@PixelShaderFunction(vf4;) 58(param)
|
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|
- Store 57(@entryPointOutput) 60
|
|
|
+ 63(input): 11(ptr) Variable Function
|
|
|
+ 69(param): 11(ptr) Variable Function
|
|
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+ 66: 10(fvec4) Load 65(input)
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|
+ Store 63(input) 66
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|
|
+ 70: 10(fvec4) Load 63(input)
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|
+ Store 69(param) 70
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|
|
+ 71: 12(id) FunctionCall 15(@PixelShaderFunction(vf4;) 69(param)
|
|
|
+ 72: 10(fvec4) CompositeExtract 71 0
|
|
|
+ Store 68(@entryPointOutput.a) 72
|
|
|
Return
|
|
|
FunctionEnd
|
|
|
8(foo(): 6(float) Function None 7
|
|
|
9: Label
|
|
|
- ReturnValue 16
|
|
|
+ ReturnValue 17
|
|
|
FunctionEnd
|
|
|
-14(@PixelShaderFunction(vf4;): 10(fvec4) Function None 12
|
|
|
- 13(input): 11(ptr) FunctionParameter
|
|
|
- 15: Label
|
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|
- 19: 10(fvec4) Load 13(input)
|
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|
- 26: 25(ptr) AccessChain 22 24
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- 27: 10(fvec4) Load 26
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- 28: 10(fvec4) FAdd 19 27
|
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- 32: 25(ptr) AccessChain 31 24
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- 33: 10(fvec4) Load 32
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- 34: 10(fvec4) FAdd 28 33
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- 38: 25(ptr) AccessChain 37 24
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- 39: 10(fvec4) Load 38
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- 40: 10(fvec4) FAdd 34 39
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- 45: 25(ptr) AccessChain 44 24
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|
- 46: 10(fvec4) Load 45
|
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|
- 47: 10(fvec4) FAdd 40 46
|
|
|
- 48: 6(float) FunctionCall 8(foo()
|
|
|
- 49: 10(fvec4) VectorTimesScalar 47 48
|
|
|
- ReturnValue 49
|
|
|
+15(@PixelShaderFunction(vf4;): 12(id) Function None 13
|
|
|
+ 14(input): 11(ptr) FunctionParameter
|
|
|
+ 16: Label
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|
|
+ 21(ret): 20(ptr) Variable Function
|
|
|
+ 28: 27(ptr) AccessChain 26 23
|
|
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+ 29: 10(fvec4) Load 28
|
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+ 30: 10(fvec4) Load 14(input)
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|
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+ 35: 10(fvec4) Load 34
|
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|
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+ 40: 27(ptr) AccessChain 39 23
|
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+ 41: 10(fvec4) Load 40
|
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|
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|
+ 46: 27(ptr) AccessChain 45 23
|
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+ 47: 10(fvec4) Load 46
|
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+ 48: 10(fvec4) FAdd 42 47
|
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|
+ 53: 27(ptr) AccessChain 52 23
|
|
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+ 54: 10(fvec4) Load 53
|
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+ 55: 10(fvec4) FAdd 48 54
|
|
|
+ 56: 6(float) FunctionCall 8(foo()
|
|
|
+ 57: 10(fvec4) VectorTimesScalar 55 56
|
|
|
+ 58: 10(fvec4) FAdd 29 57
|
|
|
+ 59: 11(ptr) AccessChain 21(ret) 23
|
|
|
+ Store 59 58
|
|
|
+ 60: 12(id) Load 21(ret)
|
|
|
+ ReturnValue 60
|
|
|
FunctionEnd
|