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@@ -6,104 +6,110 @@ WARNING: 0:30: 'register' : ignoring shader_profile
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Shader version: 450
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Shader version: 450
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gl_FragCoord origin is upper left
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gl_FragCoord origin is upper left
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0:? Sequence
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0:? Sequence
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-0:34 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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-0:34 Function Parameters:
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-0:34 'input' (in 4-component vector of float)
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-0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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+0:40 Function Parameters:
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+0:40 'input' (in 4-component vector of float)
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+0:40 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:? Sequence
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-0:39 Compare Equal (temp bool)
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-0:39 's3' (temp structure{temp 3-component vector of bool b3})
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-0:39 's3' (temp structure{temp 3-component vector of bool b3})
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-0:40 move second child to first child (temp 4-component vector of float)
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-0:40 i: direct index for structure (temp 4-component vector of float)
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-0:40 's2' (global structure{temp 4-component vector of float i})
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-0:40 Constant:
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-0:40 0 (const int)
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-0:40 ff4: direct index for structure (temp 4-component vector of float)
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-0:40 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:40 Constant:
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-0:40 7 (const int)
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-0:42 Branch: Return with expression
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-0:42 'input' (in 4-component vector of float)
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-0:34 Function Definition: PixelShaderFunction( (temp void)
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-0:34 Function Parameters:
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+0:45 Compare Equal (temp bool)
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+0:45 's3' (temp structure{temp 3-component vector of bool b3})
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+0:45 's3' (temp structure{temp 3-component vector of bool b3})
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+0:46 move second child to first child (temp 4-component vector of float)
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+0:46 i: direct index for structure (temp 4-component vector of float)
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+0:46 's2' (global structure{temp 4-component vector of float i})
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+0:46 Constant:
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+0:46 0 (const int)
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+0:46 ff4: direct index for structure (temp 4-component vector of float)
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+0:46 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:46 Constant:
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+0:46 7 (const int)
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+0:50 move second child to first child (temp structure{})
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+0:50 'e' (temp structure{})
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+0:50 e: direct index for structure (temp structure{})
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+0:50 'ce' (temp structure{temp structure{} e})
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+0:50 Constant:
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+0:50 0 (const int)
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+0:52 Branch: Return with expression
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+0:52 'input' (in 4-component vector of float)
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+0:40 Function Definition: PixelShaderFunction( (temp void)
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+0:40 Function Parameters:
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0:? Sequence
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0:? Sequence
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-0:34 move second child to first child (temp 4-component vector of float)
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+0:40 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' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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-0:34 Sequence
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-0:34 move second child to first child (temp 4-component vector of float)
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-0:34 a: direct index for structure (temp 4-component vector of float)
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+0:40 Sequence
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+0:40 move second child to first child (temp 4-component vector of float)
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+0:40 a: direct index for structure (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 0 (const int)
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-0:34 a: direct index for structure (smooth temp 4-component vector of float)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 0 (const int)
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-0:34 move second child to first child (temp bool)
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-0:34 b: direct index for structure (temp bool)
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+0:40 Constant:
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+0:40 0 (const int)
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+0:40 a: direct index for structure (smooth temp 4-component vector of float)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 0 (const int)
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+0:40 move second child to first child (temp bool)
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+0:40 b: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 1 (const int)
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-0:34 b: direct index for structure (flat temp bool)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 1 (const int)
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-0:34 move second child to first child (temp 1-component vector of float)
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-0:34 c: direct index for structure (temp 1-component vector of float)
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+0:40 Constant:
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+0:40 1 (const int)
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+0:40 b: direct index for structure (flat temp bool)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 1 (const int)
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+0:40 move second child to first child (temp 1-component vector of float)
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+0:40 c: direct index for structure (temp 1-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 2 (const int)
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-0:34 c: direct index for structure (centroid noperspective temp 1-component vector of float)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 2 (const int)
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-0:34 move second child to first child (temp 2-component vector of float)
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-0:34 d: direct index for structure (temp 2-component vector of float)
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+0:40 Constant:
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+0:40 2 (const int)
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+0:40 c: direct index for structure (centroid noperspective temp 1-component vector of float)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 2 (const int)
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+0:40 move second child to first child (temp 2-component vector of float)
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+0:40 d: direct index for structure (temp 2-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 3 (const int)
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-0:34 d: direct index for structure (centroid sample temp 2-component vector of float)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 3 (const int)
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-0:34 move second child to first child (temp bool)
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-0:34 ff1: direct index for structure (temp bool)
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+0:40 Constant:
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+0:40 3 (const int)
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+0:40 d: direct index for structure (centroid sample temp 2-component vector of float)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 3 (const int)
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+0:40 move second child to first child (temp bool)
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+0:40 ff1: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 4 (const int)
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+0:40 Constant:
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+0:40 4 (const int)
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0:? 's_ff1' (in bool Face)
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0:? 's_ff1' (in bool Face)
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-0:34 move second child to first child (temp bool)
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-0:34 ff2: direct index for structure (temp bool)
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+0:40 move second child to first child (temp bool)
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+0:40 ff2: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 5 (const int)
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-0:34 ff2: direct index for structure (temp bool)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 4 (const int)
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-0:34 move second child to first child (temp bool)
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-0:34 ff3: direct index for structure (temp bool)
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+0:40 Constant:
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+0:40 5 (const int)
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+0:40 ff2: direct index for structure (temp bool)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 4 (const int)
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+0:40 move second child to first child (temp bool)
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+0:40 ff3: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 6 (const int)
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-0:34 ff3: direct index for structure (temp bool)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 5 (const int)
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-0:34 move second child to first child (temp 4-component vector of float)
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-0:34 ff4: direct index for structure (temp 4-component vector of float)
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+0:40 Constant:
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+0:40 6 (const int)
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+0:40 ff3: direct index for structure (temp bool)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 5 (const int)
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+0:40 move second child to first child (temp 4-component vector of float)
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+0:40 ff4: direct index for structure (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 7 (const int)
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-0:34 ff4: direct index for structure (temp 4-component vector of float)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 6 (const int)
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-0:34 move second child to first child (temp 4-component vector of float)
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+0:40 Constant:
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+0:40 7 (const int)
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+0:40 ff4: direct index for structure (temp 4-component vector of float)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 6 (const int)
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+0:40 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:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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-0:34 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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+0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? Linker Objects
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@@ -121,104 +127,110 @@ Linked fragment stage:
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Shader version: 450
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Shader version: 450
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gl_FragCoord origin is upper left
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gl_FragCoord origin is upper left
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0:? Sequence
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0:? Sequence
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-0:34 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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-0:34 Function Parameters:
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-0:34 'input' (in 4-component vector of float)
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-0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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+0:40 Function Parameters:
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+0:40 'input' (in 4-component vector of float)
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+0:40 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:? Sequence
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-0:39 Compare Equal (temp bool)
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-0:39 's3' (temp structure{temp 3-component vector of bool b3})
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-0:39 's3' (temp structure{temp 3-component vector of bool b3})
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-0:40 move second child to first child (temp 4-component vector of float)
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-0:40 i: direct index for structure (temp 4-component vector of float)
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-0:40 's2' (global structure{temp 4-component vector of float i})
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-0:40 Constant:
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-0:40 0 (const int)
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-0:40 ff4: direct index for structure (temp 4-component vector of float)
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-0:40 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:40 Constant:
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-0:40 7 (const int)
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-0:42 Branch: Return with expression
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-0:42 'input' (in 4-component vector of float)
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-0:34 Function Definition: PixelShaderFunction( (temp void)
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-0:34 Function Parameters:
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+0:45 Compare Equal (temp bool)
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+0:45 's3' (temp structure{temp 3-component vector of bool b3})
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+0:45 's3' (temp structure{temp 3-component vector of bool b3})
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+0:46 move second child to first child (temp 4-component vector of float)
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+0:46 i: direct index for structure (temp 4-component vector of float)
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+0:46 's2' (global structure{temp 4-component vector of float i})
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+0:46 Constant:
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+0:46 0 (const int)
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+0:46 ff4: direct index for structure (temp 4-component vector of float)
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+0:46 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:46 Constant:
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+0:46 7 (const int)
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+0:50 move second child to first child (temp structure{})
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+0:50 'e' (temp structure{})
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+0:50 e: direct index for structure (temp structure{})
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+0:50 'ce' (temp structure{temp structure{} e})
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+0:50 Constant:
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+0:50 0 (const int)
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+0:52 Branch: Return with expression
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+0:52 'input' (in 4-component vector of float)
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+0:40 Function Definition: PixelShaderFunction( (temp void)
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+0:40 Function Parameters:
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0:? Sequence
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0:? Sequence
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-0:34 move second child to first child (temp 4-component vector of float)
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+0:40 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' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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-0:34 Sequence
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-0:34 move second child to first child (temp 4-component vector of float)
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-0:34 a: direct index for structure (temp 4-component vector of float)
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+0:40 Sequence
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+0:40 move second child to first child (temp 4-component vector of float)
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+0:40 a: direct index for structure (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 0 (const int)
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-0:34 a: direct index for structure (smooth temp 4-component vector of float)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 0 (const int)
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-0:34 move second child to first child (temp bool)
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-0:34 b: direct index for structure (temp bool)
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+0:40 Constant:
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+0:40 0 (const int)
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+0:40 a: direct index for structure (smooth temp 4-component vector of float)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 0 (const int)
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+0:40 move second child to first child (temp bool)
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+0:40 b: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 1 (const int)
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-0:34 b: direct index for structure (flat temp bool)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 1 (const int)
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-0:34 move second child to first child (temp 1-component vector of float)
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-0:34 c: direct index for structure (temp 1-component vector of float)
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+0:40 Constant:
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+0:40 1 (const int)
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+0:40 b: direct index for structure (flat temp bool)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 1 (const int)
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+0:40 move second child to first child (temp 1-component vector of float)
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+0:40 c: direct index for structure (temp 1-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 2 (const int)
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-0:34 c: direct index for structure (centroid noperspective temp 1-component vector of float)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 2 (const int)
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-0:34 move second child to first child (temp 2-component vector of float)
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-0:34 d: direct index for structure (temp 2-component vector of float)
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+0:40 Constant:
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+0:40 2 (const int)
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+0:40 c: direct index for structure (centroid noperspective temp 1-component vector of float)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 2 (const int)
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+0:40 move second child to first child (temp 2-component vector of float)
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+0:40 d: direct index for structure (temp 2-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 3 (const int)
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-0:34 d: direct index for structure (centroid sample temp 2-component vector of float)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 3 (const int)
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-0:34 move second child to first child (temp bool)
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-0:34 ff1: direct index for structure (temp bool)
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+0:40 Constant:
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+0:40 3 (const int)
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+0:40 d: direct index for structure (centroid sample temp 2-component vector of float)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 3 (const int)
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+0:40 move second child to first child (temp bool)
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+0:40 ff1: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 4 (const int)
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+0:40 Constant:
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+0:40 4 (const int)
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0:? 's_ff1' (in bool Face)
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0:? 's_ff1' (in bool Face)
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-0:34 move second child to first child (temp bool)
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-0:34 ff2: direct index for structure (temp bool)
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+0:40 move second child to first child (temp bool)
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+0:40 ff2: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 5 (const int)
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-0:34 ff2: direct index for structure (temp bool)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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-0:34 Constant:
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-0:34 4 (const int)
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-0:34 move second child to first child (temp bool)
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-0:34 ff3: direct index for structure (temp bool)
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+0:40 Constant:
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+0:40 5 (const int)
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+0:40 ff2: direct index for structure (temp bool)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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+0:40 Constant:
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+0:40 4 (const int)
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+0:40 move second child to first child (temp bool)
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+0:40 ff3: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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|
-0:34 Constant:
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|
-0:34 6 (const int)
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-0:34 ff3: direct index for structure (temp bool)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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|
-0:34 Constant:
|
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-0:34 5 (const int)
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-0:34 move second child to first child (temp 4-component vector of float)
|
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-0:34 ff4: direct index for structure (temp 4-component vector of float)
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+0:40 Constant:
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+0:40 6 (const int)
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+0:40 ff3: direct index for structure (temp bool)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
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|
+0:40 Constant:
|
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+0:40 5 (const int)
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+0:40 move second child to first child (temp 4-component vector of float)
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+0:40 ff4: direct index for structure (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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|
-0:34 Constant:
|
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|
-0:34 7 (const int)
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-0:34 ff4: direct index for structure (temp 4-component vector of float)
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-0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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|
-0:34 Constant:
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-0:34 6 (const int)
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-0:34 move second child to first child (temp 4-component vector of float)
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+0:40 Constant:
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+0:40 7 (const int)
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+0:40 ff4: direct index for structure (temp 4-component vector of float)
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+0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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|
+0:40 Constant:
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+0:40 6 (const int)
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+0:40 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:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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-0:34 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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+0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
|
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0:? 'input' (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? Linker Objects
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@@ -231,12 +243,12 @@ gl_FragCoord origin is upper left
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// Module Version 10000
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// Module Version 10000
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// Generated by (magic number): 80001
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// Generated by (magic number): 80001
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-// Id's are bound by 97
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+// Id's are bound by 105
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Capability Shader
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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MemoryModel Logical GLSL450
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- EntryPoint Fragment 4 "PixelShaderFunction" 43 48 71 86
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+ EntryPoint Fragment 4 "PixelShaderFunction" 51 56 79 94
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 4 "PixelShaderFunction"
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Name 11 "IN_S"
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Name 11 "IN_S"
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@@ -257,49 +269,54 @@ gl_FragCoord origin is upper left
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Name 28 ""
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Name 28 ""
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MemberName 28 0 "i"
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MemberName 28 0 "i"
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Name 30 "s2"
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Name 30 "s2"
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- Name 41 "input"
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- Name 43 "input"
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- Name 45 "s"
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- Name 46 "IN_S"
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- MemberName 46(IN_S) 0 "a"
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- MemberName 46(IN_S) 1 "b"
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- MemberName 46(IN_S) 2 "c"
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- MemberName 46(IN_S) 3 "d"
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- MemberName 46(IN_S) 4 "ff2"
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- MemberName 46(IN_S) 5 "ff3"
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- MemberName 46(IN_S) 6 "ff4"
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- Name 48 "s"
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- Name 71 "s_ff1"
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- Name 86 "@entryPointOutput"
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- Name 87 "param"
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- Name 89 "param"
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- Name 93 "myS"
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- MemberName 93(myS) 0 "b"
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- MemberName 93(myS) 1 "c"
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- MemberName 93(myS) 2 "a"
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- MemberName 93(myS) 3 "d"
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- Name 94 "$Global"
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- MemberName 94($Global) 0 "s1"
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- MemberName 94($Global) 1 "ff5"
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- MemberName 94($Global) 2 "ff6"
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- Name 96 ""
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- Decorate 43(input) Location 0
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- MemberDecorate 46(IN_S) 1 Flat
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- MemberDecorate 46(IN_S) 2 NoPerspective
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- MemberDecorate 46(IN_S) 2 Centroid
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- MemberDecorate 46(IN_S) 3 Centroid
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- Decorate 48(s) Location 1
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- Decorate 71(s_ff1) BuiltIn FrontFacing
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- Decorate 86(@entryPointOutput) Location 0
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- MemberDecorate 93(myS) 0 Offset 0
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- MemberDecorate 93(myS) 1 Offset 4
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- MemberDecorate 93(myS) 2 Offset 16
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- MemberDecorate 93(myS) 3 Offset 32
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- MemberDecorate 94($Global) 0 Offset 0
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- MemberDecorate 94($Global) 1 Offset 1620
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- MemberDecorate 94($Global) 2 Offset 1636
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- Decorate 94($Global) Block
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- Decorate 96 DescriptorSet 0
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+ Name 38 "empty"
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+ Name 40 "e"
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+ Name 41 "containEmpty"
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+ MemberName 41(containEmpty) 0 "e"
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+ Name 43 "ce"
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+ Name 49 "input"
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+ Name 51 "input"
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+ Name 53 "s"
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+ Name 54 "IN_S"
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+ MemberName 54(IN_S) 0 "a"
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+ MemberName 54(IN_S) 1 "b"
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+ MemberName 54(IN_S) 2 "c"
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+ MemberName 54(IN_S) 3 "d"
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+ MemberName 54(IN_S) 4 "ff2"
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+ MemberName 54(IN_S) 5 "ff3"
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+ MemberName 54(IN_S) 6 "ff4"
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+ Name 56 "s"
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+ Name 79 "s_ff1"
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+ Name 94 "@entryPointOutput"
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+ Name 95 "param"
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+ Name 97 "param"
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+ Name 101 "myS"
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+ MemberName 101(myS) 0 "b"
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+ MemberName 101(myS) 1 "c"
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+ MemberName 101(myS) 2 "a"
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+ MemberName 101(myS) 3 "d"
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+ Name 102 "$Global"
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+ MemberName 102($Global) 0 "s1"
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+ MemberName 102($Global) 1 "ff5"
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+ MemberName 102($Global) 2 "ff6"
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+ Name 104 ""
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+ Decorate 51(input) Location 0
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+ MemberDecorate 54(IN_S) 1 Flat
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+ MemberDecorate 54(IN_S) 2 NoPerspective
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+ MemberDecorate 54(IN_S) 2 Centroid
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+ MemberDecorate 54(IN_S) 3 Centroid
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+ Decorate 56(s) Location 1
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+ Decorate 79(s_ff1) BuiltIn FrontFacing
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+ Decorate 94(@entryPointOutput) Location 0
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+ MemberDecorate 101(myS) 0 Offset 0
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+ MemberDecorate 101(myS) 1 Offset 4
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+ MemberDecorate 101(myS) 2 Offset 16
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+ MemberDecorate 101(myS) 3 Offset 32
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+ MemberDecorate 102($Global) 0 Offset 0
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+ MemberDecorate 102($Global) 1 Offset 1620
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+ MemberDecorate 102($Global) 2 Offset 1636
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+ Decorate 102($Global) Block
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+ Decorate 104 DescriptorSet 0
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2: TypeVoid
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2: TypeVoid
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3: TypeFunction 2
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3: TypeFunction 2
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6: TypeFloat 32
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6: TypeFloat 32
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@@ -320,76 +337,80 @@ gl_FragCoord origin is upper left
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32: 31(int) Constant 0
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32: 31(int) Constant 0
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33: 31(int) Constant 7
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33: 31(int) Constant 7
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36: TypePointer Private 7(fvec4)
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36: TypePointer Private 7(fvec4)
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- 42: TypePointer Input 7(fvec4)
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- 43(input): 42(ptr) Variable Input
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- 46(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4)
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- 47: TypePointer Input 46(IN_S)
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- 48(s): 47(ptr) Variable Input
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- 52: 31(int) Constant 1
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- 53: TypePointer Input 9(bool)
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- 56: TypePointer Function 9(bool)
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- 58: 31(int) Constant 2
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- 59: TypePointer Input 6(float)
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- 62: TypePointer Function 6(float)
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- 64: 31(int) Constant 3
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- 65: TypePointer Input 10(fvec2)
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- 68: TypePointer Function 10(fvec2)
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- 70: 31(int) Constant 4
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- 71(s_ff1): 53(ptr) Variable Input
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- 74: 31(int) Constant 5
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- 78: 31(int) Constant 6
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- 85: TypePointer Output 7(fvec4)
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-86(@entryPointOutput): 85(ptr) Variable Output
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- 92: TypeInt 32 0
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- 93(myS): TypeStruct 92(int) 92(int) 7(fvec4) 7(fvec4)
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- 94($Global): TypeStruct 93(myS) 6(float) 6(float)
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- 95: TypePointer Uniform 94($Global)
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- 96: 95(ptr) Variable Uniform
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+ 38(empty): TypeStruct
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+ 39: TypePointer Function 38(empty)
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+41(containEmpty): TypeStruct 38(empty)
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+ 42: TypePointer Function 41(containEmpty)
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+ 50: TypePointer Input 7(fvec4)
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+ 51(input): 50(ptr) Variable Input
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+ 54(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4)
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+ 55: TypePointer Input 54(IN_S)
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+ 56(s): 55(ptr) Variable Input
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+ 60: 31(int) Constant 1
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+ 61: TypePointer Input 9(bool)
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+ 64: TypePointer Function 9(bool)
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+ 66: 31(int) Constant 2
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+ 67: TypePointer Input 6(float)
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+ 70: TypePointer Function 6(float)
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+ 72: 31(int) Constant 3
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+ 73: TypePointer Input 10(fvec2)
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+ 76: TypePointer Function 10(fvec2)
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+ 78: 31(int) Constant 4
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+ 79(s_ff1): 61(ptr) Variable Input
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+ 82: 31(int) Constant 5
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+ 86: 31(int) Constant 6
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+ 93: TypePointer Output 7(fvec4)
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+94(@entryPointOutput): 93(ptr) Variable Output
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+ 100: TypeInt 32 0
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+ 101(myS): TypeStruct 100(int) 100(int) 7(fvec4) 7(fvec4)
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+ 102($Global): TypeStruct 101(myS) 6(float) 6(float)
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+ 103: TypePointer Uniform 102($Global)
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+ 104: 103(ptr) Variable Uniform
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4(PixelShaderFunction): 2 Function None 3
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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5: Label
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- 41(input): 8(ptr) Variable Function
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- 45(s): 12(ptr) Variable Function
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- 87(param): 8(ptr) Variable Function
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- 89(param): 12(ptr) Variable Function
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- 44: 7(fvec4) Load 43(input)
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- Store 41(input) 44
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- 49: 42(ptr) AccessChain 48(s) 32
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- 50: 7(fvec4) Load 49
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- 51: 8(ptr) AccessChain 45(s) 32
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- Store 51 50
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- 54: 53(ptr) AccessChain 48(s) 52
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- 55: 9(bool) Load 54
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- 57: 56(ptr) AccessChain 45(s) 52
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- Store 57 55
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- 60: 59(ptr) AccessChain 48(s) 58
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- 61: 6(float) Load 60
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- 63: 62(ptr) AccessChain 45(s) 58
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- Store 63 61
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- 66: 65(ptr) AccessChain 48(s) 64
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- 67: 10(fvec2) Load 66
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- 69: 68(ptr) AccessChain 45(s) 64
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- Store 69 67
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- 72: 9(bool) Load 71(s_ff1)
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- 73: 56(ptr) AccessChain 45(s) 70
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- Store 73 72
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- 75: 53(ptr) AccessChain 48(s) 70
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- 76: 9(bool) Load 75
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- 77: 56(ptr) AccessChain 45(s) 74
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- Store 77 76
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- 79: 53(ptr) AccessChain 48(s) 74
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- 80: 9(bool) Load 79
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- 81: 56(ptr) AccessChain 45(s) 78
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+ 49(input): 8(ptr) Variable Function
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+ 53(s): 12(ptr) Variable Function
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+ 95(param): 8(ptr) Variable Function
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+ 97(param): 12(ptr) Variable Function
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+ 52: 7(fvec4) Load 51(input)
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+ Store 49(input) 52
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+ 57: 50(ptr) AccessChain 56(s) 32
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+ 58: 7(fvec4) Load 57
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+ 59: 8(ptr) AccessChain 53(s) 32
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+ Store 59 58
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+ 62: 61(ptr) AccessChain 56(s) 60
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+ 63: 9(bool) Load 62
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+ 65: 64(ptr) AccessChain 53(s) 60
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+ Store 65 63
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+ 68: 67(ptr) AccessChain 56(s) 66
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+ 69: 6(float) Load 68
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+ 71: 70(ptr) AccessChain 53(s) 66
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+ Store 71 69
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+ 74: 73(ptr) AccessChain 56(s) 72
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+ 75: 10(fvec2) Load 74
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+ 77: 76(ptr) AccessChain 53(s) 72
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+ Store 77 75
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+ 80: 9(bool) Load 79(s_ff1)
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+ 81: 64(ptr) AccessChain 53(s) 78
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Store 81 80
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Store 81 80
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- 82: 42(ptr) AccessChain 48(s) 78
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- 83: 7(fvec4) Load 82
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- 84: 8(ptr) AccessChain 45(s) 33
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- Store 84 83
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- 88: 7(fvec4) Load 41(input)
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- Store 87(param) 88
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- 90: 11(IN_S) Load 45(s)
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- Store 89(param) 90
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- 91: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 87(param) 89(param)
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- Store 86(@entryPointOutput) 91
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+ 83: 61(ptr) AccessChain 56(s) 78
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+ 84: 9(bool) Load 83
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+ 85: 64(ptr) AccessChain 53(s) 82
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+ Store 85 84
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+ 87: 61(ptr) AccessChain 56(s) 82
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+ 88: 9(bool) Load 87
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+ 89: 64(ptr) AccessChain 53(s) 86
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+ Store 89 88
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+ 90: 50(ptr) AccessChain 56(s) 86
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+ 91: 7(fvec4) Load 90
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+ 92: 8(ptr) AccessChain 53(s) 33
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+ Store 92 91
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+ 96: 7(fvec4) Load 49(input)
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+ Store 95(param) 96
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+ 98: 11(IN_S) Load 53(s)
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+ Store 97(param) 98
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+ 99: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 95(param) 97(param)
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+ Store 94(@entryPointOutput) 99
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Return
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Return
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FunctionEnd
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FunctionEnd
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16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13
|
|
16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13
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|
@@ -397,6 +418,8 @@ gl_FragCoord origin is upper left
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15(s): 12(ptr) FunctionParameter
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15(s): 12(ptr) FunctionParameter
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17: Label
|
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17: Label
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21(s3): 20(ptr) Variable Function
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21(s3): 20(ptr) Variable Function
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+ 40(e): 39(ptr) Variable Function
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+ 43(ce): 42(ptr) Variable Function
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22: 19(FS) Load 21(s3)
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22: 19(FS) Load 21(s3)
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23: 19(FS) Load 21(s3)
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23: 19(FS) Load 21(s3)
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24: 18(bvec3) CompositeExtract 22 0
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24: 18(bvec3) CompositeExtract 22 0
|
|
@@ -407,6 +430,9 @@ gl_FragCoord origin is upper left
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35: 7(fvec4) Load 34
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35: 7(fvec4) Load 34
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37: 36(ptr) AccessChain 30(s2) 32
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37: 36(ptr) AccessChain 30(s2) 32
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Store 37 35
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Store 37 35
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- 38: 7(fvec4) Load 14(input)
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- ReturnValue 38
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+ 44: 39(ptr) AccessChain 43(ce) 32
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+ 45: 38(empty) Load 44
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+ Store 40(e) 45
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+ 46: 7(fvec4) Load 14(input)
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+ ReturnValue 46
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FunctionEnd
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FunctionEnd
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