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hlsl.typedef.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' ( in 4-component vector of float)
0:4 'ii' ( in int)
0:? Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'a1' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp int)
0:7 'i' ( temp int)
0:7 Constant:
0:7 2 (const int)
0:9 Sequence
0:9 move second child to first child ( temp int)
0:9 'j' ( temp int)
0:9 'ii' ( in int)
0:10 Branch: Return with expression
0:10 add ( temp 4-component vector of float)
0:10 component-wise multiply ( temp 4-component vector of float)
0:10 'input' ( in 4-component vector of float)
0:10 'a1' ( temp 4-component vector of float)
0:10 Construct vec4 ( uniform 4-component vector of float)
0:10 Convert int to float ( temp float)
0:10 add ( temp int)
0:10 'i' ( temp int)
0:10 'j' ( temp int)
0:? Linker Objects
Linked fragment stage:
WARNING: Linking fragment stage: Entry point not found
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' ( in 4-component vector of float)
0:4 'ii' ( in int)
0:? Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'a1' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp int)
0:7 'i' ( temp int)
0:7 Constant:
0:7 2 (const int)
0:9 Sequence
0:9 move second child to first child ( temp int)
0:9 'j' ( temp int)
0:9 'ii' ( in int)
0:10 Branch: Return with expression
0:10 add ( temp 4-component vector of float)
0:10 component-wise multiply ( temp 4-component vector of float)
0:10 'input' ( in 4-component vector of float)
0:10 'a1' ( temp 4-component vector of float)
0:10 Construct vec4 ( uniform 4-component vector of float)
0:10 Convert int to float ( temp float)
0:10 add ( temp int)
0:10 'i' ( temp int)
0:10 'j' ( temp int)
0:? Linker Objects
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 34
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 14 "ShaderFunction(vf4;i1;"
Name 12 "input"
Name 13 "ii"
Name 16 "a1"
Name 19 "i"
Name 21 "j"
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeInt 32 1
10: TypePointer Function 9(int)
11: TypeFunction 7(fvec4) 8(ptr) 10(ptr)
17: 6(float) Constant 1065353216
18: 7(fvec4) ConstantComposite 17 17 17 17
20: 9(int) Constant 2
4(PixelShaderFunction): 2 Function None 3
5: Label
Return
FunctionEnd
14(ShaderFunction(vf4;i1;): 7(fvec4) Function None 11
12(input): 8(ptr) FunctionParameter
13(ii): 10(ptr) FunctionParameter
15: Label
16(a1): 8(ptr) Variable Function
19(i): 10(ptr) Variable Function
21(j): 10(ptr) Variable Function
Store 16(a1) 18
Store 19(i) 20
22: 9(int) Load 13(ii)
Store 21(j) 22
23: 7(fvec4) Load 12(input)
24: 7(fvec4) Load 16(a1)
25: 7(fvec4) FMul 23 24
26: 9(int) Load 19(i)
27: 9(int) Load 21(j)
28: 9(int) IAdd 26 27
29: 6(float) ConvertSToF 28
30: 7(fvec4) CompositeConstruct 29 29 29 29
31: 7(fvec4) FAdd 25 30
ReturnValue 31
FunctionEnd
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