hlsl.array.frag
-Shader version: 450
+Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
-0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float)
-0:8 Function Parameters:
-0:8 'i' (layout(location=0 ) in int)
-0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
+0:7 Sequence
+0:7 move second child to first child ( temp 4-component vector of float)
+0:7 'C' ( global 4-component vector of float)
+0:7 Constant:
+0:7 1.000000
+0:7 2.000000
+0:7 3.000000
+0:7 4.000000
+0:11 Sequence
+0:11 move second child to first child ( temp 2-element array of 4-component vector of float)
+0:11 'c2' ( global 2-element array of 4-component vector of float)
+0:11 Construct vec4 ( temp 2-element array of 4-component vector of float)
+0:11 'C' ( global 4-component vector of float)
+0:11 Constant:
+0:11 1.000000
+0:11 2.000000
+0:11 3.000000
+0:11 4.000000
+0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
+0:14 Function Parameters:
+0:14 'i' ( in int)
+0:14 'input' ( in 3-element array of 4-component vector of float)
0:? Sequence
-0:10 Sequence
-0:10 move second child to first child (temp 4-component vector of float)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 direct index (temp 4-component vector of float)
-0:10 'a' (global 4-element array of 4-component vector of float)
-0:10 Constant:
-0:10 1 (const int)
-0:10 indirect index (temp 4-component vector of float)
-0:10 'a' (global 4-element array of 4-component vector of float)
-0:10 'i' (layout(location=0 ) in int)
-0:10 direct index (layout(location=1 ) temp 4-component vector of float)
-0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
-0:10 Constant:
-0:10 2 (const int)
-0:10 indirect index (layout(location=1 ) temp 4-component vector of float)
-0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
-0:10 'i' (layout(location=0 ) in int)
-0:10 direct index (temp 4-component vector of float)
-0:10 'b' (temp 10-element array of 4-component vector of float)
-0:10 Constant:
-0:10 5 (const int)
-0:10 indirect index (temp 4-component vector of float)
-0:10 'b' (temp 10-element array of 4-component vector of float)
-0:10 'i' (layout(location=0 ) in int)
-0:10 indirect index (temp 4-component vector of float)
-0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
-0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m})
-0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
-0:10 'i' (layout(location=0 ) in int)
-0:10 Constant:
-0:10 0 (const int)
-0:10 'i' (layout(location=0 ) in int)
-0:10 Branch: Return
+0:15 Sequence
+0:15 move second child to first child ( temp 10-element array of 4-component vector of float)
+0:15 'b' ( temp 10-element array of 4-component vector of float)
+0:15 Construct vec4 ( temp 10-element array of 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:16 Sequence
+0:16 move second child to first child ( temp 4-component vector of float)
+0:16 'tmp' ( temp 4-component vector of float)
+0:16 add ( temp 4-component vector of float)
+0:16 add ( temp 4-component vector of float)
+0:16 add ( temp 4-component vector of float)
+0:16 add ( temp 4-component vector of float)
+0:16 'C' ( global 4-component vector of float)
+0:16 direct index ( temp 4-component vector of float)
+0:16 a1: direct index for structure ( uniform 1-element array of 4-component vector of float)
+0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:16 Constant:
+0:16 2 (const uint)
+0:16 Constant:
+0:16 0 (const int)
+0:16 Constant:
+0:16 1.000000
+0:16 2.000000
+0:16 3.000000
+0:16 4.000000
+0:16 indirect index ( temp 4-component vector of float)
+0:16 a2: direct index for structure ( uniform 2-element array of 4-component vector of float)
+0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:16 Constant:
+0:16 3 (const uint)
+0:16 'i' ( in int)
+0:16 indirect index ( temp 4-component vector of float)
+0:16 'c2' ( global 2-element array of 4-component vector of float)
+0:16 'i' ( in int)
+0:17 Branch: Return with expression
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 direct index ( temp 4-component vector of float)
+0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
+0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:17 Constant:
+0:17 0 (const uint)
+0:17 Constant:
+0:17 1 (const int)
+0:17 indirect index ( temp 4-component vector of float)
+0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
+0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:17 Constant:
+0:17 0 (const uint)
+0:17 'i' ( in int)
+0:17 direct index ( temp 4-component vector of float)
+0:17 'input' ( in 3-element array of 4-component vector of float)
+0:17 Constant:
+0:17 2 (const int)
+0:17 indirect index ( temp 4-component vector of float)
+0:17 'input' ( in 3-element array of 4-component vector of float)
+0:17 'i' ( in int)
+0:17 direct index ( temp 4-component vector of float)
+0:17 'b' ( temp 10-element array of 4-component vector of float)
+0:17 Constant:
+0:17 5 (const int)
+0:17 indirect index ( temp 4-component vector of float)
+0:17 'b' ( temp 10-element array of 4-component vector of float)
+0:17 'i' ( in int)
+0:17 indirect index ( temp 4-component vector of float)
+0:17 m: direct index for structure ( temp 7-element array of 4-component vector of float)
+0:17 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
+0:17 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
+0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:17 Constant:
+0:17 1 (const uint)
+0:17 'i' ( in int)
+0:17 Constant:
+0:17 0 (const int)
+0:17 'i' ( in int)
+0:17 'tmp' ( temp 4-component vector of float)
+0:14 Function Definition: PixelShaderFunction( ( temp void)
+0:14 Function Parameters:
+0:? Sequence
+0:14 move second child to first child ( temp int)
+0:? 'i' ( temp int)
+0:? 'i' (layout( location=0) flat in int)
+0:14 move second child to first child ( temp 3-element array of 4-component vector of float)
+0:? 'input' ( temp 3-element array of 4-component vector of float)
+0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
+0:14 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:14 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
+0:? 'i' ( temp int)
+0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
-0:? 'a' (global 4-element array of 4-component vector of float)
-0:? 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
+0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:? 'C' ( global 4-component vector of float)
+0:? 'c1' ( const 1-element array of 4-component vector of float)
+0:? 1.000000
+0:? 2.000000
+0:? 3.000000
+0:? 4.000000
+0:? 'c2' ( global 2-element array of 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'i' (layout( location=0) flat in int)
+0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
Linked fragment stage:
-Shader version: 450
+Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
-0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float)
-0:8 Function Parameters:
-0:8 'i' (layout(location=0 ) in int)
-0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
+0:7 Sequence
+0:7 move second child to first child ( temp 4-component vector of float)
+0:7 'C' ( global 4-component vector of float)
+0:7 Constant:
+0:7 1.000000
+0:7 2.000000
+0:7 3.000000
+0:7 4.000000
+0:11 Sequence
+0:11 move second child to first child ( temp 2-element array of 4-component vector of float)
+0:11 'c2' ( global 2-element array of 4-component vector of float)
+0:11 Construct vec4 ( temp 2-element array of 4-component vector of float)
+0:11 'C' ( global 4-component vector of float)
+0:11 Constant:
+0:11 1.000000
+0:11 2.000000
+0:11 3.000000
+0:11 4.000000
+0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
+0:14 Function Parameters:
+0:14 'i' ( in int)
+0:14 'input' ( in 3-element array of 4-component vector of float)
+0:? Sequence
+0:15 Sequence
+0:15 move second child to first child ( temp 10-element array of 4-component vector of float)
+0:15 'b' ( temp 10-element array of 4-component vector of float)
+0:15 Construct vec4 ( temp 10-element array of 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:15 'C' ( global 4-component vector of float)
+0:16 Sequence
+0:16 move second child to first child ( temp 4-component vector of float)
+0:16 'tmp' ( temp 4-component vector of float)
+0:16 add ( temp 4-component vector of float)
+0:16 add ( temp 4-component vector of float)
+0:16 add ( temp 4-component vector of float)
+0:16 add ( temp 4-component vector of float)
+0:16 'C' ( global 4-component vector of float)
+0:16 direct index ( temp 4-component vector of float)
+0:16 a1: direct index for structure ( uniform 1-element array of 4-component vector of float)
+0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:16 Constant:
+0:16 2 (const uint)
+0:16 Constant:
+0:16 0 (const int)
+0:16 Constant:
+0:16 1.000000
+0:16 2.000000
+0:16 3.000000
+0:16 4.000000
+0:16 indirect index ( temp 4-component vector of float)
+0:16 a2: direct index for structure ( uniform 2-element array of 4-component vector of float)
+0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:16 Constant:
+0:16 3 (const uint)
+0:16 'i' ( in int)
+0:16 indirect index ( temp 4-component vector of float)
+0:16 'c2' ( global 2-element array of 4-component vector of float)
+0:16 'i' ( in int)
+0:17 Branch: Return with expression
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 add ( temp 4-component vector of float)
+0:17 direct index ( temp 4-component vector of float)
+0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
+0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:17 Constant:
+0:17 0 (const uint)
+0:17 Constant:
+0:17 1 (const int)
+0:17 indirect index ( temp 4-component vector of float)
+0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
+0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:17 Constant:
+0:17 0 (const uint)
+0:17 'i' ( in int)
+0:17 direct index ( temp 4-component vector of float)
+0:17 'input' ( in 3-element array of 4-component vector of float)
+0:17 Constant:
+0:17 2 (const int)
+0:17 indirect index ( temp 4-component vector of float)
+0:17 'input' ( in 3-element array of 4-component vector of float)
+0:17 'i' ( in int)
+0:17 direct index ( temp 4-component vector of float)
+0:17 'b' ( temp 10-element array of 4-component vector of float)
+0:17 Constant:
+0:17 5 (const int)
+0:17 indirect index ( temp 4-component vector of float)
+0:17 'b' ( temp 10-element array of 4-component vector of float)
+0:17 'i' ( in int)
+0:17 indirect index ( temp 4-component vector of float)
+0:17 m: direct index for structure ( temp 7-element array of 4-component vector of float)
+0:17 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
+0:17 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
+0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:17 Constant:
+0:17 1 (const uint)
+0:17 'i' ( in int)
+0:17 Constant:
+0:17 0 (const int)
+0:17 'i' ( in int)
+0:17 'tmp' ( temp 4-component vector of float)
+0:14 Function Definition: PixelShaderFunction( ( temp void)
+0:14 Function Parameters:
0:? Sequence
-0:10 Sequence
-0:10 move second child to first child (temp 4-component vector of float)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 add (temp 4-component vector of float)
-0:10 direct index (temp 4-component vector of float)
-0:10 'a' (global 4-element array of 4-component vector of float)
-0:10 Constant:
-0:10 1 (const int)
-0:10 indirect index (temp 4-component vector of float)
-0:10 'a' (global 4-element array of 4-component vector of float)
-0:10 'i' (layout(location=0 ) in int)
-0:10 direct index (layout(location=1 ) temp 4-component vector of float)
-0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
-0:10 Constant:
-0:10 2 (const int)
-0:10 indirect index (layout(location=1 ) temp 4-component vector of float)
-0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
-0:10 'i' (layout(location=0 ) in int)
-0:10 direct index (temp 4-component vector of float)
-0:10 'b' (temp 10-element array of 4-component vector of float)
-0:10 Constant:
-0:10 5 (const int)
-0:10 indirect index (temp 4-component vector of float)
-0:10 'b' (temp 10-element array of 4-component vector of float)
-0:10 'i' (layout(location=0 ) in int)
-0:10 indirect index (temp 4-component vector of float)
-0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
-0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m})
-0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
-0:10 'i' (layout(location=0 ) in int)
-0:10 Constant:
-0:10 0 (const int)
-0:10 'i' (layout(location=0 ) in int)
-0:10 Branch: Return
+0:14 move second child to first child ( temp int)
+0:? 'i' ( temp int)
+0:? 'i' (layout( location=0) flat in int)
+0:14 move second child to first child ( temp 3-element array of 4-component vector of float)
+0:? 'input' ( temp 3-element array of 4-component vector of float)
+0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
+0:14 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:14 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
+0:? 'i' ( temp int)
+0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
-0:? 'a' (global 4-element array of 4-component vector of float)
-0:? 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
+0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
+0:? 'C' ( global 4-component vector of float)
+0:? 'c1' ( const 1-element array of 4-component vector of float)
+0:? 1.000000
+0:? 2.000000
+0:? 3.000000
+0:? 4.000000
+0:? 'c2' ( global 2-element array of 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'i' (layout( location=0) flat in int)
+0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
// Module Version 10000
-// Generated by (magic number): 80001
-// Id's are bound by 66
+// Generated by (magic number): 8000b
+// Id's are bound by 126
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "PixelShaderFunction" 9 21 29
+ EntryPoint Fragment 4 "PixelShaderFunction" 112 116 119
ExecutionMode 4 OriginUpperLeft
+ Source HLSL 500
Name 4 "PixelShaderFunction"
- Name 9 "@entryPointOutput"
- Name 14 "a"
- Name 21 "i"
- Name 29 "input"
- Name 42 "b"
+ Name 17 "@PixelShaderFunction(i1;vf4[3];"
+ Name 15 "i"
+ Name 16 "input"
+ Name 20 "C"
+ Name 29 "c2"
+ Name 35 "b"
+ Name 48 "tmp"
Name 54 ""
MemberName 54 0 "m"
- Name 58 "s"
- Decorate 9(@entryPointOutput) Location 0
- Decorate 21(i) Location 0
- Decorate 29(input) Location 1
+ Name 60 "$Global"
+ MemberName 60($Global) 0 "a"
+ MemberName 60($Global) 1 "s"
+ MemberName 60($Global) 2 "a1"
+ MemberName 60($Global) 3 "a2"
+ Name 62 ""
+ Name 110 "i"
+ Name 112 "i"
+ Name 114 "input"
+ Name 116 "input"
+ Name 119 "@entryPointOutput"
+ Name 120 "param"
+ Name 122 "param"
+ Decorate 51 ArrayStride 16
+ Decorate 53 ArrayStride 16
+ MemberDecorate 54 0 Offset 0
+ Decorate 56 ArrayStride 112
+ Decorate 58 ArrayStride 16
+ Decorate 59 ArrayStride 16
+ MemberDecorate 60($Global) 0 Offset 0
+ MemberDecorate 60($Global) 1 Offset 64
+ MemberDecorate 60($Global) 2 Offset 1296
+ MemberDecorate 60($Global) 3 Offset 1312
+ Decorate 60($Global) Block
+ Decorate 62 DescriptorSet 0
+ Decorate 62 Binding 0
+ Decorate 112(i) Flat
+ Decorate 112(i) Location 0
+ Decorate 116(input) Location 1
+ Decorate 119(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
- 6: TypeFloat 32
- 7: TypeVector 6(float) 4
- 8: TypePointer Output 7(fvec4)
-9(@entryPointOutput): 8(ptr) Variable Output
+ 6: TypeInt 32 1
+ 7: TypePointer Function 6(int)
+ 8: TypeFloat 32
+ 9: TypeVector 8(float) 4
10: TypeInt 32 0
- 11: 10(int) Constant 4
- 12: TypeArray 7(fvec4) 11
- 13: TypePointer Private 12
- 14(a): 13(ptr) Variable Private
- 15: TypeInt 32 1
- 16: 15(int) Constant 1
- 17: TypePointer Private 7(fvec4)
- 20: TypePointer Input 15(int)
- 21(i): 20(ptr) Variable Input
- 26: 10(int) Constant 3
- 27: TypeArray 7(fvec4) 26
- 28: TypePointer Input 27
- 29(input): 28(ptr) Variable Input
- 30: 15(int) Constant 2
- 31: TypePointer Input 7(fvec4)
- 39: 10(int) Constant 10
- 40: TypeArray 7(fvec4) 39
- 41: TypePointer Function 40
- 43: 15(int) Constant 5
- 44: TypePointer Function 7(fvec4)
+ 11: 10(int) Constant 3
+ 12: TypeArray 9(fvec4) 11
+ 13: TypePointer Function 12
+ 14: TypeFunction 9(fvec4) 7(ptr) 13(ptr)
+ 19: TypePointer Private 9(fvec4)
+ 20(C): 19(ptr) Variable Private
+ 21: 8(float) Constant 1065353216
+ 22: 8(float) Constant 1073741824
+ 23: 8(float) Constant 1077936128
+ 24: 8(float) Constant 1082130432
+ 25: 9(fvec4) ConstantComposite 21 22 23 24
+ 26: 10(int) Constant 2
+ 27: TypeArray 9(fvec4) 26
+ 28: TypePointer Private 27
+ 29(c2): 28(ptr) Variable Private
+ 32: 10(int) Constant 10
+ 33: TypeArray 9(fvec4) 32
+ 34: TypePointer Function 33
+ 47: TypePointer Function 9(fvec4)
+ 50: 10(int) Constant 4
+ 51: TypeArray 9(fvec4) 50
52: 10(int) Constant 7
- 53: TypeArray 7(fvec4) 52
+ 53: TypeArray 9(fvec4) 52
54: TypeStruct 53
55: 10(int) Constant 11
56: TypeArray 54(struct) 55
- 57: TypePointer Private 56
- 58(s): 57(ptr) Variable Private
- 60: 15(int) Constant 0
+ 57: 10(int) Constant 1
+ 58: TypeArray 9(fvec4) 57
+ 59: TypeArray 9(fvec4) 26
+ 60($Global): TypeStruct 51 56 58 59
+ 61: TypePointer Uniform 60($Global)
+ 62: 61(ptr) Variable Uniform
+ 63: 6(int) Constant 2
+ 64: 6(int) Constant 0
+ 65: TypePointer Uniform 9(fvec4)
+ 70: 6(int) Constant 3
+ 79: 6(int) Constant 1
+ 93: 6(int) Constant 5
+ 111: TypePointer Input 6(int)
+ 112(i): 111(ptr) Variable Input
+ 115: TypePointer Input 12
+ 116(input): 115(ptr) Variable Input
+ 118: TypePointer Output 9(fvec4)
+119(@entryPointOutput): 118(ptr) Variable Output
+ 125: 58 ConstantComposite 25
4(PixelShaderFunction): 2 Function None 3
5: Label
- 42(b): 41(ptr) Variable Function
- 18: 17(ptr) AccessChain 14(a) 16
- 19: 7(fvec4) Load 18
- 22: 15(int) Load 21(i)
- 23: 17(ptr) AccessChain 14(a) 22
- 24: 7(fvec4) Load 23
- 25: 7(fvec4) FAdd 19 24
- 32: 31(ptr) AccessChain 29(input) 30
- 33: 7(fvec4) Load 32
- 34: 7(fvec4) FAdd 25 33
- 35: 15(int) Load 21(i)
- 36: 31(ptr) AccessChain 29(input) 35
- 37: 7(fvec4) Load 36
- 38: 7(fvec4) FAdd 34 37
- 45: 44(ptr) AccessChain 42(b) 43
- 46: 7(fvec4) Load 45
- 47: 7(fvec4) FAdd 38 46
- 48: 15(int) Load 21(i)
- 49: 44(ptr) AccessChain 42(b) 48
- 50: 7(fvec4) Load 49
- 51: 7(fvec4) FAdd 47 50
- 59: 15(int) Load 21(i)
- 61: 15(int) Load 21(i)
- 62: 17(ptr) AccessChain 58(s) 59 60 61
- 63: 7(fvec4) Load 62
- 64: 7(fvec4) FAdd 51 63
- Store 9(@entryPointOutput) 64
+ 110(i): 7(ptr) Variable Function
+ 114(input): 13(ptr) Variable Function
+ 120(param): 7(ptr) Variable Function
+ 122(param): 13(ptr) Variable Function
+ Store 20(C) 25
+ 30: 9(fvec4) Load 20(C)
+ 31: 27 CompositeConstruct 30 25
+ Store 29(c2) 31
+ 113: 6(int) Load 112(i)
+ Store 110(i) 113
+ 117: 12 Load 116(input)
+ Store 114(input) 117
+ 121: 6(int) Load 110(i)
+ Store 120(param) 121
+ 123: 12 Load 114(input)
+ Store 122(param) 123
+ 124: 9(fvec4) FunctionCall 17(@PixelShaderFunction(i1;vf4[3];) 120(param) 122(param)
+ Store 119(@entryPointOutput) 124
Return
FunctionEnd
+17(@PixelShaderFunction(i1;vf4[3];): 9(fvec4) Function None 14
+ 15(i): 7(ptr) FunctionParameter
+ 16(input): 13(ptr) FunctionParameter
+ 18: Label
+ 35(b): 34(ptr) Variable Function
+ 48(tmp): 47(ptr) Variable Function
+ 36: 9(fvec4) Load 20(C)
+ 37: 9(fvec4) Load 20(C)
+ 38: 9(fvec4) Load 20(C)
+ 39: 9(fvec4) Load 20(C)
+ 40: 9(fvec4) Load 20(C)
+ 41: 9(fvec4) Load 20(C)
+ 42: 9(fvec4) Load 20(C)
+ 43: 9(fvec4) Load 20(C)
+ 44: 9(fvec4) Load 20(C)
+ 45: 9(fvec4) Load 20(C)
+ 46: 33 CompositeConstruct 36 37 38 39 40 41 42 43 44 45
+ Store 35(b) 46
+ 49: 9(fvec4) Load 20(C)
+ 66: 65(ptr) AccessChain 62 63 64
+ 67: 9(fvec4) Load 66
+ 68: 9(fvec4) FAdd 49 67
+ 69: 9(fvec4) FAdd 68 25
+ 71: 6(int) Load 15(i)
+ 72: 65(ptr) AccessChain 62 70 71
+ 73: 9(fvec4) Load 72
+ 74: 9(fvec4) FAdd 69 73
+ 75: 6(int) Load 15(i)
+ 76: 19(ptr) AccessChain 29(c2) 75
+ 77: 9(fvec4) Load 76
+ 78: 9(fvec4) FAdd 74 77
+ Store 48(tmp) 78
+ 80: 65(ptr) AccessChain 62 64 79
+ 81: 9(fvec4) Load 80
+ 82: 6(int) Load 15(i)
+ 83: 65(ptr) AccessChain 62 64 82
+ 84: 9(fvec4) Load 83
+ 85: 9(fvec4) FAdd 81 84
+ 86: 47(ptr) AccessChain 16(input) 63
+ 87: 9(fvec4) Load 86
+ 88: 9(fvec4) FAdd 85 87
+ 89: 6(int) Load 15(i)
+ 90: 47(ptr) AccessChain 16(input) 89
+ 91: 9(fvec4) Load 90
+ 92: 9(fvec4) FAdd 88 91
+ 94: 47(ptr) AccessChain 35(b) 93
+ 95: 9(fvec4) Load 94
+ 96: 9(fvec4) FAdd 92 95
+ 97: 6(int) Load 15(i)
+ 98: 47(ptr) AccessChain 35(b) 97
+ 99: 9(fvec4) Load 98
+ 100: 9(fvec4) FAdd 96 99
+ 101: 6(int) Load 15(i)
+ 102: 6(int) Load 15(i)
+ 103: 65(ptr) AccessChain 62 79 101 64 102
+ 104: 9(fvec4) Load 103
+ 105: 9(fvec4) FAdd 100 104
+ 106: 9(fvec4) Load 48(tmp)
+ 107: 9(fvec4) FAdd 105 106
+ ReturnValue 107
+ FunctionEnd