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]; (temp 4-component vector of float)
-0:8 Function Parameters:
-0:8 'i' (in int)
-0:8 'input' (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 Branch: Return with expression
-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 (layout(offset=0 ) temp 4-component vector of float)
-0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
-0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
-0:10 Constant:
-0:10 0 (const uint)
-0:10 Constant:
-0:10 1 (const int)
-0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
-0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
-0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
-0:10 Constant:
-0:10 0 (const uint)
-0:10 'i' (in int)
-0:10 direct index (temp 4-component vector of float)
-0:10 'input' (in 3-element array of 4-component vector of float)
-0:10 Constant:
-0:10 2 (const int)
-0:10 indirect index (temp 4-component vector of float)
-0:10 'input' (in 3-element array of 4-component vector of float)
-0:10 'i' (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' (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 (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
-0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
-0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
-0:10 Constant:
-0:10 1 (const uint)
-0:10 'i' (in int)
-0:10 Constant:
-0:10 0 (const int)
-0:10 'i' (in int)
-0:8 Function Definition: PixelShaderFunction( (temp void)
-0:8 Function Parameters:
+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
-0:8 move second child to first child (temp int)
-0:? 'i' (temp int)
-0:? 'i' (layout(location=0 ) in int)
-0:8 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)
-0:8 move second child to first child (temp 4-component vector of float)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:8 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)
+0:14 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:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'i' (layout(location=0 ) in int)
-0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
-0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
+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]; (temp 4-component vector of float)
-0:8 Function Parameters:
-0:8 'i' (in int)
-0:8 'input' (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 Branch: Return with expression
-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 (layout(offset=0 ) temp 4-component vector of float)
-0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
-0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
-0:10 Constant:
-0:10 0 (const uint)
-0:10 Constant:
-0:10 1 (const int)
-0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
-0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
-0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
-0:10 Constant:
-0:10 0 (const uint)
-0:10 'i' (in int)
-0:10 direct index (temp 4-component vector of float)
-0:10 'input' (in 3-element array of 4-component vector of float)
-0:10 Constant:
-0:10 2 (const int)
-0:10 indirect index (temp 4-component vector of float)
-0:10 'input' (in 3-element array of 4-component vector of float)
-0:10 'i' (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' (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 (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
-0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
-0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
-0:10 Constant:
-0:10 1 (const uint)
-0:10 'i' (in int)
-0:10 Constant:
-0:10 0 (const int)
-0:10 'i' (in int)
-0:8 Function Definition: PixelShaderFunction( (temp void)
-0:8 Function Parameters:
+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
-0:8 move second child to first child (temp int)
-0:? 'i' (temp int)
-0:? 'i' (layout(location=0 ) in int)
-0:8 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)
-0:8 move second child to first child (temp 4-component vector of float)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:8 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)
+0:14 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:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'i' (layout(location=0 ) in int)
-0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
-0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
+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 81
+// 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" 68 72 75
+ EntryPoint Fragment 4 "PixelShaderFunction" 112 116 119
ExecutionMode 4 OriginUpperLeft
+ Source HLSL 500
Name 4 "PixelShaderFunction"
Name 17 "@PixelShaderFunction(i1;vf4[3];"
Name 15 "i"
Name 16 "input"
- Name 23 ""
- MemberName 23 0 "m"
- Name 26 "$Global"
- MemberName 26($Global) 0 "a"
- MemberName 26($Global) 1 "s"
- Name 28 ""
- Name 50 "b"
- Name 66 "i"
- Name 68 "i"
- Name 70 "input"
- Name 72 "input"
- Name 75 "@entryPointOutput"
- Name 76 "param"
- Name 78 "param"
- Decorate 20 ArrayStride 16
- Decorate 22 ArrayStride 16
- MemberDecorate 23 0 Offset 0
- Decorate 25 ArrayStride 112
- MemberDecorate 26($Global) 0 Offset 0
- MemberDecorate 26($Global) 1 Offset 64
- Decorate 26($Global) Block
- Decorate 28 DescriptorSet 0
- Decorate 68(i) Location 0
- Decorate 72(input) Location 1
- Decorate 75(@entryPointOutput) Location 0
+ Name 20 "C"
+ Name 29 "c2"
+ Name 35 "b"
+ Name 48 "tmp"
+ Name 54 ""
+ MemberName 54 0 "m"
+ 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: TypeInt 32 1
12: TypeArray 9(fvec4) 11
13: TypePointer Function 12
14: TypeFunction 9(fvec4) 7(ptr) 13(ptr)
- 19: 10(int) Constant 4
- 20: TypeArray 9(fvec4) 19
- 21: 10(int) Constant 7
- 22: TypeArray 9(fvec4) 21
- 23: TypeStruct 22
- 24: 10(int) Constant 11
- 25: TypeArray 23(struct) 24
- 26($Global): TypeStruct 20 25
- 27: TypePointer Uniform 26($Global)
- 28: 27(ptr) Variable Uniform
- 29: 6(int) Constant 0
- 30: 6(int) Constant 1
- 31: TypePointer Uniform 9(fvec4)
- 38: 6(int) Constant 2
- 39: TypePointer Function 9(fvec4)
- 47: 10(int) Constant 10
- 48: TypeArray 9(fvec4) 47
- 49: TypePointer Function 48
- 51: 6(int) Constant 5
- 67: TypePointer Input 6(int)
- 68(i): 67(ptr) Variable Input
- 71: TypePointer Input 12
- 72(input): 71(ptr) Variable Input
- 74: TypePointer Output 9(fvec4)
-75(@entryPointOutput): 74(ptr) Variable Output
+ 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 9(fvec4) 52
+ 54: TypeStruct 53
+ 55: 10(int) Constant 11
+ 56: TypeArray 54(struct) 55
+ 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
- 66(i): 7(ptr) Variable Function
- 70(input): 13(ptr) Variable Function
- 76(param): 7(ptr) Variable Function
- 78(param): 13(ptr) Variable Function
- 69: 6(int) Load 68(i)
- Store 66(i) 69
- 73: 12 Load 72(input)
- Store 70(input) 73
- 77: 6(int) Load 66(i)
- Store 76(param) 77
- 79: 12 Load 70(input)
- Store 78(param) 79
- 80: 9(fvec4) FunctionCall 17(@PixelShaderFunction(i1;vf4[3];) 76(param) 78(param)
- Store 75(@entryPointOutput) 80
+ 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
- 50(b): 49(ptr) Variable Function
- 32: 31(ptr) AccessChain 28 29 30
- 33: 9(fvec4) Load 32
- 34: 6(int) Load 15(i)
- 35: 31(ptr) AccessChain 28 29 34
- 36: 9(fvec4) Load 35
- 37: 9(fvec4) FAdd 33 36
- 40: 39(ptr) AccessChain 16(input) 38
- 41: 9(fvec4) Load 40
- 42: 9(fvec4) FAdd 37 41
- 43: 6(int) Load 15(i)
- 44: 39(ptr) AccessChain 16(input) 43
- 45: 9(fvec4) Load 44
- 46: 9(fvec4) FAdd 42 45
- 52: 39(ptr) AccessChain 50(b) 51
- 53: 9(fvec4) Load 52
- 54: 9(fvec4) FAdd 46 53
- 55: 6(int) Load 15(i)
- 56: 39(ptr) AccessChain 50(b) 55
- 57: 9(fvec4) Load 56
- 58: 9(fvec4) FAdd 54 57
- 59: 6(int) Load 15(i)
- 60: 6(int) Load 15(i)
- 61: 31(ptr) AccessChain 28 30 59 29 60
- 62: 9(fvec4) Load 61
- 63: 9(fvec4) FAdd 58 62
- ReturnValue 63
+ 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