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hlsl.struct.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (temp 4-component vector of float)
0:? Sequence
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:38 Branch: Return with expression
0:38 'input' (temp 4-component vector of float)
0:? Linker Objects
0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (temp structure{temp 4-component vector of float i})
0:? 's4' (temp structure{smooth in 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 Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (temp 4-component vector of float)
0:? Sequence
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:38 Branch: Return with expression
0:38 'input' (temp 4-component vector of float)
0:? Linker Objects
0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (temp structure{temp 4-component vector of float i})
0:? 's4' (temp structure{smooth in 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 Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 33
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft
Source HLSL 450
Name 4 "PixelShaderFunction"
Name 8 "FS"
MemberName 8(FS) 0 "b3"
Name 10 "s3"
Name 20 "input"
Name 23 "myS"
MemberName 23(myS) 0 "b"
MemberName 23(myS) 1 "c"
MemberName 23(myS) 2 "a"
MemberName 23(myS) 3 "d"
Name 25 "s1"
Name 26 ""
MemberName 26 0 "i"
Name 28 "s2"
Name 30 ""
MemberName 30 0 "a"
MemberName 30 1 "b"
MemberName 30 2 "c"
MemberName 30 3 "d"
MemberName 30 4 "ff1"
MemberName 30 5 "ff2"
MemberName 30 6 "ff3"
MemberName 30 7 "ff4"
Name 32 "s4"
MemberDecorate 30 4 BuiltIn FrontFacing
MemberDecorate 30 7 BuiltIn FragCoord
2: TypeVoid
3: TypeFunction 2
6: TypeBool
7: TypeVector 6(bool) 3
8(FS): TypeStruct 7(bvec3)
9: TypePointer Function 8(FS)
17: TypeFloat 32
18: TypeVector 17(float) 4
19: TypePointer Function 18(fvec4)
23(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
24: TypePointer Function 23(myS)
26: TypeStruct 18(fvec4)
27: TypePointer Function 26(struct)
29: TypeVector 17(float) 2
30: TypeStruct 18(fvec4) 6(bool) 17(float) 29(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4)
31: TypePointer Function 30(struct)
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
20(input): 19(ptr) Variable Function
25(s1): 24(ptr) Variable Function
28(s2): 27(ptr) Variable Function
32(s4): 31(ptr) Variable Function
11: 8(FS) Load 10(s3)
12: 8(FS) Load 10(s3)
13: 7(bvec3) CompositeExtract 11 0
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
21: 18(fvec4) Load 20(input)
ReturnValue 21
FunctionEnd
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