blob: 195e11d6e32d93f242e11bd64d9bc3da2b2be504 [file] [log] [blame]
hlsl.intrinsics.vert
Shader version: 500
0:? Sequence
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; ( temp float)
0:2 Function Parameters:
0:2 'inF0' ( in float)
0:2 'inF1' ( in float)
0:2 'inF2' ( in float)
0:2 'inU0' ( in uint)
0:2 'inU1' ( in uint)
0:? Sequence
0:3 all ( temp bool)
0:3 Convert float to bool ( temp bool)
0:3 'inF0' ( in float)
0:4 Absolute value ( temp float)
0:4 'inF0' ( in float)
0:5 arc cosine ( temp float)
0:5 'inF0' ( in float)
0:6 any ( temp bool)
0:6 Convert float to bool ( temp bool)
0:6 'inF0' ( in float)
0:7 arc sine ( temp float)
0:7 'inF0' ( in float)
0:8 floatBitsToInt ( temp int)
0:8 'inF0' ( in float)
0:9 floatBitsToUint ( temp uint)
0:9 'inF0' ( in float)
0:10 intBitsToFloat ( temp float)
0:10 'inU0' ( in uint)
0:12 arc tangent ( temp float)
0:12 'inF0' ( in float)
0:13 arc tangent ( temp float)
0:13 'inF0' ( in float)
0:13 'inF1' ( in float)
0:14 Ceiling ( temp float)
0:14 'inF0' ( in float)
0:15 clamp ( temp float)
0:15 'inF0' ( in float)
0:15 'inF1' ( in float)
0:15 'inF2' ( in float)
0:16 cosine ( temp float)
0:16 'inF0' ( in float)
0:17 hyp. cosine ( temp float)
0:17 'inF0' ( in float)
0:18 bitCount ( temp int)
0:18 Constant:
0:18 7 (const int)
0:19 degrees ( temp float)
0:19 'inF0' ( in float)
0:23 exp ( temp float)
0:23 'inF0' ( in float)
0:24 exp2 ( temp float)
0:24 'inF0' ( in float)
0:25 findMSB ( temp int)
0:25 Constant:
0:25 7 (const int)
0:26 findLSB ( temp int)
0:26 Constant:
0:26 7 (const int)
0:27 Floor ( temp float)
0:27 'inF0' ( in float)
0:29 mod ( temp float)
0:29 'inF0' ( in float)
0:29 'inF1' ( in float)
0:30 Fraction ( temp float)
0:30 'inF0' ( in float)
0:31 isinf ( temp bool)
0:31 'inF0' ( in float)
0:32 isnan ( temp bool)
0:32 'inF0' ( in float)
0:33 ldexp ( temp float)
0:33 'inF0' ( in float)
0:33 'inF1' ( in float)
0:34 mix ( temp float)
0:34 'inF0' ( in float)
0:34 'inF1' ( in float)
0:34 'inF2' ( in float)
0:35 log ( temp float)
0:35 'inF0' ( in float)
0:36 component-wise multiply ( temp float)
0:36 log2 ( temp float)
0:36 'inF0' ( in float)
0:36 Constant:
0:36 0.301030
0:37 log2 ( temp float)
0:37 'inF0' ( in float)
0:38 max ( temp float)
0:38 'inF0' ( in float)
0:38 'inF1' ( in float)
0:39 min ( temp float)
0:39 'inF0' ( in float)
0:39 'inF1' ( in float)
0:41 pow ( temp float)
0:41 'inF0' ( in float)
0:41 'inF1' ( in float)
0:42 radians ( temp float)
0:42 'inF0' ( in float)
0:43 bitFieldReverse ( temp int)
0:43 Constant:
0:43 2 (const int)
0:44 roundEven ( temp float)
0:44 'inF0' ( in float)
0:45 inverse sqrt ( temp float)
0:45 'inF0' ( in float)
0:46 clamp ( temp float)
0:46 'inF0' ( in float)
0:46 Constant:
0:46 0.000000
0:46 Constant:
0:46 1.000000
0:47 Sign ( temp float)
0:47 'inF0' ( in float)
0:48 sine ( temp float)
0:48 'inF0' ( in float)
0:49 Sequence
0:49 move second child to first child ( temp float)
0:49 'inF1' ( in float)
0:49 sine ( temp float)
0:49 'inF0' ( in float)
0:49 move second child to first child ( temp float)
0:49 'inF2' ( in float)
0:49 cosine ( temp float)
0:49 'inF0' ( in float)
0:50 hyp. sine ( temp float)
0:50 'inF0' ( in float)
0:51 smoothstep ( temp float)
0:51 'inF0' ( in float)
0:51 'inF1' ( in float)
0:51 'inF2' ( in float)
0:52 sqrt ( temp float)
0:52 'inF0' ( in float)
0:53 step ( temp float)
0:53 'inF0' ( in float)
0:53 'inF1' ( in float)
0:54 tangent ( temp float)
0:54 'inF0' ( in float)
0:55 hyp. tangent ( temp float)
0:55 'inF0' ( in float)
0:57 trunc ( temp float)
0:57 'inF0' ( in float)
0:59 Branch: Return with expression
0:59 Constant:
0:59 0.000000
0:63 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; ( temp 1-component vector of float)
0:63 Function Parameters:
0:63 'inF0' ( in 1-component vector of float)
0:63 'inF1' ( in 1-component vector of float)
0:63 'inF2' ( in 1-component vector of float)
0:? Sequence
0:65 Branch: Return with expression
0:65 Constant:
0:65 0.000000
0:69 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; ( temp 2-component vector of float)
0:69 Function Parameters:
0:69 'inF0' ( in 2-component vector of float)
0:69 'inF1' ( in 2-component vector of float)
0:69 'inF2' ( in 2-component vector of float)
0:69 'inU0' ( in 2-component vector of uint)
0:69 'inU1' ( in 2-component vector of uint)
0:? Sequence
0:70 all ( temp bool)
0:70 Convert float to bool ( temp 2-component vector of bool)
0:70 'inF0' ( in 2-component vector of float)
0:71 Absolute value ( temp 2-component vector of float)
0:71 'inF0' ( in 2-component vector of float)
0:72 arc cosine ( temp 2-component vector of float)
0:72 'inF0' ( in 2-component vector of float)
0:73 any ( temp bool)
0:73 Convert float to bool ( temp 2-component vector of bool)
0:73 'inF0' ( in 2-component vector of float)
0:74 arc sine ( temp 2-component vector of float)
0:74 'inF0' ( in 2-component vector of float)
0:75 floatBitsToInt ( temp 2-component vector of int)
0:75 'inF0' ( in 2-component vector of float)
0:76 floatBitsToUint ( temp 2-component vector of uint)
0:76 'inF0' ( in 2-component vector of float)
0:77 intBitsToFloat ( temp 2-component vector of float)
0:77 'inU0' ( in 2-component vector of uint)
0:79 arc tangent ( temp 2-component vector of float)
0:79 'inF0' ( in 2-component vector of float)
0:80 arc tangent ( temp 2-component vector of float)
0:80 'inF0' ( in 2-component vector of float)
0:80 'inF1' ( in 2-component vector of float)
0:81 Ceiling ( temp 2-component vector of float)
0:81 'inF0' ( in 2-component vector of float)
0:82 clamp ( temp 2-component vector of float)
0:82 'inF0' ( in 2-component vector of float)
0:82 'inF1' ( in 2-component vector of float)
0:82 'inF2' ( in 2-component vector of float)
0:83 cosine ( temp 2-component vector of float)
0:83 'inF0' ( in 2-component vector of float)
0:84 hyp. cosine ( temp 2-component vector of float)
0:84 'inF0' ( in 2-component vector of float)
0:? bitCount ( temp 2-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:86 degrees ( temp 2-component vector of float)
0:86 'inF0' ( in 2-component vector of float)
0:87 distance ( temp float)
0:87 'inF0' ( in 2-component vector of float)
0:87 'inF1' ( in 2-component vector of float)
0:88 dot-product ( temp float)
0:88 'inF0' ( in 2-component vector of float)
0:88 'inF1' ( in 2-component vector of float)
0:92 exp ( temp 2-component vector of float)
0:92 'inF0' ( in 2-component vector of float)
0:93 exp2 ( temp 2-component vector of float)
0:93 'inF0' ( in 2-component vector of float)
0:94 face-forward ( temp 2-component vector of float)
0:94 'inF0' ( in 2-component vector of float)
0:94 'inF1' ( in 2-component vector of float)
0:94 'inF2' ( in 2-component vector of float)
0:95 findMSB ( temp int)
0:95 Constant:
0:95 7 (const int)
0:96 findLSB ( temp int)
0:96 Constant:
0:96 7 (const int)
0:97 Floor ( temp 2-component vector of float)
0:97 'inF0' ( in 2-component vector of float)
0:99 mod ( temp 2-component vector of float)
0:99 'inF0' ( in 2-component vector of float)
0:99 'inF1' ( in 2-component vector of float)
0:100 Fraction ( temp 2-component vector of float)
0:100 'inF0' ( in 2-component vector of float)
0:101 isinf ( temp 2-component vector of bool)
0:101 'inF0' ( in 2-component vector of float)
0:102 isnan ( temp 2-component vector of bool)
0:102 'inF0' ( in 2-component vector of float)
0:103 ldexp ( temp 2-component vector of float)
0:103 'inF0' ( in 2-component vector of float)
0:103 'inF1' ( in 2-component vector of float)
0:104 mix ( temp 2-component vector of float)
0:104 'inF0' ( in 2-component vector of float)
0:104 'inF1' ( in 2-component vector of float)
0:104 'inF2' ( in 2-component vector of float)
0:105 length ( temp float)
0:105 'inF0' ( in 2-component vector of float)
0:106 log ( temp 2-component vector of float)
0:106 'inF0' ( in 2-component vector of float)
0:107 vector-scale ( temp 2-component vector of float)
0:107 log2 ( temp 2-component vector of float)
0:107 'inF0' ( in 2-component vector of float)
0:107 Constant:
0:107 0.301030
0:108 log2 ( temp 2-component vector of float)
0:108 'inF0' ( in 2-component vector of float)
0:109 max ( temp 2-component vector of float)
0:109 'inF0' ( in 2-component vector of float)
0:109 'inF1' ( in 2-component vector of float)
0:110 min ( temp 2-component vector of float)
0:110 'inF0' ( in 2-component vector of float)
0:110 'inF1' ( in 2-component vector of float)
0:112 normalize ( temp 2-component vector of float)
0:112 'inF0' ( in 2-component vector of float)
0:113 pow ( temp 2-component vector of float)
0:113 'inF0' ( in 2-component vector of float)
0:113 'inF1' ( in 2-component vector of float)
0:114 radians ( temp 2-component vector of float)
0:114 'inF0' ( in 2-component vector of float)
0:115 reflect ( temp 2-component vector of float)
0:115 'inF0' ( in 2-component vector of float)
0:115 'inF1' ( in 2-component vector of float)
0:116 refract ( temp 2-component vector of float)
0:116 'inF0' ( in 2-component vector of float)
0:116 'inF1' ( in 2-component vector of float)
0:116 Constant:
0:116 2.000000
0:? bitFieldReverse ( temp 2-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:118 roundEven ( temp 2-component vector of float)
0:118 'inF0' ( in 2-component vector of float)
0:119 inverse sqrt ( temp 2-component vector of float)
0:119 'inF0' ( in 2-component vector of float)
0:120 clamp ( temp 2-component vector of float)
0:120 'inF0' ( in 2-component vector of float)
0:120 Constant:
0:120 0.000000
0:120 Constant:
0:120 1.000000
0:121 Sign ( temp 2-component vector of float)
0:121 'inF0' ( in 2-component vector of float)
0:122 sine ( temp 2-component vector of float)
0:122 'inF0' ( in 2-component vector of float)
0:123 Sequence
0:123 move second child to first child ( temp 2-component vector of float)
0:123 'inF1' ( in 2-component vector of float)
0:123 sine ( temp 2-component vector of float)
0:123 'inF0' ( in 2-component vector of float)
0:123 move second child to first child ( temp 2-component vector of float)
0:123 'inF2' ( in 2-component vector of float)
0:123 cosine ( temp 2-component vector of float)
0:123 'inF0' ( in 2-component vector of float)
0:124 hyp. sine ( temp 2-component vector of float)
0:124 'inF0' ( in 2-component vector of float)
0:125 smoothstep ( temp 2-component vector of float)
0:125 'inF0' ( in 2-component vector of float)
0:125 'inF1' ( in 2-component vector of float)
0:125 'inF2' ( in 2-component vector of float)
0:126 sqrt ( temp 2-component vector of float)
0:126 'inF0' ( in 2-component vector of float)
0:127 step ( temp 2-component vector of float)
0:127 'inF0' ( in 2-component vector of float)
0:127 'inF1' ( in 2-component vector of float)
0:128 tangent ( temp 2-component vector of float)
0:128 'inF0' ( in 2-component vector of float)
0:129 hyp. tangent ( temp 2-component vector of float)
0:129 'inF0' ( in 2-component vector of float)
0:131 trunc ( temp 2-component vector of float)
0:131 'inF0' ( in 2-component vector of float)
0:134 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:138 Function Parameters:
0:138 'inF0' ( in 3-component vector of float)
0:138 'inF1' ( in 3-component vector of float)
0:138 'inF2' ( in 3-component vector of float)
0:138 'inU0' ( in 3-component vector of uint)
0:138 'inU1' ( in 3-component vector of uint)
0:? Sequence
0:139 all ( temp bool)
0:139 Convert float to bool ( temp 3-component vector of bool)
0:139 'inF0' ( in 3-component vector of float)
0:140 Absolute value ( temp 3-component vector of float)
0:140 'inF0' ( in 3-component vector of float)
0:141 arc cosine ( temp 3-component vector of float)
0:141 'inF0' ( in 3-component vector of float)
0:142 any ( temp bool)
0:142 Convert float to bool ( temp 3-component vector of bool)
0:142 'inF0' ( in 3-component vector of float)
0:143 arc sine ( temp 3-component vector of float)
0:143 'inF0' ( in 3-component vector of float)
0:144 floatBitsToInt ( temp 3-component vector of int)
0:144 'inF0' ( in 3-component vector of float)
0:145 floatBitsToUint ( temp 3-component vector of uint)
0:145 'inF0' ( in 3-component vector of float)
0:146 intBitsToFloat ( temp 3-component vector of float)
0:146 'inU0' ( in 3-component vector of uint)
0:148 arc tangent ( temp 3-component vector of float)
0:148 'inF0' ( in 3-component vector of float)
0:149 arc tangent ( temp 3-component vector of float)
0:149 'inF0' ( in 3-component vector of float)
0:149 'inF1' ( in 3-component vector of float)
0:150 Ceiling ( temp 3-component vector of float)
0:150 'inF0' ( in 3-component vector of float)
0:151 clamp ( temp 3-component vector of float)
0:151 'inF0' ( in 3-component vector of float)
0:151 'inF1' ( in 3-component vector of float)
0:151 'inF2' ( in 3-component vector of float)
0:152 cosine ( temp 3-component vector of float)
0:152 'inF0' ( in 3-component vector of float)
0:153 hyp. cosine ( temp 3-component vector of float)
0:153 'inF0' ( in 3-component vector of float)
0:? bitCount ( temp 3-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:? 5 (const int)
0:155 cross-product ( temp 3-component vector of float)
0:155 'inF0' ( in 3-component vector of float)
0:155 'inF1' ( in 3-component vector of float)
0:156 degrees ( temp 3-component vector of float)
0:156 'inF0' ( in 3-component vector of float)
0:157 distance ( temp float)
0:157 'inF0' ( in 3-component vector of float)
0:157 'inF1' ( in 3-component vector of float)
0:158 dot-product ( temp float)
0:158 'inF0' ( in 3-component vector of float)
0:158 'inF1' ( in 3-component vector of float)
0:162 exp ( temp 3-component vector of float)
0:162 'inF0' ( in 3-component vector of float)
0:163 exp2 ( temp 3-component vector of float)
0:163 'inF0' ( in 3-component vector of float)
0:164 face-forward ( temp 3-component vector of float)
0:164 'inF0' ( in 3-component vector of float)
0:164 'inF1' ( in 3-component vector of float)
0:164 'inF2' ( in 3-component vector of float)
0:165 findMSB ( temp int)
0:165 Constant:
0:165 7 (const int)
0:166 findLSB ( temp int)
0:166 Constant:
0:166 7 (const int)
0:167 Floor ( temp 3-component vector of float)
0:167 'inF0' ( in 3-component vector of float)
0:169 mod ( temp 3-component vector of float)
0:169 'inF0' ( in 3-component vector of float)
0:169 'inF1' ( in 3-component vector of float)
0:170 Fraction ( temp 3-component vector of float)
0:170 'inF0' ( in 3-component vector of float)
0:171 isinf ( temp 3-component vector of bool)
0:171 'inF0' ( in 3-component vector of float)
0:172 isnan ( temp 3-component vector of bool)
0:172 'inF0' ( in 3-component vector of float)
0:173 ldexp ( temp 3-component vector of float)
0:173 'inF0' ( in 3-component vector of float)
0:173 'inF1' ( in 3-component vector of float)
0:174 mix ( temp 3-component vector of float)
0:174 'inF0' ( in 3-component vector of float)
0:174 'inF1' ( in 3-component vector of float)
0:174 'inF2' ( in 3-component vector of float)
0:175 length ( temp float)
0:175 'inF0' ( in 3-component vector of float)
0:176 log ( temp 3-component vector of float)
0:176 'inF0' ( in 3-component vector of float)
0:177 vector-scale ( temp 3-component vector of float)
0:177 log2 ( temp 3-component vector of float)
0:177 'inF0' ( in 3-component vector of float)
0:177 Constant:
0:177 0.301030
0:178 log2 ( temp 3-component vector of float)
0:178 'inF0' ( in 3-component vector of float)
0:179 max ( temp 3-component vector of float)
0:179 'inF0' ( in 3-component vector of float)
0:179 'inF1' ( in 3-component vector of float)
0:180 min ( temp 3-component vector of float)
0:180 'inF0' ( in 3-component vector of float)
0:180 'inF1' ( in 3-component vector of float)
0:182 normalize ( temp 3-component vector of float)
0:182 'inF0' ( in 3-component vector of float)
0:183 pow ( temp 3-component vector of float)
0:183 'inF0' ( in 3-component vector of float)
0:183 'inF1' ( in 3-component vector of float)
0:184 radians ( temp 3-component vector of float)
0:184 'inF0' ( in 3-component vector of float)
0:185 reflect ( temp 3-component vector of float)
0:185 'inF0' ( in 3-component vector of float)
0:185 'inF1' ( in 3-component vector of float)
0:186 refract ( temp 3-component vector of float)
0:186 'inF0' ( in 3-component vector of float)
0:186 'inF1' ( in 3-component vector of float)
0:186 Constant:
0:186 2.000000
0:? bitFieldReverse ( temp 3-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:188 roundEven ( temp 3-component vector of float)
0:188 'inF0' ( in 3-component vector of float)
0:189 inverse sqrt ( temp 3-component vector of float)
0:189 'inF0' ( in 3-component vector of float)
0:190 clamp ( temp 3-component vector of float)
0:190 'inF0' ( in 3-component vector of float)
0:190 Constant:
0:190 0.000000
0:190 Constant:
0:190 1.000000
0:191 Sign ( temp 3-component vector of float)
0:191 'inF0' ( in 3-component vector of float)
0:192 sine ( temp 3-component vector of float)
0:192 'inF0' ( in 3-component vector of float)
0:193 Sequence
0:193 move second child to first child ( temp 3-component vector of float)
0:193 'inF1' ( in 3-component vector of float)
0:193 sine ( temp 3-component vector of float)
0:193 'inF0' ( in 3-component vector of float)
0:193 move second child to first child ( temp 3-component vector of float)
0:193 'inF2' ( in 3-component vector of float)
0:193 cosine ( temp 3-component vector of float)
0:193 'inF0' ( in 3-component vector of float)
0:194 hyp. sine ( temp 3-component vector of float)
0:194 'inF0' ( in 3-component vector of float)
0:195 smoothstep ( temp 3-component vector of float)
0:195 'inF0' ( in 3-component vector of float)
0:195 'inF1' ( in 3-component vector of float)
0:195 'inF2' ( in 3-component vector of float)
0:196 sqrt ( temp 3-component vector of float)
0:196 'inF0' ( in 3-component vector of float)
0:197 step ( temp 3-component vector of float)
0:197 'inF0' ( in 3-component vector of float)
0:197 'inF1' ( in 3-component vector of float)
0:198 tangent ( temp 3-component vector of float)
0:198 'inF0' ( in 3-component vector of float)
0:199 hyp. tangent ( temp 3-component vector of float)
0:199 'inF0' ( in 3-component vector of float)
0:201 trunc ( temp 3-component vector of float)
0:201 'inF0' ( in 3-component vector of float)
0:204 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:208 Function Parameters:
0:208 'inF0' ( in 4-component vector of float)
0:208 'inF1' ( in 4-component vector of float)
0:208 'inF2' ( in 4-component vector of float)
0:208 'inU0' ( in 4-component vector of uint)
0:208 'inU1' ( in 4-component vector of uint)
0:? Sequence
0:209 all ( temp bool)
0:209 Convert float to bool ( temp 4-component vector of bool)
0:209 'inF0' ( in 4-component vector of float)
0:210 Absolute value ( temp 4-component vector of float)
0:210 'inF0' ( in 4-component vector of float)
0:211 arc cosine ( temp 4-component vector of float)
0:211 'inF0' ( in 4-component vector of float)
0:212 any ( temp bool)
0:212 Convert float to bool ( temp 4-component vector of bool)
0:212 'inF0' ( in 4-component vector of float)
0:213 arc sine ( temp 4-component vector of float)
0:213 'inF0' ( in 4-component vector of float)
0:214 floatBitsToInt ( temp 4-component vector of int)
0:214 'inF0' ( in 4-component vector of float)
0:215 floatBitsToUint ( temp 4-component vector of uint)
0:215 'inF0' ( in 4-component vector of float)
0:216 intBitsToFloat ( temp 4-component vector of float)
0:216 'inU0' ( in 4-component vector of uint)
0:218 arc tangent ( temp 4-component vector of float)
0:218 'inF0' ( in 4-component vector of float)
0:219 arc tangent ( temp 4-component vector of float)
0:219 'inF0' ( in 4-component vector of float)
0:219 'inF1' ( in 4-component vector of float)
0:220 Ceiling ( temp 4-component vector of float)
0:220 'inF0' ( in 4-component vector of float)
0:221 clamp ( temp 4-component vector of float)
0:221 'inF0' ( in 4-component vector of float)
0:221 'inF1' ( in 4-component vector of float)
0:221 'inF2' ( in 4-component vector of float)
0:222 cosine ( temp 4-component vector of float)
0:222 'inF0' ( in 4-component vector of float)
0:223 hyp. cosine ( temp 4-component vector of float)
0:223 'inF0' ( in 4-component vector of float)
0:? bitCount ( temp 4-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:? 5 (const int)
0:? 2 (const int)
0:225 degrees ( temp 4-component vector of float)
0:225 'inF0' ( in 4-component vector of float)
0:226 distance ( temp float)
0:226 'inF0' ( in 4-component vector of float)
0:226 'inF1' ( in 4-component vector of float)
0:227 dot-product ( temp float)
0:227 'inF0' ( in 4-component vector of float)
0:227 'inF1' ( in 4-component vector of float)
0:228 Construct vec4 ( temp 4-component vector of float)
0:228 Constant:
0:228 1.000000
0:228 component-wise multiply ( temp float)
0:228 direct index ( temp float)
0:228 'inF0' ( in 4-component vector of float)
0:228 Constant:
0:228 1 (const int)
0:228 direct index ( temp float)
0:228 'inF1' ( in 4-component vector of float)
0:228 Constant:
0:228 1 (const int)
0:228 direct index ( temp float)
0:228 'inF0' ( in 4-component vector of float)
0:228 Constant:
0:228 2 (const int)
0:228 direct index ( temp float)
0:228 'inF1' ( in 4-component vector of float)
0:228 Constant:
0:228 3 (const int)
0:232 exp ( temp 4-component vector of float)
0:232 'inF0' ( in 4-component vector of float)
0:233 exp2 ( temp 4-component vector of float)
0:233 'inF0' ( in 4-component vector of float)
0:234 face-forward ( temp 4-component vector of float)
0:234 'inF0' ( in 4-component vector of float)
0:234 'inF1' ( in 4-component vector of float)
0:234 'inF2' ( in 4-component vector of float)
0:235 findMSB ( temp int)
0:235 Constant:
0:235 7 (const int)
0:236 findLSB ( temp int)
0:236 Constant:
0:236 7 (const int)
0:237 Floor ( temp 4-component vector of float)
0:237 'inF0' ( in 4-component vector of float)
0:239 mod ( temp 4-component vector of float)
0:239 'inF0' ( in 4-component vector of float)
0:239 'inF1' ( in 4-component vector of float)
0:240 Fraction ( temp 4-component vector of float)
0:240 'inF0' ( in 4-component vector of float)
0:241 isinf ( temp 4-component vector of bool)
0:241 'inF0' ( in 4-component vector of float)
0:242 isnan ( temp 4-component vector of bool)
0:242 'inF0' ( in 4-component vector of float)
0:243 ldexp ( temp 4-component vector of float)
0:243 'inF0' ( in 4-component vector of float)
0:243 'inF1' ( in 4-component vector of float)
0:244 mix ( temp 4-component vector of float)
0:244 'inF0' ( in 4-component vector of float)
0:244 'inF1' ( in 4-component vector of float)
0:244 'inF2' ( in 4-component vector of float)
0:245 length ( temp float)
0:245 'inF0' ( in 4-component vector of float)
0:246 log ( temp 4-component vector of float)
0:246 'inF0' ( in 4-component vector of float)
0:247 vector-scale ( temp 4-component vector of float)
0:247 log2 ( temp 4-component vector of float)
0:247 'inF0' ( in 4-component vector of float)
0:247 Constant:
0:247 0.301030
0:248 log2 ( temp 4-component vector of float)
0:248 'inF0' ( in 4-component vector of float)
0:249 max ( temp 4-component vector of float)
0:249 'inF0' ( in 4-component vector of float)
0:249 'inF1' ( in 4-component vector of float)
0:250 min ( temp 4-component vector of float)
0:250 'inF0' ( in 4-component vector of float)
0:250 'inF1' ( in 4-component vector of float)
0:252 normalize ( temp 4-component vector of float)
0:252 'inF0' ( in 4-component vector of float)
0:253 pow ( temp 4-component vector of float)
0:253 'inF0' ( in 4-component vector of float)
0:253 'inF1' ( in 4-component vector of float)
0:254 radians ( temp 4-component vector of float)
0:254 'inF0' ( in 4-component vector of float)
0:255 reflect ( temp 4-component vector of float)
0:255 'inF0' ( in 4-component vector of float)
0:255 'inF1' ( in 4-component vector of float)
0:256 refract ( temp 4-component vector of float)
0:256 'inF0' ( in 4-component vector of float)
0:256 'inF1' ( in 4-component vector of float)
0:256 Constant:
0:256 2.000000
0:? bitFieldReverse ( temp 4-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:258 roundEven ( temp 4-component vector of float)
0:258 'inF0' ( in 4-component vector of float)
0:259 inverse sqrt ( temp 4-component vector of float)
0:259 'inF0' ( in 4-component vector of float)
0:260 clamp ( temp 4-component vector of float)
0:260 'inF0' ( in 4-component vector of float)
0:260 Constant:
0:260 0.000000
0:260 Constant:
0:260 1.000000
0:261 Sign ( temp 4-component vector of float)
0:261 'inF0' ( in 4-component vector of float)
0:262 sine ( temp 4-component vector of float)
0:262 'inF0' ( in 4-component vector of float)
0:263 Sequence
0:263 move second child to first child ( temp 4-component vector of float)
0:263 'inF1' ( in 4-component vector of float)
0:263 sine ( temp 4-component vector of float)
0:263 'inF0' ( in 4-component vector of float)
0:263 move second child to first child ( temp 4-component vector of float)
0:263 'inF2' ( in 4-component vector of float)
0:263 cosine ( temp 4-component vector of float)
0:263 'inF0' ( in 4-component vector of float)
0:264 hyp. sine ( temp 4-component vector of float)
0:264 'inF0' ( in 4-component vector of float)
0:265 smoothstep ( temp 4-component vector of float)
0:265 'inF0' ( in 4-component vector of float)
0:265 'inF1' ( in 4-component vector of float)
0:265 'inF2' ( in 4-component vector of float)
0:266 sqrt ( temp 4-component vector of float)
0:266 'inF0' ( in 4-component vector of float)
0:267 step ( temp 4-component vector of float)
0:267 'inF0' ( in 4-component vector of float)
0:267 'inF1' ( in 4-component vector of float)
0:268 tangent ( temp 4-component vector of float)
0:268 'inF0' ( in 4-component vector of float)
0:269 hyp. tangent ( temp 4-component vector of float)
0:269 'inF0' ( in 4-component vector of float)
0:271 trunc ( temp 4-component vector of float)
0:271 'inF0' ( in 4-component vector of float)
0:274 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:331 Function Parameters:
0:331 'inF0' ( in 2X2 matrix of float)
0:331 'inF1' ( in 2X2 matrix of float)
0:331 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:333 all ( temp bool)
0:333 Convert float to bool ( temp 2X2 matrix of bool)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 Absolute value ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 arc cosine ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 any ( temp bool)
0:333 Convert float to bool ( temp 2X2 matrix of bool)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 arc sine ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 arc tangent ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 arc tangent ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 Ceiling ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 clamp ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 'inF2' ( in 2X2 matrix of float)
0:333 cosine ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 hyp. cosine ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 degrees ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 determinant ( temp float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 exp ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 exp2 ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 findMSB ( temp int)
0:333 Constant:
0:333 7 (const int)
0:333 findLSB ( temp int)
0:333 Constant:
0:333 7 (const int)
0:333 Floor ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 mod ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 Fraction ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 ldexp ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 mix ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 'inF2' ( in 2X2 matrix of float)
0:333 log ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 matrix-scale ( temp 2X2 matrix of float)
0:333 log2 ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 Constant:
0:333 0.301030
0:333 log2 ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 max ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 min ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 pow ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 radians ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 roundEven ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 inverse sqrt ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 clamp ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 Constant:
0:333 0.000000
0:333 Constant:
0:333 1.000000
0:333 Sign ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 sine ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 Sequence
0:333 move second child to first child ( temp 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 sine ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 move second child to first child ( temp 2X2 matrix of float)
0:333 'inF2' ( in 2X2 matrix of float)
0:333 cosine ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 hyp. sine ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 smoothstep ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 'inF2' ( in 2X2 matrix of float)
0:333 sqrt ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 step ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 'inF1' ( in 2X2 matrix of float)
0:333 tangent ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 hyp. tangent ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 transpose ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:333 trunc ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:336 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:340 Function Parameters:
0:340 'inF0' ( in 3X3 matrix of float)
0:340 'inF1' ( in 3X3 matrix of float)
0:340 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:342 all ( temp bool)
0:342 Convert float to bool ( temp 3X3 matrix of bool)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 Absolute value ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 arc cosine ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 any ( temp bool)
0:342 Convert float to bool ( temp 3X3 matrix of bool)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 arc sine ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 arc tangent ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 arc tangent ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 Ceiling ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 clamp ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 'inF2' ( in 3X3 matrix of float)
0:342 cosine ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 hyp. cosine ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 degrees ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 determinant ( temp float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 exp ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 exp2 ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 findMSB ( temp int)
0:342 Constant:
0:342 7 (const int)
0:342 findLSB ( temp int)
0:342 Constant:
0:342 7 (const int)
0:342 Floor ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 mod ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 Fraction ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 ldexp ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 mix ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 'inF2' ( in 3X3 matrix of float)
0:342 log ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 matrix-scale ( temp 3X3 matrix of float)
0:342 log2 ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 Constant:
0:342 0.301030
0:342 log2 ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 max ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 min ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 pow ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 radians ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 roundEven ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 inverse sqrt ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 clamp ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 Constant:
0:342 0.000000
0:342 Constant:
0:342 1.000000
0:342 Sign ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 sine ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 Sequence
0:342 move second child to first child ( temp 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 sine ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 move second child to first child ( temp 3X3 matrix of float)
0:342 'inF2' ( in 3X3 matrix of float)
0:342 cosine ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 hyp. sine ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 smoothstep ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 'inF2' ( in 3X3 matrix of float)
0:342 sqrt ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 step ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 'inF1' ( in 3X3 matrix of float)
0:342 tangent ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 hyp. tangent ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 transpose ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:342 trunc ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:345 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:349 Function Parameters:
0:349 'inF0' ( in 4X4 matrix of float)
0:349 'inF1' ( in 4X4 matrix of float)
0:349 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:351 all ( temp bool)
0:351 Convert float to bool ( temp 4X4 matrix of bool)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Absolute value ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 arc cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 any ( temp bool)
0:351 Convert float to bool ( temp 4X4 matrix of bool)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 arc sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 arc tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 arc tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 Ceiling ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 clamp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 degrees ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 determinant ( temp float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 exp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 exp2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 findMSB ( temp int)
0:351 Constant:
0:351 7 (const int)
0:351 findLSB ( temp int)
0:351 Constant:
0:351 7 (const int)
0:351 Floor ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 mod ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 Fraction ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 ldexp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 mix ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 log ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 matrix-scale ( temp 4X4 matrix of float)
0:351 log2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Constant:
0:351 0.301030
0:351 log2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 max ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 min ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 pow ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 radians ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 roundEven ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 inverse sqrt ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 clamp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Constant:
0:351 0.000000
0:351 Constant:
0:351 1.000000
0:351 Sign ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Sequence
0:351 move second child to first child ( temp 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 move second child to first child ( temp 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 smoothstep ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 sqrt ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 step ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 transpose ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 trunc ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:354 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:372 Function Parameters:
0:372 'inF0' ( in float)
0:372 'inF1' ( in float)
0:372 'inFV0' ( in 2-component vector of float)
0:372 'inFV1' ( in 2-component vector of float)
0:372 'inFM0' ( in 2X2 matrix of float)
0:372 'inFM1' ( in 2X2 matrix of float)
0:? Sequence
0:373 Sequence
0:373 move second child to first child ( temp float)
0:373 'r0' ( temp float)
0:373 component-wise multiply ( temp float)
0:373 'inF1' ( in float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r1' ( temp 2-component vector of float)
0:373 vector-scale ( temp 2-component vector of float)
0:373 'inF0' ( in float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r2' ( temp 2-component vector of float)
0:373 vector-scale ( temp 2-component vector of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp float)
0:373 'r3' ( temp float)
0:373 dot-product ( temp float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inFV1' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r4' ( temp 2-component vector of float)
0:373 vector-times-matrix ( temp 2-component vector of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r5' ( temp 2-component vector of float)
0:373 matrix-times-vector ( temp 2-component vector of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r6' ( temp 2X2 matrix of float)
0:373 matrix-scale ( temp 2X2 matrix of float)
0:373 'inF0' ( in float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r7' ( temp 2X2 matrix of float)
0:373 matrix-scale ( temp 2X2 matrix of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r8' ( temp 2X2 matrix of float)
0:373 matrix-multiply ( temp 2X2 matrix of float)
0:373 'inFM1' ( in 2X2 matrix of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:379 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; ( temp void)
0:379 Function Parameters:
0:379 'inF0' ( in float)
0:379 'inF1' ( in float)
0:379 'inFV0' ( in 3-component vector of float)
0:379 'inFV1' ( in 3-component vector of float)
0:379 'inFM0' ( in 3X3 matrix of float)
0:379 'inFM1' ( in 3X3 matrix of float)
0:? Sequence
0:380 Sequence
0:380 move second child to first child ( temp float)
0:380 'r0' ( temp float)
0:380 component-wise multiply ( temp float)
0:380 'inF1' ( in float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r1' ( temp 3-component vector of float)
0:380 vector-scale ( temp 3-component vector of float)
0:380 'inF0' ( in float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r2' ( temp 3-component vector of float)
0:380 vector-scale ( temp 3-component vector of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp float)
0:380 'r3' ( temp float)
0:380 dot-product ( temp float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inFV1' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r4' ( temp 3-component vector of float)
0:380 vector-times-matrix ( temp 3-component vector of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r5' ( temp 3-component vector of float)
0:380 matrix-times-vector ( temp 3-component vector of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r6' ( temp 3X3 matrix of float)
0:380 matrix-scale ( temp 3X3 matrix of float)
0:380 'inF0' ( in float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r7' ( temp 3X3 matrix of float)
0:380 matrix-scale ( temp 3X3 matrix of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r8' ( temp 3X3 matrix of float)
0:380 matrix-multiply ( temp 3X3 matrix of float)
0:380 'inFM1' ( in 3X3 matrix of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:386 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; ( temp void)
0:386 Function Parameters:
0:386 'inF0' ( in float)
0:386 'inF1' ( in float)
0:386 'inFV0' ( in 4-component vector of float)
0:386 'inFV1' ( in 4-component vector of float)
0:386 'inFM0' ( in 4X4 matrix of float)
0:386 'inFM1' ( in 4X4 matrix of float)
0:? Sequence
0:387 Sequence
0:387 move second child to first child ( temp float)
0:387 'r0' ( temp float)
0:387 component-wise multiply ( temp float)
0:387 'inF1' ( in float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r1' ( temp 4-component vector of float)
0:387 vector-scale ( temp 4-component vector of float)
0:387 'inF0' ( in float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r2' ( temp 4-component vector of float)
0:387 vector-scale ( temp 4-component vector of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp float)
0:387 'r3' ( temp float)
0:387 dot-product ( temp float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inFV1' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r4' ( temp 4-component vector of float)
0:387 vector-times-matrix ( temp 4-component vector of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r5' ( temp 4-component vector of float)
0:387 matrix-times-vector ( temp 4-component vector of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r6' ( temp 4X4 matrix of float)
0:387 matrix-scale ( temp 4X4 matrix of float)
0:387 'inF0' ( in float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r7' ( temp 4X4 matrix of float)
0:387 matrix-scale ( temp 4X4 matrix of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r8' ( temp 4X4 matrix of float)
0:387 matrix-multiply ( temp 4X4 matrix of float)
0:387 'inFM1' ( in 4X4 matrix of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:396 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; ( temp void)
0:396 Function Parameters:
0:396 'inF0' ( in float)
0:396 'inF1' ( in float)
0:396 'inFV2' ( in 2-component vector of float)
0:396 'inFV3' ( in 3-component vector of float)
0:396 'inFM2x3' ( in 2X3 matrix of float)
0:396 'inFM3x2' ( in 3X2 matrix of float)
0:396 'inFM3x3' ( in 3X3 matrix of float)
0:396 'inFM3x4' ( in 3X4 matrix of float)
0:396 'inFM2x4' ( in 2X4 matrix of float)
0:? Sequence
0:397 Sequence
0:397 move second child to first child ( temp float)
0:397 'r00' ( temp float)
0:397 component-wise multiply ( temp float)
0:397 'inF1' ( in float)
0:397 'inF0' ( in float)
0:398 Sequence
0:398 move second child to first child ( temp 2-component vector of float)
0:398 'r01' ( temp 2-component vector of float)
0:398 vector-scale ( temp 2-component vector of float)
0:398 'inF0' ( in float)
0:398 'inFV2' ( in 2-component vector of float)
0:399 Sequence
0:399 move second child to first child ( temp 3-component vector of float)
0:399 'r02' ( temp 3-component vector of float)
0:399 vector-scale ( temp 3-component vector of float)
0:399 'inF0' ( in float)
0:399 'inFV3' ( in 3-component vector of float)
0:400 Sequence
0:400 move second child to first child ( temp 2-component vector of float)
0:400 'r03' ( temp 2-component vector of float)
0:400 vector-scale ( temp 2-component vector of float)
0:400 'inFV2' ( in 2-component vector of float)
0:400 'inF0' ( in float)
0:401 Sequence
0:401 move second child to first child ( temp 3-component vector of float)
0:401 'r04' ( temp 3-component vector of float)
0:401 vector-scale ( temp 3-component vector of float)
0:401 'inFV3' ( in 3-component vector of float)
0:401 'inF0' ( in float)
0:402 Sequence
0:402 move second child to first child ( temp float)
0:402 'r05' ( temp float)
0:402 dot-product ( temp float)
0:402 'inFV2' ( in 2-component vector of float)
0:402 'inFV2' ( in 2-component vector of float)
0:403 Sequence
0:403 move second child to first child ( temp float)
0:403 'r06' ( temp float)
0:403 dot-product ( temp float)
0:403 'inFV3' ( in 3-component vector of float)
0:403 'inFV3' ( in 3-component vector of float)
0:404 Sequence
0:404 move second child to first child ( temp 3-component vector of float)
0:404 'r07' ( temp 3-component vector of float)
0:404 matrix-times-vector ( temp 3-component vector of float)
0:404 'inFM2x3' ( in 2X3 matrix of float)
0:404 'inFV2' ( in 2-component vector of float)
0:405 Sequence
0:405 move second child to first child ( temp 2-component vector of float)
0:405 'r08' ( temp 2-component vector of float)
0:405 matrix-times-vector ( temp 2-component vector of float)
0:405 'inFM3x2' ( in 3X2 matrix of float)
0:405 'inFV3' ( in 3-component vector of float)
0:406 Sequence
0:406 move second child to first child ( temp 2-component vector of float)
0:406 'r09' ( temp 2-component vector of float)
0:406 vector-times-matrix ( temp 2-component vector of float)
0:406 'inFV3' ( in 3-component vector of float)
0:406 'inFM2x3' ( in 2X3 matrix of float)
0:407 Sequence
0:407 move second child to first child ( temp 3-component vector of float)
0:407 'r10' ( temp 3-component vector of float)
0:407 vector-times-matrix ( temp 3-component vector of float)
0:407 'inFV2' ( in 2-component vector of float)
0:407 'inFM3x2' ( in 3X2 matrix of float)
0:408 Sequence
0:408 move second child to first child ( temp 2X3 matrix of float)
0:408 'r11' ( temp 2X3 matrix of float)
0:408 matrix-scale ( temp 2X3 matrix of float)
0:408 'inF0' ( in float)
0:408 'inFM2x3' ( in 2X3 matrix of float)
0:409 Sequence
0:409 move second child to first child ( temp 3X2 matrix of float)
0:409 'r12' ( temp 3X2 matrix of float)
0:409 matrix-scale ( temp 3X2 matrix of float)
0:409 'inF0' ( in float)
0:409 'inFM3x2' ( in 3X2 matrix of float)
0:410 Sequence
0:410 move second child to first child ( temp 2X2 matrix of float)
0:410 'r13' ( temp 2X2 matrix of float)
0:410 matrix-multiply ( temp 2X2 matrix of float)
0:410 'inFM3x2' ( in 3X2 matrix of float)
0:410 'inFM2x3' ( in 2X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 2X3 matrix of float)
0:411 'r14' ( temp 2X3 matrix of float)
0:411 matrix-multiply ( temp 2X3 matrix of float)
0:411 'inFM3x3' ( in 3X3 matrix of float)
0:411 'inFM2x3' ( in 2X3 matrix of float)
0:412 Sequence
0:412 move second child to first child ( temp 2X4 matrix of float)
0:412 'r15' ( temp 2X4 matrix of float)
0:412 matrix-multiply ( temp 2X4 matrix of float)
0:412 'inFM3x4' ( in 3X4 matrix of float)
0:412 'inFM2x3' ( in 2X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X4 matrix of float)
0:413 'r16' ( temp 3X4 matrix of float)
0:413 matrix-multiply ( temp 3X4 matrix of float)
0:413 'inFM2x4' ( in 2X4 matrix of float)
0:413 'inFM3x2' ( in 3X2 matrix of float)
0:? Linker Objects
Linked vertex stage:
WARNING: Linking vertex stage: Entry point not found
Shader version: 500
0:? Sequence
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; ( temp float)
0:2 Function Parameters:
0:2 'inF0' ( in float)
0:2 'inF1' ( in float)
0:2 'inF2' ( in float)
0:2 'inU0' ( in uint)
0:2 'inU1' ( in uint)
0:? Sequence
0:3 all ( temp bool)
0:3 Convert float to bool ( temp bool)
0:3 'inF0' ( in float)
0:4 Absolute value ( temp float)
0:4 'inF0' ( in float)
0:5 arc cosine ( temp float)
0:5 'inF0' ( in float)
0:6 any ( temp bool)
0:6 Convert float to bool ( temp bool)
0:6 'inF0' ( in float)
0:7 arc sine ( temp float)
0:7 'inF0' ( in float)
0:8 floatBitsToInt ( temp int)
0:8 'inF0' ( in float)
0:9 floatBitsToUint ( temp uint)
0:9 'inF0' ( in float)
0:10 intBitsToFloat ( temp float)
0:10 'inU0' ( in uint)
0:12 arc tangent ( temp float)
0:12 'inF0' ( in float)
0:13 arc tangent ( temp float)
0:13 'inF0' ( in float)
0:13 'inF1' ( in float)
0:14 Ceiling ( temp float)
0:14 'inF0' ( in float)
0:15 clamp ( temp float)
0:15 'inF0' ( in float)
0:15 'inF1' ( in float)
0:15 'inF2' ( in float)
0:16 cosine ( temp float)
0:16 'inF0' ( in float)
0:17 hyp. cosine ( temp float)
0:17 'inF0' ( in float)
0:18 bitCount ( temp int)
0:18 Constant:
0:18 7 (const int)
0:19 degrees ( temp float)
0:19 'inF0' ( in float)
0:23 exp ( temp float)
0:23 'inF0' ( in float)
0:24 exp2 ( temp float)
0:24 'inF0' ( in float)
0:25 findMSB ( temp int)
0:25 Constant:
0:25 7 (const int)
0:26 findLSB ( temp int)
0:26 Constant:
0:26 7 (const int)
0:27 Floor ( temp float)
0:27 'inF0' ( in float)
0:29 mod ( temp float)
0:29 'inF0' ( in float)
0:29 'inF1' ( in float)
0:30 Fraction ( temp float)
0:30 'inF0' ( in float)
0:31 isinf ( temp bool)
0:31 'inF0' ( in float)
0:32 isnan ( temp bool)
0:32 'inF0' ( in float)
0:33 ldexp ( temp float)
0:33 'inF0' ( in float)
0:33 'inF1' ( in float)
0:34 mix ( temp float)
0:34 'inF0' ( in float)
0:34 'inF1' ( in float)
0:34 'inF2' ( in float)
0:35 log ( temp float)
0:35 'inF0' ( in float)
0:36 component-wise multiply ( temp float)
0:36 log2 ( temp float)
0:36 'inF0' ( in float)
0:36 Constant:
0:36 0.301030
0:37 log2 ( temp float)
0:37 'inF0' ( in float)
0:38 max ( temp float)
0:38 'inF0' ( in float)
0:38 'inF1' ( in float)
0:39 min ( temp float)
0:39 'inF0' ( in float)
0:39 'inF1' ( in float)
0:41 pow ( temp float)
0:41 'inF0' ( in float)
0:41 'inF1' ( in float)
0:42 radians ( temp float)
0:42 'inF0' ( in float)
0:43 bitFieldReverse ( temp int)
0:43 Constant:
0:43 2 (const int)
0:44 roundEven ( temp float)
0:44 'inF0' ( in float)
0:45 inverse sqrt ( temp float)
0:45 'inF0' ( in float)
0:46 clamp ( temp float)
0:46 'inF0' ( in float)
0:46 Constant:
0:46 0.000000
0:46 Constant:
0:46 1.000000
0:47 Sign ( temp float)
0:47 'inF0' ( in float)
0:48 sine ( temp float)
0:48 'inF0' ( in float)
0:49 Sequence
0:49 move second child to first child ( temp float)
0:49 'inF1' ( in float)
0:49 sine ( temp float)
0:49 'inF0' ( in float)
0:49 move second child to first child ( temp float)
0:49 'inF2' ( in float)
0:49 cosine ( temp float)
0:49 'inF0' ( in float)
0:50 hyp. sine ( temp float)
0:50 'inF0' ( in float)
0:51 smoothstep ( temp float)
0:51 'inF0' ( in float)
0:51 'inF1' ( in float)
0:51 'inF2' ( in float)
0:52 sqrt ( temp float)
0:52 'inF0' ( in float)
0:53 step ( temp float)
0:53 'inF0' ( in float)
0:53 'inF1' ( in float)
0:54 tangent ( temp float)
0:54 'inF0' ( in float)
0:55 hyp. tangent ( temp float)
0:55 'inF0' ( in float)
0:57 trunc ( temp float)
0:57 'inF0' ( in float)
0:59 Branch: Return with expression
0:59 Constant:
0:59 0.000000
0:63 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; ( temp 1-component vector of float)
0:63 Function Parameters:
0:63 'inF0' ( in 1-component vector of float)
0:63 'inF1' ( in 1-component vector of float)
0:63 'inF2' ( in 1-component vector of float)
0:? Sequence
0:65 Branch: Return with expression
0:65 Constant:
0:65 0.000000
0:69 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; ( temp 2-component vector of float)
0:69 Function Parameters:
0:69 'inF0' ( in 2-component vector of float)
0:69 'inF1' ( in 2-component vector of float)
0:69 'inF2' ( in 2-component vector of float)
0:69 'inU0' ( in 2-component vector of uint)
0:69 'inU1' ( in 2-component vector of uint)
0:? Sequence
0:70 all ( temp bool)
0:70 Convert float to bool ( temp 2-component vector of bool)
0:70 'inF0' ( in 2-component vector of float)
0:71 Absolute value ( temp 2-component vector of float)
0:71 'inF0' ( in 2-component vector of float)
0:72 arc cosine ( temp 2-component vector of float)
0:72 'inF0' ( in 2-component vector of float)
0:73 any ( temp bool)
0:73 Convert float to bool ( temp 2-component vector of bool)
0:73 'inF0' ( in 2-component vector of float)
0:74 arc sine ( temp 2-component vector of float)
0:74 'inF0' ( in 2-component vector of float)
0:75 floatBitsToInt ( temp 2-component vector of int)
0:75 'inF0' ( in 2-component vector of float)
0:76 floatBitsToUint ( temp 2-component vector of uint)
0:76 'inF0' ( in 2-component vector of float)
0:77 intBitsToFloat ( temp 2-component vector of float)
0:77 'inU0' ( in 2-component vector of uint)
0:79 arc tangent ( temp 2-component vector of float)
0:79 'inF0' ( in 2-component vector of float)
0:80 arc tangent ( temp 2-component vector of float)
0:80 'inF0' ( in 2-component vector of float)
0:80 'inF1' ( in 2-component vector of float)
0:81 Ceiling ( temp 2-component vector of float)
0:81 'inF0' ( in 2-component vector of float)
0:82 clamp ( temp 2-component vector of float)
0:82 'inF0' ( in 2-component vector of float)
0:82 'inF1' ( in 2-component vector of float)
0:82 'inF2' ( in 2-component vector of float)
0:83 cosine ( temp 2-component vector of float)
0:83 'inF0' ( in 2-component vector of float)
0:84 hyp. cosine ( temp 2-component vector of float)
0:84 'inF0' ( in 2-component vector of float)
0:? bitCount ( temp 2-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:86 degrees ( temp 2-component vector of float)
0:86 'inF0' ( in 2-component vector of float)
0:87 distance ( temp float)
0:87 'inF0' ( in 2-component vector of float)
0:87 'inF1' ( in 2-component vector of float)
0:88 dot-product ( temp float)
0:88 'inF0' ( in 2-component vector of float)
0:88 'inF1' ( in 2-component vector of float)
0:92 exp ( temp 2-component vector of float)
0:92 'inF0' ( in 2-component vector of float)
0:93 exp2 ( temp 2-component vector of float)
0:93 'inF0' ( in 2-component vector of float)
0:94 face-forward ( temp 2-component vector of float)
0:94 'inF0' ( in 2-component vector of float)
0:94 'inF1' ( in 2-component vector of float)
0:94 'inF2' ( in 2-component vector of float)
0:95 findMSB ( temp int)
0:95 Constant:
0:95 7 (const int)
0:96 findLSB ( temp int)
0:96 Constant:
0:96 7 (const int)
0:97 Floor ( temp 2-component vector of float)
0:97 'inF0' ( in 2-component vector of float)
0:99 mod ( temp 2-component vector of float)
0:99 'inF0' ( in 2-component vector of float)
0:99 'inF1' ( in 2-component vector of float)
0:100 Fraction ( temp 2-component vector of float)
0:100 'inF0' ( in 2-component vector of float)
0:101 isinf ( temp 2-component vector of bool)
0:101 'inF0' ( in 2-component vector of float)
0:102 isnan ( temp 2-component vector of bool)
0:102 'inF0' ( in 2-component vector of float)
0:103 ldexp ( temp 2-component vector of float)
0:103 'inF0' ( in 2-component vector of float)
0:103 'inF1' ( in 2-component vector of float)
0:104 mix ( temp 2-component vector of float)
0:104 'inF0' ( in 2-component vector of float)
0:104 'inF1' ( in 2-component vector of float)
0:104 'inF2' ( in 2-component vector of float)
0:105 length ( temp float)
0:105 'inF0' ( in 2-component vector of float)
0:106 log ( temp 2-component vector of float)
0:106 'inF0' ( in 2-component vector of float)
0:107 vector-scale ( temp 2-component vector of float)
0:107 log2 ( temp 2-component vector of float)
0:107 'inF0' ( in 2-component vector of float)
0:107 Constant:
0:107 0.301030
0:108 log2 ( temp 2-component vector of float)
0:108 'inF0' ( in 2-component vector of float)
0:109 max ( temp 2-component vector of float)
0:109 'inF0' ( in 2-component vector of float)
0:109 'inF1' ( in 2-component vector of float)
0:110 min ( temp 2-component vector of float)
0:110 'inF0' ( in 2-component vector of float)
0:110 'inF1' ( in 2-component vector of float)
0:112 normalize ( temp 2-component vector of float)
0:112 'inF0' ( in 2-component vector of float)
0:113 pow ( temp 2-component vector of float)
0:113 'inF0' ( in 2-component vector of float)
0:113 'inF1' ( in 2-component vector of float)
0:114 radians ( temp 2-component vector of float)
0:114 'inF0' ( in 2-component vector of float)
0:115 reflect ( temp 2-component vector of float)
0:115 'inF0' ( in 2-component vector of float)
0:115 'inF1' ( in 2-component vector of float)
0:116 refract ( temp 2-component vector of float)
0:116 'inF0' ( in 2-component vector of float)
0:116 'inF1' ( in 2-component vector of float)
0:116 Constant:
0:116 2.000000
0:? bitFieldReverse ( temp 2-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:118 roundEven ( temp 2-component vector of float)
0:118 'inF0' ( in 2-component vector of float)
0:119 inverse sqrt ( temp 2-component vector of float)
0:119 'inF0' ( in 2-component vector of float)
0:120 clamp ( temp 2-component vector of float)
0:120 'inF0' ( in 2-component vector of float)
0:120 Constant:
0:120 0.000000
0:120 Constant:
0:120 1.000000
0:121 Sign ( temp 2-component vector of float)
0:121 'inF0' ( in 2-component vector of float)
0:122 sine ( temp 2-component vector of float)
0:122 'inF0' ( in 2-component vector of float)
0:123 Sequence
0:123 move second child to first child ( temp 2-component vector of float)
0:123 'inF1' ( in 2-component vector of float)
0:123 sine ( temp 2-component vector of float)
0:123 'inF0' ( in 2-component vector of float)
0:123 move second child to first child ( temp 2-component vector of float)
0:123 'inF2' ( in 2-component vector of float)
0:123 cosine ( temp 2-component vector of float)
0:123 'inF0' ( in 2-component vector of float)
0:124 hyp. sine ( temp 2-component vector of float)
0:124 'inF0' ( in 2-component vector of float)
0:125 smoothstep ( temp 2-component vector of float)
0:125 'inF0' ( in 2-component vector of float)
0:125 'inF1' ( in 2-component vector of float)
0:125 'inF2' ( in 2-component vector of float)
0:126 sqrt ( temp 2-component vector of float)
0:126 'inF0' ( in 2-component vector of float)
0:127 step ( temp 2-component vector of float)
0:127 'inF0' ( in 2-component vector of float)
0:127 'inF1' ( in 2-component vector of float)
0:128 tangent ( temp 2-component vector of float)
0:128 'inF0' ( in 2-component vector of float)
0:129 hyp. tangent ( temp 2-component vector of float)
0:129 'inF0' ( in 2-component vector of float)
0:131 trunc ( temp 2-component vector of float)
0:131 'inF0' ( in 2-component vector of float)
0:134 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:138 Function Parameters:
0:138 'inF0' ( in 3-component vector of float)
0:138 'inF1' ( in 3-component vector of float)
0:138 'inF2' ( in 3-component vector of float)
0:138 'inU0' ( in 3-component vector of uint)
0:138 'inU1' ( in 3-component vector of uint)
0:? Sequence
0:139 all ( temp bool)
0:139 Convert float to bool ( temp 3-component vector of bool)
0:139 'inF0' ( in 3-component vector of float)
0:140 Absolute value ( temp 3-component vector of float)
0:140 'inF0' ( in 3-component vector of float)
0:141 arc cosine ( temp 3-component vector of float)
0:141 'inF0' ( in 3-component vector of float)
0:142 any ( temp bool)
0:142 Convert float to bool ( temp 3-component vector of bool)
0:142 'inF0' ( in 3-component vector of float)
0:143 arc sine ( temp 3-component vector of float)
0:143 'inF0' ( in 3-component vector of float)
0:144 floatBitsToInt ( temp 3-component vector of int)
0:144 'inF0' ( in 3-component vector of float)
0:145 floatBitsToUint ( temp 3-component vector of uint)
0:145 'inF0' ( in 3-component vector of float)
0:146 intBitsToFloat ( temp 3-component vector of float)
0:146 'inU0' ( in 3-component vector of uint)
0:148 arc tangent ( temp 3-component vector of float)
0:148 'inF0' ( in 3-component vector of float)
0:149 arc tangent ( temp 3-component vector of float)
0:149 'inF0' ( in 3-component vector of float)
0:149 'inF1' ( in 3-component vector of float)
0:150 Ceiling ( temp 3-component vector of float)
0:150 'inF0' ( in 3-component vector of float)
0:151 clamp ( temp 3-component vector of float)
0:151 'inF0' ( in 3-component vector of float)
0:151 'inF1' ( in 3-component vector of float)
0:151 'inF2' ( in 3-component vector of float)
0:152 cosine ( temp 3-component vector of float)
0:152 'inF0' ( in 3-component vector of float)
0:153 hyp. cosine ( temp 3-component vector of float)
0:153 'inF0' ( in 3-component vector of float)
0:? bitCount ( temp 3-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:? 5 (const int)
0:155 cross-product ( temp 3-component vector of float)
0:155 'inF0' ( in 3-component vector of float)
0:155 'inF1' ( in 3-component vector of float)
0:156 degrees ( temp 3-component vector of float)
0:156 'inF0' ( in 3-component vector of float)
0:157 distance ( temp float)
0:157 'inF0' ( in 3-component vector of float)
0:157 'inF1' ( in 3-component vector of float)
0:158 dot-product ( temp float)
0:158 'inF0' ( in 3-component vector of float)
0:158 'inF1' ( in 3-component vector of float)
0:162 exp ( temp 3-component vector of float)
0:162 'inF0' ( in 3-component vector of float)
0:163 exp2 ( temp 3-component vector of float)
0:163 'inF0' ( in 3-component vector of float)
0:164 face-forward ( temp 3-component vector of float)
0:164 'inF0' ( in 3-component vector of float)
0:164 'inF1' ( in 3-component vector of float)
0:164 'inF2' ( in 3-component vector of float)
0:165 findMSB ( temp int)
0:165 Constant:
0:165 7 (const int)
0:166 findLSB ( temp int)
0:166 Constant:
0:166 7 (const int)
0:167 Floor ( temp 3-component vector of float)
0:167 'inF0' ( in 3-component vector of float)
0:169 mod ( temp 3-component vector of float)
0:169 'inF0' ( in 3-component vector of float)
0:169 'inF1' ( in 3-component vector of float)
0:170 Fraction ( temp 3-component vector of float)
0:170 'inF0' ( in 3-component vector of float)
0:171 isinf ( temp 3-component vector of bool)
0:171 'inF0' ( in 3-component vector of float)
0:172 isnan ( temp 3-component vector of bool)
0:172 'inF0' ( in 3-component vector of float)
0:173 ldexp ( temp 3-component vector of float)
0:173 'inF0' ( in 3-component vector of float)
0:173 'inF1' ( in 3-component vector of float)
0:174 mix ( temp 3-component vector of float)
0:174 'inF0' ( in 3-component vector of float)
0:174 'inF1' ( in 3-component vector of float)
0:174 'inF2' ( in 3-component vector of float)
0:175 length ( temp float)
0:175 'inF0' ( in 3-component vector of float)
0:176 log ( temp 3-component vector of float)
0:176 'inF0' ( in 3-component vector of float)
0:177 vector-scale ( temp 3-component vector of float)
0:177 log2 ( temp 3-component vector of float)
0:177 'inF0' ( in 3-component vector of float)
0:177 Constant:
0:177 0.301030
0:178 log2 ( temp 3-component vector of float)
0:178 'inF0' ( in 3-component vector of float)
0:179 max ( temp 3-component vector of float)
0:179 'inF0' ( in 3-component vector of float)
0:179 'inF1' ( in 3-component vector of float)
0:180 min ( temp 3-component vector of float)
0:180 'inF0' ( in 3-component vector of float)
0:180 'inF1' ( in 3-component vector of float)
0:182 normalize ( temp 3-component vector of float)
0:182 'inF0' ( in 3-component vector of float)
0:183 pow ( temp 3-component vector of float)
0:183 'inF0' ( in 3-component vector of float)
0:183 'inF1' ( in 3-component vector of float)
0:184 radians ( temp 3-component vector of float)
0:184 'inF0' ( in 3-component vector of float)
0:185 reflect ( temp 3-component vector of float)
0:185 'inF0' ( in 3-component vector of float)
0:185 'inF1' ( in 3-component vector of float)
0:186 refract ( temp 3-component vector of float)
0:186 'inF0' ( in 3-component vector of float)
0:186 'inF1' ( in 3-component vector of float)
0:186 Constant:
0:186 2.000000
0:? bitFieldReverse ( temp 3-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:188 roundEven ( temp 3-component vector of float)
0:188 'inF0' ( in 3-component vector of float)
0:189 inverse sqrt ( temp 3-component vector of float)
0:189 'inF0' ( in 3-component vector of float)
0:190 clamp ( temp 3-component vector of float)
0:190 'inF0' ( in 3-component vector of float)
0:190 Constant:
0:190 0.000000
0:190 Constant:
0:190 1.000000
0:191 Sign ( temp 3-component vector of float)
0:191 'inF0' ( in 3-component vector of float)
0:192 sine ( temp 3-component vector of float)
0:192 'inF0' ( in 3-component vector of float)
0:193 Sequence
0:193 move second child to first child ( temp 3-component vector of float)
0:193 'inF1' ( in 3-component vector of float)
0:193 sine ( temp 3-component vector of float)
0:193 'inF0' ( in 3-component vector of float)
0:193 move second child to first child ( temp 3-component vector of float)
0:193 'inF2' ( in 3-component vector of float)
0:193 cosine ( temp 3-component vector of float)
0:193 'inF0' ( in 3-component vector of float)
0:194 hyp. sine ( temp 3-component vector o