blob: 9ba69d9651cf41578bb675286a02206be04bb275 [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)
0:416 Function Definition: @main( ( temp void)
0:416 Function Parameters:
0:416 Function Definition: main( ( temp void)
0:416 Function Parameters:
0:? Sequence
0:416 Function Call: @main( ( temp void)
0:? Linker Objects
Linked vertex stage:
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)
0:416 Function Definition: @main( ( temp void)
0:416 Function Parameters:
0:416 Function Definition: main( ( temp void)
0:416 Function Parameters:
0:? Sequence
0:416 Function Call: @main( ( temp void)
0:? Linker Objects
Validation failed
// Module Version 10000
// Generated by (magic number): 80008
// Id's are bound by 1228
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main"
Source HLSL 500
Name 4 "main"
Name 16 "VertexShaderFunctionS(f1;f1;f1;u1;u1;"
Name 11 "inF0"
Name 12 "inF1"
Name 13 "inF2"
Name 14 "inU0"
Name 15 "inU1"
Name 22 "VertexShaderFunction1(vf1;vf1;vf1;"
Name 19 "inF0"
Name 20 "inF1"
Name 21 "inF2"
Name 34 "VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2;"
Name 29 "inF0"
Name 30 "inF1"
Name 31 "inF2"
Name 32 "inU0"
Name 33 "inU1"
Name 46 "VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3;"
Name 41 "inF0"
Name 42 "inF1"
Name 43 "inF2"
Name 44 "inU0"
Name 45 "inU1"
Name 58 "VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4;"
Name 53 "inF0"
Name 54 "inF1"
Name 55 "inF2"
Name 56 "inU0"
Name 57 "inU1"
Name 66 "VertexShaderFunction2x2(mf22;mf22;mf22;"
Name 63 "inF0"
Name 64 "inF1"
Name 65 "inF2"
Name 74 "VertexShaderFunction3x3(mf33;mf33;mf33;"
Name 71 "inF0"
Name 72 "inF1"
Name 73 "inF2"
Name 82 "VertexShaderFunction4x4(mf44;mf44;mf44;"
Name 79 "inF0"
Name 80 "inF1"
Name 81 "inF2"
Name 91 "TestGenMul2(f1;f1;vf2;vf2;mf22;mf22;"
Name 85 "inF0"
Name 86 "inF1"
Name 87 "inFV0"
Name 88 "inFV1"
Name 89 "inFM0"
Name 90 "inFM1"
Name 100 "TestGenMul3(f1;f1;vf3;vf3;mf33;mf33;"
Name 94 "inF0"
Name 95 "inF1"
Name 96 "inFV0"
Name 97 "inFV1"
Name 98 "inFM0"
Name 99 "inFM1"
Name 109 "TestGenMul4(f1;f1;vf4;vf4;mf44;mf44;"
Name 103 "inF0"
Name 104 "inF1"
Name 105 "inFV0"
Name 106 "inFV1"
Name 107 "inFM0"
Name 108 "inFM1"
Name 129 "TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24;"
Name 120 "inF0"
Name 121 "inF1"
Name 122 "inFV2"
Name 123 "inFV3"
Name 124 "inFM2x3"
Name 125 "inFM3x2"
Name 126 "inFM3x3"
Name 127 "inFM3x4"
Name 128 "inFM2x4"
Name 131 "@main("
Name 1051 "r0"
Name 1055 "r1"
Name 1059 "r2"
Name 1063 "r3"
Name 1067 "r4"
Name 1071 "r5"
Name 1075 "r6"
Name 1079 "r7"
Name 1083 "r8"
Name 1087 "r0"
Name 1091 "r1"
Name 1095 "r2"
Name 1099 "r3"
Name 1103 "r4"
Name 1107 "r5"
Name 1111 "r6"
Name 1115 "r7"
Name 1119 "r8"
Name 1123 "r0"
Name 1127 "r1"
Name 1131 "r2"
Name 1135 "r3"
Name 1139 "r4"
Name 1143 "r5"
Name 1147 "r6"
Name 1151 "r7"
Name 1155 "r8"
Name 1159 "r00"
Name 1163 "r01"
Name 1167 "r02"
Name 1171 "r03"
Name 1175 "r04"
Name 1179 "r05"
Name 1183 "r06"
Name 1187 "r07"
Name 1191 "r08"
Name 1195 "r09"
Name 1199 "r10"
Name 1203 "r11"
Name 1207 "r12"
Name 1211 "r13"
Name 1215 "r14"
Name 1219 "r15"
Name 1223 "r16"
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
8: TypeInt 32 0
9: TypePointer Function 8(int)
10: TypeFunction 6(float) 7(ptr) 7(ptr) 7(ptr) 9(ptr) 9(ptr)
18: TypeFunction 6(float) 7(ptr) 7(ptr) 7(ptr)
24: TypeVector 6(float) 2
25: TypePointer Function 24(fvec2)
26: TypeVector 8(int) 2
27: TypePointer Function 26(ivec2)
28: TypeFunction 24(fvec2) 25(ptr) 25(ptr) 25(ptr) 27(ptr) 27(ptr)
36: TypeVector 6(float) 3
37: TypePointer Function 36(fvec3)
38: TypeVector 8(int) 3
39: TypePointer Function 38(ivec3)
40: TypeFunction 36(fvec3) 37(ptr) 37(ptr) 37(ptr) 39(ptr) 39(ptr)
48: TypeVector 6(float) 4
49: TypePointer Function 48(fvec4)
50: TypeVector 8(int) 4
51: TypePointer Function 50(ivec4)
52: TypeFunction 48(fvec4) 49(ptr) 49(ptr) 49(ptr) 51(ptr) 51(ptr)
60: TypeMatrix 24(fvec2) 2
61: TypePointer Function 60
62: TypeFunction 60 61(ptr) 61(ptr) 61(ptr)
68: TypeMatrix 36(fvec3) 3
69: TypePointer Function 68
70: TypeFunction 68 69(ptr) 69(ptr) 69(ptr)
76: TypeMatrix 48(fvec4) 4
77: TypePointer Function 76
78: TypeFunction 76 77(ptr) 77(ptr) 77(ptr)
84: TypeFunction 2 7(ptr) 7(ptr) 25(ptr) 25(ptr) 61(ptr) 61(ptr)
93: TypeFunction 2 7(ptr) 7(ptr) 37(ptr) 37(ptr) 69(ptr) 69(ptr)
102: TypeFunction 2 7(ptr) 7(ptr) 49(ptr) 49(ptr) 77(ptr) 77(ptr)
111: TypeMatrix 36(fvec3) 2
112: TypePointer Function 111
113: TypeMatrix 24(fvec2) 3
114: TypePointer Function 113
115: TypeMatrix 48(fvec4) 3
116: TypePointer Function 115
117: TypeMatrix 48(fvec4) 2
118: TypePointer Function 117
119: TypeFunction 2 7(ptr) 7(ptr) 25(ptr) 37(ptr) 112(ptr) 114(ptr) 69(ptr) 116(ptr) 118(ptr)
134: TypeBool
135: 6(float) Constant 0
148: TypeInt 32 1
169: 148(int) Constant 7
201: 6(float) Constant 1050288283
216: 148(int) Constant 2
223: 6(float) Constant 1065353216
255: TypeVector 134(bool) 2
256: 24(fvec2) ConstantComposite 135 135
269: TypeVector 148(int) 2
290: 148(int) Constant 3
291: 269(ivec2) ConstantComposite 169 290
356: 6(float) Constant 1073741824
358: 148(int) Constant 1
359: 269(ivec2) ConstantComposite 358 216
394: 24(fvec2) ConstantComposite 223 356
398: TypeVector 134(bool) 3
399: 36(fvec3) ConstantComposite 135 135 135
412: TypeVector 148(int) 3
433: 148(int) Constant 5
434: 412(ivec3) ConstantComposite 169 290 433
503: 412(ivec3) ConstantComposite 358 216 290
538: 6(float) Constant 1077936128
539: 36(fvec3) ConstantComposite 223 356 538
543: TypeVector 134(bool) 4
544: 48(fvec4) ConstantComposite 135 135 135 135
557: TypeVector 148(int) 4
578: 557(ivec4) ConstantComposite 169 290 433 216
588: 8(int) Constant 1
594: 8(int) Constant 2
597: 8(int) Constant 3
657: 148(int) Constant 4
658: 557(ivec4) ConstantComposite 358 216 290 657
693: 6(float) Constant 1082130432
694: 48(fvec4) ConstantComposite 223 356 538 693
698: TypeMatrix 255(bvec2) 2
808: 24(fvec2) ConstantComposite 356 356
809: 60 ConstantComposite 808 808
813: TypeMatrix 398(bvec3) 3
926: 36(fvec3) ConstantComposite 538 538 538
927: 68 ConstantComposite 926 926 926
931: TypeMatrix 543(bvec4) 4
1047: 48(fvec4) ConstantComposite 693 693 693 693
1048: 76 ConstantComposite 1047 1047 1047 1047
4(main): 2 Function None 3
5: Label
1227: 2 FunctionCall 131(@main()
Return
FunctionEnd
16(VertexShaderFunctionS(f1;f1;f1;u1;u1;): 6(float) Function None 10
11(inF0): 7(ptr) FunctionParameter
12(inF1): 7(ptr) FunctionParameter
13(inF2): 7(ptr) FunctionParameter
14(inU0): 9(ptr) FunctionParameter
15(inU1): 9(ptr) FunctionParameter
17: Label
133: 6(float) Load 11(inF0)
136: 134(bool) FOrdNotEqual 133 135
137: 134(bool) All 136
138: 6(float) Load 11(inF0)
139: 6(float) ExtInst 1(GLSL.std.450) 4(FAbs) 138
140: 6(float) Load 11(inF0)
141: 6(float) ExtInst 1(GLSL.std.450) 17(Acos) 140
142: 6(float) Load 11(inF0)
143: 134(bool) FOrdNotEqual 142 135
144: 134(bool) Any 143
145: 6(float) Load 11(inF0)
146: 6(float) ExtInst 1(GLSL.std.450) 16(Asin) 145
147: 6(float) Load 11(inF0)
149: 148(int) Bitcast 147
150: 6(float) Load 11(inF0)
151: 8(int) Bitcast 150
152: 8(int) Load 14(inU0)
153: 6(float) Bitcast 152
154: 6(float) Load 11(inF0)
155: 6(float) ExtInst 1(GLSL.std.450) 18(Atan) 154
156: 6(float) Load 11(inF0)
157: 6(float) Load 12(inF1)
158: 6(float) ExtInst 1(GLSL.std.450) 25(Atan2) 156 157
159: 6(float) Load 11(inF0)
160: 6(float) ExtInst 1(GLSL.std.450) 9(Ceil) 159
161: 6(float) Load 11(inF0)
162: 6(float) Load 12(inF1)
163: 6(float) Load 13(inF2)
164: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 161 162 163
165: 6(float) Load 11(inF0)
166: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 165
167: 6(float) Load 11(inF0)
168: 6(float) ExtInst 1(GLSL.std.450) 20(Cosh) 167
170: 148(int) BitCount 169
171: 6(float) Load 11(inF0)
172: 6(float) ExtInst 1(GLSL.std.450) 12(Degrees) 171
173: 6(float) Load 11(inF0)
174: 6(float) ExtInst 1(GLSL.std.450) 27(Exp) 173
175: 6(float) Load 11(inF0)
176: 6(float) ExtInst 1(GLSL.std.450) 29(Exp2) 175
177: 148(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 169
178: 148(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 169
179: 6(float) Load 11(inF0)
180: 6(float) ExtInst 1(GLSL.std.450) 8(Floor) 179
181: 6(float) Load 11(inF0)
182: 6(float) Load 12(inF1)
183: 6(float) FMod 181 182
184: 6(float) Load 11(inF0)
185: 6(float) ExtInst 1(GLSL.std.450) 10(Fract) 184
186: 6(float) Load 11(inF0)
187: 134(bool) IsInf 186
188: 6(float) Load 11(inF0)
189: 134(bool) IsNan 188
190: 6(float) Load 11(inF0)
191: 6(float) Load 12(inF1)
192: 6(float) ExtInst 1(GLSL.std.450) 53(Ldexp) 190 191
193: 6(float) Load 11(inF0)
194: 6(float) Load 12(inF1)
195: 6(float) Load 13(inF2)
196: 6(float) ExtInst 1(GLSL.std.450) 46(FMix) 193 194 195
197: 6(float) Load 11(inF0)
198: 6(float) ExtInst 1(GLSL.std.450) 28(Log) 197
199: 6(float) Load 11(inF0)
200: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 199
202: 6(float) FMul 200 201
203: 6(float) Load 11(inF0)
204: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 203
205: 6(float) Load 11(inF0)
206: 6(float) Load 12(inF1)
207: 6(float) ExtInst 1(GLSL.std.450) 40(FMax) 205 206
208: 6(float) Load 11(inF0)
209: 6(float) Load 12(inF1)
210: 6(float) ExtInst 1(GLSL.std.450) 37(FMin) 208 209
211: 6(float) Load 11(inF0)
212: 6(float) Load 12(inF1)
213: 6(float) ExtInst 1(GLSL.std.450) 26(Pow) 211 212
214: 6(float) Load 11(inF0)
215: 6(float) ExtInst 1(GLSL.std.450) 11(Radians) 214
217: 148(int) BitReverse 216
218: 6(float) Load 11(inF0)
219: 6(float) ExtInst 1(GLSL.std.450) 2(RoundEven) 218
220: 6(float) Load 11(inF0)
221: 6(float) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 220
222: 6(float) Load 11(inF0)
224: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 222 135 223
225: 6(float) Load 11(inF0)
226: 6(float) ExtInst 1(GLSL.std.450) 6(FSign) 225
227: 6(float) Load 11(inF0)
228: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 227
229: 6(float) Load 11(inF0)
230: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 229
Store 12(inF1) 230
231: 6(float) Load 11(inF0)
232: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 231
Store 13(inF2) 232
233: 6(float) Load 11(inF0)
234: 6(float) ExtInst 1(GLSL.std.450) 19(Sinh) 233
235: 6(float) Load 11(inF0)
236: 6(float) Load 12(inF1)
237: 6(float) Load 13(inF2)
238: 6(float) ExtInst 1(GLSL.std.450) 49(SmoothStep) 235 236 237
239: 6(float) Load 11(inF0)
240: 6(float) ExtInst 1(GLSL.std.450) 31(Sqrt) 239
241: 6(float) Load 11(inF0)
242: 6(float) Load 12(inF1)
243: 6(float) ExtInst 1(GLSL.std.450) 48(Step) 241 242
244: 6(float) Load 11(inF0)
245: 6(float) ExtInst 1(GLSL.std.450) 15(Tan) 244
246: 6(float) Load 11(inF0)
247: 6(float) ExtInst 1(GLSL.std.450) 21(Tanh) 246
248: 6(float) Load 11(inF0)
249: 6(float) ExtInst 1(GLSL.std.450) 3(Trunc) 248
ReturnValue 135
FunctionEnd
22(VertexShaderFunction1(vf1;vf1;vf1;): 6(float) Function None 18
19(inF0): 7(ptr) FunctionParameter
20(inF1): 7(ptr) FunctionParameter
21(inF2): 7(ptr) FunctionParameter
23: Label
ReturnValue 135
FunctionEnd
34(VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2;): 24(fvec2) Function None 28
29(inF0): 25(ptr) FunctionParameter
30(inF1): 25(ptr) FunctionParameter
31(inF2): 25(ptr) FunctionParameter
32(inU0): 27(ptr) FunctionParameter
33(inU1): 27(ptr) FunctionParameter
35: Label
254: 24(fvec2) Load 29(inF0)
257: 255(bvec2) FOrdNotEqual 254 256
258: 134(bool) All 257
259: 24(fvec2) Load 29(inF0)
260: 24(fvec2) ExtInst 1(GLSL.std.450) 4(FAbs) 259
261: 24(fvec2) Load 29(inF0)
262: 24(fvec2) ExtInst 1(GLSL.std.450) 17(Acos) 261
263: 24(fvec2) Load 29(inF0)
264: 255(bvec2) FOrdNotEqual 263 256
265: 134(bool) Any 264
266: 24(fvec2) Load 29(inF0)
267: 24(fvec2) ExtInst 1(GLSL.std.450) 16(Asin) 266
268: 24(fvec2) Load 29(inF0)
270: 269(ivec2) Bitcast 268
271: 24(fvec2) Load 29(inF0)
272: 26(ivec2) Bitcast 271
273: 26(ivec2) Load 32(inU0)
274: 24(fvec2) Bitcast 273
275: 24(fvec2) Load 29(inF0)
276: 24(fvec2) ExtInst 1(GLSL.std.450) 18(Atan) 275
277: 24(fvec2) Load 29(inF0)
278: 24(fvec2) Load 30(inF1)
279: 24(fvec2) ExtInst 1(GLSL.std.450) 25(Atan2) 277 278
280: 24(fvec2) Load 29(inF0)
281: 24(fvec2) ExtInst 1(GLSL.std.450) 9(Ceil) 280
282: 24(fvec2) Load 29(inF0)
283: 24(fvec2) Load 30(inF1)
284: 24(fvec2) Load 31(inF2)
285: 24(fvec2) ExtInst 1(GLSL.std.450) 43(FClamp) 282 283 284
286: 24(fvec2) Load 29(inF0)
287: 24(fvec2) ExtInst 1(GLSL.std.450) 14(Cos) 286
288: 24(fvec2) Load 29(inF0)
289: 24(fvec2) ExtInst 1(GLSL.std.450) 20(Cosh) 288
292: 269(ivec2) BitCount 291
293: 24(fvec2) Load 29(inF0)
294: 24(fvec2) ExtInst 1(GLSL.std.450) 12(Degrees) 293
295: 24(fvec2) Load 29(inF0)
296: 24(fvec2) Load 30(inF1)
297: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 295 296
298: 24(fvec2) Load 29(inF0)
299: 24(fvec2) Load 30(inF1)
300: 6(float) Dot 298 299
301: 24(fvec2) Load 29(inF0)
302: 24(fvec2) ExtInst 1(GLSL.std.450) 27(Exp) 301
303: 24(fvec2) Load 29(inF0)
304: 24(fvec2) ExtInst 1(GLSL.std.450) 29(Exp2) 303
305: 24(fvec2) Load 29(inF0)
306: 24(fvec2) Load 30(inF1)
307: 24(fvec2) Load 31(inF2)
308: 24(fvec2) ExtInst 1(GLSL.std.450) 70(FaceForward) 305 306 307
309: 148(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 169
310: 148(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 169
311: 24(fvec2) Load 29(inF0)
312: 24(fvec2) ExtInst 1(GLSL.std.450) 8(Floor) 311
313: 24(fvec2) Load 29(inF0)
314: 24(fvec2) Load 30(inF1)
315: 24(fvec2) FMod 313 314
316: 24(fvec2) Load 29(inF0)
317: 24(fvec2) ExtInst 1(GLSL.std.450) 10(Fract) 316
318: 24(fvec2) Load 29(inF0)
319: 255(bvec2) IsInf 318
320: 24(fvec2) Load 29(inF0)
321: 255(bvec2) IsNan 320
322: 24(fvec2) Load 29(inF0)
323: 24(fvec2) Load 30(inF1)
324: 24(fvec2) ExtInst 1(GLSL.std.450) 53(Ldexp) 322 323
325: 24(fvec2) Load 29(inF0)
326: 24(fvec2) Load 30(inF1)
327: 24(fvec2) Load 31(inF2)
328: 24(fvec2) ExtInst 1(GLSL.std.450) 46(FMix) 325 326 327
329: 24(fvec2) Load 29(inF0)
330: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 329
331: 24(fvec2) Load 29(inF0)
332: 24(fvec2) ExtInst 1(GLSL.std.450) 28(Log) 331
333: 24(fvec2) Load 29(inF0)
334: 24(fvec2) ExtInst 1(GLSL.std.450) 30(Log2) 333
335: 24(fvec2) VectorTimesScalar 334 201
336: 24(fvec2) Load 29(inF0)
337: 24(fvec2) ExtInst 1(GLSL.std.450) 30(Log2) 336
338: 24(fvec2) Load 29(inF0)
339: 24(fvec2) Load 30(inF1)
340: 24(fvec2) ExtInst 1(GLSL.std.450) 40(FMax) 338 339
341: 24(fvec2) Load 29(inF0)
342: 24(fvec2) Load 30(inF1)
343: 24(fvec2) ExtInst 1(GLSL.std.450) 37(FMin) 341 342
344: 24(fvec2) Load 29(inF0)
345: 24(fvec2) ExtInst 1(GLSL.std.450) 69(Normalize) 344
346: 24(fvec2) Load 29(inF0)
347: 24(fvec2) Load 30(inF1)
348: 24(fvec2) ExtInst 1(GLSL.std.450) 26(Pow) 346 347
349: 24(fvec2) Load 29(inF0)
350: 24(fvec2) ExtInst 1(GLSL.std.450) 11(Radians) 349
351: 24(fvec2) Load 29(inF0)
352: 24(fvec2) Load 30(inF1)
353: 24(fvec2) ExtInst 1(GLSL.std.450) 71(Reflect) 351 352
354: 24(fvec2) Load 29(inF0)
355: 24(fvec2) Load 30(inF1)
357: 24(fvec2) ExtInst 1(GLSL.std.450) 72(Refract) 354 355 356
360: 269(ivec2) BitReverse 359
361: 24(fvec2) Load 29(inF0)
362: 24(fvec2) ExtInst 1(GLSL.std.450) 2(RoundEven) 361
363: 24(fvec2) Load 29(inF0)
364: 24(fvec2) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 363
365: 24(fvec2) Load 29(inF0)
366: 24(fvec2) CompositeConstruct 135 135
367: 24(fvec2) CompositeConstruct 223 223
368: 24(fvec2) ExtInst 1(GLSL.std.450) 43(FClamp) 365 366 367
369: 24(fvec2) Load 29(inF0)
370: 24(fvec2) ExtInst 1(GLSL.std.450) 6(FSign) 369
371: 24(fvec2) Load 29(inF0)
372: 24(fvec2) ExtInst 1(GLSL.std.450) 13(Sin) 371
373: 24(fvec2) Load 29(inF0)
374: 24(fvec2) ExtInst 1(GLSL.std.450) 13(Sin) 373
Store 30(inF1) 374
375: 24(fvec2) Load 29(inF0)
376: 24(fvec2) ExtInst 1(GLSL.std.450) 14(Cos) 375
Store 31(inF2) 376
377: 24(fvec2) Load 29(inF0)
378: 24(fvec2) ExtInst 1(GLSL.std.450) 19(Sinh) 377
379: 24(fvec2) Load 29(inF0)
380: 24(fvec2) Load 30(inF1)
381: 24(fvec2) Load 31(inF2)
382: 24(fvec2) ExtInst 1(GLSL.std.450) 49(SmoothStep) 379 380 381
383: 24(fvec2) Load 29(inF0)
384: 24(fvec2) ExtInst 1(GLSL.std.450) 31(Sqrt) 383
385: 24(fvec2) Load 29(inF0)
386: 24(fvec2) Load 30(inF1)
387: 24(fvec2) ExtInst 1(GLSL.std.450) 48(Step) 385 386
388: 24(fvec2) Load 29(inF0)
389: 24(fvec2) ExtInst 1(GLSL.std.450) 15(Tan) 388
390: 24(fvec2) Load 29(inF0)
391: 24(fvec2) ExtInst 1(GLSL.std.450) 21(Tanh) 390
392: 24(fvec2) Load 29(inF0)
393: 24(fvec2) ExtInst 1(GLSL.std.450) 3(Trunc) 392
ReturnValue 394
FunctionEnd
46(VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3;): 36(fvec3) Function None 40
41(inF0): 37(ptr) FunctionParameter
42(inF1): 37(ptr) FunctionParameter
43(inF2): 37(ptr) FunctionParameter
44(inU0): 39(ptr) FunctionParameter
45(inU1): 39(ptr) FunctionParameter
47: Label
397: 36(fvec3) Load 41(inF0)
400: 398(bvec3) FOrdNotEqual 397 399
401: 134(bool) All 400
402: 36(fvec3) Load 41(inF0)
403: 36(fvec3) ExtInst 1(GLSL.std.450) 4(FAbs) 402
404: 36(fvec3) Load 41(inF0)
405: 36(fvec3) ExtInst 1(GLSL.std.450) 17(Acos) 404
406: 36(fvec3) Load 41(inF0)
407: 398(bvec3) FOrdNotEqual 406 399
408: 134(bool) Any 407
409: 36(fvec3) Load 41(inF0)
410: 36(fvec3) ExtInst 1(GLSL.std.450) 16(Asin) 409
411: 36(fvec3) Load 41(inF0)
413: 412(ivec3) Bitcast 411
414: 36(fvec3) Load 41(inF0)
415: 38(ivec3) Bitcast 414
416: 38(ivec3) Load 44(inU0)
417: 36(fvec3) Bitcast 416
418: 36(fvec3) Load 41(inF0)
419: 36(fvec3) ExtInst 1(GLSL.std.450) 18(Atan) 418
420: 36(fvec3) Load 41(inF0)
421: 36(fvec3) Load 42(inF1)
422: 36(fvec3) ExtInst 1(GLSL.std.450) 25(Atan2) 420 421
423: 36(fvec3) Load 41(inF0)
424: 36(fvec3) ExtInst 1(GLSL.std.450) 9(Ceil) 423
425: 36(fvec3) Load 41(inF0)
426: 36(fvec3) Load 42(inF1)
427: 36(fvec3) Load 43(inF2)
428: 36(fvec3) ExtInst 1(GLSL.std.450) 43(FClamp) 425 426 427
429: 36(fvec3) Load 41(inF0)
430: 36(fvec3) ExtInst 1(GLSL.std.450) 14(Cos) 429
431: 36(fvec3) Load 41(inF0)
432: 36(fvec3) ExtInst 1(GLSL.std.450) 20(Cosh) 431
435: 412(ivec3) BitCount 434
436: 36(fvec3) Load 41(inF0)
437: 36(fvec3) Load 42(inF1)
438: 36(fvec3) ExtInst 1(GLSL.std.450) 68(Cross) 436 437
439: 36(fvec3) Load 41(inF0)
440: 36(fvec3) ExtInst 1(GLSL.std.450) 12(Degrees) 439
441: 36(fvec3) Load 41(inF0)
442: 36(fvec3) Load 42(inF1)
443: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 441 442
444: 36(fvec3) Load 41(inF0)
445: 36(fvec3) Load 42(inF1)
446: 6(float) Dot 444 445
447: 36(fvec3) Load 41(inF0)
448: 36(fvec3) ExtInst 1(GLSL.std.450) 27(Exp) 447
449: 36(fvec3) Load 41(inF0)
450: 36(fvec3) ExtInst 1(GLSL.std.450) 29(Exp2) 449
451: 36(fvec3) Load 41(inF0)
452: 36(fvec3) Load 42(inF1)
453: 36(fvec3) Load 43(inF2)
454: 36(fvec3) ExtInst 1(GLSL.std.450) 70(FaceForward) 451 452 453
455: 148(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 169
456: 148(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 169
457: 36(fvec3) Load 41(inF0)
458: 36(fvec3) ExtInst 1(GLSL.std.450) 8(Floor) 457
459: 36(fvec3) Load 41(inF0)
460: 36(fvec3) Load 42(inF1)
461: 36(fvec3) FMod 459 460
462: 36(fvec3) Load 41(inF0)
463: 36(fvec3) ExtInst 1(GLSL.std.450) 10(Fract) 462
464: 36(fvec3) Load 41(inF0)
465: 398(bvec3) IsInf 464
466: 36(fvec3) Load 41(inF0)
467: 398(bvec3) IsNan 466
468: 36(fvec3) Load 41(inF0)
469: 36(fvec3) Load 42(inF1)
470: 36(fvec3) ExtInst 1(GLSL.std.450) 53(Ldexp) 468 469
471: 36(fvec3) Load 41(inF0)
472: 36(fvec3) Load 42(inF1)
473: 36(fvec3) Load 43(inF2)
474: 36(fvec3) ExtInst 1(GLSL.std.450) 46(FMix) 471 472 473
475: 36(fvec3) Load 41(inF0)
476: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 475
477: 36(fvec3) Load 41(inF0)
478: 36(fvec3) ExtInst 1(GLSL.std.450) 28(Log) 477
479: 36(fvec3) Load 41(inF0)
480: 36(fvec3) ExtInst 1(GLSL.std.450) 30(Log2) 479
481: 36(fvec3) VectorTimesScalar 480 201
482: 36(fvec3) Load 41(inF0)
483: 36(fvec3) ExtInst 1(GLSL.std.450) 30(Log2) 482
484: 36(fvec3) Load 41(inF0)
485: 36(fvec3) Load 42(inF1)
486: 36(fvec3) ExtInst 1(GLSL.std.450) 40(FMax) 484 485
487: 36(fvec3) Load 41(inF0)
488: 36(fvec3) Load 42(inF1)
489: 36(fvec3) ExtInst 1(GLSL.std.450) 37(FMin) 487 488
490: 36(fvec3) Load 41(inF0)
491: 36(fvec3) ExtInst 1(GLSL.std.450) 69(Normalize) 490
492: 36(fvec3) Load 41(inF0)
493: 36(fvec3) Load 42(inF1)
494: 36(fvec3) ExtInst 1(GLSL.std.450) 26(Pow) 492 493
495: 36(fvec3) Load 41(inF0)
496: 36(fvec3) ExtInst 1(GLSL.std.450) 11(Radians) 495
497: 36(fvec3) Load 41(inF0)
498: 36(fvec3) Load 42(inF1)
499: 36(fvec3) ExtInst 1(GLSL.std.450) 71(Reflect) 497 498
500: 36(fvec3) Load 41(inF0)
501: 36(fvec3) Load 42(inF1)
502: 36(fvec3) ExtInst 1(GLSL.std.450) 72(Refract) 500 501 356
504: 412(ivec3) BitReverse 503
505: 36(fvec3) Load 41(inF0)
506: 36(fvec3) ExtInst 1(GLSL.std.450) 2(RoundEven) 505
507: 36(fvec3) Load 41(inF0)
508: 36(fvec3) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 507
509: 36(fvec3) Load 41(inF0)
510: 36(fvec3) CompositeConstruct 135 135 135
511: 36(fvec3) CompositeConstruct 223 223 223
512: 36(fvec3) ExtInst 1(GLSL.std.450) 43(FClamp) 509 510 511
513: 36(fvec3) Load 41(inF0)
514: 36(fvec3) ExtInst 1(GLSL.std.450) 6(FSign) 513
515: 36(fvec3) Load 41(inF0)
516: 36(fvec3) ExtInst 1(GLSL.std.450) 13(Sin) 515
517: 36(fvec3) Load 41(inF0)
518: 36(fvec3) ExtInst 1(GLSL.std.450) 13(Sin) 517
Store 42(inF1) 518
519: 36(fvec3) Load 41(inF0)
520: 36(fvec3) ExtInst 1(GLSL.std.450) 14(Cos) 519
Store 43(inF2) 520
521: 36(fvec3) Load 41(inF0)
522: 36(fvec3) ExtInst 1(GLSL.std.450) 19(Sinh) 521
523: 36(fvec3) Load 41(inF0)
524: 36(fvec3) Load 42(inF1)
525: 36(fvec3) Load 43(inF2)
526: 36(fvec3) ExtInst 1(GLSL.std.450) 49(SmoothStep) 523 524 525
527: 36(fvec3) Load 41(inF0)
528: 36(fvec3) ExtInst 1(GLSL.std.450) 31(Sqrt) 527
529: 36(fvec3) Load 41(inF0)
530: 36(fvec3) Load 42(inF1)
531: 36(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 529 530
532: 36(fvec3) Load 41(inF0)
533: 36(fvec3) ExtInst 1(GLSL.std.450) 15(Tan) 532
534: 36(fvec3) Load 41(inF0)
535: 36(fvec3) ExtInst 1(GLSL.std.450) 21(Tanh) 534
536: 36(fvec3) Load 41(inF0)
537: 36(fvec3) ExtInst 1(GLSL.std.450) 3(Trunc) 536
ReturnValue 539
FunctionEnd
58(VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4;): 48(fvec4) Function None 52
53(inF0): 49(ptr) FunctionParameter
54(inF1): 49(ptr) FunctionParameter
55(inF2): 49(ptr) FunctionParameter
56(inU0): 51(ptr) FunctionParameter
57(inU1): 51(ptr) FunctionParameter
59: Label
542: 48(fvec4) Load 53(inF0)
545: 543(bvec4) FOrdNotEqual 542 544
546: 134(bool) All 545
547: 48(fvec4) Load 53(inF0)
548: 48(fvec4) ExtInst 1(GLSL.std.450) 4(FAbs) 547
549: 48(fvec4) Load 53(inF0)
550: 48(fvec4) ExtInst 1(GLSL.std.450) 17(Acos) 549
551: 48(fvec4) Load 53(inF0)
552: 543(bvec4) FOrdNotEqual 551 544
553: 134(bool) Any 552
554: 48(fvec4) Load 53(inF0)
555: 48(fvec4) ExtInst 1(GLSL.std.450) 16(Asin) 554
556: 48(fvec4) Load 53(inF0)
558: 557(ivec4) Bitcast 556
559: 48(fvec4) Load 53(inF0)
560: 50(ivec4) Bitcast 559
561: 50(ivec4) Load 56(inU0)
562: 48(fvec4) Bitcast 561
563: 48(fvec4) Load 53(inF0)
564: 48(fvec4) ExtInst 1(GLSL.std.450) 18(Atan) 563
565: 48(fvec4) Load 53(inF0)
566: 48(fvec4) Load 54(inF1)
567: 48(fvec4) ExtInst 1(GLSL.std.450) 25(Atan2) 565 566
568: 48(fvec4) Load 53(inF0)
569: 48(fvec4) ExtInst 1(GLSL.std.450) 9(Ceil) 568
570: 48(fvec4) Load 53(inF0)
571: 48(fvec4) Load 54(inF1)
572: 48(fvec4) Load 55(inF2)
573: 48(fvec4) ExtInst 1(GLSL.std.450) 43(FClamp) 570 571 572
574: 48(fvec4) Load 53(inF0)
575: 48(fvec4) ExtInst 1(GLSL.std.450) 14(Cos) 574
576: 48(fvec4) Load 53(inF0)
577: 48(fvec4) ExtInst 1(GLSL.std.450) 20(Cosh) 576
579: 557(ivec4) BitCount 578
580: 48(fvec4) Load 53(inF0)
581: 48(fvec4) ExtInst 1(GLSL.std.450) 12(Degrees) 580
582: 48(fvec4) Load 53(inF0)
583: 48(fvec4) Load 54(inF1)
584: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 582 583
585: 48(fvec4) Load 53(inF0)
586: 48(fvec4) Load 54(inF1)
587: 6(float) Dot 585 586
589: 7(ptr) AccessChain 53(inF0) 588
590: 6(float) Load 589
591: 7(ptr) AccessChain 54(inF1) 588
592: 6(float) Load 591
593: 6(float) FMul 590 592
595: 7(ptr) AccessChain 53(inF0) 594
596: 6(float) Load 595
598: 7(ptr) AccessChain 54(inF1) 597
599: 6(float) Load 598
600: 48(fvec4) CompositeConstruct 223 593 596 599
601: 48(fvec4) Load 53(inF0)
602: 48(fvec4) ExtInst 1(GLSL.std.450) 27(Exp) 601
603: 48(fvec4) Load 53(inF0)
604: 48(fvec4) ExtInst 1(GLSL.std.450) 29(Exp2) 603
605: 48(fvec4) Load 53(inF0)
606: 48(fvec4) Load 54(inF1)
607: 48(fvec4) Load 55(inF2)
608: 48(fvec4) ExtInst 1(GLSL.std.450) 70(FaceForward) 605 606 607
609: 148(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 169
610: 148(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 169
611: 48(fvec4) Load 53(inF0)
612: 48(fvec4) ExtInst 1(GLSL.std.450) 8(Floor) 611
613: 48(fvec4) Load 53(inF0)
614: 48(fvec4) Load 54(inF1)
615: 48(fvec4) FMod 613 614
616: 48(fvec4) Load 53(inF0)
617: 48(fvec4) ExtInst 1(GLSL.std.450) 10(Fract) 616
618: 48(fvec4) Load 53(inF0)
619: 543(bvec4) IsInf 618
620: 48(fvec4) Load 53(inF0)
621: 543(bvec4) IsNan 620
622: 48(fvec4) Load 53(inF0)
623: 48(fvec4) Load 54(inF1)
624: 48(fvec4) ExtInst 1(GLSL.std.450) 53(Ldexp) 622 623
625: 48(fvec4) Load 53(inF0)
626: 48(fvec4) Load 54(inF1)
627: 48(fvec4) Load 55(inF2)
628: 48(fvec4) ExtInst 1(GLSL.std.450) 46(FMix) 625 626 627
629: 48(fvec4) Load 53(inF0)
630: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 629
631: 48(fvec4) Load 53(inF0)
632: 48(fvec4) ExtInst 1(GLSL.std.450) 28(Log) 631
633: 48(fvec4) Load 53(inF0)
634: 48(fvec4) ExtInst 1(GLSL.std.450) 30(Log2) 633
635: 48(fvec4) VectorTimesScalar 634 201
636: 48(fvec4) Load 53(inF0)
637: 48(fvec4) ExtInst 1(GLSL.std.450) 30(Log2) 636
638: 48(fvec4) Load 53(inF0)
639: 48(fvec4) Load 54(inF1)
640: 48(fvec4) ExtInst 1(GLSL.std.450) 40(FMax) 638 639
641: 48(fvec4) Load 53(inF0)
642: 48(fvec4) Load 54(inF1)
643: 48(fvec4) ExtInst 1(GLSL.std.450) 37(FMin) 641 642
644: 48(fvec4) Load 53(inF0)
645: 48(fvec4) ExtInst 1(GLSL.std.450) 69(Normalize) 644
646: 48(fvec4) Load 53(inF0)
647: 48(fvec4) Load 54(inF1)
648: 48(fvec4) ExtInst 1(GLSL.std.450) 26(Pow) 646 647
649: 48(fvec4) Load 53(inF0)
650: 48(fvec4) ExtInst 1(GLSL.std.450) 11(Radians) 649
651: 48(fvec4) Load 53(inF0)
652: 48(fvec4) Load 54(inF1)
653: 48(fvec4) ExtInst 1(GLSL.std.450) 71(Reflect) 651 652
654: 48(fvec4) Load 53(inF0)
655: 48(fvec4) Load 54(inF1)
656: 48(fvec4) ExtInst 1(GLSL.std.450) 72(Refract) 654 655 356
659: 557(ivec4) BitReverse 658
660: 48(fvec4) Load 53(inF0)
661: 48(fvec4) ExtInst 1(GLSL.std.450) 2(RoundEven) 660
662: 48(fvec4) Load 53(inF0)
663: 48(fvec4) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 662
664: 48(fvec4) Load 53(inF0)
665: 48(fvec4) CompositeConstruct 135 135 135 135
666: 48(fvec4) CompositeConstruct 223 223 223 223
667: 48(fvec4) ExtInst 1(GLSL.std.450) 43(FClamp) 664 665 666
668: 48(fvec4) Load 53(inF0)
669: 48(fvec4) ExtInst 1(GLSL.std.450) 6(FSign) 668
670: 48(fvec4) Load 53(inF0)
671: 48(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 670
672: 48(fvec4) Load 53(inF0)
673: 48(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 672
Store 54(inF1) 673
674: 48(fvec4) Load 53(inF0)
675: 48(fvec4) ExtInst 1(GLSL.std.450) 14(Cos) 674
Store 55(inF2) 675
676: 48(fvec4) Load 53(inF0)
677: 48(fvec4) ExtInst 1(GLSL.std.450) 19(Sinh) 676
678: 48(fvec4) Load 53(inF0)
679: 48(fvec4) Load 54(inF1)
680: 48(fvec4) Load 55(inF2)
681: 48(fvec4) ExtInst 1(GLSL.std.450) 49(SmoothStep) 678 679 680
682: 48(fvec4) Load 53(inF0)
683: 48(fvec4) ExtInst 1(GLSL.std.450) 31(Sqrt) 682
684: 48(fvec4) Load 53(inF0)
685: 48(fvec4) Load 54(inF1)
686: 48(fvec4) ExtInst 1(GLSL.std.450) 48(Step) 684 685
687: 48(fvec4) Load 53(inF0)
688: 48(fvec4) ExtInst 1(GLSL.std.450) 15(Tan) 687
689: 48(fvec4) Load 53(inF0)
690: 48(fvec4) ExtInst 1(GLSL.std.450) 21(Tanh) 689
691: 48(fvec4) Load 53(inF0)
692: 48(fvec4) ExtInst 1(GLSL.std.450) 3(Trunc) 691
ReturnValue 694
FunctionEnd
66(VertexShaderFunction2x2(mf22;mf22;mf22;): 60 Function None 62
63(inF0): 61(ptr) FunctionParameter
64(inF1): 61(ptr) FunctionParameter
65(inF2): 61(ptr) FunctionParameter
67: Label
697: 60 Load 63(inF0)
699: 698 FOrdNotEqual 697 135
700: 134(bool) All 699
701: 60 Load 63(inF0)
702: 60 ExtInst 1(GLSL.std.450) 4(FAbs) 701
703: 60 Load 63(inF0)
704: 60 ExtInst 1(GLSL.std.450) 17(Acos) 703
705: 60 Load 63(inF0)
706: 698 FOrdNotEqual 705 135
707: 134(bool) Any 706
708: 60 Load 63(inF0)
709: 60 ExtInst 1(GLSL.std.450) 16(Asin) 708
710: 60 Load 63(inF0)
711: 60 ExtInst 1(GLSL.std.450) 18(Atan) 710
712: 60 Load 63(inF0)
713: 60 Load 64(inF1)
714: 60 ExtInst 1(GLSL.std.450) 25(Atan2) 712 713
715: 60 Load 63(inF0)
716: 60 ExtInst 1(GLSL.std.450) 9(Ceil) 715
717: 60 Load 63(inF0)
718: 60 Load 64(inF1)
719: 60 Load 65(inF2)
720: 60 ExtInst 1(GLSL.std.450) 43(FClamp) 717 718 719
721: 60 Load 63(inF0)
722: 60 ExtInst 1(GLSL.std.450) 14(Cos) 721
723: 60 Load 63(inF0)
724: 60 ExtInst 1(GLSL.std.450) 20(Cosh) 723
725: 60 Load 63(inF0)
726: 60 ExtInst 1(GLSL.std.450) 12(Degrees) 725
727: 60 Load 63(inF0)
728: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 727
729: 60 Load 63(inF0)
730: 60 ExtInst 1(GLSL.std.450) 27(Exp) 729
731: 60 Load 63(inF0)
732: 60 ExtInst 1(GLSL.std.450) 29(Exp2) 731
733: 148(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 169
734: 148(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 169
735: 60 Load 63(inF0)
736: 60 ExtInst 1(GLSL.std.450) 8(Floor) 735
737: 60 Load 63(inF0)
738: 60 Load 64(inF1)
739: 24(fvec2) CompositeExtract 737 0
740: 24(fvec2) CompositeExtract 738 0
741: 24(fvec2) FMod 739 740
742: 24(fvec2) CompositeExtract 737 1
743: 24(fvec2) CompositeExtract 738 1
744: 24(fvec2) FMod 742 743
745: 60 CompositeConstruct 741 744
746: 60 Load 63(inF0)
747: 60 ExtInst 1(GLSL.std.450) 10(Fract) 746
748: 60 Load 63(inF0)
749: 60 Load 64(inF1)
750: 60 ExtInst 1(GLSL.std.450) 53(Ldexp) 748 749
751: 60 Load 63(inF0)
752: 60 Load 64(inF1)
753: 60 Load 65(inF2)
754: 60 ExtInst 1(GLSL.std.450) 46(FMix) 751 752 753
755: 60 Load 63(inF0)
756: 60 ExtInst 1(GLSL.std.450) 28(Log) 755
757: 60 Load 63(inF0)
758: 60 ExtInst 1(GLSL.std.450) 30(Log2) 757
759: 60 MatrixTimesScalar 758 201
760: 60 Load 63(inF0)
761: 60 ExtInst 1(GLSL.std.450) 30(Log2) 760
762: 60 Load 63(inF0)
763: 60 Load 64(inF1)
764: 60 ExtInst 1(GLSL.std.450) 40(FMax) 762 763
765: 60 Load 63(inF0)
766: 60 Load 64(inF1)
767: 60 ExtInst 1(GLSL.std.450) 37(FMin) 765 766
768: 60 Load 63(inF0)
769: 60 Load 64(inF1)
770: 60 ExtInst 1(GLSL.std.450) 26(Pow) 768 769
771: 60 Load 63(inF0)
772: 60 ExtInst 1(GLSL.std.450) 11(Radians) 771
773: 60 Load 63(inF0)
774: 60 ExtInst 1(GLSL.std.450) 2(RoundEven) 773
775: 60 Load 63(inF0)
776: 60 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 775
777: 60 Load 63(inF0)
778: 24(fvec2) CompositeConstruct 135 135
779: 24(fvec2) CompositeConstruct 223 223
780: 60 ExtInst 1(GLSL.std.450) 43(FClamp) 777 778 779
781: 60 Load 63(inF0)
782: 60 ExtInst 1(GLSL.std.450) 6(FSign) 781
783: 60 Load 63(inF0)
784: 60 ExtInst 1(GLSL.std.450) 13(Sin) 783
785: 60 Load 63(inF0)
786: 60 ExtInst 1(GLSL.std.450) 13(Sin) 785
Store 64(inF1) 786
787: 60 Load 63(inF0)
788: 60 ExtInst 1(GLSL.std.450) 14(Cos) 787
Store 65(inF2) 788
789: 60 Load 63(inF0)
790: 60 ExtInst 1(GLSL.std.450) 19(Sinh) 789
791: 60 Load 63(inF0)
792: 60 Load 64(inF1)
793: 60 Load 65(inF2)
794: 60 ExtInst 1(GLSL.std.450) 49(SmoothStep) 791 792 793
795: 60 Load 63(inF0)
796: 60 ExtInst 1(GLSL.std.450) 31(Sqrt) 795
797: 60 Load 63(inF0)
798: 60 Load 64(inF1)
799: 60 ExtInst 1(GLSL.std.450) 48(Step) 797 798
800: 60 Load 63(inF0)
801: 60 ExtInst 1(GLSL.std.450) 15(Tan) 800
802: 60 Load 63(inF0)
803: 60 ExtInst 1(GLSL.std.450) 21(Tanh) 802
804: 60 Load 63(inF0)
805: 60 Transpose 804
806: 60 Load 63(inF0)
807: 60 ExtInst 1(GLSL.std.450) 3(Trunc) 806
ReturnValue 809
FunctionEnd
74(VertexShaderFunction3x3(mf33;mf33;mf33;): 68 Function None 70
71(inF0): 69(ptr) FunctionParameter
72(inF1): 69(ptr) FunctionParameter
73(inF2): 69(ptr) FunctionParameter
75: Label
812: 68 Load 71(inF0)
814: 813 FOrdNotEqual 812 135
815: 134(bool) All 814
816: 68 Load 71(inF0)
817: 68 ExtInst 1(GLSL.std.450) 4(FAbs) 816
818: 68 Load 71(inF0)
819: 68 ExtInst 1(GLSL.std.450) 17(Acos) 818
820: 68 Load 71(inF0)
821: 813 FOrdNotEqual 820 135
822: 134(bool) Any 821
823: 68 Load 71(inF0)
824: 68 ExtInst 1(GLSL.std.450) 16(Asin) 823
825: 68 Load 71(inF0)
826: 68 ExtInst 1(GLSL.std.450) 18(Atan) 825
827: 68 Load 71(inF0)
828: 68 Load 72(inF1)
829: 68 ExtInst 1(GLSL.std.450) 25(Atan2) 827 828
830: 68 Load 71(inF0)
831: 68 ExtInst 1(GLSL.std.450) 9(Ceil) 830
832: 68 Load 71(inF0)
833: 68 Load 72(inF1)
834: 68 Load 73(inF2)
835: 68 ExtInst 1(GLSL.std.450) 43(FClamp) 832 833 834
836: 68 Load 71(inF0)
837: 68 ExtInst 1(GLSL.std.450) 14(Cos) 836
838: 68 Load 71(inF0)
839: 68 ExtInst 1(GLSL.std.450) 20(Cosh) 838
840: 68 Load 71(inF0)
841: 68 ExtInst 1(GLSL.std.450) 12(Degrees) 840
842: 68 Load 71(inF0)
843: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 842
844: 68 Load 71(inF0)
845: 68 ExtInst 1(GLSL.std.450) 27(Exp) 844
846: 68 Load 71(inF0)
847: 68 ExtInst 1(GLSL.std.450) 29(Exp2) 846
848: 148(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 169
849: 148(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 169
850: 68 Load 71(inF0)
851: 68 ExtInst 1(GLSL.std.450) 8(Floor) 850
852: 68 Load 71(inF0)
853: 68 Load 72(inF1)
854: 36(fvec3) CompositeExtract 852 0
855: 36(fvec3) CompositeExtract 853 0
856: 36(fvec3) FMod 854 855
857: 36(fvec3) CompositeExtract 852 1
858: 36(fvec3) CompositeExtract 853 1
859: 36(fvec3) FMod 857 858
860: 36(fvec3) CompositeExtract 852 2
861: 36(fvec3) CompositeExtract 853 2
862: 36(fvec3) FMod 860 861
863: 68 CompositeConstruct 856 859 862
864: 68 Load 71(inF0)
865: 68 ExtInst 1(GLSL.std.450) 10(Fract) 864
866: 68 Load 71(inF0)
867: 68 Load 72(inF1)
868: 68 ExtInst 1(GLSL.std.450) 53(Ldexp) 866 867
869: 68 Load 71(inF0)
870: 68 Load 72(inF1)
871: 68 Load 73(inF2)
872: 68 ExtInst 1(GLSL.std.450) 46(FMix) 869 870 871
873: 68 Load 71(inF0)
874: 68 ExtInst 1(GLSL.std.450) 28(Log) 873
875: 68 Load 71(inF0)
876: 68 ExtInst 1(GLSL.std.450) 30(Log2) 875
877: 68 MatrixTimesScalar 876 201
878: 68 Load 71(inF0)
879: 68 ExtInst 1(GLSL.std.450) 30(Log2) 878
880: 68 Load 71(inF0)
881: 68 Load 72(inF1)
882: 68 ExtInst 1(GLSL.std.450) 40(FMax) 880 881
883: 68 Load 71(inF0)
884: 68 Load 72(inF1)
885: 68 ExtInst 1(GLSL.std.450) 37(FMin) 883 884
886: 68 Load 71(inF0)
887: 68 Load 72(inF1)
888: 68 ExtInst 1(GLSL.std.450) 26(Pow) 886 887
889: 68 Load 71(inF0)
890: 68 ExtInst 1(GLSL.std.450) 11(Radians) 889
891: 68 Load 71(inF0)
892: 68 ExtInst 1(GLSL.std.450) 2(RoundEven) 891
893: 68 Load 71(inF0)
894: 68 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 893
895: 68 Load 71(inF0)
896: 36(fvec3) CompositeConstruct 135 135 135
897: 36(fvec3) CompositeConstruct 223 223 223
898: 68 ExtInst 1(GLSL.std.450) 43(FClamp) 895 896 897
899: 68 Load 71(inF0)
900: 68 ExtInst 1(GLSL.std.450) 6(FSign) 899
901: 68 Load 71(inF0)
902: 68 ExtInst 1(GLSL.std.450) 13(Sin) 901
903: 68 Load 71(inF0)
904: 68 ExtInst 1(GLSL.std.450) 13(Sin) 903
Store 72(inF1) 904
905: 68 Load 71(inF0)
906: 68 ExtInst 1(GLSL.std.450) 14(Cos) 905
Store 73(inF2) 906
907: 68 Load 71(inF0)
908: 68 ExtInst 1(GLSL.std.450) 19(Sinh) 907
909: 68 Load 71(inF0)
910: 68 Load 72(inF1)
911: 68 Load 73(inF2)
912: 68 ExtInst 1(GLSL.std.450) 49(SmoothStep) 909 910 911
913: 68 Load 71(inF0)
914: 68 ExtInst 1(GLSL.std.450) 31(Sqrt) 913
915: 68 Load 71(inF0)
916: 68 Load 72(inF1)
917: 68 ExtInst 1(GLSL.std.450) 48(Step) 915 916
918: 68 Load 71(inF0)
919: 68 ExtInst 1(GLSL.std.450) 15(Tan) 918
920: 68 Load 71(inF0)
921: 68 ExtInst 1(GLSL.std.450) 21(Tanh) 920
922: 68 Load 71(inF0)
923: 68 Transpose 922
924: 68 Load 71(inF0)
925: 68 ExtInst 1(GLSL.std.450) 3(Trunc) 924
ReturnValue 927
FunctionEnd
82(VertexShaderFunction4x4(mf44;mf44;mf44;): 76 Function None 78
79(inF0): 77(ptr) FunctionParameter
80(inF1): 77(ptr) FunctionParameter
81(inF2): 77(ptr) FunctionParameter
83: Label
930: 76 Load 79(inF0)
932: 931 FOrdNotEqual 930 135
933: 134(bool) All 932
934: 76 Load 79(inF0)
935: 76 ExtInst 1(GLSL.std.450) 4(FAbs) 934
936: 76 Load 79(inF0)
937: 76 ExtInst 1(GLSL.std.450) 17(Acos) 936
938: 76 Load 79(inF0)
939: 931 FOrdNotEqual 938 135
940: 134(bool) Any 939
941: 76 Load 79(inF0)
942: 76 ExtInst 1(GLSL.std.450) 16(Asin) 941
943: 76 Load 79(inF0)
944: 76 ExtInst 1(GLSL.std.450) 18(Atan) 943
945: 76 Load 79(inF0)
946: 76 Load 80(inF1)
947: 76 ExtInst 1(GLSL.std.450) 25(Atan2) 945 946
948: 76 Load 79(inF0)
949: 76 ExtInst 1(GLSL.std.450) 9(Ceil) 948
950: 76 Load 79(inF0)
951: 76 Load 80(inF1)
952: 76 Load 81(inF2)
953: 76 ExtInst 1(GLSL.std.450) 43(FClamp) 950 951 952
954: 76 Load 79(inF0)
955: 76 ExtInst 1(GLSL.std.450) 14(Cos) 954
956: 76 Load 79(inF0)
957: 76 ExtInst 1(GLSL.std.450) 20(Cosh) 956
958: 76 Load 79(inF0)
959: 76 ExtInst 1(GLSL.std.450) 12(Degrees) 958
960: 76 Load 79(inF0)
961: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 960
962: 76 Load 79(inF0)
963: 76 ExtInst 1(GLSL.std.450) 27(Exp) 962
964: 76 Load 79(inF0)
965: 76 ExtInst 1(GLSL.std.450) 29(Exp2) 964
966: 148(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 169
967: 148(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 169
968: 76 Load 79(inF0)
969: 76 ExtInst 1(GLSL.std.450) 8(Floor) 968
970: 76 Load 79(inF0)
971: 76 Load 80(inF1)
972: 48(fvec4) CompositeExtract 970 0
973: 48(fvec4) CompositeExtract 971 0
974: 48(fvec4) FMod 972 973
975: 48(fvec4) CompositeExtract 970 1
976: 48(fvec4) CompositeExtract 971 1
977: 48(fvec4) FMod 975 976
978: 48(fvec4) CompositeExtract 970 2
979: 48(fvec4) CompositeExtract 971 2
980: 48(fvec4) FMod 978 979
981: 48(fvec4) CompositeExtract 970 3
982: 48(fvec4) CompositeExtract 971 3
983: 48(fvec4) FMod 981 982
984: 76 CompositeConstruct 974 977 980 983
985: 76 Load 79(inF0)
986: 76 ExtInst 1(GLSL.std.450) 10(Fract) 985
987: 76 Load 79(inF0)
988: 76 Load 80(inF1)
989: 76 ExtInst 1(GLSL.std.450) 53(Ldexp) 987 988
990: 76 Load 79(inF0)
991: 76 Load 80(inF1)
992: 76 Load 81(inF2)
993: 76 ExtInst 1(GLSL.std.450) 46(FMix) 990 991 992
994: 76 Load 79(inF0)
995: 76 ExtInst 1(GLSL.std.450) 28(Log) 994
996: 76 Load 79(inF0)
997: 76 ExtInst 1(GLSL.std.450) 30(Log2) 996
998: 76 MatrixTimesScalar 997 201
999: 76 Load 79(inF0)
1000: 76 ExtInst 1(GLSL.std.450) 30(Log2) 999
1001: 76 Load 79(inF0)
1002: 76 Load 80(inF1)
1003: 76 ExtInst 1(GLSL.std.450) 40(FMax) 1001 1002
1004: 76 Load 79(inF0)
1005: 76 Load 80(inF1)
1006: 76 ExtInst 1(GLSL.std.450) 37(FMin) 1004 1005
1007: 76 Load 79(inF0)
1008: 76 Load 80(inF1)
1009: 76 ExtInst 1(GLSL.std.450) 26(Pow) 1007 1008
1010: 76 Load 79(inF0)
1011: 76 ExtInst 1(GLSL.std.450) 11(Radians) 1010
1012: 76 Load 79(inF0)
1013: 76 ExtInst 1(GLSL.std.450) 2(RoundEven) 1012
1014: 76 Load 79(inF0)
1015: 76 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 1014
1016: 76 Load 79(inF0)
1017: 48(fvec4) CompositeConstruct 135 135 135 135
1018: 48(fvec4) CompositeConstruct 223 223 223 223
1019: 76 ExtInst 1(GLSL.std.450) 43(FClamp) 1016 1017 1018
1020: 76 Load 79(inF0)
1021: 76 ExtInst 1(GLSL.std.450) 6(FSign) 1020
1022: 76 Load 79(inF0)
1023: 76 ExtInst 1(GLSL.std.450) 13(Sin) 1022
1024: 76 Load 79(inF0)
1025: 76 ExtInst 1(GLSL.std.450) 13(Sin) 1024
Store 80(inF1) 1025
1026: 76 Load 79(inF0)
1027: 76 ExtInst 1(GLSL.std.450) 14(Cos) 1026
Store 81(inF2) 1027
1028: 76 Load 79(inF0)
1029: 76 ExtInst 1(GLSL.std.450) 19(Sinh) 1028
1030: 76 Load 79(inF0)
1031: 76 Load 80(inF1)
1032: 76 Load 81(inF2)
1033: 76 ExtInst 1(GLSL.std.450) 49(SmoothStep) 1030 1031 1032
1034: 76 Load 79(inF0)
1035: 76 ExtInst 1(GLSL.std.450) 31(Sqrt) 1034
1036: 76 Load 79(inF0)
1037: 76 Load 80(inF1)
1038: 76 ExtInst 1(GLSL.std.450) 48(Step) 1036 1037
1039: 76 Load 79(inF0)
1040: 76 ExtInst 1(GLSL.std.450) 15(Tan) 1039
1041: 76 Load 79(inF0)
1042: 76 ExtInst 1(GLSL.std.450) 21(Tanh) 1041
1043: 76 Load 79(inF0)
1044: 76 Transpose 1043
1045: 76 Load 79(inF0)
1046: 76 ExtInst 1(GLSL.std.450) 3(Trunc) 1045
ReturnValue 1048
FunctionEnd
91(TestGenMul2(f1;f1;vf2;vf2;mf22;mf22;): 2 Function None 84
85(inF0): 7(ptr) FunctionParameter
86(inF1): 7(ptr) FunctionParameter
87(inFV0): 25(ptr) FunctionParameter
88(inFV1): 25(ptr) FunctionParameter
89(inFM0): 61(ptr) FunctionParameter
90(inFM1): 61(ptr) FunctionParameter
92: Label
1051(r0): 7(ptr) Variable Function
1055(r1): 25(ptr) Variable Function
1059(r2): 25(ptr) Variable Function
1063(r3): 7(ptr) Variable Function
1067(r4): 25(ptr) Variable Function
1071(r5): 25(ptr) Variable Function
1075(r6): 61(ptr) Variable Function
1079(r7): 61(ptr) Variable Function
1083(r8): 61(ptr) Variable Function
1052: 6(float) Load 86(inF1)
1053: 6(float) Load 85(inF0)
1054: 6(float) FMul 1052 1053
Store 1051(r0) 1054
1056: 6(float) Load 85(inF0)
1057: 24(fvec2) Load 87(inFV0)
1058: 24(fvec2) VectorTimesScalar 1057 1056
Store 1055(r1) 1058
1060: 24(fvec2) Load 87(inFV0)
1061: 6(float) Load 85(inF0)
1062: 24(fvec2) VectorTimesScalar 1060 1061
Store 1059(r2) 1062
1064: 24(fvec2) Load 87(inFV0)
1065: 24(fvec2) Load 88(inFV1)
1066: 6(float) Dot 1064 1065
Store 1063(r3) 1066
1068: 24(fvec2) Load 87(inFV0)
1069: 60 Load 89(inFM0)
1070: 24(fvec2) VectorTimesMatrix 1068 1069
Store 1067(r4) 1070
1072: 60 Load 89(inFM0)
1073: 24(fvec2) Load 87(inFV0)
1074: 24(fvec2) MatrixTimesVector 1072 1073
Store 1071(r5) 1074
1076: 6(float) Load 85(inF0)
1077: 60 Load 89(inFM0)
1078: 60 MatrixTimesScalar 1077 1076
Store 1075(r6) 1078
1080: 60 Load 89(inFM0)
1081: 6(float) Load 85(inF0)
1082: 60 MatrixTimesScalar 1080 1081
Store 1079(r7) 1082
1084: 60 Load 90(inFM1)
1085: 60 Load 89(inFM0)
1086: 60 MatrixTimesMatrix 1084 1085
Store 1083(r8) 1086
Return
FunctionEnd
100(TestGenMul3(f1;f1;vf3;vf3;mf33;mf33;): 2 Function None 93
94(inF0): 7(ptr) FunctionParameter
95(inF1): 7(ptr) FunctionParameter
96(inFV0): 37(ptr) FunctionParameter
97(inFV1): 37(ptr) FunctionParameter
98(inFM0): 69(ptr) FunctionParameter
99(inFM1): 69(ptr) FunctionParameter
101: Label
1087(r0): 7(ptr) Variable Function
1091(r1): 37(ptr) Variable Function
1095(r2): 37(ptr) Variable Function
1099(r3): 7(ptr) Variable Function
1103(r4): 37(ptr) Variable Function
1107(r5): 37(ptr) Variable Function
1111(r6): 69(ptr) Variable Function
1115(r7): 69(ptr) Variable Function
1119(r8): 69(ptr) Variable Function
1088: 6(float) Load 95(inF1)
1089: 6(float) Load 94(inF0)
1090: 6(float) FMul 1088 1089
Store 1087(r0) 1090
1092: 6(float) Load 94(inF0)
1093: 36(fvec3) Load 96(inFV0)
1094: 36(fvec3) VectorTimesScalar 1093 1092
Store 1091(r1) 1094
1096: 36(fvec3) Load 96(inFV0)
1097: 6(float) Load 94(inF0)
1098: 36(fvec3) VectorTimesScalar 1096 1097
Store 1095(r2) 1098
1100: 36(fvec3) Load 96(inFV0)
1101: 36(fvec3) Load 97(inFV1)
1102: 6(float) Dot 1100 1101
Store 1099(r3) 1102
1104: 36(fvec3) Load 96(inFV0)
1105: 68 Load 98(inFM0)
1106: 36(fvec3) VectorTimesMatrix 1104 1105
Store 1103(r4) 1106
1108: 68 Load 98(inFM0)
1109: 36(fvec3) Load 96(inFV0)
1110: 36(fvec3) MatrixTimesVector 1108 1109
Store 1107(r5) 1110
1112: 6(float) Load 94(inF0)
1113: 68 Load 98(inFM0)
1114: 68 MatrixTimesScalar 1113 1112
Store 1111(r6) 1114
1116: 68 Load 98(inFM0)
1117: 6(float) Load 94(inF0)
1118: 68 MatrixTimesScalar 1116 1117
Store 1115(r7) 1118
1120: 68 Load 99(inFM1)
1121: 68 Load 98(inFM0)
1122: 68 MatrixTimesMatrix 1120 1121
Store 1119(r8) 1122
Return
FunctionEnd
109(TestGenMul4(f1;f1;vf4;vf4;mf44;mf44;): 2 Function None 102
103(inF0): 7(ptr) FunctionParameter
104(inF1): 7(ptr) FunctionParameter
105(inFV0): 49(ptr) FunctionParameter
106(inFV1): 49(ptr) FunctionParameter
107(inFM0): 77(ptr) FunctionParameter
108(inFM1): 77(ptr) FunctionParameter
110: Label
1123(r0): 7(ptr) Variable Function
1127(r1): 49(ptr) Variable Function
1131(r2): 49(ptr) Variable Function
1135(r3): 7(ptr) Variable Function
1139(r4): 49(ptr) Variable Function
1143(r5): 49(ptr) Variable Function
1147(r6): 77(ptr) Variable Function
1151(r7): 77(ptr) Variable Function
1155(r8): 77(ptr) Variable Function
1124: 6(float) Load 104(inF1)
1125: 6(float) Load 103(inF0)
1126: 6(float) FMul 1124 1125
Store 1123(r0) 1126
1128: 6(float) Load 103(inF0)
1129: 48(fvec4) Load 105(inFV0)
1130: 48(fvec4) VectorTimesScalar 1129 1128
Store 1127(r1) 1130
1132: 48(fvec4) Load 105(inFV0)
1133: 6(float) Load 103(inF0)
1134: 48(fvec4) VectorTimesScalar 1132 1133
Store 1131(r2) 1134
1136: 48(fvec4) Load 105(inFV0)
1137: 48(fvec4) Load 106(inFV1)
1138: 6(float) Dot 1136 1137
Store 1135(r3) 1138
1140: 48(fvec4) Load 105(inFV0)
1141: 76 Load 107(inFM0)
1142: 48(fvec4) VectorTimesMatrix 1140 1141
Store 1139(r4) 1142
1144: 76 Load 107(inFM0)
1145: 48(fvec4) Load 105(inFV0)
1146: 48(fvec4) MatrixTimesVector 1144 1145
Store 1143(r5) 1146
1148: 6(float) Load 103(inF0)
1149: 76 Load 107(inFM0)
1150: 76 MatrixTimesScalar 1149 1148
Store 1147(r6) 1150
1152: 76 Load 107(inFM0)
1153: 6(float) Load 103(inF0)
1154: 76 MatrixTimesScalar 1152 1153
Store 1151(r7) 1154
1156: 76 Load 108(inFM1)
1157: 76 Load 107(inFM0)
1158: 76 MatrixTimesMatrix 1156 1157
Store 1155(r8) 1158
Return
FunctionEnd
129(TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24;): 2 Function None 119
120(inF0): 7(ptr) FunctionParameter
121(inF1): 7(ptr) FunctionParameter
122(inFV2): 25(ptr) FunctionParameter
123(inFV3): 37(ptr) FunctionParameter
124(inFM2x3): 112(ptr) FunctionParameter
125(inFM3x2): 114(ptr) FunctionParameter
126(inFM3x3): 69(ptr) FunctionParameter
127(inFM3x4): 116(ptr) FunctionParameter
128(inFM2x4): 118(ptr) FunctionParameter
130: Label
1159(r00): 7(ptr) Variable Function
1163(r01): 25(ptr) Variable Function
1167(r02): 37(ptr) Variable Function
1171(r03): 25(ptr) Variable Function
1175(r04): 37(ptr) Variable Function
1179(r05): 7(ptr) Variable Function
1183(r06): 7(ptr) Variable Function
1187(r07): 37(ptr) Variable Function
1191(r08): 25(ptr) Variable Function
1195(r09): 25(ptr) Variable Function
1199(r10): 37(ptr) Variable Function
1203(r11): 112(ptr) Variable Function
1207(r12): 114(ptr) Variable Function
1211(r13): 61(ptr) Variable Function
1215(r14): 112(ptr) Variable Function
1219(r15): 118(ptr) Variable Function
1223(r16): 116(ptr) Variable Function
1160: 6(float) Load 121(inF1)
1161: 6(float) Load 120(inF0)
1162: 6(float) FMul 1160 1161
Store 1159(r00) 1162
1164: 6(float) Load 120(inF0)
1165: 24(fvec2) Load 122(inFV2)
1166: 24(fvec2) VectorTimesScalar 1165 1164
Store 1163(r01) 1166
1168: 6(float) Load 120(inF0)
1169: 36(fvec3) Load 123(inFV3)
1170: 36(fvec3) VectorTimesScalar 1169 1168
Store 1167(r02) 1170
1172: 24(fvec2) Load 122(inFV2)
1173: 6(float) Load 120(inF0)
1174: 24(fvec2) VectorTimesScalar 1172 1173
Store 1171(r03) 1174
1176: 36(fvec3) Load 123(inFV3)
1177: 6(float) Load 120(inF0)
1178: 36(fvec3) VectorTimesScalar 1176 1177
Store 1175(r04) 1178
1180: 24(fvec2) Load 122(inFV2)
1181: 24(fvec2) Load 122(inFV2)
1182: 6(float) Dot 1180 1181
Store 1179(r05) 1182
1184: 36(fvec3) Load 123(inFV3)
1185: 36(fvec3) Load 123(inFV3)
1186: 6(float) Dot 1184 1185
Store 1183(r06) 1186
1188: 111 Load 124(inFM2x3)
1189: 24(fvec2) Load 122(inFV2)
1190: 36(fvec3) MatrixTimesVector 1188 1189
Store 1187(r07) 1190
1192: 113 Load 125(inFM3x2)
1193: 36(fvec3) Load 123(inFV3)
1194: 24(fvec2) MatrixTimesVector 1192 1193
Store 1191(r08) 1194
1196: 36(fvec3) Load 123(inFV3)
1197: 111 Load 124(inFM2x3)
1198: 24(fvec2) VectorTimesMatrix 1196 1197
Store 1195(r09) 1198
1200: 24(fvec2) Load 122(inFV2)
1201: 113 Load 125(inFM3x2)
1202: 36(fvec3) VectorTimesMatrix 1200 1201
Store 1199(r10) 1202
1204: 6(float) Load 120(inF0)
1205: 111 Load 124(inFM2x3)
1206: 111 MatrixTimesScalar 1205 1204
Store 1203(r11) 1206
1208: 6(float) Load 120(inF0)
1209: 113 Load 125(inFM3x2)
1210: 113 MatrixTimesScalar 1209 1208
Store 1207(r12) 1210
1212: 113 Load 125(inFM3x2)
1213: 111 Load 124(inFM2x3)
1214: 60 MatrixTimesMatrix 1212 1213
Store 1211(r13) 1214
1216: 68 Load 126(inFM3x3)
1217: 111 Load 124(inFM2x3)
1218: 111 MatrixTimesMatrix 1216 1217
Store 1215(r14) 1218
1220: 115 Load 127(inFM3x4)
1221: 111 Load 124(inFM2x3)
1222: 117 MatrixTimesMatrix 1220 1221
Store 1219(r15) 1222
1224: 117 Load 128(inFM2x4)
1225: 113 Load 125(inFM3x2)
1226: 115 MatrixTimesMatrix 1224 1225
Store 1223(r16) 1226
Return
FunctionEnd
131(@main(): 2 Function None 3
132: Label
Return
FunctionEnd