blob: 04f49b5d6adf8096951dee8fdac2b1e70b4a02f6 [file] [log] [blame]
hlsl.swizzle.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'AmbientColor' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:4 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' ( in 4-component vector of float)
0:? Sequence
0:5 Branch: Return with expression
0:5 component-wise multiply ( temp 4-component vector of float)
0:5 vector swizzle ( temp 4-component vector of float)
0:5 'input' ( in 4-component vector of float)
0:5 Sequence
0:5 Constant:
0:5 3 (const int)
0:5 Constant:
0:5 3 (const int)
0:5 Constant:
0:5 1 (const int)
0:5 Constant:
0:5 0 (const int)
0:5 Construct vec4 ( temp 4-component vector of float)
0:5 direct index ( temp float)
0:5 'AmbientColor' ( global 4-component vector of float)
0:5 Constant:
0:5 2 (const int)
0:4 Function Definition: ShaderFunction( ( temp void)
0:4 Function Parameters:
0:? Sequence
0:4 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:4 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:4 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'AmbientColor' ( global 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'AmbientColor' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:4 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' ( in 4-component vector of float)
0:? Sequence
0:5 Branch: Return with expression
0:5 component-wise multiply ( temp 4-component vector of float)
0:5 vector swizzle ( temp 4-component vector of float)
0:5 'input' ( in 4-component vector of float)
0:5 Sequence
0:5 Constant:
0:5 3 (const int)
0:5 Constant:
0:5 3 (const int)
0:5 Constant:
0:5 1 (const int)
0:5 Constant:
0:5 0 (const int)
0:5 Construct vec4 ( temp 4-component vector of float)
0:5 direct index ( temp float)
0:5 'AmbientColor' ( global 4-component vector of float)
0:5 Constant:
0:5 2 (const int)
0:4 Function Definition: ShaderFunction( ( temp void)
0:4 Function Parameters:
0:? Sequence
0:4 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:4 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:4 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'AmbientColor' ( global 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80008
// Id's are bound by 39
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "ShaderFunction" 32 35
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "ShaderFunction"
Name 11 "@ShaderFunction(vf4;"
Name 10 "input"
Name 14 "AmbientColor"
Name 30 "input"
Name 32 "input"
Name 35 "@entryPointOutput"
Name 36 "param"
Decorate 32(input) Location 0
Decorate 35(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypePointer Private 7(fvec4)
14(AmbientColor): 13(ptr) Variable Private
15: 6(float) Constant 1065353216
16: 6(float) Constant 1056964608
17: 6(float) Constant 0
18: 7(fvec4) ConstantComposite 15 16 17 15
21: TypeInt 32 0
22: 21(int) Constant 2
23: TypePointer Private 6(float)
31: TypePointer Input 7(fvec4)
32(input): 31(ptr) Variable Input
34: TypePointer Output 7(fvec4)
35(@entryPointOutput): 34(ptr) Variable Output
4(ShaderFunction): 2 Function None 3
5: Label
30(input): 8(ptr) Variable Function
36(param): 8(ptr) Variable Function
Store 14(AmbientColor) 18
33: 7(fvec4) Load 32(input)
Store 30(input) 33
37: 7(fvec4) Load 30(input)
Store 36(param) 37
38: 7(fvec4) FunctionCall 11(@ShaderFunction(vf4;) 36(param)
Store 35(@entryPointOutput) 38
Return
FunctionEnd
11(@ShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
19: 7(fvec4) Load 10(input)
20: 7(fvec4) VectorShuffle 19 19 3 3 1 0
24: 23(ptr) AccessChain 14(AmbientColor) 22
25: 6(float) Load 24
26: 7(fvec4) CompositeConstruct 25 25 25 25
27: 7(fvec4) FMul 20 26
ReturnValue 27
FunctionEnd