protot/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.vert.out

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Plaintext

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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 'inF0' ( in 4X4 matrix of float)
0:351 arc sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 arc tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 arc tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 Ceiling ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 clamp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 degrees ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 determinant ( temp float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 exp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 exp2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 findMSB ( temp int)
0:351 Constant:
0:351 7 (const int)
0:351 findLSB ( temp int)
0:351 Constant:
0:351 7 (const int)
0:351 Floor ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 mod ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 Fraction ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 ldexp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 mix ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 log ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 matrix-scale ( temp 4X4 matrix of float)
0:351 log2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Constant:
0:351 0.301030
0:351 log2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 max ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 min ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 pow ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 radians ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 roundEven ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 inverse sqrt ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 clamp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Constant:
0:351 0.000000
0:351 Constant:
0:351 1.000000
0:351 Sign ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Sequence
0:351 move second child to first child ( temp 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 move second child to first child ( temp 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 smoothstep ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 sqrt ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 step ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 transpose ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 trunc ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:354 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:372 Function Parameters:
0:372 'inF0' ( in float)
0:372 'inF1' ( in float)
0:372 'inFV0' ( in 2-component vector of float)
0:372 'inFV1' ( in 2-component vector of float)
0:372 'inFM0' ( in 2X2 matrix of float)
0:372 'inFM1' ( in 2X2 matrix of float)
0:? Sequence
0:373 Sequence
0:373 move second child to first child ( temp float)
0:373 'r0' ( temp float)
0:373 component-wise multiply ( temp float)
0:373 'inF1' ( in float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r1' ( temp 2-component vector of float)
0:373 vector-scale ( temp 2-component vector of float)
0:373 'inF0' ( in float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r2' ( temp 2-component vector of float)
0:373 vector-scale ( temp 2-component vector of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp float)
0:373 'r3' ( temp float)
0:373 dot-product ( temp float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inFV1' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r4' ( temp 2-component vector of float)
0:373 vector-times-matrix ( temp 2-component vector of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r5' ( temp 2-component vector of float)
0:373 matrix-times-vector ( temp 2-component vector of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r6' ( temp 2X2 matrix of float)
0:373 matrix-scale ( temp 2X2 matrix of float)
0:373 'inF0' ( in float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r7' ( temp 2X2 matrix of float)
0:373 matrix-scale ( temp 2X2 matrix of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r8' ( temp 2X2 matrix of float)
0:373 matrix-multiply ( temp 2X2 matrix of float)
0:373 'inFM1' ( in 2X2 matrix of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:379 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; ( temp void)
0:379 Function Parameters:
0:379 'inF0' ( in float)
0:379 'inF1' ( in float)
0:379 'inFV0' ( in 3-component vector of float)
0:379 'inFV1' ( in 3-component vector of float)
0:379 'inFM0' ( in 3X3 matrix of float)
0:379 'inFM1' ( in 3X3 matrix of float)
0:? Sequence
0:380 Sequence
0:380 move second child to first child ( temp float)
0:380 'r0' ( temp float)
0:380 component-wise multiply ( temp float)
0:380 'inF1' ( in float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r1' ( temp 3-component vector of float)
0:380 vector-scale ( temp 3-component vector of float)
0:380 'inF0' ( in float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r2' ( temp 3-component vector of float)
0:380 vector-scale ( temp 3-component vector of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp float)
0:380 'r3' ( temp float)
0:380 dot-product ( temp float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inFV1' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r4' ( temp 3-component vector of float)
0:380 vector-times-matrix ( temp 3-component vector of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r5' ( temp 3-component vector of float)
0:380 matrix-times-vector ( temp 3-component vector of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r6' ( temp 3X3 matrix of float)
0:380 matrix-scale ( temp 3X3 matrix of float)
0:380 'inF0' ( in float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r7' ( temp 3X3 matrix of float)
0:380 matrix-scale ( temp 3X3 matrix of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r8' ( temp 3X3 matrix of float)
0:380 matrix-multiply ( temp 3X3 matrix of float)
0:380 'inFM1' ( in 3X3 matrix of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:386 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; ( temp void)
0:386 Function Parameters:
0:386 'inF0' ( in float)
0:386 'inF1' ( in float)
0:386 'inFV0' ( in 4-component vector of float)
0:386 'inFV1' ( in 4-component vector of float)
0:386 'inFM0' ( in 4X4 matrix of float)
0:386 'inFM1' ( in 4X4 matrix of float)
0:? Sequence
0:387 Sequence
0:387 move second child to first child ( temp float)
0:387 'r0' ( temp float)
0:387 component-wise multiply ( temp float)
0:387 'inF1' ( in float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r1' ( temp 4-component vector of float)
0:387 vector-scale ( temp 4-component vector of float)
0:387 'inF0' ( in float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r2' ( temp 4-component vector of float)
0:387 vector-scale ( temp 4-component vector of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp float)
0:387 'r3' ( temp float)
0:387 dot-product ( temp float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inFV1' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r4' ( temp 4-component vector of float)
0:387 vector-times-matrix ( temp 4-component vector of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r5' ( temp 4-component vector of float)
0:387 matrix-times-vector ( temp 4-component vector of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r6' ( temp 4X4 matrix of float)
0:387 matrix-scale ( temp 4X4 matrix of float)
0:387 'inF0' ( in float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r7' ( temp 4X4 matrix of float)
0:387 matrix-scale ( temp 4X4 matrix of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r8' ( temp 4X4 matrix of float)
0:387 matrix-multiply ( temp 4X4 matrix of float)
0:387 'inFM1' ( in 4X4 matrix of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:396 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; ( temp void)
0:396 Function Parameters:
0:396 'inF0' ( in float)
0:396 'inF1' ( in float)
0:396 'inFV2' ( in 2-component vector of float)
0:396 'inFV3' ( in 3-component vector of float)
0:396 'inFM2x3' ( in 2X3 matrix of float)
0:396 'inFM3x2' ( in 3X2 matrix of float)
0:396 'inFM3x3' ( in 3X3 matrix of float)
0:396 'inFM3x4' ( in 3X4 matrix of float)
0:396 'inFM2x4' ( in 2X4 matrix of float)
0:? Sequence
0:397 Sequence
0:397 move second child to first child ( temp float)
0:397 'r00' ( temp float)
0:397 component-wise multiply ( temp float)
0:397 'inF1' ( in float)
0:397 'inF0' ( in float)
0:398 Sequence
0:398 move second child to first child ( temp 2-component vector of float)
0:398 'r01' ( temp 2-component vector of float)
0:398 vector-scale ( temp 2-component vector of float)
0:398 'inF0' ( in float)
0:398 'inFV2' ( in 2-component vector of float)
0:399 Sequence
0:399 move second child to first child ( temp 3-component vector of float)
0:399 'r02' ( temp 3-component vector of float)
0:399 vector-scale ( temp 3-component vector of float)
0:399 'inF0' ( in float)
0:399 'inFV3' ( in 3-component vector of float)
0:400 Sequence
0:400 move second child to first child ( temp 2-component vector of float)
0:400 'r03' ( temp 2-component vector of float)
0:400 vector-scale ( temp 2-component vector of float)
0:400 'inFV2' ( in 2-component vector of float)
0:400 'inF0' ( in float)
0:401 Sequence
0:401 move second child to first child ( temp 3-component vector of float)
0:401 'r04' ( temp 3-component vector of float)
0:401 vector-scale ( temp 3-component vector of float)
0:401 'inFV3' ( in 3-component vector of float)
0:401 'inF0' ( in float)
0:402 Sequence
0:402 move second child to first child ( temp float)
0:402 'r05' ( temp float)
0:402 dot-product ( temp float)
0:402 'inFV2' ( in 2-component vector of float)
0:402 'inFV2' ( in 2-component vector of float)
0:403 Sequence
0:403 move second child to first child ( temp float)
0:403 'r06' ( temp float)
0:403 dot-product ( temp float)
0:403 'inFV3' ( in 3-component vector of float)
0:403 'inFV3' ( in 3-component vector of float)
0:404 Sequence
0:404 move second child to first child ( temp 3-component vector of float)
0:404 'r07' ( temp 3-component vector of float)
0:404 matrix-times-vector ( temp 3-component vector of float)
0:404 'inFM2x3' ( in 2X3 matrix of float)
0:404 'inFV2' ( in 2-component vector of float)
0:405 Sequence
0:405 move second child to first child ( temp 2-component vector of float)
0:405 'r08' ( temp 2-component vector of float)
0:405 matrix-times-vector ( temp 2-component vector of float)
0:405 'inFM3x2' ( in 3X2 matrix of float)
0:405 'inFV3' ( in 3-component vector of float)
0:406 Sequence
0:406 move second child to first child ( temp 2-component vector of float)
0:406 'r09' ( temp 2-component vector of float)
0:406 vector-times-matrix ( temp 2-component vector of float)
0:406 'inFV3' ( in 3-component vector of float)
0:406 'inFM2x3' ( in 2X3 matrix of float)
0:407 Sequence
0:407 move second child to first child ( temp 3-component vector of float)
0:407 'r10' ( temp 3-component vector of float)
0:407 vector-times-matrix ( temp 3-component vector of float)
0:407 'inFV2' ( in 2-component vector of float)
0:407 'inFM3x2' ( in 3X2 matrix of float)
0:408 Sequence
0:408 move second child to first child ( temp 2X3 matrix of float)
0:408 'r11' ( temp 2X3 matrix of float)
0:408 matrix-scale ( temp 2X3 matrix of float)
0:408 'inF0' ( in float)
0:408 'inFM2x3' ( in 2X3 matrix of float)
0:409 Sequence
0:409 move second child to first child ( temp 3X2 matrix of float)
0:409 'r12' ( temp 3X2 matrix of float)
0:409 matrix-scale ( temp 3X2 matrix of float)
0:409 'inF0' ( in float)
0:409 'inFM3x2' ( in 3X2 matrix of float)
0:410 Sequence
0:410 move second child to first child ( temp 2X2 matrix of float)
0:410 'r13' ( temp 2X2 matrix of float)
0:410 matrix-multiply ( temp 2X2 matrix of float)
0:410 'inFM3x2' ( in 3X2 matrix of float)
0:410 'inFM2x3' ( in 2X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 2X3 matrix of float)
0:411 'r14' ( temp 2X3 matrix of float)
0:411 matrix-multiply ( temp 2X3 matrix of float)
0:411 'inFM3x3' ( in 3X3 matrix of float)
0:411 'inFM2x3' ( in 2X3 matrix of float)
0:412 Sequence
0:412 move second child to first child ( temp 2X4 matrix of float)
0:412 'r15' ( temp 2X4 matrix of float)
0:412 matrix-multiply ( temp 2X4 matrix of float)
0:412 'inFM3x4' ( in 3X4 matrix of float)
0:412 'inFM2x3' ( in 2X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X4 matrix of float)
0:413 'r16' ( temp 3X4 matrix of float)
0:413 matrix-multiply ( temp 3X4 matrix of float)
0:413 'inFM2x4' ( in 2X4 matrix of float)
0:413 'inFM3x2' ( in 3X2 matrix of float)
0:? Linker Objects
Linked vertex stage:
WARNING: Linking vertex stage: Entry point not found
Shader version: 500
0:? Sequence
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; ( temp float)
0:2 Function Parameters:
0:2 'inF0' ( in float)
0:2 'inF1' ( in float)
0:2 'inF2' ( in float)
0:2 'inU0' ( in uint)
0:2 'inU1' ( in uint)
0:? Sequence
0:3 all ( temp bool)
0:3 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 'inF0' ( in 4X4 matrix of float)
0:351 arc sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 arc tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 arc tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 Ceiling ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 clamp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 degrees ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 determinant ( temp float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 exp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 exp2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 findMSB ( temp int)
0:351 Constant:
0:351 7 (const int)
0:351 findLSB ( temp int)
0:351 Constant:
0:351 7 (const int)
0:351 Floor ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 mod ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 Fraction ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 ldexp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 mix ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 log ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 matrix-scale ( temp 4X4 matrix of float)
0:351 log2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Constant:
0:351 0.301030
0:351 log2 ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 max ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 min ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 pow ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 radians ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 roundEven ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 inverse sqrt ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 clamp ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Constant:
0:351 0.000000
0:351 Constant:
0:351 1.000000
0:351 Sign ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 Sequence
0:351 move second child to first child ( temp 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 move second child to first child ( temp 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 cosine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. sine ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 smoothstep ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 'inF2' ( in 4X4 matrix of float)
0:351 sqrt ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 step ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 'inF1' ( in 4X4 matrix of float)
0:351 tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 hyp. tangent ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 transpose ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:351 trunc ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:354 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:372 Function Parameters:
0:372 'inF0' ( in float)
0:372 'inF1' ( in float)
0:372 'inFV0' ( in 2-component vector of float)
0:372 'inFV1' ( in 2-component vector of float)
0:372 'inFM0' ( in 2X2 matrix of float)
0:372 'inFM1' ( in 2X2 matrix of float)
0:? Sequence
0:373 Sequence
0:373 move second child to first child ( temp float)
0:373 'r0' ( temp float)
0:373 component-wise multiply ( temp float)
0:373 'inF1' ( in float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r1' ( temp 2-component vector of float)
0:373 vector-scale ( temp 2-component vector of float)
0:373 'inF0' ( in float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r2' ( temp 2-component vector of float)
0:373 vector-scale ( temp 2-component vector of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp float)
0:373 'r3' ( temp float)
0:373 dot-product ( temp float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inFV1' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r4' ( temp 2-component vector of float)
0:373 vector-times-matrix ( temp 2-component vector of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 Sequence
0:373 move second child to first child ( temp 2-component vector of float)
0:373 'r5' ( temp 2-component vector of float)
0:373 matrix-times-vector ( temp 2-component vector of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 'inFV0' ( in 2-component vector of float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r6' ( temp 2X2 matrix of float)
0:373 matrix-scale ( temp 2X2 matrix of float)
0:373 'inF0' ( in float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r7' ( temp 2X2 matrix of float)
0:373 matrix-scale ( temp 2X2 matrix of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:373 'inF0' ( in float)
0:373 Sequence
0:373 move second child to first child ( temp 2X2 matrix of float)
0:373 'r8' ( temp 2X2 matrix of float)
0:373 matrix-multiply ( temp 2X2 matrix of float)
0:373 'inFM1' ( in 2X2 matrix of float)
0:373 'inFM0' ( in 2X2 matrix of float)
0:379 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; ( temp void)
0:379 Function Parameters:
0:379 'inF0' ( in float)
0:379 'inF1' ( in float)
0:379 'inFV0' ( in 3-component vector of float)
0:379 'inFV1' ( in 3-component vector of float)
0:379 'inFM0' ( in 3X3 matrix of float)
0:379 'inFM1' ( in 3X3 matrix of float)
0:? Sequence
0:380 Sequence
0:380 move second child to first child ( temp float)
0:380 'r0' ( temp float)
0:380 component-wise multiply ( temp float)
0:380 'inF1' ( in float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r1' ( temp 3-component vector of float)
0:380 vector-scale ( temp 3-component vector of float)
0:380 'inF0' ( in float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r2' ( temp 3-component vector of float)
0:380 vector-scale ( temp 3-component vector of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp float)
0:380 'r3' ( temp float)
0:380 dot-product ( temp float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inFV1' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r4' ( temp 3-component vector of float)
0:380 vector-times-matrix ( temp 3-component vector of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 Sequence
0:380 move second child to first child ( temp 3-component vector of float)
0:380 'r5' ( temp 3-component vector of float)
0:380 matrix-times-vector ( temp 3-component vector of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 'inFV0' ( in 3-component vector of float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r6' ( temp 3X3 matrix of float)
0:380 matrix-scale ( temp 3X3 matrix of float)
0:380 'inF0' ( in float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r7' ( temp 3X3 matrix of float)
0:380 matrix-scale ( temp 3X3 matrix of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:380 'inF0' ( in float)
0:380 Sequence
0:380 move second child to first child ( temp 3X3 matrix of float)
0:380 'r8' ( temp 3X3 matrix of float)
0:380 matrix-multiply ( temp 3X3 matrix of float)
0:380 'inFM1' ( in 3X3 matrix of float)
0:380 'inFM0' ( in 3X3 matrix of float)
0:386 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; ( temp void)
0:386 Function Parameters:
0:386 'inF0' ( in float)
0:386 'inF1' ( in float)
0:386 'inFV0' ( in 4-component vector of float)
0:386 'inFV1' ( in 4-component vector of float)
0:386 'inFM0' ( in 4X4 matrix of float)
0:386 'inFM1' ( in 4X4 matrix of float)
0:? Sequence
0:387 Sequence
0:387 move second child to first child ( temp float)
0:387 'r0' ( temp float)
0:387 component-wise multiply ( temp float)
0:387 'inF1' ( in float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r1' ( temp 4-component vector of float)
0:387 vector-scale ( temp 4-component vector of float)
0:387 'inF0' ( in float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r2' ( temp 4-component vector of float)
0:387 vector-scale ( temp 4-component vector of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp float)
0:387 'r3' ( temp float)
0:387 dot-product ( temp float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inFV1' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r4' ( temp 4-component vector of float)
0:387 vector-times-matrix ( temp 4-component vector of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 Sequence
0:387 move second child to first child ( temp 4-component vector of float)
0:387 'r5' ( temp 4-component vector of float)
0:387 matrix-times-vector ( temp 4-component vector of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 'inFV0' ( in 4-component vector of float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r6' ( temp 4X4 matrix of float)
0:387 matrix-scale ( temp 4X4 matrix of float)
0:387 'inF0' ( in float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r7' ( temp 4X4 matrix of float)
0:387 matrix-scale ( temp 4X4 matrix of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:387 'inF0' ( in float)
0:387 Sequence
0:387 move second child to first child ( temp 4X4 matrix of float)
0:387 'r8' ( temp 4X4 matrix of float)
0:387 matrix-multiply ( temp 4X4 matrix of float)
0:387 'inFM1' ( in 4X4 matrix of float)
0:387 'inFM0' ( in 4X4 matrix of float)
0:396 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; ( temp void)
0:396 Function Parameters:
0:396 'inF0' ( in float)
0:396 'inF1' ( in float)
0:396 'inFV2' ( in 2-component vector of float)
0:396 'inFV3' ( in 3-component vector of float)
0:396 'inFM2x3' ( in 2X3 matrix of float)
0:396 'inFM3x2' ( in 3X2 matrix of float)
0:396 'inFM3x3' ( in 3X3 matrix of float)
0:396 'inFM3x4' ( in 3X4 matrix of float)
0:396 'inFM2x4' ( in 2X4 matrix of float)
0:? Sequence
0:397 Sequence
0:397 move second child to first child ( temp float)
0:397 'r00' ( temp float)
0:397 component-wise multiply ( temp float)
0:397 'inF1' ( in float)
0:397 'inF0' ( in float)
0:398 Sequence
0:398 move second child to first child ( temp 2-component vector of float)
0:398 'r01' ( temp 2-component vector of float)
0:398 vector-scale ( temp 2-component vector of float)
0:398 'inF0' ( in float)
0:398 'inFV2' ( in 2-component vector of float)
0:399 Sequence
0:399 move second child to first child ( temp 3-component vector of float)
0:399 'r02' ( temp 3-component vector of float)
0:399 vector-scale ( temp 3-component vector of float)
0:399 'inF0' ( in float)
0:399 'inFV3' ( in 3-component vector of float)
0:400 Sequence
0:400 move second child to first child ( temp 2-component vector of float)
0:400 'r03' ( temp 2-component vector of float)
0:400 vector-scale ( temp 2-component vector of float)
0:400 'inFV2' ( in 2-component vector of float)
0:400 'inF0' ( in float)
0:401 Sequence
0:401 move second child to first child ( temp 3-component vector of float)
0:401 'r04' ( temp 3-component vector of float)
0:401 vector-scale ( temp 3-component vector of float)
0:401 'inFV3' ( in 3-component vector of float)
0:401 'inF0' ( in float)
0:402 Sequence
0:402 move second child to first child ( temp float)
0:402 'r05' ( temp float)
0:402 dot-product ( temp float)
0:402 'inFV2' ( in 2-component vector of float)
0:402 'inFV2' ( in 2-component vector of float)
0:403 Sequence
0:403 move second child to first child ( temp float)
0:403 'r06' ( temp float)
0:403 dot-product ( temp float)
0:403 'inFV3' ( in 3-component vector of float)
0:403 'inFV3' ( in 3-component vector of float)
0:404 Sequence
0:404 move second child to first child ( temp 3-component vector of float)
0:404 'r07' ( temp 3-component vector of float)
0:404 matrix-times-vector ( temp 3-component vector of float)
0:404 'inFM2x3' ( in 2X3 matrix of float)
0:404 'inFV2' ( in 2-component vector of float)
0:405 Sequence
0:405 move second child to first child ( temp 2-component vector of float)
0:405 'r08' ( temp 2-component vector of float)
0:405 matrix-times-vector ( temp 2-component vector of float)
0:405 'inFM3x2' ( in 3X2 matrix of float)
0:405 'inFV3' ( in 3-component vector of float)
0:406 Sequence
0:406 move second child to first child ( temp 2-component vector of float)
0:406 'r09' ( temp 2-component vector of float)
0:406 vector-times-matrix ( temp 2-component vector of float)
0:406 'inFV3' ( in 3-component vector of float)
0:406 'inFM2x3' ( in 2X3 matrix of float)
0:407 Sequence
0:407 move second child to first child ( temp 3-component vector of float)
0:407 'r10' ( temp 3-component vector of float)
0:407 vector-times-matrix ( temp 3-component vector of float)
0:407 'inFV2' ( in 2-component vector of float)
0:407 'inFM3x2' ( in 3X2 matrix of float)
0:408 Sequence
0:408 move second child to first child ( temp 2X3 matrix of float)
0:408 'r11' ( temp 2X3 matrix of float)
0:408 matrix-scale ( temp 2X3 matrix of float)
0:408 'inF0' ( in float)
0:408 'inFM2x3' ( in 2X3 matrix of float)
0:409 Sequence
0:409 move second child to first child ( temp 3X2 matrix of float)
0:409 'r12' ( temp 3X2 matrix of float)
0:409 matrix-scale ( temp 3X2 matrix of float)
0:409 'inF0' ( in float)
0:409 'inFM3x2' ( in 3X2 matrix of float)
0:410 Sequence
0:410 move second child to first child ( temp 2X2 matrix of float)
0:410 'r13' ( temp 2X2 matrix of float)
0:410 matrix-multiply ( temp 2X2 matrix of float)
0:410 'inFM3x2' ( in 3X2 matrix of float)
0:410 'inFM2x3' ( in 2X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 2X3 matrix of float)
0:411 'r14' ( temp 2X3 matrix of float)
0:411 matrix-multiply ( temp 2X3 matrix of float)
0:411 'inFM3x3' ( in 3X3 matrix of float)
0:411 'inFM2x3' ( in 2X3 matrix of float)
0:412 Sequence
0:412 move second child to first child ( temp 2X4 matrix of float)
0:412 'r15' ( temp 2X4 matrix of float)
0:412 matrix-multiply ( temp 2X4 matrix of float)
0:412 'inFM3x4' ( in 3X4 matrix of float)
0:412 'inFM2x3' ( in 2X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X4 matrix of float)
0:413 'r16' ( temp 3X4 matrix of float)
0:413 matrix-multiply ( temp 3X4 matrix of float)
0:413 'inFM2x4' ( in 2X4 matrix of float)
0:413 'inFM3x2' ( in 3X2 matrix of float)
0:? Linker Objects
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 1205
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "VertexShaderFunction"
Source HLSL 500
Name 4 "VertexShaderFunction"
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 1029 "r0"
Name 1033 "r1"
Name 1037 "r2"
Name 1041 "r3"
Name 1045 "r4"
Name 1049 "r5"
Name 1053 "r6"
Name 1057 "r7"
Name 1061 "r8"
Name 1065 "r0"
Name 1069 "r1"
Name 1073 "r2"
Name 1077 "r3"
Name 1081 "r4"
Name 1085 "r5"
Name 1089 "r6"
Name 1093 "r7"
Name 1097 "r8"
Name 1101 "r0"
Name 1105 "r1"
Name 1109 "r2"
Name 1113 "r3"
Name 1117 "r4"
Name 1121 "r5"
Name 1125 "r6"
Name 1129 "r7"
Name 1133 "r8"
Name 1137 "r00"
Name 1141 "r01"
Name 1145 "r02"
Name 1149 "r03"
Name 1153 "r04"
Name 1157 "r05"
Name 1161 "r06"
Name 1165 "r07"
Name 1169 "r08"
Name 1173 "r09"
Name 1177 "r10"
Name 1181 "r11"
Name 1185 "r12"
Name 1189 "r13"
Name 1193 "r14"
Name 1197 "r15"
Name 1201 "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)
132: TypeBool
143: TypeInt 32 1
164: 143(int) Constant 7
196: 6(float) Constant 1050288283
211: 143(int) Constant 2
218: 6(float) Constant 0
219: 6(float) Constant 1065353216
261: TypeVector 143(int) 2
282: 143(int) Constant 3
283: 261(ivec2) ConstantComposite 164 282
311: TypeVector 132(bool) 2
349: 6(float) Constant 1073741824
351: 143(int) Constant 1
352: 261(ivec2) ConstantComposite 351 211
387: 24(fvec2) ConstantComposite 219 349
401: TypeVector 143(int) 3
422: 143(int) Constant 5
423: 401(ivec3) ConstantComposite 164 282 422
454: TypeVector 132(bool) 3
493: 401(ivec3) ConstantComposite 351 211 282
528: 6(float) Constant 1077936128
529: 36(fvec3) ConstantComposite 219 349 528
543: TypeVector 143(int) 4
564: 543(ivec4) ConstantComposite 164 282 422 211
574: 8(int) Constant 1
580: 8(int) Constant 2
583: 8(int) Constant 3
605: TypeVector 132(bool) 4
644: 143(int) Constant 4
645: 543(ivec4) ConstantComposite 351 211 282 644
680: 6(float) Constant 1082130432
681: 48(fvec4) ConstantComposite 219 349 528 680
792: 24(fvec2) ConstantComposite 349 349
793: 60 ConstantComposite 792 792
907: 36(fvec3) ConstantComposite 528 528 528
908: 68 ConstantComposite 907 907 907
1025: 48(fvec4) ConstantComposite 680 680 680 680
1026: 76 ConstantComposite 1025 1025 1025 1025
4(VertexShaderFunction): 2 Function None 3
5: Label
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
131: 6(float) Load 11(inF0)
133: 132(bool) All 131
134: 6(float) Load 11(inF0)
135: 6(float) ExtInst 1(GLSL.std.450) 4(FAbs) 134
136: 6(float) Load 11(inF0)
137: 6(float) ExtInst 1(GLSL.std.450) 17(Acos) 136
138: 6(float) Load 11(inF0)
139: 132(bool) Any 138
140: 6(float) Load 11(inF0)
141: 6(float) ExtInst 1(GLSL.std.450) 16(Asin) 140
142: 6(float) Load 11(inF0)
144: 143(int) Bitcast 142
145: 6(float) Load 11(inF0)
146: 8(int) Bitcast 145
147: 8(int) Load 14(inU0)
148: 6(float) Bitcast 147
149: 6(float) Load 11(inF0)
150: 6(float) ExtInst 1(GLSL.std.450) 18(Atan) 149
151: 6(float) Load 11(inF0)
152: 6(float) Load 12(inF1)
153: 6(float) ExtInst 1(GLSL.std.450) 25(Atan2) 151 152
154: 6(float) Load 11(inF0)
155: 6(float) ExtInst 1(GLSL.std.450) 9(Ceil) 154
156: 6(float) Load 11(inF0)
157: 6(float) Load 12(inF1)
158: 6(float) Load 13(inF2)
159: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 156 157 158
160: 6(float) Load 11(inF0)
161: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 160
162: 6(float) Load 11(inF0)
163: 6(float) ExtInst 1(GLSL.std.450) 20(Cosh) 162
165: 143(int) BitCount 164
166: 6(float) Load 11(inF0)
167: 6(float) ExtInst 1(GLSL.std.450) 12(Degrees) 166
168: 6(float) Load 11(inF0)
169: 6(float) ExtInst 1(GLSL.std.450) 27(Exp) 168
170: 6(float) Load 11(inF0)
171: 6(float) ExtInst 1(GLSL.std.450) 29(Exp2) 170
172: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164
173: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164
174: 6(float) Load 11(inF0)
175: 6(float) ExtInst 1(GLSL.std.450) 8(Floor) 174
176: 6(float) Load 11(inF0)
177: 6(float) Load 12(inF1)
178: 6(float) FMod 176 177
179: 6(float) Load 11(inF0)
180: 6(float) ExtInst 1(GLSL.std.450) 10(Fract) 179
181: 6(float) Load 11(inF0)
182: 132(bool) IsInf 181
183: 6(float) Load 11(inF0)
184: 132(bool) IsNan 183
185: 6(float) Load 11(inF0)
186: 6(float) Load 12(inF1)
187: 6(float) ExtInst 1(GLSL.std.450) 53(Ldexp) 185 186
188: 6(float) Load 11(inF0)
189: 6(float) Load 12(inF1)
190: 6(float) Load 13(inF2)
191: 6(float) ExtInst 1(GLSL.std.450) 46(FMix) 188 189 190
192: 6(float) Load 11(inF0)
193: 6(float) ExtInst 1(GLSL.std.450) 28(Log) 192
194: 6(float) Load 11(inF0)
195: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 194
197: 6(float) FMul 195 196
198: 6(float) Load 11(inF0)
199: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 198
200: 6(float) Load 11(inF0)
201: 6(float) Load 12(inF1)
202: 6(float) ExtInst 1(GLSL.std.450) 40(FMax) 200 201
203: 6(float) Load 11(inF0)
204: 6(float) Load 12(inF1)
205: 6(float) ExtInst 1(GLSL.std.450) 37(FMin) 203 204
206: 6(float) Load 11(inF0)
207: 6(float) Load 12(inF1)
208: 6(float) ExtInst 1(GLSL.std.450) 26(Pow) 206 207
209: 6(float) Load 11(inF0)
210: 6(float) ExtInst 1(GLSL.std.450) 11(Radians) 209
212: 143(int) BitReverse 211
213: 6(float) Load 11(inF0)
214: 6(float) ExtInst 1(GLSL.std.450) 2(RoundEven) 213
215: 6(float) Load 11(inF0)
216: 6(float) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 215
217: 6(float) Load 11(inF0)
220: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 217 218 219
221: 6(float) Load 11(inF0)
222: 6(float) ExtInst 1(GLSL.std.450) 6(FSign) 221
223: 6(float) Load 11(inF0)
224: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 223
225: 6(float) Load 11(inF0)
226: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 225
Store 12(inF1) 226
227: 6(float) Load 11(inF0)
228: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 227
Store 13(inF2) 228
229: 6(float) Load 11(inF0)
230: 6(float) ExtInst 1(GLSL.std.450) 19(Sinh) 229
231: 6(float) Load 11(inF0)
232: 6(float) Load 12(inF1)
233: 6(float) Load 13(inF2)
234: 6(float) ExtInst 1(GLSL.std.450) 49(SmoothStep) 231 232 233
235: 6(float) Load 11(inF0)
236: 6(float) ExtInst 1(GLSL.std.450) 31(Sqrt) 235
237: 6(float) Load 11(inF0)
238: 6(float) Load 12(inF1)
239: 6(float) ExtInst 1(GLSL.std.450) 48(Step) 237 238
240: 6(float) Load 11(inF0)
241: 6(float) ExtInst 1(GLSL.std.450) 15(Tan) 240
242: 6(float) Load 11(inF0)
243: 6(float) ExtInst 1(GLSL.std.450) 21(Tanh) 242
244: 6(float) Load 11(inF0)
245: 6(float) ExtInst 1(GLSL.std.450) 3(Trunc) 244
ReturnValue 218
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 218
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
250: 24(fvec2) Load 29(inF0)
251: 132(bool) All 250
252: 24(fvec2) Load 29(inF0)
253: 24(fvec2) ExtInst 1(GLSL.std.450) 4(FAbs) 252
254: 24(fvec2) Load 29(inF0)
255: 24(fvec2) ExtInst 1(GLSL.std.450) 17(Acos) 254
256: 24(fvec2) Load 29(inF0)
257: 132(bool) Any 256
258: 24(fvec2) Load 29(inF0)
259: 24(fvec2) ExtInst 1(GLSL.std.450) 16(Asin) 258
260: 24(fvec2) Load 29(inF0)
262: 261(ivec2) Bitcast 260
263: 24(fvec2) Load 29(inF0)
264: 26(ivec2) Bitcast 263
265: 26(ivec2) Load 32(inU0)
266: 24(fvec2) Bitcast 265
267: 24(fvec2) Load 29(inF0)
268: 24(fvec2) ExtInst 1(GLSL.std.450) 18(Atan) 267
269: 24(fvec2) Load 29(inF0)
270: 24(fvec2) Load 30(inF1)
271: 24(fvec2) ExtInst 1(GLSL.std.450) 25(Atan2) 269 270
272: 24(fvec2) Load 29(inF0)
273: 24(fvec2) ExtInst 1(GLSL.std.450) 9(Ceil) 272
274: 24(fvec2) Load 29(inF0)
275: 24(fvec2) Load 30(inF1)
276: 24(fvec2) Load 31(inF2)
277: 24(fvec2) ExtInst 1(GLSL.std.450) 43(FClamp) 274 275 276
278: 24(fvec2) Load 29(inF0)
279: 24(fvec2) ExtInst 1(GLSL.std.450) 14(Cos) 278
280: 24(fvec2) Load 29(inF0)
281: 24(fvec2) ExtInst 1(GLSL.std.450) 20(Cosh) 280
284: 261(ivec2) BitCount 283
285: 24(fvec2) Load 29(inF0)
286: 24(fvec2) ExtInst 1(GLSL.std.450) 12(Degrees) 285
287: 24(fvec2) Load 29(inF0)
288: 24(fvec2) Load 30(inF1)
289: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 287 288
290: 24(fvec2) Load 29(inF0)
291: 24(fvec2) Load 30(inF1)
292: 6(float) Dot 290 291
293: 24(fvec2) Load 29(inF0)
294: 24(fvec2) ExtInst 1(GLSL.std.450) 27(Exp) 293
295: 24(fvec2) Load 29(inF0)
296: 24(fvec2) ExtInst 1(GLSL.std.450) 29(Exp2) 295
297: 24(fvec2) Load 29(inF0)
298: 24(fvec2) Load 30(inF1)
299: 24(fvec2) Load 31(inF2)
300: 24(fvec2) ExtInst 1(GLSL.std.450) 70(FaceForward) 297 298 299
301: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164
302: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164
303: 24(fvec2) Load 29(inF0)
304: 24(fvec2) ExtInst 1(GLSL.std.450) 8(Floor) 303
305: 24(fvec2) Load 29(inF0)
306: 24(fvec2) Load 30(inF1)
307: 24(fvec2) FMod 305 306
308: 24(fvec2) Load 29(inF0)
309: 24(fvec2) ExtInst 1(GLSL.std.450) 10(Fract) 308
310: 24(fvec2) Load 29(inF0)
312: 311(bvec2) IsInf 310
313: 24(fvec2) Load 29(inF0)
314: 311(bvec2) IsNan 313
315: 24(fvec2) Load 29(inF0)
316: 24(fvec2) Load 30(inF1)
317: 24(fvec2) ExtInst 1(GLSL.std.450) 53(Ldexp) 315 316
318: 24(fvec2) Load 29(inF0)
319: 24(fvec2) Load 30(inF1)
320: 24(fvec2) Load 31(inF2)
321: 24(fvec2) ExtInst 1(GLSL.std.450) 46(FMix) 318 319 320
322: 24(fvec2) Load 29(inF0)
323: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 322
324: 24(fvec2) Load 29(inF0)
325: 24(fvec2) ExtInst 1(GLSL.std.450) 28(Log) 324
326: 24(fvec2) Load 29(inF0)
327: 24(fvec2) ExtInst 1(GLSL.std.450) 30(Log2) 326
328: 24(fvec2) VectorTimesScalar 327 196
329: 24(fvec2) Load 29(inF0)
330: 24(fvec2) ExtInst 1(GLSL.std.450) 30(Log2) 329
331: 24(fvec2) Load 29(inF0)
332: 24(fvec2) Load 30(inF1)
333: 24(fvec2) ExtInst 1(GLSL.std.450) 40(FMax) 331 332
334: 24(fvec2) Load 29(inF0)
335: 24(fvec2) Load 30(inF1)
336: 24(fvec2) ExtInst 1(GLSL.std.450) 37(FMin) 334 335
337: 24(fvec2) Load 29(inF0)
338: 24(fvec2) ExtInst 1(GLSL.std.450) 69(Normalize) 337
339: 24(fvec2) Load 29(inF0)
340: 24(fvec2) Load 30(inF1)
341: 24(fvec2) ExtInst 1(GLSL.std.450) 26(Pow) 339 340
342: 24(fvec2) Load 29(inF0)
343: 24(fvec2) ExtInst 1(GLSL.std.450) 11(Radians) 342
344: 24(fvec2) Load 29(inF0)
345: 24(fvec2) Load 30(inF1)
346: 24(fvec2) ExtInst 1(GLSL.std.450) 71(Reflect) 344 345
347: 24(fvec2) Load 29(inF0)
348: 24(fvec2) Load 30(inF1)
350: 24(fvec2) ExtInst 1(GLSL.std.450) 72(Refract) 347 348 349
353: 261(ivec2) BitReverse 352
354: 24(fvec2) Load 29(inF0)
355: 24(fvec2) ExtInst 1(GLSL.std.450) 2(RoundEven) 354
356: 24(fvec2) Load 29(inF0)
357: 24(fvec2) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 356
358: 24(fvec2) Load 29(inF0)
359: 24(fvec2) CompositeConstruct 218 218
360: 24(fvec2) CompositeConstruct 219 219
361: 24(fvec2) ExtInst 1(GLSL.std.450) 43(FClamp) 358 359 360
362: 24(fvec2) Load 29(inF0)
363: 24(fvec2) ExtInst 1(GLSL.std.450) 6(FSign) 362
364: 24(fvec2) Load 29(inF0)
365: 24(fvec2) ExtInst 1(GLSL.std.450) 13(Sin) 364
366: 24(fvec2) Load 29(inF0)
367: 24(fvec2) ExtInst 1(GLSL.std.450) 13(Sin) 366
Store 30(inF1) 367
368: 24(fvec2) Load 29(inF0)
369: 24(fvec2) ExtInst 1(GLSL.std.450) 14(Cos) 368
Store 31(inF2) 369
370: 24(fvec2) Load 29(inF0)
371: 24(fvec2) ExtInst 1(GLSL.std.450) 19(Sinh) 370
372: 24(fvec2) Load 29(inF0)
373: 24(fvec2) Load 30(inF1)
374: 24(fvec2) Load 31(inF2)
375: 24(fvec2) ExtInst 1(GLSL.std.450) 49(SmoothStep) 372 373 374
376: 24(fvec2) Load 29(inF0)
377: 24(fvec2) ExtInst 1(GLSL.std.450) 31(Sqrt) 376
378: 24(fvec2) Load 29(inF0)
379: 24(fvec2) Load 30(inF1)
380: 24(fvec2) ExtInst 1(GLSL.std.450) 48(Step) 378 379
381: 24(fvec2) Load 29(inF0)
382: 24(fvec2) ExtInst 1(GLSL.std.450) 15(Tan) 381
383: 24(fvec2) Load 29(inF0)
384: 24(fvec2) ExtInst 1(GLSL.std.450) 21(Tanh) 383
385: 24(fvec2) Load 29(inF0)
386: 24(fvec2) ExtInst 1(GLSL.std.450) 3(Trunc) 385
ReturnValue 387
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
390: 36(fvec3) Load 41(inF0)
391: 132(bool) All 390
392: 36(fvec3) Load 41(inF0)
393: 36(fvec3) ExtInst 1(GLSL.std.450) 4(FAbs) 392
394: 36(fvec3) Load 41(inF0)
395: 36(fvec3) ExtInst 1(GLSL.std.450) 17(Acos) 394
396: 36(fvec3) Load 41(inF0)
397: 132(bool) Any 396
398: 36(fvec3) Load 41(inF0)
399: 36(fvec3) ExtInst 1(GLSL.std.450) 16(Asin) 398
400: 36(fvec3) Load 41(inF0)
402: 401(ivec3) Bitcast 400
403: 36(fvec3) Load 41(inF0)
404: 38(ivec3) Bitcast 403
405: 38(ivec3) Load 44(inU0)
406: 36(fvec3) Bitcast 405
407: 36(fvec3) Load 41(inF0)
408: 36(fvec3) ExtInst 1(GLSL.std.450) 18(Atan) 407
409: 36(fvec3) Load 41(inF0)
410: 36(fvec3) Load 42(inF1)
411: 36(fvec3) ExtInst 1(GLSL.std.450) 25(Atan2) 409 410
412: 36(fvec3) Load 41(inF0)
413: 36(fvec3) ExtInst 1(GLSL.std.450) 9(Ceil) 412
414: 36(fvec3) Load 41(inF0)
415: 36(fvec3) Load 42(inF1)
416: 36(fvec3) Load 43(inF2)
417: 36(fvec3) ExtInst 1(GLSL.std.450) 43(FClamp) 414 415 416
418: 36(fvec3) Load 41(inF0)
419: 36(fvec3) ExtInst 1(GLSL.std.450) 14(Cos) 418
420: 36(fvec3) Load 41(inF0)
421: 36(fvec3) ExtInst 1(GLSL.std.450) 20(Cosh) 420
424: 401(ivec3) BitCount 423
425: 36(fvec3) Load 41(inF0)
426: 36(fvec3) Load 42(inF1)
427: 36(fvec3) ExtInst 1(GLSL.std.450) 68(Cross) 425 426
428: 36(fvec3) Load 41(inF0)
429: 36(fvec3) ExtInst 1(GLSL.std.450) 12(Degrees) 428
430: 36(fvec3) Load 41(inF0)
431: 36(fvec3) Load 42(inF1)
432: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 430 431
433: 36(fvec3) Load 41(inF0)
434: 36(fvec3) Load 42(inF1)
435: 6(float) Dot 433 434
436: 36(fvec3) Load 41(inF0)
437: 36(fvec3) ExtInst 1(GLSL.std.450) 27(Exp) 436
438: 36(fvec3) Load 41(inF0)
439: 36(fvec3) ExtInst 1(GLSL.std.450) 29(Exp2) 438
440: 36(fvec3) Load 41(inF0)
441: 36(fvec3) Load 42(inF1)
442: 36(fvec3) Load 43(inF2)
443: 36(fvec3) ExtInst 1(GLSL.std.450) 70(FaceForward) 440 441 442
444: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164
445: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164
446: 36(fvec3) Load 41(inF0)
447: 36(fvec3) ExtInst 1(GLSL.std.450) 8(Floor) 446
448: 36(fvec3) Load 41(inF0)
449: 36(fvec3) Load 42(inF1)
450: 36(fvec3) FMod 448 449
451: 36(fvec3) Load 41(inF0)
452: 36(fvec3) ExtInst 1(GLSL.std.450) 10(Fract) 451
453: 36(fvec3) Load 41(inF0)
455: 454(bvec3) IsInf 453
456: 36(fvec3) Load 41(inF0)
457: 454(bvec3) IsNan 456
458: 36(fvec3) Load 41(inF0)
459: 36(fvec3) Load 42(inF1)
460: 36(fvec3) ExtInst 1(GLSL.std.450) 53(Ldexp) 458 459
461: 36(fvec3) Load 41(inF0)
462: 36(fvec3) Load 42(inF1)
463: 36(fvec3) Load 43(inF2)
464: 36(fvec3) ExtInst 1(GLSL.std.450) 46(FMix) 461 462 463
465: 36(fvec3) Load 41(inF0)
466: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 465
467: 36(fvec3) Load 41(inF0)
468: 36(fvec3) ExtInst 1(GLSL.std.450) 28(Log) 467
469: 36(fvec3) Load 41(inF0)
470: 36(fvec3) ExtInst 1(GLSL.std.450) 30(Log2) 469
471: 36(fvec3) VectorTimesScalar 470 196
472: 36(fvec3) Load 41(inF0)
473: 36(fvec3) ExtInst 1(GLSL.std.450) 30(Log2) 472
474: 36(fvec3) Load 41(inF0)
475: 36(fvec3) Load 42(inF1)
476: 36(fvec3) ExtInst 1(GLSL.std.450) 40(FMax) 474 475
477: 36(fvec3) Load 41(inF0)
478: 36(fvec3) Load 42(inF1)
479: 36(fvec3) ExtInst 1(GLSL.std.450) 37(FMin) 477 478
480: 36(fvec3) Load 41(inF0)
481: 36(fvec3) ExtInst 1(GLSL.std.450) 69(Normalize) 480
482: 36(fvec3) Load 41(inF0)
483: 36(fvec3) Load 42(inF1)
484: 36(fvec3) ExtInst 1(GLSL.std.450) 26(Pow) 482 483
485: 36(fvec3) Load 41(inF0)
486: 36(fvec3) ExtInst 1(GLSL.std.450) 11(Radians) 485
487: 36(fvec3) Load 41(inF0)
488: 36(fvec3) Load 42(inF1)
489: 36(fvec3) ExtInst 1(GLSL.std.450) 71(Reflect) 487 488
490: 36(fvec3) Load 41(inF0)
491: 36(fvec3) Load 42(inF1)
492: 36(fvec3) ExtInst 1(GLSL.std.450) 72(Refract) 490 491 349
494: 401(ivec3) BitReverse 493
495: 36(fvec3) Load 41(inF0)
496: 36(fvec3) ExtInst 1(GLSL.std.450) 2(RoundEven) 495
497: 36(fvec3) Load 41(inF0)
498: 36(fvec3) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 497
499: 36(fvec3) Load 41(inF0)
500: 36(fvec3) CompositeConstruct 218 218 218
501: 36(fvec3) CompositeConstruct 219 219 219
502: 36(fvec3) ExtInst 1(GLSL.std.450) 43(FClamp) 499 500 501
503: 36(fvec3) Load 41(inF0)
504: 36(fvec3) ExtInst 1(GLSL.std.450) 6(FSign) 503
505: 36(fvec3) Load 41(inF0)
506: 36(fvec3) ExtInst 1(GLSL.std.450) 13(Sin) 505
507: 36(fvec3) Load 41(inF0)
508: 36(fvec3) ExtInst 1(GLSL.std.450) 13(Sin) 507
Store 42(inF1) 508
509: 36(fvec3) Load 41(inF0)
510: 36(fvec3) ExtInst 1(GLSL.std.450) 14(Cos) 509
Store 43(inF2) 510
511: 36(fvec3) Load 41(inF0)
512: 36(fvec3) ExtInst 1(GLSL.std.450) 19(Sinh) 511
513: 36(fvec3) Load 41(inF0)
514: 36(fvec3) Load 42(inF1)
515: 36(fvec3) Load 43(inF2)
516: 36(fvec3) ExtInst 1(GLSL.std.450) 49(SmoothStep) 513 514 515
517: 36(fvec3) Load 41(inF0)
518: 36(fvec3) ExtInst 1(GLSL.std.450) 31(Sqrt) 517
519: 36(fvec3) Load 41(inF0)
520: 36(fvec3) Load 42(inF1)
521: 36(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 519 520
522: 36(fvec3) Load 41(inF0)
523: 36(fvec3) ExtInst 1(GLSL.std.450) 15(Tan) 522
524: 36(fvec3) Load 41(inF0)
525: 36(fvec3) ExtInst 1(GLSL.std.450) 21(Tanh) 524
526: 36(fvec3) Load 41(inF0)
527: 36(fvec3) ExtInst 1(GLSL.std.450) 3(Trunc) 526
ReturnValue 529
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
532: 48(fvec4) Load 53(inF0)
533: 132(bool) All 532
534: 48(fvec4) Load 53(inF0)
535: 48(fvec4) ExtInst 1(GLSL.std.450) 4(FAbs) 534
536: 48(fvec4) Load 53(inF0)
537: 48(fvec4) ExtInst 1(GLSL.std.450) 17(Acos) 536
538: 48(fvec4) Load 53(inF0)
539: 132(bool) Any 538
540: 48(fvec4) Load 53(inF0)
541: 48(fvec4) ExtInst 1(GLSL.std.450) 16(Asin) 540
542: 48(fvec4) Load 53(inF0)
544: 543(ivec4) Bitcast 542
545: 48(fvec4) Load 53(inF0)
546: 50(ivec4) Bitcast 545
547: 50(ivec4) Load 56(inU0)
548: 48(fvec4) Bitcast 547
549: 48(fvec4) Load 53(inF0)
550: 48(fvec4) ExtInst 1(GLSL.std.450) 18(Atan) 549
551: 48(fvec4) Load 53(inF0)
552: 48(fvec4) Load 54(inF1)
553: 48(fvec4) ExtInst 1(GLSL.std.450) 25(Atan2) 551 552
554: 48(fvec4) Load 53(inF0)
555: 48(fvec4) ExtInst 1(GLSL.std.450) 9(Ceil) 554
556: 48(fvec4) Load 53(inF0)
557: 48(fvec4) Load 54(inF1)
558: 48(fvec4) Load 55(inF2)
559: 48(fvec4) ExtInst 1(GLSL.std.450) 43(FClamp) 556 557 558
560: 48(fvec4) Load 53(inF0)
561: 48(fvec4) ExtInst 1(GLSL.std.450) 14(Cos) 560
562: 48(fvec4) Load 53(inF0)
563: 48(fvec4) ExtInst 1(GLSL.std.450) 20(Cosh) 562
565: 543(ivec4) BitCount 564
566: 48(fvec4) Load 53(inF0)
567: 48(fvec4) ExtInst 1(GLSL.std.450) 12(Degrees) 566
568: 48(fvec4) Load 53(inF0)
569: 48(fvec4) Load 54(inF1)
570: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 568 569
571: 48(fvec4) Load 53(inF0)
572: 48(fvec4) Load 54(inF1)
573: 6(float) Dot 571 572
575: 7(ptr) AccessChain 53(inF0) 574
576: 6(float) Load 575
577: 7(ptr) AccessChain 54(inF1) 574
578: 6(float) Load 577
579: 6(float) FMul 576 578
581: 7(ptr) AccessChain 53(inF0) 580
582: 6(float) Load 581
584: 7(ptr) AccessChain 54(inF1) 583
585: 6(float) Load 584
586: 48(fvec4) CompositeConstruct 219 579 582 585
587: 48(fvec4) Load 53(inF0)
588: 48(fvec4) ExtInst 1(GLSL.std.450) 27(Exp) 587
589: 48(fvec4) Load 53(inF0)
590: 48(fvec4) ExtInst 1(GLSL.std.450) 29(Exp2) 589
591: 48(fvec4) Load 53(inF0)
592: 48(fvec4) Load 54(inF1)
593: 48(fvec4) Load 55(inF2)
594: 48(fvec4) ExtInst 1(GLSL.std.450) 70(FaceForward) 591 592 593
595: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164
596: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164
597: 48(fvec4) Load 53(inF0)
598: 48(fvec4) ExtInst 1(GLSL.std.450) 8(Floor) 597
599: 48(fvec4) Load 53(inF0)
600: 48(fvec4) Load 54(inF1)
601: 48(fvec4) FMod 599 600
602: 48(fvec4) Load 53(inF0)
603: 48(fvec4) ExtInst 1(GLSL.std.450) 10(Fract) 602
604: 48(fvec4) Load 53(inF0)
606: 605(bvec4) IsInf 604
607: 48(fvec4) Load 53(inF0)
608: 605(bvec4) IsNan 607
609: 48(fvec4) Load 53(inF0)
610: 48(fvec4) Load 54(inF1)
611: 48(fvec4) ExtInst 1(GLSL.std.450) 53(Ldexp) 609 610
612: 48(fvec4) Load 53(inF0)
613: 48(fvec4) Load 54(inF1)
614: 48(fvec4) Load 55(inF2)
615: 48(fvec4) ExtInst 1(GLSL.std.450) 46(FMix) 612 613 614
616: 48(fvec4) Load 53(inF0)
617: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 616
618: 48(fvec4) Load 53(inF0)
619: 48(fvec4) ExtInst 1(GLSL.std.450) 28(Log) 618
620: 48(fvec4) Load 53(inF0)
621: 48(fvec4) ExtInst 1(GLSL.std.450) 30(Log2) 620
622: 48(fvec4) VectorTimesScalar 621 196
623: 48(fvec4) Load 53(inF0)
624: 48(fvec4) ExtInst 1(GLSL.std.450) 30(Log2) 623
625: 48(fvec4) Load 53(inF0)
626: 48(fvec4) Load 54(inF1)
627: 48(fvec4) ExtInst 1(GLSL.std.450) 40(FMax) 625 626
628: 48(fvec4) Load 53(inF0)
629: 48(fvec4) Load 54(inF1)
630: 48(fvec4) ExtInst 1(GLSL.std.450) 37(FMin) 628 629
631: 48(fvec4) Load 53(inF0)
632: 48(fvec4) ExtInst 1(GLSL.std.450) 69(Normalize) 631
633: 48(fvec4) Load 53(inF0)
634: 48(fvec4) Load 54(inF1)
635: 48(fvec4) ExtInst 1(GLSL.std.450) 26(Pow) 633 634
636: 48(fvec4) Load 53(inF0)
637: 48(fvec4) ExtInst 1(GLSL.std.450) 11(Radians) 636
638: 48(fvec4) Load 53(inF0)
639: 48(fvec4) Load 54(inF1)
640: 48(fvec4) ExtInst 1(GLSL.std.450) 71(Reflect) 638 639
641: 48(fvec4) Load 53(inF0)
642: 48(fvec4) Load 54(inF1)
643: 48(fvec4) ExtInst 1(GLSL.std.450) 72(Refract) 641 642 349
646: 543(ivec4) BitReverse 645
647: 48(fvec4) Load 53(inF0)
648: 48(fvec4) ExtInst 1(GLSL.std.450) 2(RoundEven) 647
649: 48(fvec4) Load 53(inF0)
650: 48(fvec4) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 649
651: 48(fvec4) Load 53(inF0)
652: 48(fvec4) CompositeConstruct 218 218 218 218
653: 48(fvec4) CompositeConstruct 219 219 219 219
654: 48(fvec4) ExtInst 1(GLSL.std.450) 43(FClamp) 651 652 653
655: 48(fvec4) Load 53(inF0)
656: 48(fvec4) ExtInst 1(GLSL.std.450) 6(FSign) 655
657: 48(fvec4) Load 53(inF0)
658: 48(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 657
659: 48(fvec4) Load 53(inF0)
660: 48(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 659
Store 54(inF1) 660
661: 48(fvec4) Load 53(inF0)
662: 48(fvec4) ExtInst 1(GLSL.std.450) 14(Cos) 661
Store 55(inF2) 662
663: 48(fvec4) Load 53(inF0)
664: 48(fvec4) ExtInst 1(GLSL.std.450) 19(Sinh) 663
665: 48(fvec4) Load 53(inF0)
666: 48(fvec4) Load 54(inF1)
667: 48(fvec4) Load 55(inF2)
668: 48(fvec4) ExtInst 1(GLSL.std.450) 49(SmoothStep) 665 666 667
669: 48(fvec4) Load 53(inF0)
670: 48(fvec4) ExtInst 1(GLSL.std.450) 31(Sqrt) 669
671: 48(fvec4) Load 53(inF0)
672: 48(fvec4) Load 54(inF1)
673: 48(fvec4) ExtInst 1(GLSL.std.450) 48(Step) 671 672
674: 48(fvec4) Load 53(inF0)
675: 48(fvec4) ExtInst 1(GLSL.std.450) 15(Tan) 674
676: 48(fvec4) Load 53(inF0)
677: 48(fvec4) ExtInst 1(GLSL.std.450) 21(Tanh) 676
678: 48(fvec4) Load 53(inF0)
679: 48(fvec4) ExtInst 1(GLSL.std.450) 3(Trunc) 678
ReturnValue 681
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
684: 60 Load 63(inF0)
685: 132(bool) All 684
686: 60 Load 63(inF0)
687: 60 ExtInst 1(GLSL.std.450) 4(FAbs) 686
688: 60 Load 63(inF0)
689: 60 ExtInst 1(GLSL.std.450) 17(Acos) 688
690: 60 Load 63(inF0)
691: 132(bool) Any 690
692: 60 Load 63(inF0)
693: 60 ExtInst 1(GLSL.std.450) 16(Asin) 692
694: 60 Load 63(inF0)
695: 60 ExtInst 1(GLSL.std.450) 18(Atan) 694
696: 60 Load 63(inF0)
697: 60 Load 64(inF1)
698: 60 ExtInst 1(GLSL.std.450) 25(Atan2) 696 697
699: 60 Load 63(inF0)
700: 60 ExtInst 1(GLSL.std.450) 9(Ceil) 699
701: 60 Load 63(inF0)
702: 60 Load 64(inF1)
703: 60 Load 65(inF2)
704: 60 ExtInst 1(GLSL.std.450) 43(FClamp) 701 702 703
705: 60 Load 63(inF0)
706: 60 ExtInst 1(GLSL.std.450) 14(Cos) 705
707: 60 Load 63(inF0)
708: 60 ExtInst 1(GLSL.std.450) 20(Cosh) 707
709: 60 Load 63(inF0)
710: 60 ExtInst 1(GLSL.std.450) 12(Degrees) 709
711: 60 Load 63(inF0)
712: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 711
713: 60 Load 63(inF0)
714: 60 ExtInst 1(GLSL.std.450) 27(Exp) 713
715: 60 Load 63(inF0)
716: 60 ExtInst 1(GLSL.std.450) 29(Exp2) 715
717: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164
718: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164
719: 60 Load 63(inF0)
720: 60 ExtInst 1(GLSL.std.450) 8(Floor) 719
721: 60 Load 63(inF0)
722: 60 Load 64(inF1)
723: 24(fvec2) CompositeExtract 721 0
724: 24(fvec2) CompositeExtract 722 0
725: 24(fvec2) FMod 723 724
726: 24(fvec2) CompositeExtract 721 1
727: 24(fvec2) CompositeExtract 722 1
728: 24(fvec2) FMod 726 727
729: 60 CompositeConstruct 725 728
730: 60 Load 63(inF0)
731: 60 ExtInst 1(GLSL.std.450) 10(Fract) 730
732: 60 Load 63(inF0)
733: 60 Load 64(inF1)
734: 60 ExtInst 1(GLSL.std.450) 53(Ldexp) 732 733
735: 60 Load 63(inF0)
736: 60 Load 64(inF1)
737: 60 Load 65(inF2)
738: 60 ExtInst 1(GLSL.std.450) 46(FMix) 735 736 737
739: 60 Load 63(inF0)
740: 60 ExtInst 1(GLSL.std.450) 28(Log) 739
741: 60 Load 63(inF0)
742: 60 ExtInst 1(GLSL.std.450) 30(Log2) 741
743: 60 MatrixTimesScalar 742 196
744: 60 Load 63(inF0)
745: 60 ExtInst 1(GLSL.std.450) 30(Log2) 744
746: 60 Load 63(inF0)
747: 60 Load 64(inF1)
748: 60 ExtInst 1(GLSL.std.450) 40(FMax) 746 747
749: 60 Load 63(inF0)
750: 60 Load 64(inF1)
751: 60 ExtInst 1(GLSL.std.450) 37(FMin) 749 750
752: 60 Load 63(inF0)
753: 60 Load 64(inF1)
754: 60 ExtInst 1(GLSL.std.450) 26(Pow) 752 753
755: 60 Load 63(inF0)
756: 60 ExtInst 1(GLSL.std.450) 11(Radians) 755
757: 60 Load 63(inF0)
758: 60 ExtInst 1(GLSL.std.450) 2(RoundEven) 757
759: 60 Load 63(inF0)
760: 60 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 759
761: 60 Load 63(inF0)
762: 24(fvec2) CompositeConstruct 218 218
763: 24(fvec2) CompositeConstruct 219 219
764: 60 ExtInst 1(GLSL.std.450) 43(FClamp) 761 762 763
765: 60 Load 63(inF0)
766: 60 ExtInst 1(GLSL.std.450) 6(FSign) 765
767: 60 Load 63(inF0)
768: 60 ExtInst 1(GLSL.std.450) 13(Sin) 767
769: 60 Load 63(inF0)
770: 60 ExtInst 1(GLSL.std.450) 13(Sin) 769
Store 64(inF1) 770
771: 60 Load 63(inF0)
772: 60 ExtInst 1(GLSL.std.450) 14(Cos) 771
Store 65(inF2) 772
773: 60 Load 63(inF0)
774: 60 ExtInst 1(GLSL.std.450) 19(Sinh) 773
775: 60 Load 63(inF0)
776: 60 Load 64(inF1)
777: 60 Load 65(inF2)
778: 60 ExtInst 1(GLSL.std.450) 49(SmoothStep) 775 776 777
779: 60 Load 63(inF0)
780: 60 ExtInst 1(GLSL.std.450) 31(Sqrt) 779
781: 60 Load 63(inF0)
782: 60 Load 64(inF1)
783: 60 ExtInst 1(GLSL.std.450) 48(Step) 781 782
784: 60 Load 63(inF0)
785: 60 ExtInst 1(GLSL.std.450) 15(Tan) 784
786: 60 Load 63(inF0)
787: 60 ExtInst 1(GLSL.std.450) 21(Tanh) 786
788: 60 Load 63(inF0)
789: 60 Transpose 788
790: 60 Load 63(inF0)
791: 60 ExtInst 1(GLSL.std.450) 3(Trunc) 790
ReturnValue 793
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
796: 68 Load 71(inF0)
797: 132(bool) All 796
798: 68 Load 71(inF0)
799: 68 ExtInst 1(GLSL.std.450) 4(FAbs) 798
800: 68 Load 71(inF0)
801: 68 ExtInst 1(GLSL.std.450) 17(Acos) 800
802: 68 Load 71(inF0)
803: 132(bool) Any 802
804: 68 Load 71(inF0)
805: 68 ExtInst 1(GLSL.std.450) 16(Asin) 804
806: 68 Load 71(inF0)
807: 68 ExtInst 1(GLSL.std.450) 18(Atan) 806
808: 68 Load 71(inF0)
809: 68 Load 72(inF1)
810: 68 ExtInst 1(GLSL.std.450) 25(Atan2) 808 809
811: 68 Load 71(inF0)
812: 68 ExtInst 1(GLSL.std.450) 9(Ceil) 811
813: 68 Load 71(inF0)
814: 68 Load 72(inF1)
815: 68 Load 73(inF2)
816: 68 ExtInst 1(GLSL.std.450) 43(FClamp) 813 814 815
817: 68 Load 71(inF0)
818: 68 ExtInst 1(GLSL.std.450) 14(Cos) 817
819: 68 Load 71(inF0)
820: 68 ExtInst 1(GLSL.std.450) 20(Cosh) 819
821: 68 Load 71(inF0)
822: 68 ExtInst 1(GLSL.std.450) 12(Degrees) 821
823: 68 Load 71(inF0)
824: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 823
825: 68 Load 71(inF0)
826: 68 ExtInst 1(GLSL.std.450) 27(Exp) 825
827: 68 Load 71(inF0)
828: 68 ExtInst 1(GLSL.std.450) 29(Exp2) 827
829: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164
830: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164
831: 68 Load 71(inF0)
832: 68 ExtInst 1(GLSL.std.450) 8(Floor) 831
833: 68 Load 71(inF0)
834: 68 Load 72(inF1)
835: 36(fvec3) CompositeExtract 833 0
836: 36(fvec3) CompositeExtract 834 0
837: 36(fvec3) FMod 835 836
838: 36(fvec3) CompositeExtract 833 1
839: 36(fvec3) CompositeExtract 834 1
840: 36(fvec3) FMod 838 839
841: 36(fvec3) CompositeExtract 833 2
842: 36(fvec3) CompositeExtract 834 2
843: 36(fvec3) FMod 841 842
844: 68 CompositeConstruct 837 840 843
845: 68 Load 71(inF0)
846: 68 ExtInst 1(GLSL.std.450) 10(Fract) 845
847: 68 Load 71(inF0)
848: 68 Load 72(inF1)
849: 68 ExtInst 1(GLSL.std.450) 53(Ldexp) 847 848
850: 68 Load 71(inF0)
851: 68 Load 72(inF1)
852: 68 Load 73(inF2)
853: 68 ExtInst 1(GLSL.std.450) 46(FMix) 850 851 852
854: 68 Load 71(inF0)
855: 68 ExtInst 1(GLSL.std.450) 28(Log) 854
856: 68 Load 71(inF0)
857: 68 ExtInst 1(GLSL.std.450) 30(Log2) 856
858: 68 MatrixTimesScalar 857 196
859: 68 Load 71(inF0)
860: 68 ExtInst 1(GLSL.std.450) 30(Log2) 859
861: 68 Load 71(inF0)
862: 68 Load 72(inF1)
863: 68 ExtInst 1(GLSL.std.450) 40(FMax) 861 862
864: 68 Load 71(inF0)
865: 68 Load 72(inF1)
866: 68 ExtInst 1(GLSL.std.450) 37(FMin) 864 865
867: 68 Load 71(inF0)
868: 68 Load 72(inF1)
869: 68 ExtInst 1(GLSL.std.450) 26(Pow) 867 868
870: 68 Load 71(inF0)
871: 68 ExtInst 1(GLSL.std.450) 11(Radians) 870
872: 68 Load 71(inF0)
873: 68 ExtInst 1(GLSL.std.450) 2(RoundEven) 872
874: 68 Load 71(inF0)
875: 68 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 874
876: 68 Load 71(inF0)
877: 36(fvec3) CompositeConstruct 218 218 218
878: 36(fvec3) CompositeConstruct 219 219 219
879: 68 ExtInst 1(GLSL.std.450) 43(FClamp) 876 877 878
880: 68 Load 71(inF0)
881: 68 ExtInst 1(GLSL.std.450) 6(FSign) 880
882: 68 Load 71(inF0)
883: 68 ExtInst 1(GLSL.std.450) 13(Sin) 882
884: 68 Load 71(inF0)
885: 68 ExtInst 1(GLSL.std.450) 13(Sin) 884
Store 72(inF1) 885
886: 68 Load 71(inF0)
887: 68 ExtInst 1(GLSL.std.450) 14(Cos) 886
Store 73(inF2) 887
888: 68 Load 71(inF0)
889: 68 ExtInst 1(GLSL.std.450) 19(Sinh) 888
890: 68 Load 71(inF0)
891: 68 Load 72(inF1)
892: 68 Load 73(inF2)
893: 68 ExtInst 1(GLSL.std.450) 49(SmoothStep) 890 891 892
894: 68 Load 71(inF0)
895: 68 ExtInst 1(GLSL.std.450) 31(Sqrt) 894
896: 68 Load 71(inF0)
897: 68 Load 72(inF1)
898: 68 ExtInst 1(GLSL.std.450) 48(Step) 896 897
899: 68 Load 71(inF0)
900: 68 ExtInst 1(GLSL.std.450) 15(Tan) 899
901: 68 Load 71(inF0)
902: 68 ExtInst 1(GLSL.std.450) 21(Tanh) 901
903: 68 Load 71(inF0)
904: 68 Transpose 903
905: 68 Load 71(inF0)
906: 68 ExtInst 1(GLSL.std.450) 3(Trunc) 905
ReturnValue 908
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
911: 76 Load 79(inF0)
912: 132(bool) All 911
913: 76 Load 79(inF0)
914: 76 ExtInst 1(GLSL.std.450) 4(FAbs) 913
915: 76 Load 79(inF0)
916: 76 ExtInst 1(GLSL.std.450) 17(Acos) 915
917: 76 Load 79(inF0)
918: 132(bool) Any 917
919: 76 Load 79(inF0)
920: 76 ExtInst 1(GLSL.std.450) 16(Asin) 919
921: 76 Load 79(inF0)
922: 76 ExtInst 1(GLSL.std.450) 18(Atan) 921
923: 76 Load 79(inF0)
924: 76 Load 80(inF1)
925: 76 ExtInst 1(GLSL.std.450) 25(Atan2) 923 924
926: 76 Load 79(inF0)
927: 76 ExtInst 1(GLSL.std.450) 9(Ceil) 926
928: 76 Load 79(inF0)
929: 76 Load 80(inF1)
930: 76 Load 81(inF2)
931: 76 ExtInst 1(GLSL.std.450) 43(FClamp) 928 929 930
932: 76 Load 79(inF0)
933: 76 ExtInst 1(GLSL.std.450) 14(Cos) 932
934: 76 Load 79(inF0)
935: 76 ExtInst 1(GLSL.std.450) 20(Cosh) 934
936: 76 Load 79(inF0)
937: 76 ExtInst 1(GLSL.std.450) 12(Degrees) 936
938: 76 Load 79(inF0)
939: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 938
940: 76 Load 79(inF0)
941: 76 ExtInst 1(GLSL.std.450) 27(Exp) 940
942: 76 Load 79(inF0)
943: 76 ExtInst 1(GLSL.std.450) 29(Exp2) 942
944: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164
945: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164
946: 76 Load 79(inF0)
947: 76 ExtInst 1(GLSL.std.450) 8(Floor) 946
948: 76 Load 79(inF0)
949: 76 Load 80(inF1)
950: 48(fvec4) CompositeExtract 948 0
951: 48(fvec4) CompositeExtract 949 0
952: 48(fvec4) FMod 950 951
953: 48(fvec4) CompositeExtract 948 1
954: 48(fvec4) CompositeExtract 949 1
955: 48(fvec4) FMod 953 954
956: 48(fvec4) CompositeExtract 948 2
957: 48(fvec4) CompositeExtract 949 2
958: 48(fvec4) FMod 956 957
959: 48(fvec4) CompositeExtract 948 3
960: 48(fvec4) CompositeExtract 949 3
961: 48(fvec4) FMod 959 960
962: 76 CompositeConstruct 952 955 958 961
963: 76 Load 79(inF0)
964: 76 ExtInst 1(GLSL.std.450) 10(Fract) 963
965: 76 Load 79(inF0)
966: 76 Load 80(inF1)
967: 76 ExtInst 1(GLSL.std.450) 53(Ldexp) 965 966
968: 76 Load 79(inF0)
969: 76 Load 80(inF1)
970: 76 Load 81(inF2)
971: 76 ExtInst 1(GLSL.std.450) 46(FMix) 968 969 970
972: 76 Load 79(inF0)
973: 76 ExtInst 1(GLSL.std.450) 28(Log) 972
974: 76 Load 79(inF0)
975: 76 ExtInst 1(GLSL.std.450) 30(Log2) 974
976: 76 MatrixTimesScalar 975 196
977: 76 Load 79(inF0)
978: 76 ExtInst 1(GLSL.std.450) 30(Log2) 977
979: 76 Load 79(inF0)
980: 76 Load 80(inF1)
981: 76 ExtInst 1(GLSL.std.450) 40(FMax) 979 980
982: 76 Load 79(inF0)
983: 76 Load 80(inF1)
984: 76 ExtInst 1(GLSL.std.450) 37(FMin) 982 983
985: 76 Load 79(inF0)
986: 76 Load 80(inF1)
987: 76 ExtInst 1(GLSL.std.450) 26(Pow) 985 986
988: 76 Load 79(inF0)
989: 76 ExtInst 1(GLSL.std.450) 11(Radians) 988
990: 76 Load 79(inF0)
991: 76 ExtInst 1(GLSL.std.450) 2(RoundEven) 990
992: 76 Load 79(inF0)
993: 76 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 992
994: 76 Load 79(inF0)
995: 48(fvec4) CompositeConstruct 218 218 218 218
996: 48(fvec4) CompositeConstruct 219 219 219 219
997: 76 ExtInst 1(GLSL.std.450) 43(FClamp) 994 995 996
998: 76 Load 79(inF0)
999: 76 ExtInst 1(GLSL.std.450) 6(FSign) 998
1000: 76 Load 79(inF0)
1001: 76 ExtInst 1(GLSL.std.450) 13(Sin) 1000
1002: 76 Load 79(inF0)
1003: 76 ExtInst 1(GLSL.std.450) 13(Sin) 1002
Store 80(inF1) 1003
1004: 76 Load 79(inF0)
1005: 76 ExtInst 1(GLSL.std.450) 14(Cos) 1004
Store 81(inF2) 1005
1006: 76 Load 79(inF0)
1007: 76 ExtInst 1(GLSL.std.450) 19(Sinh) 1006
1008: 76 Load 79(inF0)
1009: 76 Load 80(inF1)
1010: 76 Load 81(inF2)
1011: 76 ExtInst 1(GLSL.std.450) 49(SmoothStep) 1008 1009 1010
1012: 76 Load 79(inF0)
1013: 76 ExtInst 1(GLSL.std.450) 31(Sqrt) 1012
1014: 76 Load 79(inF0)
1015: 76 Load 80(inF1)
1016: 76 ExtInst 1(GLSL.std.450) 48(Step) 1014 1015
1017: 76 Load 79(inF0)
1018: 76 ExtInst 1(GLSL.std.450) 15(Tan) 1017
1019: 76 Load 79(inF0)
1020: 76 ExtInst 1(GLSL.std.450) 21(Tanh) 1019
1021: 76 Load 79(inF0)
1022: 76 Transpose 1021
1023: 76 Load 79(inF0)
1024: 76 ExtInst 1(GLSL.std.450) 3(Trunc) 1023
ReturnValue 1026
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
1029(r0): 7(ptr) Variable Function
1033(r1): 25(ptr) Variable Function
1037(r2): 25(ptr) Variable Function
1041(r3): 7(ptr) Variable Function
1045(r4): 25(ptr) Variable Function
1049(r5): 25(ptr) Variable Function
1053(r6): 61(ptr) Variable Function
1057(r7): 61(ptr) Variable Function
1061(r8): 61(ptr) Variable Function
1030: 6(float) Load 86(inF1)
1031: 6(float) Load 85(inF0)
1032: 6(float) FMul 1030 1031
Store 1029(r0) 1032
1034: 6(float) Load 85(inF0)
1035: 24(fvec2) Load 87(inFV0)
1036: 24(fvec2) VectorTimesScalar 1035 1034
Store 1033(r1) 1036
1038: 24(fvec2) Load 87(inFV0)
1039: 6(float) Load 85(inF0)
1040: 24(fvec2) VectorTimesScalar 1038 1039
Store 1037(r2) 1040
1042: 24(fvec2) Load 87(inFV0)
1043: 24(fvec2) Load 88(inFV1)
1044: 6(float) Dot 1042 1043
Store 1041(r3) 1044
1046: 24(fvec2) Load 87(inFV0)
1047: 60 Load 89(inFM0)
1048: 24(fvec2) VectorTimesMatrix 1046 1047
Store 1045(r4) 1048
1050: 60 Load 89(inFM0)
1051: 24(fvec2) Load 87(inFV0)
1052: 24(fvec2) MatrixTimesVector 1050 1051
Store 1049(r5) 1052
1054: 6(float) Load 85(inF0)
1055: 60 Load 89(inFM0)
1056: 60 MatrixTimesScalar 1055 1054
Store 1053(r6) 1056
1058: 60 Load 89(inFM0)
1059: 6(float) Load 85(inF0)
1060: 60 MatrixTimesScalar 1058 1059
Store 1057(r7) 1060
1062: 60 Load 90(inFM1)
1063: 60 Load 89(inFM0)
1064: 60 MatrixTimesMatrix 1062 1063
Store 1061(r8) 1064
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
1065(r0): 7(ptr) Variable Function
1069(r1): 37(ptr) Variable Function
1073(r2): 37(ptr) Variable Function
1077(r3): 7(ptr) Variable Function
1081(r4): 37(ptr) Variable Function
1085(r5): 37(ptr) Variable Function
1089(r6): 69(ptr) Variable Function
1093(r7): 69(ptr) Variable Function
1097(r8): 69(ptr) Variable Function
1066: 6(float) Load 95(inF1)
1067: 6(float) Load 94(inF0)
1068: 6(float) FMul 1066 1067
Store 1065(r0) 1068
1070: 6(float) Load 94(inF0)
1071: 36(fvec3) Load 96(inFV0)
1072: 36(fvec3) VectorTimesScalar 1071 1070
Store 1069(r1) 1072
1074: 36(fvec3) Load 96(inFV0)
1075: 6(float) Load 94(inF0)
1076: 36(fvec3) VectorTimesScalar 1074 1075
Store 1073(r2) 1076
1078: 36(fvec3) Load 96(inFV0)
1079: 36(fvec3) Load 97(inFV1)
1080: 6(float) Dot 1078 1079
Store 1077(r3) 1080
1082: 36(fvec3) Load 96(inFV0)
1083: 68 Load 98(inFM0)
1084: 36(fvec3) VectorTimesMatrix 1082 1083
Store 1081(r4) 1084
1086: 68 Load 98(inFM0)
1087: 36(fvec3) Load 96(inFV0)
1088: 36(fvec3) MatrixTimesVector 1086 1087
Store 1085(r5) 1088
1090: 6(float) Load 94(inF0)
1091: 68 Load 98(inFM0)
1092: 68 MatrixTimesScalar 1091 1090
Store 1089(r6) 1092
1094: 68 Load 98(inFM0)
1095: 6(float) Load 94(inF0)
1096: 68 MatrixTimesScalar 1094 1095
Store 1093(r7) 1096
1098: 68 Load 99(inFM1)
1099: 68 Load 98(inFM0)
1100: 68 MatrixTimesMatrix 1098 1099
Store 1097(r8) 1100
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
1101(r0): 7(ptr) Variable Function
1105(r1): 49(ptr) Variable Function
1109(r2): 49(ptr) Variable Function
1113(r3): 7(ptr) Variable Function
1117(r4): 49(ptr) Variable Function
1121(r5): 49(ptr) Variable Function
1125(r6): 77(ptr) Variable Function
1129(r7): 77(ptr) Variable Function
1133(r8): 77(ptr) Variable Function
1102: 6(float) Load 104(inF1)
1103: 6(float) Load 103(inF0)
1104: 6(float) FMul 1102 1103
Store 1101(r0) 1104
1106: 6(float) Load 103(inF0)
1107: 48(fvec4) Load 105(inFV0)
1108: 48(fvec4) VectorTimesScalar 1107 1106
Store 1105(r1) 1108
1110: 48(fvec4) Load 105(inFV0)
1111: 6(float) Load 103(inF0)
1112: 48(fvec4) VectorTimesScalar 1110 1111
Store 1109(r2) 1112
1114: 48(fvec4) Load 105(inFV0)
1115: 48(fvec4) Load 106(inFV1)
1116: 6(float) Dot 1114 1115
Store 1113(r3) 1116
1118: 48(fvec4) Load 105(inFV0)
1119: 76 Load 107(inFM0)
1120: 48(fvec4) VectorTimesMatrix 1118 1119
Store 1117(r4) 1120
1122: 76 Load 107(inFM0)
1123: 48(fvec4) Load 105(inFV0)
1124: 48(fvec4) MatrixTimesVector 1122 1123
Store 1121(r5) 1124
1126: 6(float) Load 103(inF0)
1127: 76 Load 107(inFM0)
1128: 76 MatrixTimesScalar 1127 1126
Store 1125(r6) 1128
1130: 76 Load 107(inFM0)
1131: 6(float) Load 103(inF0)
1132: 76 MatrixTimesScalar 1130 1131
Store 1129(r7) 1132
1134: 76 Load 108(inFM1)
1135: 76 Load 107(inFM0)
1136: 76 MatrixTimesMatrix 1134 1135
Store 1133(r8) 1136
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
1137(r00): 7(ptr) Variable Function
1141(r01): 25(ptr) Variable Function
1145(r02): 37(ptr) Variable Function
1149(r03): 25(ptr) Variable Function
1153(r04): 37(ptr) Variable Function
1157(r05): 7(ptr) Variable Function
1161(r06): 7(ptr) Variable Function
1165(r07): 37(ptr) Variable Function
1169(r08): 25(ptr) Variable Function
1173(r09): 25(ptr) Variable Function
1177(r10): 37(ptr) Variable Function
1181(r11): 112(ptr) Variable Function
1185(r12): 114(ptr) Variable Function
1189(r13): 61(ptr) Variable Function
1193(r14): 112(ptr) Variable Function
1197(r15): 118(ptr) Variable Function
1201(r16): 116(ptr) Variable Function
1138: 6(float) Load 121(inF1)
1139: 6(float) Load 120(inF0)
1140: 6(float) FMul 1138 1139
Store 1137(r00) 1140
1142: 6(float) Load 120(inF0)
1143: 24(fvec2) Load 122(inFV2)
1144: 24(fvec2) VectorTimesScalar 1143 1142
Store 1141(r01) 1144
1146: 6(float) Load 120(inF0)
1147: 36(fvec3) Load 123(inFV3)
1148: 36(fvec3) VectorTimesScalar 1147 1146
Store 1145(r02) 1148
1150: 24(fvec2) Load 122(inFV2)
1151: 6(float) Load 120(inF0)
1152: 24(fvec2) VectorTimesScalar 1150 1151
Store 1149(r03) 1152
1154: 36(fvec3) Load 123(inFV3)
1155: 6(float) Load 120(inF0)
1156: 36(fvec3) VectorTimesScalar 1154 1155
Store 1153(r04) 1156
1158: 24(fvec2) Load 122(inFV2)
1159: 24(fvec2) Load 122(inFV2)
1160: 6(float) Dot 1158 1159
Store 1157(r05) 1160
1162: 36(fvec3) Load 123(inFV3)
1163: 36(fvec3) Load 123(inFV3)
1164: 6(float) Dot 1162 1163
Store 1161(r06) 1164
1166: 111 Load 124(inFM2x3)
1167: 24(fvec2) Load 122(inFV2)
1168: 36(fvec3) MatrixTimesVector 1166 1167
Store 1165(r07) 1168
1170: 113 Load 125(inFM3x2)
1171: 36(fvec3) Load 123(inFV3)
1172: 24(fvec2) MatrixTimesVector 1170 1171
Store 1169(r08) 1172
1174: 36(fvec3) Load 123(inFV3)
1175: 111 Load 124(inFM2x3)
1176: 24(fvec2) VectorTimesMatrix 1174 1175
Store 1173(r09) 1176
1178: 24(fvec2) Load 122(inFV2)
1179: 113 Load 125(inFM3x2)
1180: 36(fvec3) VectorTimesMatrix 1178 1179
Store 1177(r10) 1180
1182: 6(float) Load 120(inF0)
1183: 111 Load 124(inFM2x3)
1184: 111 MatrixTimesScalar 1183 1182
Store 1181(r11) 1184
1186: 6(float) Load 120(inF0)
1187: 113 Load 125(inFM3x2)
1188: 113 MatrixTimesScalar 1187 1186
Store 1185(r12) 1188
1190: 113 Load 125(inFM3x2)
1191: 111 Load 124(inFM2x3)
1192: 60 MatrixTimesMatrix 1190 1191
Store 1189(r13) 1192
1194: 68 Load 126(inFM3x3)
1195: 111 Load 124(inFM2x3)
1196: 111 MatrixTimesMatrix 1194 1195
Store 1193(r14) 1196
1198: 115 Load 127(inFM3x4)
1199: 111 Load 124(inFM2x3)
1200: 117 MatrixTimesMatrix 1198 1199
Store 1197(r15) 1200
1202: 117 Load 128(inFM2x4)
1203: 113 Load 125(inFM3x2)
1204: 115 MatrixTimesMatrix 1202 1203
Store 1201(r16) 1204
Return
FunctionEnd