mirror of https://github.com/xemu-project/xemu.git
601 lines
27 KiB
Plaintext
601 lines
27 KiB
Plaintext
hlsl.sample.dx9.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Parameters:
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0:? Scope
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0:16 Sequence
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0:16 Declare ( temp void)
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0:16 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:18 Sequence
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0:18 move second child to first child ( temp 4-component vector of float)
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0:18 'ColorOut' ( temp 4-component vector of float)
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0:18 Constant:
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0:18 0.000000
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0:18 0.000000
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0:18 0.000000
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0:18 0.000000
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0:20 add second child into first child ( temp 4-component vector of float)
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0:20 'ColorOut' ( temp 4-component vector of float)
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0:20 texture ( temp 4-component vector of float)
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0:20 'g_sam' (layout( binding=0) uniform sampler2D)
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0:20 Constant:
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0:20 0.400000
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0:20 0.300000
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0:21 add second child into first child ( temp 4-component vector of float)
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0:21 'ColorOut' ( temp 4-component vector of float)
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0:21 texture ( temp 4-component vector of float)
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0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:21 Constant:
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0:21 0.500000
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0:22 add second child into first child ( temp 4-component vector of float)
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0:22 'ColorOut' ( temp 4-component vector of float)
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0:22 texture ( temp 4-component vector of float)
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0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:22 Constant:
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0:22 0.500000
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0:22 0.600000
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0:23 add second child into first child ( temp 4-component vector of float)
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0:23 'ColorOut' ( temp 4-component vector of float)
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0:23 texture ( temp 4-component vector of float)
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0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:23 Constant:
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0:23 0.500000
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0:23 0.600000
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0:23 0.400000
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0:24 add second child into first child ( temp 4-component vector of float)
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0:24 'ColorOut' ( temp 4-component vector of float)
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0:24 texture ( temp 4-component vector of float)
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0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:24 Constant:
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0:24 0.500000
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0:24 0.600000
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0:24 0.400000
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0:26 add second child into first child ( temp 4-component vector of float)
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0:26 'ColorOut' ( temp 4-component vector of float)
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0:26 textureLod ( temp 4-component vector of float)
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0:26 'g_sam' (layout( binding=0) uniform sampler2D)
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0:26 Construct vec2 ( temp 2-component vector of float)
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0:26 Constant:
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0:26 0.400000
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0:26 0.300000
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0:26 0.000000
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0:26 0.000000
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0:26 direct index ( temp float)
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0:26 Constant:
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0:26 0.400000
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0:26 0.300000
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0:26 0.000000
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0:26 0.000000
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0:26 Constant:
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0:26 3 (const int)
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0:27 add second child into first child ( temp 4-component vector of float)
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0:27 'ColorOut' ( temp 4-component vector of float)
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0:27 textureLod ( temp 4-component vector of float)
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0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:27 Construct float ( temp float)
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0:27 Constant:
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0:27 0.500000
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0:27 0.000000
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0:27 0.000000
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0:27 0.000000
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0:27 direct index ( temp float)
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0:27 Constant:
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0:27 0.500000
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0:27 0.000000
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0:27 0.000000
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0:27 0.000000
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0:27 Constant:
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0:27 3 (const int)
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0:28 add second child into first child ( temp 4-component vector of float)
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0:28 'ColorOut' ( temp 4-component vector of float)
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0:28 textureLod ( temp 4-component vector of float)
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0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:28 Construct vec2 ( temp 2-component vector of float)
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0:28 Constant:
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0:28 0.500000
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0:28 0.600000
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0:28 0.000000
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0:28 0.000000
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0:28 direct index ( temp float)
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0:28 Constant:
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0:28 0.500000
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0:28 0.600000
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0:28 0.000000
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0:28 0.000000
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0:28 Constant:
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0:28 3 (const int)
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0:29 add second child into first child ( temp 4-component vector of float)
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0:29 'ColorOut' ( temp 4-component vector of float)
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0:29 textureLod ( temp 4-component vector of float)
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0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:29 Construct vec3 ( temp 3-component vector of float)
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0:29 Constant:
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0:29 0.500000
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0:29 0.600000
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0:29 0.400000
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0:29 0.000000
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0:29 direct index ( temp float)
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0:29 Constant:
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0:29 0.500000
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0:29 0.600000
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0:29 0.400000
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0:29 0.000000
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0:29 Constant:
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0:29 3 (const int)
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0:30 add second child into first child ( temp 4-component vector of float)
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0:30 'ColorOut' ( temp 4-component vector of float)
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0:30 textureLod ( temp 4-component vector of float)
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0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:30 Construct vec3 ( temp 3-component vector of float)
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0:30 Constant:
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0:30 0.500000
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0:30 0.600000
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0:30 0.400000
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0:30 0.000000
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0:30 direct index ( temp float)
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0:30 Constant:
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0:30 0.500000
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0:30 0.600000
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0:30 0.400000
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0:30 0.000000
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0:30 Constant:
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0:30 3 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 Color: direct index for structure ( temp 4-component vector of float)
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0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:32 Constant:
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0:32 0 (const int)
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0:32 divide ( temp 4-component vector of float)
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0:32 'ColorOut' ( temp 4-component vector of float)
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0:32 Constant:
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0:32 10.000000
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0:33 move second child to first child ( temp float)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 1 (const int)
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0:33 Constant:
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0:33 1.000000
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0:35 Branch: Return with expression
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:15 Color: direct index for structure ( temp 4-component vector of float)
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Constant:
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0:15 0 (const int)
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0:15 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:15 Depth: direct index for structure ( temp float)
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Constant:
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0:15 1 (const int)
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0:? Linker Objects
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0:? 'g_sam' (layout( binding=0) uniform sampler2D)
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0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Parameters:
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0:? Scope
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0:16 Sequence
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0:16 Declare ( temp void)
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0:16 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:18 Sequence
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0:18 move second child to first child ( temp 4-component vector of float)
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0:18 'ColorOut' ( temp 4-component vector of float)
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0:18 Constant:
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0:18 0.000000
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0:18 0.000000
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0:18 0.000000
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0:18 0.000000
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0:20 add second child into first child ( temp 4-component vector of float)
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0:20 'ColorOut' ( temp 4-component vector of float)
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0:20 texture ( temp 4-component vector of float)
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0:20 'g_sam' (layout( binding=0) uniform sampler2D)
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0:20 Constant:
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0:20 0.400000
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0:20 0.300000
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0:21 add second child into first child ( temp 4-component vector of float)
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0:21 'ColorOut' ( temp 4-component vector of float)
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0:21 texture ( temp 4-component vector of float)
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0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:21 Constant:
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0:21 0.500000
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0:22 add second child into first child ( temp 4-component vector of float)
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0:22 'ColorOut' ( temp 4-component vector of float)
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0:22 texture ( temp 4-component vector of float)
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0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:22 Constant:
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0:22 0.500000
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0:22 0.600000
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0:23 add second child into first child ( temp 4-component vector of float)
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0:23 'ColorOut' ( temp 4-component vector of float)
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0:23 texture ( temp 4-component vector of float)
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0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:23 Constant:
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0:23 0.500000
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0:23 0.600000
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0:23 0.400000
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0:24 add second child into first child ( temp 4-component vector of float)
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0:24 'ColorOut' ( temp 4-component vector of float)
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0:24 texture ( temp 4-component vector of float)
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0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:24 Constant:
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0:24 0.500000
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0:24 0.600000
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0:24 0.400000
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0:26 add second child into first child ( temp 4-component vector of float)
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0:26 'ColorOut' ( temp 4-component vector of float)
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0:26 textureLod ( temp 4-component vector of float)
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0:26 'g_sam' (layout( binding=0) uniform sampler2D)
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0:26 Construct vec2 ( temp 2-component vector of float)
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0:26 Constant:
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0:26 0.400000
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0:26 0.300000
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0:26 0.000000
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0:26 0.000000
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0:26 direct index ( temp float)
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0:26 Constant:
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0:26 0.400000
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0:26 0.300000
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0:26 0.000000
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0:26 0.000000
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0:26 Constant:
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0:26 3 (const int)
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0:27 add second child into first child ( temp 4-component vector of float)
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0:27 'ColorOut' ( temp 4-component vector of float)
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0:27 textureLod ( temp 4-component vector of float)
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0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:27 Construct float ( temp float)
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0:27 Constant:
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0:27 0.500000
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0:27 0.000000
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0:27 0.000000
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0:27 0.000000
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0:27 direct index ( temp float)
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0:27 Constant:
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0:27 0.500000
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0:27 0.000000
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0:27 0.000000
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0:27 0.000000
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0:27 Constant:
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0:27 3 (const int)
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0:28 add second child into first child ( temp 4-component vector of float)
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0:28 'ColorOut' ( temp 4-component vector of float)
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0:28 textureLod ( temp 4-component vector of float)
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0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:28 Construct vec2 ( temp 2-component vector of float)
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0:28 Constant:
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0:28 0.500000
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0:28 0.600000
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0:28 0.000000
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0:28 0.000000
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0:28 direct index ( temp float)
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0:28 Constant:
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0:28 0.500000
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0:28 0.600000
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0:28 0.000000
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0:28 0.000000
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0:28 Constant:
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0:28 3 (const int)
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0:29 add second child into first child ( temp 4-component vector of float)
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0:29 'ColorOut' ( temp 4-component vector of float)
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0:29 textureLod ( temp 4-component vector of float)
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0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:29 Construct vec3 ( temp 3-component vector of float)
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0:29 Constant:
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0:29 0.500000
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0:29 0.600000
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0:29 0.400000
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0:29 0.000000
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0:29 direct index ( temp float)
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0:29 Constant:
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0:29 0.500000
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0:29 0.600000
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0:29 0.400000
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0:29 0.000000
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0:29 Constant:
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0:29 3 (const int)
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0:30 add second child into first child ( temp 4-component vector of float)
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0:30 'ColorOut' ( temp 4-component vector of float)
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0:30 textureLod ( temp 4-component vector of float)
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0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:30 Construct vec3 ( temp 3-component vector of float)
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0:30 Constant:
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0:30 0.500000
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0:30 0.600000
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0:30 0.400000
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0:30 0.000000
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0:30 direct index ( temp float)
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0:30 Constant:
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0:30 0.500000
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0:30 0.600000
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0:30 0.400000
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0:30 0.000000
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0:30 Constant:
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0:30 3 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 Color: direct index for structure ( temp 4-component vector of float)
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0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:32 Constant:
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0:32 0 (const int)
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0:32 divide ( temp 4-component vector of float)
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0:32 'ColorOut' ( temp 4-component vector of float)
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0:32 Constant:
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0:32 10.000000
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0:33 move second child to first child ( temp float)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 1 (const int)
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0:33 Constant:
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0:33 1.000000
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0:35 Branch: Return with expression
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:15 Color: direct index for structure ( temp 4-component vector of float)
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Constant:
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0:15 0 (const int)
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0:15 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:15 Depth: direct index for structure ( temp float)
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0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:15 Constant:
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0:15 1 (const int)
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0:? Linker Objects
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0:? 'g_sam' (layout( binding=0) uniform sampler2D)
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0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 135
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Capability Shader
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Capability Sampled1D
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2: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 5 "main" 128 132
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ExecutionMode 5 OriginUpperLeft
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ExecutionMode 5 DepthReplacing
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1: String ""
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Source HLSL 500 1 "// OpModuleProcessed auto-map-locations
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// OpModuleProcessed auto-map-bindings
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// OpModuleProcessed entry-point main
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// OpModuleProcessed client vulkan100
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// OpModuleProcessed target-env vulkan1.0
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// OpModuleProcessed keep-uncalled
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// OpModuleProcessed hlsl-offsets
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#line 1
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"
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Name 5 "main"
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Name 9 "PS_OUTPUT"
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MemberName 9(PS_OUTPUT) 0 "Color"
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MemberName 9(PS_OUTPUT) 1 "Depth"
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Name 11 "@main("
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Name 14 "psout"
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Name 16 "ColorOut"
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Name 22 "g_sam"
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Name 34 "g_sam1D"
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Name 40 "g_sam2D"
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Name 50 "g_sam3D"
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Name 60 "g_samCube"
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Name 125 "flattenTemp"
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Name 128 "@entryPointOutput.Color"
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Name 132 "@entryPointOutput.Depth"
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Decorate 22(g_sam) Binding 0
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Decorate 22(g_sam) DescriptorSet 0
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Decorate 34(g_sam1D) Binding 1
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Decorate 34(g_sam1D) DescriptorSet 0
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Decorate 40(g_sam2D) Binding 2
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Decorate 40(g_sam2D) DescriptorSet 0
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Decorate 50(g_sam3D) Binding 3
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Decorate 50(g_sam3D) DescriptorSet 0
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Decorate 60(g_samCube) Binding 4
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Decorate 60(g_samCube) DescriptorSet 0
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Decorate 128(@entryPointOutput.Color) Location 0
|
|
Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
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|
3: TypeVoid
|
|
4: TypeFunction 3
|
|
7: TypeFloat 32
|
|
8: TypeVector 7(float) 4
|
|
9(PS_OUTPUT): TypeStruct 8(fvec4) 7(float)
|
|
10: TypeFunction 9(PS_OUTPUT)
|
|
13: TypePointer Function 9(PS_OUTPUT)
|
|
15: TypePointer Function 8(fvec4)
|
|
17: 7(float) Constant 0
|
|
18: 8(fvec4) ConstantComposite 17 17 17 17
|
|
19: TypeImage 7(float) 2D sampled format:Unknown
|
|
20: TypeSampledImage 19
|
|
21: TypePointer UniformConstant 20
|
|
22(g_sam): 21(ptr) Variable UniformConstant
|
|
24: TypeVector 7(float) 2
|
|
25: 7(float) Constant 1053609165
|
|
26: 7(float) Constant 1050253722
|
|
27: 24(fvec2) ConstantComposite 25 26
|
|
31: TypeImage 7(float) 1D sampled format:Unknown
|
|
32: TypeSampledImage 31
|
|
33: TypePointer UniformConstant 32
|
|
34(g_sam1D): 33(ptr) Variable UniformConstant
|
|
36: 7(float) Constant 1056964608
|
|
40(g_sam2D): 21(ptr) Variable UniformConstant
|
|
42: 7(float) Constant 1058642330
|
|
43: 24(fvec2) ConstantComposite 36 42
|
|
47: TypeImage 7(float) 3D sampled format:Unknown
|
|
48: TypeSampledImage 47
|
|
49: TypePointer UniformConstant 48
|
|
50(g_sam3D): 49(ptr) Variable UniformConstant
|
|
52: TypeVector 7(float) 3
|
|
53: 52(fvec3) ConstantComposite 36 42 25
|
|
57: TypeImage 7(float) Cube sampled format:Unknown
|
|
58: TypeSampledImage 57
|
|
59: TypePointer UniformConstant 58
|
|
60(g_samCube): 59(ptr) Variable UniformConstant
|
|
66: 8(fvec4) ConstantComposite 25 26 17 17
|
|
70: TypeInt 32 0
|
|
71: 70(int) Constant 3
|
|
77: 8(fvec4) ConstantComposite 36 17 17 17
|
|
84: 8(fvec4) ConstantComposite 36 42 17 17
|
|
93: 8(fvec4) ConstantComposite 36 42 25 17
|
|
111: TypeInt 32 1
|
|
112: 111(int) Constant 0
|
|
114: 7(float) Constant 1092616192
|
|
118: 111(int) Constant 1
|
|
119: 7(float) Constant 1065353216
|
|
120: TypePointer Function 7(float)
|
|
127: TypePointer Output 8(fvec4)
|
|
128(@entryPointOutput.Color): 127(ptr) Variable Output
|
|
131: TypePointer Output 7(float)
|
|
132(@entryPointOutput.Depth): 131(ptr) Variable Output
|
|
Line 1 15 1
|
|
5(main): 3 Function None 4
|
|
6: Label
|
|
125(flattenTemp): 13(ptr) Variable Function
|
|
Line 1 15 0
|
|
126:9(PS_OUTPUT) FunctionCall 11(@main()
|
|
Store 125(flattenTemp) 126
|
|
129: 15(ptr) AccessChain 125(flattenTemp) 112
|
|
130: 8(fvec4) Load 129
|
|
Store 128(@entryPointOutput.Color) 130
|
|
133: 120(ptr) AccessChain 125(flattenTemp) 118
|
|
134: 7(float) Load 133
|
|
Store 132(@entryPointOutput.Depth) 134
|
|
Return
|
|
FunctionEnd
|
|
Line 1 15 1
|
|
11(@main():9(PS_OUTPUT) Function None 10
|
|
12: Label
|
|
14(psout): 13(ptr) Variable Function
|
|
16(ColorOut): 15(ptr) Variable Function
|
|
Line 1 18 0
|
|
Store 16(ColorOut) 18
|
|
Line 1 20 0
|
|
23: 20 Load 22(g_sam)
|
|
28: 8(fvec4) ImageSampleImplicitLod 23 27
|
|
29: 8(fvec4) Load 16(ColorOut)
|
|
30: 8(fvec4) FAdd 29 28
|
|
Store 16(ColorOut) 30
|
|
Line 1 21 0
|
|
35: 32 Load 34(g_sam1D)
|
|
37: 8(fvec4) ImageSampleImplicitLod 35 36
|
|
38: 8(fvec4) Load 16(ColorOut)
|
|
39: 8(fvec4) FAdd 38 37
|
|
Store 16(ColorOut) 39
|
|
Line 1 22 0
|
|
41: 20 Load 40(g_sam2D)
|
|
44: 8(fvec4) ImageSampleImplicitLod 41 43
|
|
45: 8(fvec4) Load 16(ColorOut)
|
|
46: 8(fvec4) FAdd 45 44
|
|
Store 16(ColorOut) 46
|
|
Line 1 23 0
|
|
51: 48 Load 50(g_sam3D)
|
|
54: 8(fvec4) ImageSampleImplicitLod 51 53
|
|
55: 8(fvec4) Load 16(ColorOut)
|
|
56: 8(fvec4) FAdd 55 54
|
|
Store 16(ColorOut) 56
|
|
Line 1 24 0
|
|
61: 58 Load 60(g_samCube)
|
|
62: 8(fvec4) ImageSampleImplicitLod 61 53
|
|
63: 8(fvec4) Load 16(ColorOut)
|
|
64: 8(fvec4) FAdd 63 62
|
|
Store 16(ColorOut) 64
|
|
Line 1 26 0
|
|
65: 20 Load 22(g_sam)
|
|
67: 7(float) CompositeExtract 66 0
|
|
68: 7(float) CompositeExtract 66 1
|
|
69: 24(fvec2) CompositeConstruct 67 68
|
|
72: 7(float) CompositeExtract 66 3
|
|
73: 8(fvec4) ImageSampleExplicitLod 65 69 Lod 72
|
|
74: 8(fvec4) Load 16(ColorOut)
|
|
75: 8(fvec4) FAdd 74 73
|
|
Store 16(ColorOut) 75
|
|
Line 1 27 0
|
|
76: 32 Load 34(g_sam1D)
|
|
78: 7(float) CompositeExtract 77 0
|
|
79: 7(float) CompositeExtract 77 3
|
|
80: 8(fvec4) ImageSampleExplicitLod 76 78 Lod 79
|
|
81: 8(fvec4) Load 16(ColorOut)
|
|
82: 8(fvec4) FAdd 81 80
|
|
Store 16(ColorOut) 82
|
|
Line 1 28 0
|
|
83: 20 Load 40(g_sam2D)
|
|
85: 7(float) CompositeExtract 84 0
|
|
86: 7(float) CompositeExtract 84 1
|
|
87: 24(fvec2) CompositeConstruct 85 86
|
|
88: 7(float) CompositeExtract 84 3
|
|
89: 8(fvec4) ImageSampleExplicitLod 83 87 Lod 88
|
|
90: 8(fvec4) Load 16(ColorOut)
|
|
91: 8(fvec4) FAdd 90 89
|
|
Store 16(ColorOut) 91
|
|
Line 1 29 0
|
|
92: 48 Load 50(g_sam3D)
|
|
94: 7(float) CompositeExtract 93 0
|
|
95: 7(float) CompositeExtract 93 1
|
|
96: 7(float) CompositeExtract 93 2
|
|
97: 52(fvec3) CompositeConstruct 94 95 96
|
|
98: 7(float) CompositeExtract 93 3
|
|
99: 8(fvec4) ImageSampleExplicitLod 92 97 Lod 98
|
|
100: 8(fvec4) Load 16(ColorOut)
|
|
101: 8(fvec4) FAdd 100 99
|
|
Store 16(ColorOut) 101
|
|
Line 1 30 0
|
|
102: 58 Load 60(g_samCube)
|
|
103: 7(float) CompositeExtract 93 0
|
|
104: 7(float) CompositeExtract 93 1
|
|
105: 7(float) CompositeExtract 93 2
|
|
106: 52(fvec3) CompositeConstruct 103 104 105
|
|
107: 7(float) CompositeExtract 93 3
|
|
108: 8(fvec4) ImageSampleExplicitLod 102 106 Lod 107
|
|
109: 8(fvec4) Load 16(ColorOut)
|
|
110: 8(fvec4) FAdd 109 108
|
|
Store 16(ColorOut) 110
|
|
Line 1 32 0
|
|
113: 8(fvec4) Load 16(ColorOut)
|
|
115: 8(fvec4) CompositeConstruct 114 114 114 114
|
|
116: 8(fvec4) FDiv 113 115
|
|
117: 15(ptr) AccessChain 14(psout) 112
|
|
Store 117 116
|
|
Line 1 33 0
|
|
121: 120(ptr) AccessChain 14(psout) 118
|
|
Store 121 119
|
|
Line 1 35 0
|
|
122:9(PS_OUTPUT) Load 14(psout)
|
|
ReturnValue 122
|
|
FunctionEnd
|