blob: b7d71394f8c50d6e74564787157036c23eaa121e [file] [log] [blame]
hlsl.intrinsics.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;i1; ( temp float)
0:17 Function Parameters:
0:17 'inF0' ( in float)
0:17 'inF1' ( in float)
0:17 'inF2' ( in float)
0:17 'inU0' ( in uint)
0:17 'inU1' ( in int)
0:? Sequence
0:20 Sequence
0:20 move second child to first child ( temp bool)
0:20 'r000' ( temp bool)
0:20 all ( temp bool)
0:20 Convert float to bool ( temp bool)
0:20 'inF0' ( in float)
0:21 Sequence
0:21 move second child to first child ( temp float)
0:21 'r001' ( temp float)
0:21 Absolute value ( temp float)
0:21 'inF0' ( in float)
0:22 Sequence
0:22 move second child to first child ( temp float)
0:22 'r002' ( temp float)
0:22 arc cosine ( temp float)
0:22 'inF0' ( in float)
0:23 Sequence
0:23 move second child to first child ( temp bool)
0:23 'r003' ( temp bool)
0:23 any ( temp bool)
0:23 Convert float to bool ( temp bool)
0:23 'inF0' ( in float)
0:24 Sequence
0:24 move second child to first child ( temp float)
0:24 'r004' ( temp float)
0:24 arc sine ( temp float)
0:24 'inF0' ( in float)
0:25 Sequence
0:25 move second child to first child ( temp int)
0:25 'r005' ( temp int)
0:25 floatBitsToInt ( temp int)
0:25 'inF0' ( in float)
0:26 Sequence
0:26 move second child to first child ( temp uint)
0:26 'r006' ( temp uint)
0:26 floatBitsToUint ( temp uint)
0:26 'inU1' ( in int)
0:27 Sequence
0:27 move second child to first child ( temp float)
0:27 'r007' ( temp float)
0:27 intBitsToFloat ( temp float)
0:27 'inU0' ( in uint)
0:29 Sequence
0:29 move second child to first child ( temp float)
0:29 'r009' ( temp float)
0:29 arc tangent ( temp float)
0:29 'inF0' ( in float)
0:30 Sequence
0:30 move second child to first child ( temp float)
0:30 'r010' ( temp float)
0:30 arc tangent ( temp float)
0:30 'inF0' ( in float)
0:30 'inF1' ( in float)
0:31 Sequence
0:31 move second child to first child ( temp float)
0:31 'r011' ( temp float)
0:31 Ceiling ( temp float)
0:31 'inF0' ( in float)
0:32 Sequence
0:32 move second child to first child ( temp float)
0:32 'r012' ( temp float)
0:32 clamp ( temp float)
0:32 'inF0' ( in float)
0:32 'inF1' ( in float)
0:32 'inF2' ( in float)
0:33 Test condition and select ( temp void)
0:33 Condition
0:33 Compare Less Than ( temp bool)
0:33 'inF0' ( in float)
0:33 Constant:
0:33 0.000000
0:33 true case
0:33 Branch: Kill
0:34 Test condition and select ( temp void)
0:34 Condition
0:34 Compare Less Than ( temp bool)
0:34 'r005' ( temp int)
0:34 Constant:
0:34 0 (const int)
0:34 true case
0:34 Branch: Kill
0:35 Sequence
0:35 move second child to first child ( temp float)
0:35 'r014' ( temp float)
0:35 cosine ( temp float)
0:35 'inF0' ( in float)
0:36 Sequence
0:36 move second child to first child ( temp float)
0:36 'r015' ( temp float)
0:36 hyp. cosine ( temp float)
0:36 'inF0' ( in float)
0:37 Sequence
0:37 move second child to first child ( temp int)
0:37 'r016' ( temp int)
0:37 bitCount ( temp int)
0:37 Constant:
0:37 7 (const int)
0:38 Sequence
0:38 move second child to first child ( temp float)
0:38 'r017' ( temp float)
0:38 dPdx ( temp float)
0:38 'inF0' ( in float)
0:39 Sequence
0:39 move second child to first child ( temp float)
0:39 'r018' ( temp float)
0:39 dPdxCoarse ( temp float)
0:39 'inF0' ( in float)
0:40 Sequence
0:40 move second child to first child ( temp float)
0:40 'r019' ( temp float)
0:40 dPdxFine ( temp float)
0:40 'inF0' ( in float)
0:41 Sequence
0:41 move second child to first child ( temp float)
0:41 'r020' ( temp float)
0:41 dPdy ( temp float)
0:41 'inF0' ( in float)
0:42 Sequence
0:42 move second child to first child ( temp float)
0:42 'r021' ( temp float)
0:42 dPdyCoarse ( temp float)
0:42 'inF0' ( in float)
0:43 Sequence
0:43 move second child to first child ( temp float)
0:43 'r022' ( temp float)
0:43 dPdyFine ( temp float)
0:43 'inF0' ( in float)
0:44 Sequence
0:44 move second child to first child ( temp float)
0:44 'r023' ( temp float)
0:44 degrees ( temp float)
0:44 'inF0' ( in float)
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'r027' ( temp float)
0:48 exp ( temp float)
0:48 'inF0' ( in float)
0:49 Sequence
0:49 move second child to first child ( temp float)
0:49 'r028' ( temp float)
0:49 exp2 ( temp float)
0:49 'inF0' ( in float)
0:50 Sequence
0:50 move second child to first child ( temp uint)
0:50 'r029' ( temp uint)
0:50 Convert int to uint ( temp uint)
0:50 findMSB ( temp int)
0:50 Constant:
0:50 7 (const int)
0:51 Sequence
0:51 move second child to first child ( temp uint)
0:51 'r030' ( temp uint)
0:51 Convert int to uint ( temp uint)
0:51 findLSB ( temp int)
0:51 Constant:
0:51 7 (const int)
0:52 Sequence
0:52 move second child to first child ( temp float)
0:52 'r031' ( temp float)
0:52 Floor ( temp float)
0:52 'inF0' ( in float)
0:54 Sequence
0:54 move second child to first child ( temp float)
0:54 'r033' ( temp float)
0:54 mod ( temp float)
0:54 'inF0' ( in float)
0:54 'inF1' ( in float)
0:55 Sequence
0:55 move second child to first child ( temp float)
0:55 'r034' ( temp float)
0:55 Fraction ( temp float)
0:55 'inF0' ( in float)
0:56 Sequence
0:56 move second child to first child ( temp float)
0:56 'r036' ( temp float)
0:56 fwidth ( temp float)
0:56 'inF0' ( in float)
0:57 Sequence
0:57 move second child to first child ( temp bool)
0:57 'r037' ( temp bool)
0:57 isinf ( temp bool)
0:57 'inF0' ( in float)
0:58 Sequence
0:58 move second child to first child ( temp bool)
0:58 'r038' ( temp bool)
0:58 isnan ( temp bool)
0:58 'inF0' ( in float)
0:59 Sequence
0:59 move second child to first child ( temp float)
0:59 'r039' ( temp float)
0:59 ldexp ( temp float)
0:59 'inF0' ( in float)
0:59 'inF1' ( in float)
0:60 Sequence
0:60 move second child to first child ( temp float)
0:60 'r039a' ( temp float)
0:60 mix ( temp float)
0:60 'inF0' ( in float)
0:60 'inF1' ( in float)
0:60 'inF2' ( in float)
0:61 Sequence
0:61 move second child to first child ( temp float)
0:61 'r040' ( temp float)
0:61 log ( temp float)
0:61 'inF0' ( in float)
0:62 Sequence
0:62 move second child to first child ( temp float)
0:62 'r041' ( temp float)
0:62 component-wise multiply ( temp float)
0:62 log2 ( temp float)
0:62 'inF0' ( in float)
0:62 Constant:
0:62 0.301030
0:63 Sequence
0:63 move second child to first child ( temp float)
0:63 'r042' ( temp float)
0:63 log2 ( temp float)
0:63 'inF0' ( in float)
0:64 Sequence
0:64 move second child to first child ( temp float)
0:64 'r043' ( temp float)
0:64 max ( temp float)
0:64 'inF0' ( in float)
0:64 'inF1' ( in float)
0:65 Sequence
0:65 move second child to first child ( temp float)
0:65 'r044' ( temp float)
0:65 min ( temp float)
0:65 'inF0' ( in float)
0:65 'inF1' ( in float)
0:66 Sequence
0:66 move second child to first child ( temp float)
0:66 'r045' ( temp float)
0:66 pow ( temp float)
0:66 'inF0' ( in float)
0:66 'inF1' ( in float)
0:67 Sequence
0:67 move second child to first child ( temp float)
0:67 'r046' ( temp float)
0:67 radians ( temp float)
0:67 'inF0' ( in float)
0:68 Sequence
0:68 move second child to first child ( temp float)
0:68 'r047' ( temp float)
0:68 divide ( temp float)
0:68 Constant:
0:68 1.000000
0:68 'inF0' ( in float)
0:69 Sequence
0:69 move second child to first child ( temp uint)
0:69 'r048' ( temp uint)
0:69 Convert int to uint ( temp uint)
0:69 bitFieldReverse ( temp int)
0:69 Constant:
0:69 2 (const int)
0:70 Sequence
0:70 move second child to first child ( temp float)
0:70 'r049' ( temp float)
0:70 roundEven ( temp float)
0:70 'inF0' ( in float)
0:71 Sequence
0:71 move second child to first child ( temp float)
0:71 'r050' ( temp float)
0:71 inverse sqrt ( temp float)
0:71 'inF0' ( in float)
0:72 Sequence
0:72 move second child to first child ( temp float)
0:72 'r051' ( temp float)
0:72 clamp ( temp float)
0:72 'inF0' ( in float)
0:72 Constant:
0:72 0.000000
0:72 Constant:
0:72 1.000000
0:73 Sequence
0:73 move second child to first child ( temp float)
0:73 'r052' ( temp float)
0:73 Sign ( temp float)
0:73 'inF0' ( in float)
0:74 Sequence
0:74 move second child to first child ( temp float)
0:74 'r053' ( temp float)
0:74 sine ( temp float)
0:74 'inF0' ( in float)
0:75 Sequence
0:75 move second child to first child ( temp float)
0:75 'inF1' ( in float)
0:75 sine ( temp float)
0:75 'inF0' ( in float)
0:75 move second child to first child ( temp float)
0:75 'inF2' ( in float)
0:75 cosine ( temp float)
0:75 'inF0' ( in float)
0:76 Sequence
0:76 move second child to first child ( temp float)
0:76 'r055' ( temp float)
0:76 hyp. sine ( temp float)
0:76 'inF0' ( in float)
0:77 Sequence
0:77 move second child to first child ( temp float)
0:77 'r056' ( temp float)
0:77 smoothstep ( temp float)
0:77 'inF0' ( in float)
0:77 'inF1' ( in float)
0:77 'inF2' ( in float)
0:78 Sequence
0:78 move second child to first child ( temp float)
0:78 'r057' ( temp float)
0:78 sqrt ( temp float)
0:78 'inF0' ( in float)
0:79 Sequence
0:79 move second child to first child ( temp float)
0:79 'r058' ( temp float)
0:79 step ( temp float)
0:79 'inF0' ( in float)
0:79 'inF1' ( in float)
0:80 Sequence
0:80 move second child to first child ( temp float)
0:80 'r059' ( temp float)
0:80 tangent ( temp float)
0:80 'inF0' ( in float)
0:81 Sequence
0:81 move second child to first child ( temp float)
0:81 'r060' ( temp float)
0:81 hyp. tangent ( temp float)
0:81 'inF0' ( in float)
0:83 Sequence
0:83 move second child to first child ( temp float)
0:83 'r061' ( temp float)
0:83 trunc ( temp float)
0:83 'inF0' ( in float)
0:85 Branch: Return with expression
0:85 Constant:
0:85 0.000000
0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; ( temp 1-component vector of float)
0:89 Function Parameters:
0:89 'inF0' ( in 1-component vector of float)
0:89 'inF1' ( in 1-component vector of float)
0:89 'inF2' ( in 1-component vector of float)
0:? Sequence
0:91 Branch: Return with expression
0:91 Constant:
0:91 0.000000
0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; ( temp 2-component vector of float)
0:95 Function Parameters:
0:95 'inF0' ( in 2-component vector of float)
0:95 'inF1' ( in 2-component vector of float)
0:95 'inF2' ( in 2-component vector of float)
0:95 'inU0' ( in 2-component vector of uint)
0:95 'inU1' ( in 2-component vector of uint)
0:? Sequence
0:98 Sequence
0:98 move second child to first child ( temp bool)
0:98 'r000' ( temp bool)
0:98 all ( temp bool)
0:98 Convert float to bool ( temp 2-component vector of bool)
0:98 'inF0' ( in 2-component vector of float)
0:99 Sequence
0:99 move second child to first child ( temp 2-component vector of float)
0:99 'r001' ( temp 2-component vector of float)
0:99 Absolute value ( temp 2-component vector of float)
0:99 'inF0' ( in 2-component vector of float)
0:100 Sequence
0:100 move second child to first child ( temp 2-component vector of float)
0:100 'r002' ( temp 2-component vector of float)
0:100 arc cosine ( temp 2-component vector of float)
0:100 'inF0' ( in 2-component vector of float)
0:101 Sequence
0:101 move second child to first child ( temp bool)
0:101 'r003' ( temp bool)
0:101 any ( temp bool)
0:101 Convert float to bool ( temp 2-component vector of bool)
0:101 'inF0' ( in 2-component vector of float)
0:102 Sequence
0:102 move second child to first child ( temp 2-component vector of float)
0:102 'r004' ( temp 2-component vector of float)
0:102 arc sine ( temp 2-component vector of float)
0:102 'inF0' ( in 2-component vector of float)
0:103 Sequence
0:103 move second child to first child ( temp 2-component vector of int)
0:103 'r005' ( temp 2-component vector of int)
0:103 floatBitsToInt ( temp 2-component vector of int)
0:103 'inF0' ( in 2-component vector of float)
0:104 Sequence
0:104 move second child to first child ( temp 2-component vector of uint)
0:104 'r006' ( temp 2-component vector of uint)
0:104 floatBitsToUint ( temp 2-component vector of uint)
0:104 'inF0' ( in 2-component vector of float)
0:105 Sequence
0:105 move second child to first child ( temp 2-component vector of float)
0:105 'r007' ( temp 2-component vector of float)
0:105 intBitsToFloat ( temp 2-component vector of float)
0:105 'inU0' ( in 2-component vector of uint)
0:107 Sequence
0:107 move second child to first child ( temp 2-component vector of float)
0:107 'r009' ( temp 2-component vector of float)
0:107 arc tangent ( temp 2-component vector of float)
0:107 'inF0' ( in 2-component vector of float)
0:108 Sequence
0:108 move second child to first child ( temp 2-component vector of float)
0:108 'r010' ( temp 2-component vector of float)
0:108 arc tangent ( temp 2-component vector of float)
0:108 'inF0' ( in 2-component vector of float)
0:108 'inF1' ( in 2-component vector of float)
0:109 Sequence
0:109 move second child to first child ( temp 2-component vector of float)
0:109 'r011' ( temp 2-component vector of float)
0:109 Ceiling ( temp 2-component vector of float)
0:109 'inF0' ( in 2-component vector of float)
0:110 Sequence
0:110 move second child to first child ( temp 2-component vector of float)
0:110 'r012' ( temp 2-component vector of float)
0:110 clamp ( temp 2-component vector of float)
0:110 'inF0' ( in 2-component vector of float)
0:110 'inF1' ( in 2-component vector of float)
0:110 'inF2' ( in 2-component vector of float)
0:111 Test condition and select ( temp void)
0:111 Condition
0:111 any ( temp bool)
0:111 Compare Less Than ( temp 2-component vector of bool)
0:111 'inF0' ( in 2-component vector of float)
0:111 Constant:
0:111 0.000000
0:111 0.000000
0:111 true case
0:111 Branch: Kill
0:112 Test condition and select ( temp void)
0:112 Condition
0:112 any ( temp bool)
0:112 Compare Less Than ( temp 2-component vector of bool)
0:112 'inU0' ( in 2-component vector of uint)
0:112 Constant:
0:112 0.000000
0:112 0.000000
0:112 true case
0:112 Branch: Kill
0:113 Sequence
0:113 move second child to first child ( temp 2-component vector of float)
0:113 'r013' ( temp 2-component vector of float)
0:113 cosine ( temp 2-component vector of float)
0:113 'inF0' ( in 2-component vector of float)
0:114 Sequence
0:114 move second child to first child ( temp 2-component vector of float)
0:114 'r015' ( temp 2-component vector of float)
0:114 hyp. cosine ( temp 2-component vector of float)
0:114 'inF0' ( in 2-component vector of float)
0:115 Sequence
0:115 move second child to first child ( temp 2-component vector of int)
0:115 'r016' ( temp 2-component vector of int)
0:? bitCount ( temp 2-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:116 Sequence
0:116 move second child to first child ( temp 2-component vector of float)
0:116 'r017' ( temp 2-component vector of float)
0:116 dPdx ( temp 2-component vector of float)
0:116 'inF0' ( in 2-component vector of float)
0:117 Sequence
0:117 move second child to first child ( temp 2-component vector of float)
0:117 'r018' ( temp 2-component vector of float)
0:117 dPdxCoarse ( temp 2-component vector of float)
0:117 'inF0' ( in 2-component vector of float)
0:118 Sequence
0:118 move second child to first child ( temp 2-component vector of float)
0:118 'r019' ( temp 2-component vector of float)
0:118 dPdxFine ( temp 2-component vector of float)
0:118 'inF0' ( in 2-component vector of float)
0:119 Sequence
0:119 move second child to first child ( temp 2-component vector of float)
0:119 'r020' ( temp 2-component vector of float)
0:119 dPdy ( temp 2-component vector of float)
0:119 'inF0' ( in 2-component vector of float)
0:120 Sequence
0:120 move second child to first child ( temp 2-component vector of float)
0:120 'r021' ( temp 2-component vector of float)
0:120 dPdyCoarse ( temp 2-component vector of float)
0:120 'inF0' ( in 2-component vector of float)
0:121 Sequence
0:121 move second child to first child ( temp 2-component vector of float)
0:121 'r022' ( temp 2-component vector of float)
0:121 dPdyFine ( temp 2-component vector of float)
0:121 'inF0' ( in 2-component vector of float)
0:122 Sequence
0:122 move second child to first child ( temp 2-component vector of float)
0:122 'r023' ( temp 2-component vector of float)
0:122 degrees ( temp 2-component vector of float)
0:122 'inF0' ( in 2-component vector of float)
0:126 Sequence
0:126 move second child to first child ( temp float)
0:126 'r026' ( temp float)
0:126 distance ( temp float)
0:126 'inF0' ( in 2-component vector of float)
0:126 'inF1' ( in 2-component vector of float)
0:127 Sequence
0:127 move second child to first child ( temp float)
0:127 'r027' ( temp float)
0:127 dot-product ( temp float)
0:127 'inF0' ( in 2-component vector of float)
0:127 'inF1' ( in 2-component vector of float)
0:131 Sequence
0:131 move second child to first child ( temp 2-component vector of float)
0:131 'r028' ( temp 2-component vector of float)
0:131 exp ( temp 2-component vector of float)
0:131 'inF0' ( in 2-component vector of float)
0:132 Sequence
0:132 move second child to first child ( temp 2-component vector of float)
0:132 'r029' ( temp 2-component vector of float)
0:132 exp2 ( temp 2-component vector of float)
0:132 'inF0' ( in 2-component vector of float)
0:133 Sequence
0:133 move second child to first child ( temp 2-component vector of float)
0:133 'r030' ( temp 2-component vector of float)
0:133 face-forward ( temp 2-component vector of float)
0:133 'inF0' ( in 2-component vector of float)
0:133 'inF1' ( in 2-component vector of float)
0:133 'inF2' ( in 2-component vector of float)
0:134 Sequence
0:134 move second child to first child ( temp 2-component vector of uint)
0:134 'r031' ( temp 2-component vector of uint)
0:? findMSB ( temp 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 8 (const uint)
0:135 Sequence
0:135 move second child to first child ( temp 2-component vector of uint)
0:135 'r032' ( temp 2-component vector of uint)
0:? findLSB ( temp 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 8 (const uint)
0:136 Sequence
0:136 move second child to first child ( temp 2-component vector of float)
0:136 'r033' ( temp 2-component vector of float)
0:136 Floor ( temp 2-component vector of float)
0:136 'inF0' ( in 2-component vector of float)
0:138 Sequence
0:138 move second child to first child ( temp 2-component vector of float)
0:138 'r035' ( temp 2-component vector of float)
0:138 mod ( temp 2-component vector of float)
0:138 'inF0' ( in 2-component vector of float)
0:138 'inF1' ( in 2-component vector of float)
0:139 Sequence
0:139 move second child to first child ( temp 2-component vector of float)
0:139 'r036' ( temp 2-component vector of float)
0:139 Fraction ( temp 2-component vector of float)
0:139 'inF0' ( in 2-component vector of float)
0:140 Sequence
0:140 move second child to first child ( temp 2-component vector of float)
0:140 'r038' ( temp 2-component vector of float)
0:140 fwidth ( temp 2-component vector of float)
0:140 'inF0' ( in 2-component vector of float)
0:141 Sequence
0:141 move second child to first child ( temp 2-component vector of bool)
0:141 'r039' ( temp 2-component vector of bool)
0:141 isinf ( temp 2-component vector of bool)
0:141 'inF0' ( in 2-component vector of float)
0:142 Sequence
0:142 move second child to first child ( temp 2-component vector of bool)
0:142 'r040' ( temp 2-component vector of bool)
0:142 isnan ( temp 2-component vector of bool)
0:142 'inF0' ( in 2-component vector of float)
0:143 Sequence
0:143 move second child to first child ( temp 2-component vector of float)
0:143 'r041' ( temp 2-component vector of float)
0:143 ldexp ( temp 2-component vector of float)
0:143 'inF0' ( in 2-component vector of float)
0:143 'inF1' ( in 2-component vector of float)
0:144 Sequence
0:144 move second child to first child ( temp 2-component vector of float)
0:144 'r039a' ( temp 2-component vector of float)
0:144 mix ( temp 2-component vector of float)
0:144 'inF0' ( in 2-component vector of float)
0:144 'inF1' ( in 2-component vector of float)
0:144 'inF2' ( in 2-component vector of float)
0:145 Sequence
0:145 move second child to first child ( temp float)
0:145 'r042' ( temp float)
0:145 length ( temp float)
0:145 'inF0' ( in 2-component vector of float)
0:146 Sequence
0:146 move second child to first child ( temp 2-component vector of float)
0:146 'r043' ( temp 2-component vector of float)
0:146 log ( temp 2-component vector of float)
0:146 'inF0' ( in 2-component vector of float)
0:147 Sequence
0:147 move second child to first child ( temp 2-component vector of float)
0:147 'r044' ( temp 2-component vector of float)
0:147 vector-scale ( temp 2-component vector of float)
0:147 log2 ( temp 2-component vector of float)
0:147 'inF0' ( in 2-component vector of float)
0:147 Constant:
0:147 0.301030
0:148 Sequence
0:148 move second child to first child ( temp 2-component vector of float)
0:148 'r045' ( temp 2-component vector of float)
0:148 log2 ( temp 2-component vector of float)
0:148 'inF0' ( in 2-component vector of float)
0:149 Sequence
0:149 move second child to first child ( temp 2-component vector of float)
0:149 'r046' ( temp 2-component vector of float)
0:149 max ( temp 2-component vector of float)
0:149 'inF0' ( in 2-component vector of float)
0:149 'inF1' ( in 2-component vector of float)
0:150 Sequence
0:150 move second child to first child ( temp 2-component vector of float)
0:150 'r047' ( temp 2-component vector of float)
0:150 min ( temp 2-component vector of float)
0:150 'inF0' ( in 2-component vector of float)
0:150 'inF1' ( in 2-component vector of float)
0:151 Sequence
0:151 move second child to first child ( temp 2-component vector of float)
0:151 'r048' ( temp 2-component vector of float)
0:151 normalize ( temp 2-component vector of float)
0:151 'inF0' ( in 2-component vector of float)
0:152 Sequence
0:152 move second child to first child ( temp 2-component vector of float)
0:152 'r049' ( temp 2-component vector of float)
0:152 pow ( temp 2-component vector of float)
0:152 'inF0' ( in 2-component vector of float)
0:152 'inF1' ( in 2-component vector of float)
0:153 Sequence
0:153 move second child to first child ( temp 2-component vector of float)
0:153 'r050' ( temp 2-component vector of float)
0:153 radians ( temp 2-component vector of float)
0:153 'inF0' ( in 2-component vector of float)
0:154 Sequence
0:154 move second child to first child ( temp 2-component vector of float)
0:154 'r051' ( temp 2-component vector of float)
0:154 divide ( temp 2-component vector of float)
0:154 Constant:
0:154 1.000000
0:154 'inF0' ( in 2-component vector of float)
0:155 Sequence
0:155 move second child to first child ( temp 2-component vector of float)
0:155 'r052' ( temp 2-component vector of float)
0:155 reflect ( temp 2-component vector of float)
0:155 'inF0' ( in 2-component vector of float)
0:155 'inF1' ( in 2-component vector of float)
0:156 Sequence
0:156 move second child to first child ( temp 2-component vector of float)
0:156 'r053' ( temp 2-component vector of float)
0:156 refract ( temp 2-component vector of float)
0:156 'inF0' ( in 2-component vector of float)
0:156 'inF1' ( in 2-component vector of float)
0:156 Constant:
0:156 2.000000
0:157 Sequence
0:157 move second child to first child ( temp 2-component vector of uint)
0:157 'r054' ( temp 2-component vector of uint)
0:? bitFieldReverse ( temp 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:158 Sequence
0:158 move second child to first child ( temp 2-component vector of float)
0:158 'r055' ( temp 2-component vector of float)
0:158 roundEven ( temp 2-component vector of float)
0:158 'inF0' ( in 2-component vector of float)
0:159 Sequence
0:159 move second child to first child ( temp 2-component vector of float)
0:159 'r056' ( temp 2-component vector of float)
0:159 inverse sqrt ( temp 2-component vector of float)
0:159 'inF0' ( in 2-component vector of float)
0:160 Sequence
0:160 move second child to first child ( temp 2-component vector of float)
0:160 'r057' ( temp 2-component vector of float)
0:160 clamp ( temp 2-component vector of float)
0:160 'inF0' ( in 2-component vector of float)
0:160 Constant:
0:160 0.000000
0:160 Constant:
0:160 1.000000
0:161 Sequence
0:161 move second child to first child ( temp 2-component vector of float)
0:161 'r058' ( temp 2-component vector of float)
0:161 Sign ( temp 2-component vector of float)
0:161 'inF0' ( in 2-component vector of float)
0:162 Sequence
0:162 move second child to first child ( temp 2-component vector of float)
0:162 'r059' ( temp 2-component vector of float)
0:162 sine ( temp 2-component vector of float)
0:162 'inF0' ( in 2-component vector of float)
0:163 Sequence
0:163 move second child to first child ( temp 2-component vector of float)
0:163 'inF1' ( in 2-component vector of float)
0:163 sine ( temp 2-component vector of float)
0:163 'inF0' ( in 2-component vector of float)
0:163 move second child to first child ( temp 2-component vector of float)
0:163 'inF2' ( in 2-component vector of float)
0:163 cosine ( temp 2-component vector of float)
0:163 'inF0' ( in 2-component vector of float)
0:164 Sequence
0:164 move second child to first child ( temp 2-component vector of float)
0:164 'r060' ( temp 2-component vector of float)
0:164 hyp. sine ( temp 2-component vector of float)
0:164 'inF0' ( in 2-component vector of float)
0:165 Sequence
0:165 move second child to first child ( temp 2-component vector of float)
0:165 'r061' ( temp 2-component vector of float)
0:165 smoothstep ( temp 2-component vector of float)
0:165 'inF0' ( in 2-component vector of float)
0:165 'inF1' ( in 2-component vector of float)
0:165 'inF2' ( in 2-component vector of float)
0:166 Sequence
0:166 move second child to first child ( temp 2-component vector of float)
0:166 'r062' ( temp 2-component vector of float)
0:166 sqrt ( temp 2-component vector of float)
0:166 'inF0' ( in 2-component vector of float)
0:167 Sequence
0:167 move second child to first child ( temp 2-component vector of float)
0:167 'r063' ( temp 2-component vector of float)
0:167 step ( temp 2-component vector of float)
0:167 'inF0' ( in 2-component vector of float)
0:167 'inF1' ( in 2-component vector of float)
0:168 Sequence
0:168 move second child to first child ( temp 2-component vector of float)
0:168 'r064' ( temp 2-component vector of float)
0:168 tangent ( temp 2-component vector of float)
0:168 'inF0' ( in 2-component vector of float)
0:169 Sequence
0:169 move second child to first child ( temp 2-component vector of float)
0:169 'r065' ( temp 2-component vector of float)
0:169 hyp. tangent ( temp 2-component vector of float)
0:169 'inF0' ( in 2-component vector of float)
0:171 Sequence
0:171 move second child to first child ( temp 2-component vector of float)
0:171 'r066' ( temp 2-component vector of float)
0:171 trunc ( temp 2-component vector of float)
0:171 'inF0' ( in 2-component vector of float)
0:174 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:178 Function Parameters:
0:178 'inF0' ( in 3-component vector of float)
0:178 'inF1' ( in 3-component vector of float)
0:178 'inF2' ( in 3-component vector of float)
0:178 'inU0' ( in 3-component vector of uint)
0:178 'inU1' ( in 3-component vector of uint)
0:? Sequence
0:181 Sequence
0:181 move second child to first child ( temp bool)
0:181 'r000' ( temp bool)
0:181 all ( temp bool)
0:181 Convert float to bool ( temp 3-component vector of bool)
0:181 'inF0' ( in 3-component vector of float)
0:182 Sequence
0:182 move second child to first child ( temp 3-component vector of float)
0:182 'r001' ( temp 3-component vector of float)
0:182 Absolute value ( temp 3-component vector of float)
0:182 'inF0' ( in 3-component vector of float)
0:183 Sequence
0:183 move second child to first child ( temp 3-component vector of float)
0:183 'r002' ( temp 3-component vector of float)
0:183 arc cosine ( temp 3-component vector of float)
0:183 'inF0' ( in 3-component vector of float)
0:184 Sequence
0:184 move second child to first child ( temp bool)
0:184 'r003' ( temp bool)
0:184 any ( temp bool)
0:184 Convert float to bool ( temp 3-component vector of bool)
0:184 'inF0' ( in 3-component vector of float)
0:185 Sequence
0:185 move second child to first child ( temp 3-component vector of float)
0:185 'r004' ( temp 3-component vector of float)
0:185 arc sine ( temp 3-component vector of float)
0:185 'inF0' ( in 3-component vector of float)
0:186 Sequence
0:186 move second child to first child ( temp 3-component vector of int)
0:186 'r005' ( temp 3-component vector of int)
0:186 floatBitsToInt ( temp 3-component vector of int)
0:186 'inF0' ( in 3-component vector of float)
0:187 Sequence
0:187 move second child to first child ( temp 3-component vector of uint)
0:187 'r006' ( temp 3-component vector of uint)
0:187 floatBitsToUint ( temp 3-component vector of uint)
0:187 'inF0' ( in 3-component vector of float)
0:188 Sequence
0:188 move second child to first child ( temp 3-component vector of float)
0:188 'r007' ( temp 3-component vector of float)
0:188 intBitsToFloat ( temp 3-component vector of float)
0:188 'inU0' ( in 3-component vector of uint)
0:190 Sequence
0:190 move second child to first child ( temp 3-component vector of float)
0:190 'r009' ( temp 3-component vector of float)
0:190 arc tangent ( temp 3-component vector of float)
0:190 'inF0' ( in 3-component vector of float)
0:191 Sequence
0:191 move second child to first child ( temp 3-component vector of float)
0:191 'r010' ( temp 3-component vector of float)
0:191 arc tangent ( temp 3-component vector of float)
0:191 'inF0' ( in 3-component vector of float)
0:191 'inF1' ( in 3-component vector of float)
0:192 Sequence
0:192 move second child to first child ( temp 3-component vector of float)
0:192 'r011' ( temp 3-component vector of float)
0:192 Ceiling ( 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 'r012' ( temp 3-component vector of float)
0:193 clamp ( temp 3-component vector of float)
0:193 'inF0' ( in 3-component vector of float)
0:193 'inF1' ( in 3-component vector of float)
0:193 'inF2' ( in 3-component vector of float)
0:194 Test condition and select ( temp void)
0:194 Condition
0:194 any ( temp bool)
0:194 Compare Less Than ( temp 3-component vector of bool)
0:194 'inF0' ( in 3-component vector of float)
0:194 Constant:
0:194 0.000000
0:194 0.000000
0:194 0.000000
0:194 true case
0:194 Branch: Kill
0:195 Test condition and select ( temp void)
0:195 Condition
0:195 any ( temp bool)
0:195 Compare Less Than ( temp 3-component vector of bool)
0:195 'inU0' ( in 3-component vector of uint)
0:195 Constant:
0:195 0.000000
0:195 0.000000
0:195 0.000000
0:195 true case
0:195 Branch: Kill
0:196 Sequence
0:196 move second child to first child ( temp 3-component vector of float)
0:196 'r013' ( temp 3-component vector of float)
0:196 cosine ( temp 3-component vector of float)
0:196 'inF0' ( in 3-component vector of float)
0:197 Sequence
0:197 move second child to first child ( temp 3-component vector of float)
0:197 'r014' ( temp 3-component vector of float)
0:197 hyp. cosine ( temp 3-component vector of float)
0:197 'inF0' ( in 3-component vector of float)
0:198 Sequence
0:198 move second child to first child ( temp 3-component vector of uint)
0:198 'r015' ( temp 3-component vector of uint)
0:? bitCount ( temp 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:199 Sequence
0:199 move second child to first child ( temp 3-component vector of float)
0:199 'r016' ( temp 3-component vector of float)
0:199 cross-product ( temp 3-component vector of float)
0:199 'inF0' ( in 3-component vector of float)
0:199 'inF1' ( in 3-component vector of float)
0:200 Sequence
0:200 move second child to first child ( temp 3-component vector of float)
0:200 'r017' ( temp 3-component vector of float)
0:200 dPdx ( temp 3-component vector of float)
0:200 'inF0' ( in 3-component vector of float)
0:201 Sequence
0:201 move second child to first child ( temp 3-component vector of float)
0:201 'r018' ( temp 3-component vector of float)
0:201 dPdxCoarse ( temp 3-component vector of float)
0:201 'inF0' ( in 3-component vector of float)
0:202 Sequence
0:202 move second child to first child ( temp 3-component vector of float)
0:202 'r019' ( temp 3-component vector of float)
0:202 dPdxFine ( temp 3-component vector of float)
0:202 'inF0' ( in 3-component vector of float)
0:203 Sequence
0:203 move second child to first child ( temp 3-component vector of float)
0:203 'r020' ( temp 3-component vector of float)
0:203 dPdy ( temp 3-component vector of float)
0:203 'inF0' ( in 3-component vector of float)
0:204 Sequence
0:204 move second child to first child ( temp 3-component vector of float)
0:204 'r021' ( temp 3-component vector of float)
0:204 dPdyCoarse ( temp 3-component vector of float)
0:204 'inF0' ( in 3-component vector of float)
0:205 Sequence
0:205 move second child to first child ( temp 3-component vector of float)
0:205 'r022' ( temp 3-component vector of float)
0:205 dPdyFine ( temp 3-component vector of float)
0:205 'inF0' ( in 3-component vector of float)
0:206 Sequence
0:206 move second child to first child ( temp 3-component vector of float)
0:206 'r023' ( temp 3-component vector of float)
0:206 degrees ( temp 3-component vector of float)
0:206 'inF0' ( in 3-component vector of float)
0:207 Sequence
0:207 move second child to first child ( temp float)
0:207 'r024' ( temp float)
0:207 distance ( temp float)
0:207 'inF0' ( in 3-component vector of float)
0:207 'inF1' ( in 3-component vector of float)
0:208 Sequence
0:208 move second child to first child ( temp float)
0:208 'r025' ( temp float)
0:208 dot-product ( temp float)
0:208 'inF0' ( in 3-component vector of float)
0:208 'inF1' ( in 3-component vector of float)
0:212 Sequence
0:212 move second child to first child ( temp 3-component vector of float)
0:212 'r029' ( temp 3-component vector of float)
0:212 exp ( temp 3-component vector of float)
0:212 'inF0' ( in 3-component vector of float)
0:213 Sequence
0:213 move second child to first child ( temp 3-component vector of float)
0:213 'r030' ( temp 3-component vector of float)
0:213 exp2 ( temp 3-component vector of float)
0:213 'inF0' ( in 3-component vector of float)
0:214 Sequence
0:214 move second child to first child ( temp 3-component vector of float)
0:214 'r031' ( temp 3-component vector of float)
0:214 face-forward ( temp 3-component vector of float)
0:214 'inF0' ( in 3-component vector of float)
0:214 'inF1' ( in 3-component vector of float)
0:214 'inF2' ( in 3-component vector of float)
0:215 Sequence
0:215 move second child to first child ( temp 3-component vector of uint)
0:215 'r032' ( temp 3-component vector of uint)
0:? findMSB ( temp 3-component vector of uint)
0:? Constant:
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:216 Sequence
0:216 move second child to first child ( temp 3-component vector of uint)
0:216 'r033' ( temp 3-component vector of uint)
0:? findLSB ( temp 3-component vector of uint)
0:? Constant:
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:217 Sequence
0:217 move second child to first child ( temp 3-component vector of float)
0:217 'r034' ( temp 3-component vector of float)
0:217 Floor ( temp 3-component vector of float)
0:217 'inF0' ( in 3-component vector of float)
0:219 Sequence
0:219 move second child to first child ( temp 3-component vector of float)
0:219 'r036' ( temp 3-component vector of float)
0:219 mod ( temp 3-component vector of float)
0:219 'inF0' ( in 3-component vector of float)
0:219 'inF1' ( in 3-component vector of float)
0:220 Sequence
0:220 move second child to first child ( temp 3-component vector of float)
0:220 'r037' ( temp 3-component vector of float)
0:220 Fraction ( temp 3-component vector of float)
0:220 'inF0' ( in 3-component vector of float)
0:221 Sequence
0:221 move second child to first child ( temp 3-component vector of float)
0:221 'r039' ( temp 3-component vector of float)
0:221 fwidth ( temp 3-component vector of float)
0:221 'inF0' ( in 3-component vector of float)
0:222 Sequence
0:222 move second child to first child ( temp 3-component vector of bool)
0:222 'r040' ( temp 3-component vector of bool)
0:222 isinf ( temp 3-component vector of bool)
0:222 'inF0' ( in 3-component vector of float)
0:223 Sequence
0:223 move second child to first child ( temp 3-component vector of bool)
0:223 'r041' ( temp 3-component vector of bool)
0:223 isnan ( temp 3-component vector of bool)
0:223 'inF0' ( in 3-component vector of float)
0:224 Sequence
0:224 move second child to first child ( temp 3-component vector of float)
0:224 'r042' ( temp 3-component vector of float)
0:224 ldexp ( temp 3-component vector of float)
0:224 'inF0' ( in 3-component vector of float)
0:224 'inF1' ( in 3-component vector of float)
0:225 Sequence
0:225 move second child to first child ( temp 3-component vector of float)
0:225 'r039a' ( temp 3-component vector of float)
0:225 mix ( temp 3-component vector of float)
0:225 'inF0' ( in 3-component vector of float)
0:225 'inF1' ( in 3-component vector of float)
0:225 'inF2' ( in 3-component vector of float)
0:226 Sequence
0:226 move second child to first child ( temp 3-component vector of float)
0:226 'r039b' ( temp 3-component vector of float)
0:226 mix ( temp 3-component vector of float)
0:226 'inF0' ( in 3-component vector of float)
0:226 'inF1' ( in 3-component vector of float)
0:226 Constant:
0:226 0.300000
0:227 Sequence
0:227 move second child to first child ( temp float)
0:227 'r043' ( temp float)
0:227 length ( temp float)
0:227 'inF0' ( in 3-component vector of float)
0:228 Sequence
0:228 move second child to first child ( temp 3-component vector of float)
0:228 'r044' ( temp 3-component vector of float)
0:228 log ( temp 3-component vector of float)
0:228 'inF0' ( in 3-component vector of float)
0:229 Sequence
0:229 move second child to first child ( temp 3-component vector of float)
0:229 'r045' ( temp 3-component vector of float)
0:229 vector-scale ( temp 3-component vector of float)
0:229 log2 ( temp 3-component vector of float)
0:229 'inF0' ( in 3-component vector of float)
0:229 Constant:
0:229 0.301030
0:230 Sequence
0:230 move second child to first child ( temp 3-component vector of float)
0:230 'r046' ( temp 3-component vector of float)
0:230 log2 ( temp 3-component vector of float)
0:230 'inF0' ( in 3-component vector of float)
0:231 Sequence
0:231 move second child to first child ( temp 3-component vector of float)
0:231 'r047' ( temp 3-component vector of float)
0:231 max ( temp 3-component vector of float)
0:231 'inF0' ( in 3-component vector of float)
0:231 'inF1' ( in 3-component vector of float)
0:232 Sequence
0:232 move second child to first child ( temp 3-component vector of float)
0:232 'r048' ( temp 3-component vector of float)
0:232 min ( temp 3-component vector of float)
0:232 'inF0' ( in 3-component vector of float)
0:232 'inF1' ( in 3-component vector of float)
0:233 Sequence
0:233 move second child to first child ( temp 3-component vector of float)
0:233 'r049' ( temp 3-component vector of float)
0:233 normalize ( temp 3-component vector of float)
0:233 'inF0' ( in 3-component vector of float)
0:234 Sequence
0:234 move second child to first child ( temp 3-component vector of float)
0:234 'r050' ( temp 3-component vector of float)
0:234 pow ( temp 3-component vector of float)
0:234 'inF0' ( in 3-component vector of float)
0:234 'inF1' ( in 3-component vector of float)
0:235 Sequence
0:235 move second child to first child ( temp 3-component vector of float)
0:235 'r051' ( temp 3-component vector of float)
0:235 radians ( temp 3-component vector of float)
0:235 'inF0' ( in 3-component vector of float)
0:236 Sequence
0:236 move second child to first child ( temp 3-component vector of float)
0:236 'r052' ( temp 3-component vector of float)
0:236 divide ( temp 3-component vector of float)
0:236 Constant:
0:236 1.000000
0:236 'inF0' ( in 3-component vector of float)
0:237 Sequence
0:237 move second child to first child ( temp 3-component vector of float)
0:237 'r053' ( temp 3-component vector of float)
0:237 reflect ( temp 3-component vector of float)
0:237 'inF0' ( in 3-component vector of float)
0:237 'inF1' ( in 3-component vector of float)
0:238 Sequence
0:238 move second child to first child ( temp 3-component vector of float)
0:238 'r054' ( temp 3-component vector of float)
0:238 refract ( temp 3-component vector of float)
0:238 'inF0' ( in 3-component vector of float)
0:238 'inF1' ( in 3-component vector of float)
0:238 Constant:
0:238 2.000000
0:239 Sequence
0:239 move second child to first child ( temp 3-component vector of uint)
0:239 'r055' ( temp 3-component vector of uint)
0:? bitFieldReverse ( temp 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:240 Sequence
0:240 move second child to first child ( temp 3-component vector of float)
0:240 'r056' ( temp 3-component vector of float)
0:240 roundEven ( temp 3-component vector of float)
0:240 'inF0' ( in 3-component vector of float)
0:241 Sequence
0:241 move second child to first child ( temp 3-component vector of float)
0:241 'r057' ( temp 3-component vector of float)
0:241 inverse sqrt ( temp 3-component vector of float)
0:241 'inF0' ( in 3-component vector of float)
0:242 Sequence
0:242 move second child to first child ( temp 3-component vector of float)
0:242 'r058' ( temp 3-component vector of float)
0:242 clamp ( temp 3-component vector of float)
0:242 'inF0' ( in 3-component vector of float)
0:242 Constant:
0:242 0.000000
0:242 Constant:
0:242 1.000000
0:243 Sequence
0:243 move second child to first child ( temp 3-component vector of float)
0:243 'r059' ( temp 3-component vector of float)
0:243 Sign ( temp 3-component vector of float)
0:243 'inF0' ( in 3-component vector of float)
0:244 Sequence
0:244 move second child to first child ( temp 3-component vector of float)
0:244 'r060' ( temp 3-component vector of float)
0:244 sine ( temp 3-component vector of float)
0:244 'inF0' ( in 3-component vector of float)
0:245 Sequence
0:245 move second child to first child ( temp 3-component vector of float)
0:245 'inF1' ( in 3-component vector of float)
0:245 sine ( temp 3-component vector of float)
0:245 'inF0' ( in 3-component vector of float)
0:245 move second child to first child ( temp 3-component vector of float)
0:245 'inF2' ( in 3-component vector of float)
0:245 cosine ( temp 3-component vector of float)
0:245 'inF0' ( in 3-component vector of float)
0:246 Sequence
0:246 move second child to first child ( temp 3-component vector of float)
0:246 'r061' ( temp 3-component vector of float)
0:246 hyp. sine ( temp 3-component vector of float)
0:246 'inF0' ( in 3-component vector of float)
0:247 Sequence
0:247 move second child to first child ( temp 3-component vector of float)
0:247 'r062' ( temp 3-component vector of float)
0:247 smoothstep ( temp 3-component vector of float)
0:247 'inF0' ( in 3-component vector of float)
0:247 'inF1' ( in 3-component vector of float)
0:247 'inF2' ( in 3-component vector of float)
0:248 Sequence
0:248 move second child to first child ( temp 3-component vector of float)
0:248 'r063' ( temp 3-component vector of float)
0:248 sqrt ( temp 3-component vector of float)
0:248 'inF0' ( in 3-component vector of float)
0:249 Sequence
0:249 move second child to first child ( temp 3-component vector of float)
0:249 'r064' ( temp 3-component vector of float)
0:249 step ( temp 3-component vector of float)
0:249 'inF0' ( in 3-component vector of float)
0:249 'inF1' ( in 3-component vector of float)
0:250 Sequence
0:250 move second child to first child ( temp 3-component vector of float)
0:250 'r065' ( temp 3-component vector of float)
0:250 tangent ( temp 3-component vector of float)
0:250 'inF0' ( in 3-component vector of float)
0:251 Sequence
0:251 move second child to first child ( temp 3-component vector of float)
0:251 'r066' ( temp 3-component vector of float)
0:251 hyp. tangent ( temp 3-component vector of float)
0:251 'inF0' ( in 3-component vector of float)
0:253 Sequence
0:253 move second child to first child ( temp 3-component vector of float)
0:253 'r067' ( temp 3-component vector of float)
0:253 trunc ( temp 3-component vector of float)
0:253 'inF0' ( in 3-component vector of float)
0:256 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:260 Function Parameters:
0:260 'inF0' ( in 4-component vector of float)
0:260 'inF1' ( in 4-component vector of float)
0:260 'inF2' ( in 4-component vector of float)
0:260 'inU0' ( in 4-component vector of uint)
0:260 'inU1' ( in 4-component vector of uint)
0:? Sequence
0:263 Sequence
0:263 move second child to first child ( temp bool)
0:263 'r000' ( temp bool)
0:263 all ( temp bool)
0:263 Convert float to bool ( temp 4-component vector of bool)
0:263 'inF0' ( in 4-component vector of float)
0:264 Sequence
0:264 move second child to first child ( temp 4-component vector of float)
0:264 'r001' ( temp 4-component vector of float)
0:264 Absolute value ( temp 4-component vector of float)
0:264 'inF0' ( in 4-component vector of float)
0:265 Sequence
0:265 move second child to first child ( temp 4-component vector of float)
0:265 'r002' ( temp 4-component vector of float)
0:265 arc cosine ( temp 4-component vector of float)
0:265 'inF0' ( in 4-component vector of float)
0:266 Sequence
0:266 move second child to first child ( temp bool)
0:266 'r003' ( temp bool)
0:266 any ( temp bool)
0:266 Convert float to bool ( temp 4-component vector of bool)
0:266 'inF0' ( in 4-component vector of float)
0:267 Sequence
0:267 move second child to first child ( temp 4-component vector of float)
0:267 'r004' ( temp 4-component vector of float)
0:267 arc sine ( temp 4-component vector of float)
0:267 'inF0' ( in 4-component vector of float)
0:268 Sequence
0:268 move second child to first child ( temp 4-component vector of int)
0:268 'r005' ( temp 4-component vector of int)
0:268 floatBitsToInt ( temp 4-component vector of int)
0:268 'inF0' ( in 4-component vector of float)
0:269 Sequence
0:269 move second child to first child ( temp 4-component vector of uint)
0:269 'r006' ( temp 4-component vector of uint)
0:269 floatBitsToUint ( temp 4-component vector of uint)
0:269 'inF0' ( in 4-component vector of float)
0:270 Sequence
0:270 move second child to first child ( temp 4-component vector of float)
0:270 'r007' ( temp 4-component vector of float)
0:270 intBitsToFloat ( temp 4-component vector of float)
0:270 'inU0' ( in 4-component vector of uint)
0:272 Sequence
0:272 move second child to first child ( temp 4-component vector of float)
0:272 'r009' ( temp 4-component vector of float)
0:272 arc tangent ( temp 4-component vector of float)
0:272 'inF0' ( in 4-component vector of float)
0:273 Sequence
0:273 move second child to first child ( temp 4-component vector of float)
0:273 'r010' ( temp 4-component vector of float)
0:273 arc tangent ( temp 4-component vector of float)
0:273 'inF0' ( in 4-component vector of float)
0:273 'inF1' ( in 4-component vector of float)
0:274 Sequence
0:274 move second child to first child ( temp 4-component vector of float)
0:274 'r011' ( temp 4-component vector of float)
0:274 Ceiling ( temp 4-component vector of float)
0:274 'inF0' ( in 4-component vector of float)
0:275 Sequence
0:275 move second child to first child ( temp 4-component vector of float)
0:275 'r012' ( temp 4-component vector of float)
0:275 clamp ( temp 4-component vector of float)
0:275 'inF0' ( in 4-component vector of float)
0:275 'inF1' ( in 4-component vector of float)
0:275 'inF2' ( in 4-component vector of float)
0:276 Test condition and select ( temp void)
0:276 Condition
0:276 any ( temp bool)
0:276 Compare Less Than ( temp 4-component vector of bool)
0:276 'inF0' ( in 4-component vector of float)
0:276 Constant:
0:276 0.000000
0:276 0.000000
0:276 0.000000
0:276 0.000000
0:276 true case
0:276 Branch: Kill
0:277 Test condition and select ( temp void)
0:277 Condition
0:277 any ( temp bool)
0:277 Compare Less Than ( temp 4-component vector of bool)
0:277 'inU0' ( in 4-component vector of uint)
0:277 Constant:
0:277 0.000000
0:277 0.000000
0:277 0.000000
0:277 0.000000
0:277 true case
0:277 Branch: Kill
0:278 Sequence
0:278 move second child to first child ( temp 4-component vector of float)
0:278 'r013' ( temp 4-component vector of float)
0:278 cosine ( temp 4-component vector of float)
0:278 'inF0' ( in 4-component vector of float)
0:279 Sequence
0:279 move second child to first child ( temp 4-component vector of float)
0:279 'r014' ( temp 4-component vector of float)
0:279 hyp. cosine ( temp 4-component vector of float)
0:279 'inF0' ( in 4-component vector of float)
0:280 Sequence
0:280 move second child to first child ( temp 4-component vector of uint)
0:280 'r015' ( temp 4-component vector of uint)
0:? bitCount ( temp 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:? 2 (const uint)
0:281 Sequence
0:281 move second child to first child ( temp 4-component vector of float)
0:281 'r016' ( temp 4-component vector of float)
0:281 dPdx ( temp 4-component vector of float)
0:281 'inF0' ( in 4-component vector of float)
0:282 Sequence
0:282 move second child to first child ( temp 4-component vector of float)
0:282 'r017' ( temp 4-component vector of float)
0:282 dPdxCoarse ( temp 4-component vector of float)
0:282 'inF0' ( in 4-component vector of float)
0:283 Sequence
0:283 move second child to first child ( temp 4-component vector of float)
0:283 'r018' ( temp 4-component vector of float)
0:283 dPdxFine ( temp 4-component vector of float)
0:283 'inF0' ( in 4-component vector of float)
0:284 Sequence
0:284 move second child to first child ( temp 4-component vector of float)
0:284 'r019' ( temp 4-component vector of float)
0:284 dPdy ( temp 4-component vector of float)
0:284 'inF0' ( in 4-component vector of float)
0:285 Sequence
0:285 move second child to first child ( temp 4-component vector of float)
0:285 'r020' ( temp 4-component vector of float)
0:285 dPdyCoarse ( temp 4-component vector of float)
0:285 'inF0' ( in 4-component vector of float)
0:286 Sequence
0:286 move second child to first child ( temp 4-component vector of float)
0:286 'r021' ( temp 4-component vector of float)
0:286 dPdyFine ( temp 4-component vector of float)
0:286 'inF0' ( in 4-component vector of float)
0:287 Sequence
0:287 move second child to first child ( temp 4-component vector of float)
0:287 'r022' ( temp 4-component vector of float)
0:287 degrees ( temp 4-component vector of float)
0:287 'inF0' ( in 4-component vector of float)
0:288 Sequence
0:288 move second child to first child ( temp float)
0:288 'r023' ( temp float)
0:288 distance ( temp float)
0:288 'inF0' ( in 4-component vector of float)
0:288 'inF1' ( in 4-component vector of float)
0:289 Sequence
0:289 move second child to first child ( temp float)
0:289 'r024' ( temp float)
0:289 dot-product ( temp float)
0:289 'inF0' ( in 4-component vector of float)
0:289 'inF1' ( in 4-component vector of float)
0:290 Sequence
0:290 move second child to first child ( temp 4-component vector of float)
0:290 'r025' ( temp 4-component vector of float)
0:290 Construct vec4 ( temp 4-component vector of float)
0:290 Constant:
0:290 1.000000
0:290 component-wise multiply ( temp float)
0:290 direct index ( temp float)
0:290 'inF0' ( in 4-component vector of float)
0:290 Constant:
0:290 1 (const int)
0:290 direct index ( temp float)
0:290 'inF1' ( in 4-component vector of float)
0:290 Constant:
0:290 1 (const int)
0:290 direct index ( temp float)
0:290 'inF0' ( in 4-component vector of float)
0:290 Constant:
0:290 2 (const int)
0:290 direct index ( temp float)
0:290 'inF1' ( in 4-component vector of float)
0:290 Constant:
0:290 3 (const int)
0:294 Sequence
0:294 move second child to first child ( temp 4-component vector of float)
0:294 'r029' ( temp 4-component vector of float)
0:294 exp ( temp 4-component vector of float)
0:294 'inF0' ( in 4-component vector of float)
0:295 Sequence
0:295 move second child to first child ( temp 4-component vector of float)
0:295 'r030' ( temp 4-component vector of float)
0:295 exp2 ( temp 4-component vector of float)
0:295 'inF0' ( in 4-component vector of float)
0:296 Sequence
0:296 move second child to first child ( temp 4-component vector of float)
0:296 'r031' ( temp 4-component vector of float)
0:296 face-forward ( temp 4-component vector of float)
0:296 'inF0' ( in 4-component vector of float)
0:296 'inF1' ( in 4-component vector of float)
0:296 'inF2' ( in 4-component vector of float)
0:297 Sequence
0:297 move second child to first child ( temp 4-component vector of uint)
0:297 'r032' ( temp 4-component vector of uint)
0:? findMSB ( temp 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 8 (const uint)
0:? 9 (const uint)
0:? 10 (const uint)
0:298 Sequence
0:298 move second child to first child ( temp 4-component vector of uint)
0:298 'r033' ( temp 4-component vector of uint)
0:? findLSB ( temp 4-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 8 (const uint)
0:? 9 (const uint)
0:? 10 (const uint)
0:299 Sequence
0:299 move second child to first child ( temp 4-component vector of float)
0:299 'r034' ( temp 4-component vector of float)
0:299 Floor ( temp 4-component vector of float)
0:299 'inF0' ( in 4-component vector of float)
0:301 Sequence
0:301 move second child to first child ( temp 4-component vector of float)
0:301 'r036' ( temp 4-component vector of float)
0:301 mod ( temp 4-component vector of float)
0:301 'inF0' ( in 4-component vector of float)
0:301 'inF1' ( in 4-component vector of float)
0:302 Sequence
0:302 move second child to first child ( temp 4-component vector of float)
0:302 'r037' ( temp 4-component vector of float)
0:302 Fraction ( temp 4-component vector of float)
0:302 'inF0' ( in 4-component vector of float)
0:303 Sequence
0:303 move second child to first child ( temp 4-component vector of float)
0:303 'r039' ( temp 4-component vector of float)
0:303 fwidth ( temp 4-component vector of float)
0:303 'inF0' ( in 4-component vector of float)
0:304 Sequence
0:304 move second child to first child ( temp 4-component vector of bool)
0:304 'r040' ( temp 4-component vector of bool)
0:304 isinf ( temp 4-component vector of bool)
0:304 'inF0' ( in 4-component vector of float)
0:305 Sequence
0:305 move second child to first child ( temp 4-component vector of bool)
0:305 'r041' ( temp 4-component vector of bool)
0:305 isnan ( temp 4-component vector of bool)
0:305 'inF0' ( in 4-component vector of float)
0:306 Sequence
0:306 move second child to first child ( temp 4-component vector of float)
0:306 'r042' ( temp 4-component vector of float)
0:306 ldexp ( temp 4-component vector of float)
0:306 'inF0' ( in 4-component vector of float)
0:306 'inF1' ( in 4-component vector of float)
0:307 Sequence
0:307 move second child to first child ( temp 4-component vector of float)
0:307 'r039a' ( temp 4-component vector of float)
0:307 mix ( temp 4-component vector of float)
0:307 'inF0' ( in 4-component vector of float)
0:307 'inF1' ( in 4-component vector of float)
0:307 'inF2' ( in 4-component vector of float)
0:308 Sequence
0:308 move second child to first child ( temp float)
0:308 'r043' ( temp float)
0:308 length ( temp float)
0:308 'inF0' ( in 4-component vector of float)
0:309 Sequence
0:309 move second child to first child ( temp 4-component vector of float)
0:309 'r044' ( temp 4-component vector of float)
0:309 log ( temp 4-component vector of float)
0:309 'inF0' ( in 4-component vector of float)
0:310 Sequence
0:310 move second child to first child ( temp 4-component vector of float)
0:310 'r045' ( temp 4-component vector of float)
0:310 vector-scale ( temp 4-component vector of float)
0:310 log2 ( temp 4-component vector of float)
0:310 'inF0' ( in 4-component vector of float)
0:310 Constant:
0:310 0.301030
0:311 Sequence
0:311 move second child to first child ( temp 4-component vector of float)
0:311 'r046' ( temp 4-component vector of float)
0:311 log2 ( temp 4-component vector of float)
0:311 'inF0' ( in 4-component vector of float)
0:312 Sequence
0:312 move second child to first child ( temp 4-component vector of float)
0:312 'r047' ( temp 4-component vector of float)
0:312 max ( temp 4-component vector of float)
0:312 'inF0' ( in 4-component vector of float)
0:312 'inF1' ( in 4-component vector of float)
0:313 Sequence
0:313 move second child to first child ( temp 4-component vector of float)
0:313 'r048' ( temp 4-component vector of float)
0:313 min ( temp 4-component vector of float)
0:313 'inF0' ( in 4-component vector of float)
0:313 'inF1' ( in 4-component vector of float)
0:314 Sequence
0:314 move second child to first child ( temp 4-component vector of float)
0:314 'r049' ( temp 4-component vector of float)
0:314 normalize ( temp 4-component vector of float)
0:314 'inF0' ( in 4-component vector of float)
0:315 Sequence
0:315 move second child to first child ( temp 4-component vector of float)
0:315 'r050' ( temp 4-component vector of float)
0:315 pow ( temp 4-component vector of float)
0:315 'inF0' ( in 4-component vector of float)
0:315 'inF1' ( in 4-component vector of float)
0:316 Sequence
0:316 move second child to first child ( temp 4-component vector of float)
0:316 'r051' ( temp 4-component vector of float)
0:316 radians ( temp 4-component vector of float)
0:316 'inF0' ( in 4-component vector of float)
0:317 Sequence
0:317 move second child to first child ( temp 4-component vector of float)
0:317 'r052' ( temp 4-component vector of float)
0:317 divide ( temp 4-component vector of float)
0:317 Constant:
0:317 1.000000
0:317 'inF0' ( in 4-component vector of float)
0:318 Sequence
0:318 move second child to first child ( temp 4-component vector of float)
0:318 'r053' ( temp 4-component vector of float)
0:318 reflect ( temp 4-component vector of float)
0:318 'inF0' ( in 4-component vector of float)
0:318 'inF1' ( in 4-component vector of float)
0:319 Sequence
0:319 move second child to first child ( temp 4-component vector of float)
0:319 'r054' ( temp 4-component vector of float)
0:319 refract ( temp 4-component vector of float)
0:319 'inF0' ( in 4-component vector of float)
0:319 'inF1' ( in 4-component vector of float)
0:319 Constant:
0:319 2.000000
0:320 Sequence
0:320 move second child to first child ( temp 4-component vector of uint)
0:320 'r055' ( temp 4-component vector of uint)
0:? bitFieldReverse ( temp 4-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:321 Sequence
0:321 move second child to first child ( temp 4-component vector of float)
0:321 'r056' ( temp 4-component vector of float)
0:321 roundEven ( temp 4-component vector of float)
0:321 'inF0' ( in 4-component vector of float)
0:322 Sequence
0:322 move second child to first child ( temp 4-component vector of float)
0:322 'r057' ( temp 4-component vector of float)
0:322 inverse sqrt ( temp 4-component vector of float)
0:322 'inF0' ( in 4-component vector of float)
0:323 Sequence
0:323 move second child to first child ( temp 4-component vector of float)
0:323 'r058' ( temp 4-component vector of float)
0:323 clamp ( temp 4-component vector of float)
0:323 'inF0' ( in 4-component vector of float)
0:323 Constant:
0:323 0.000000
0:323 Constant:
0:323 1.000000
0:324 Sequence
0:324 move second child to first child ( temp 4-component vector of float)
0:324 'r059' ( temp 4-component vector of float)
0:324 Sign ( temp 4-component vector of float)
0:324 'inF0' ( in 4-component vector of float)
0:325 Sequence
0:325 move second child to first child ( temp 4-component vector of float)
0:325 'r060' ( temp 4-component vector of float)
0:325 sine ( temp 4-component vector of float)
0:325 'inF0' ( in 4-component vector of float)
0:326 Sequence
0:326 move second child to first child ( temp 4-component vector of float)
0:326 'inF1' ( in 4-component vector of float)
0:326 sine ( temp 4-component vector of float)
0:326 'inF0' ( in 4-component vector of float)
0:326 move second child to first child ( temp 4-component vector of float)
0:326 'inF2' ( in 4-component vector of float)
0:326 cosine ( temp 4-component vector of float)
0:326 'inF0' ( in 4-component vector of float)
0:327 Sequence
0:327 move second child to first child ( temp 4-component vector of float)
0:327 'r061' ( temp 4-component vector of float)
0:327 hyp. sine ( temp 4-component vector of float)
0:327 'inF0' ( in 4-component vector of float)
0:328 Sequence
0:328 move second child to first child ( temp 4-component vector of float)
0:328 'r062' ( temp 4-component vector of float)
0:328 smoothstep ( temp 4-component vector of float)
0:328 'inF0' ( in 4-component vector of float)
0:328 'inF1' ( in 4-component vector of float)
0:328 'inF2' ( in 4-component vector of float)
0:329 Sequence
0:329 move second child to first child ( temp 4-component vector of float)
0:329 'r063' ( temp 4-component vector of float)
0:329 sqrt ( temp 4-component vector of float)
0:329 'inF0' ( in 4-component vector of float)
0:330 Sequence
0:330 move second child to first child ( temp 4-component vector of float)
0:330 'r064' ( temp 4-component vector of float)
0:330 step ( temp 4-component vector of float)
0:330 'inF0' ( in 4-component vector of float)
0:330 'inF1' ( in 4-component vector of float)
0:331 Sequence
0:331 move second child to first child ( temp 4-component vector of float)
0:331 'r065' ( temp 4-component vector of float)
0:331 tangent ( temp 4-component vector of float)
0:331 'inF0' ( in 4-component vector of float)
0:332 Sequence
0:332 move second child to first child ( temp 4-component vector of float)
0:332 'r066' ( temp 4-component vector of float)
0:332 hyp. tangent ( temp 4-component vector of float)
0:332 'inF0' ( in 4-component vector of float)
0:334 Sequence
0:334 move second child to first child ( temp 4-component vector of float)
0:334 'r067' ( temp 4-component vector of float)
0:334 trunc ( temp 4-component vector of float)
0:334 'inF0' ( in 4-component vector of float)
0:337 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:400 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:400 Function Parameters:
0:400 'inF0' ( in 2X2 matrix of float)
0:400 'inF1' ( in 2X2 matrix of float)
0:400 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:402 Sequence
0:402 move second child to first child ( temp bool)
0:402 'r000' ( temp bool)
0:402 all ( temp bool)
0:402 Convert float to bool ( temp 2X2 matrix of bool)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r001' ( temp 2X2 matrix of float)
0:402 Absolute value ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 arc cosine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp bool)
0:402 'r003' ( temp bool)
0:402 any ( temp bool)
0:402 Convert float to bool ( temp 2X2 matrix of bool)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r004' ( temp 2X2 matrix of float)
0:402 arc sine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r005' ( temp 2X2 matrix of float)
0:402 arc tangent ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r006' ( temp 2X2 matrix of float)
0:402 arc tangent ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r007' ( temp 2X2 matrix of float)
0:402 Ceiling ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Test condition and select ( temp void)
0:402 Condition
0:402 any ( temp bool)
0:402 Compare Less Than ( temp 2X2 matrix of bool)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Constant:
0:402 0.000000
0:402 0.000000
0:402 0.000000
0:402 0.000000
0:402 true case
0:402 Branch: Kill
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r008' ( temp 2X2 matrix of float)
0:402 clamp ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 'inF2' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r009' ( temp 2X2 matrix of float)
0:402 cosine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r010' ( temp 2X2 matrix of float)
0:402 hyp. cosine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r011' ( temp 2X2 matrix of float)
0:402 dPdx ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r012' ( temp 2X2 matrix of float)
0:402 dPdxCoarse ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r013' ( temp 2X2 matrix of float)
0:402 dPdxFine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r014' ( temp 2X2 matrix of float)
0:402 dPdy ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r015' ( temp 2X2 matrix of float)
0:402 dPdyCoarse ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r016' ( temp 2X2 matrix of float)
0:402 dPdyFine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r017' ( temp 2X2 matrix of float)
0:402 degrees ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp float)
0:402 'r018' ( temp float)
0:402 determinant ( temp float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r019' ( temp 2X2 matrix of float)
0:402 exp ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'R020' ( temp 2X2 matrix of float)
0:402 exp2 ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r021' ( temp 2X2 matrix of float)
0:402 Floor ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r022' ( temp 2X2 matrix of float)
0:402 mod ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r023' ( temp 2X2 matrix of float)
0:402 Fraction ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r025' ( temp 2X2 matrix of float)
0:402 fwidth ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r026' ( temp 2X2 matrix of float)
0:402 ldexp ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r026a' ( temp 2X2 matrix of float)
0:402 mix ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 'inF2' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r027' ( temp 2X2 matrix of float)
0:402 log ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r028' ( temp 2X2 matrix of float)
0:402 matrix-scale ( temp 2X2 matrix of float)
0:402 log2 ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Constant:
0:402 0.301030
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r029' ( temp 2X2 matrix of float)
0:402 log2 ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r030' ( temp 2X2 matrix of float)
0:402 max ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r031' ( temp 2X2 matrix of float)
0:402 min ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r032' ( temp 2X2 matrix of float)
0:402 pow ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r033' ( temp 2X2 matrix of float)
0:402 radians ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r034' ( temp 2X2 matrix of float)
0:402 roundEven ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r035' ( temp 2X2 matrix of float)
0:402 inverse sqrt ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r036' ( temp 2X2 matrix of float)
0:402 clamp ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Constant:
0:402 0.000000
0:402 Constant:
0:402 1.000000
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r037' ( temp 2X2 matrix of float)
0:402 Sign ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r038' ( temp 2X2 matrix of float)
0:402 sine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 sine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'inF2' ( in 2X2 matrix of float)
0:402 cosine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r039' ( temp 2X2 matrix of float)
0:402 hyp. sine ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r049' ( temp 2X2 matrix of float)
0:402 smoothstep ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 'inF2' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r041' ( temp 2X2 matrix of float)
0:402 sqrt ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r042' ( temp 2X2 matrix of float)
0:402 step ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 'inF1' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r043' ( temp 2X2 matrix of float)
0:402 tangent ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r044' ( temp 2X2 matrix of float)
0:402 hyp. tangent ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 transpose ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:402 Sequence
0:402 move second child to first child ( temp 2X2 matrix of float)
0:402 'r046' ( temp 2X2 matrix of float)
0:402 trunc ( temp 2X2 matrix of float)
0:402 'inF0' ( in 2X2 matrix of float)
0:405 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:409 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:409 Function Parameters:
0:409 'inF0' ( in 3X3 matrix of float)
0:409 'inF1' ( in 3X3 matrix of float)
0:409 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:411 Sequence
0:411 move second child to first child ( temp bool)
0:411 'r000' ( temp bool)
0:411 all ( temp bool)
0:411 Convert float to bool ( temp 3X3 matrix of bool)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r001' ( temp 3X3 matrix of float)
0:411 Absolute value ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 arc cosine ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp bool)
0:411 'r003' ( temp bool)
0:411 any ( temp bool)
0:411 Convert float to bool ( temp 3X3 matrix of bool)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r004' ( temp 3X3 matrix of float)
0:411 arc sine ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r005' ( temp 3X3 matrix of float)
0:411 arc tangent ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r006' ( temp 3X3 matrix of float)
0:411 arc tangent ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 'inF1' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r007' ( temp 3X3 matrix of float)
0:411 Ceiling ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Test condition and select ( temp void)
0:411 Condition
0:411 any ( temp bool)
0:411 Compare Less Than ( temp 3X3 matrix of bool)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Constant:
0:411 0.000000
0:411 0.000000
0:411 0.000000
0:411 0.000000
0:411 0.000000
0:411 0.000000
0:411 0.000000
0:411 0.000000
0:411 0.000000
0:411 true case
0:411 Branch: Kill
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r008' ( temp 3X3 matrix of float)
0:411 clamp ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 'inF1' ( in 3X3 matrix of float)
0:411 'inF2' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r009' ( temp 3X3 matrix of float)
0:411 cosine ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r010' ( temp 3X3 matrix of float)
0:411 hyp. cosine ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r011' ( temp 3X3 matrix of float)
0:411 dPdx ( temp 3X3 matrix of float)
0:411 'inF0' ( in 3X3 matrix of float)
0:411 Sequence
0:411 move second child to first child ( temp 3X3 matrix of float)
0:411 'r012' ( temp 3X3 matrix of float)
0:411 dPdxCoarse ( temp 3X3 matrix of float