blob: bcf911bca286e7b359c495fd6a34a897fe8af33c [file] [log] [blame]
hlsl.intrinsics.vert
Shader version: 450
0:? Sequence
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
0:2 'inF2' (in float)
0:2 'inU0' (in uint)
0:2 'inU1' (in uint)
0:? Sequence
0:3 all (temp bool)
0:3 'inF0' (in float)
0:4 Absolute value (temp float)
0:4 'inF0' (in float)
0:5 arc cosine (temp float)
0:5 'inF0' (in float)
0:6 any (temp bool)
0:6 'inF0' (in float)
0:7 arc sine (temp float)
0:7 'inF0' (in float)
0:8 floatBitsToInt (temp int)
0:8 'inF0' (in float)
0:9 floatBitsToUint (temp uint)
0:9 'inF0' (in float)
0:10 intBitsToFloat (temp float)
0:10 'inU0' (in uint)
0:12 arc tangent (temp float)
0:12 'inF0' (in float)
0:13 arc tangent (temp float)
0:13 'inF0' (in float)
0:13 'inF1' (in float)
0:14 Ceiling (temp float)
0:14 'inF0' (in float)
0:15 clamp (temp float)
0:15 'inF0' (in float)
0:15 'inF1' (in float)
0:15 'inF2' (in float)
0:16 cosine (temp float)
0:16 'inF0' (in float)
0:17 hyp. cosine (temp float)
0:17 'inF0' (in float)
0:18 bitCount (temp uint)
0:18 Constant:
0:18 7 (const uint)
0:19 degrees (temp float)
0:19 'inF0' (in float)
0:23 exp (temp float)
0:23 'inF0' (in float)
0:24 exp2 (temp float)
0:24 'inF0' (in float)
0:25 findMSB (temp int)
0:25 Constant:
0:25 7 (const int)
0:26 findLSB (temp int)
0:26 Constant:
0:26 7 (const int)
0:27 Floor (temp float)
0:27 'inF0' (in float)
0:29 mod (temp float)
0:29 'inF0' (in float)
0:29 'inF1' (in float)
0:30 Fraction (temp float)
0:30 'inF0' (in float)
0:31 frexp (temp float)
0:31 'inF0' (in float)
0:31 'inF1' (in float)
0:32 isinf (temp bool)
0:32 'inF0' (in float)
0:33 isnan (temp bool)
0:33 'inF0' (in float)
0:34 ldexp (temp float)
0:34 'inF0' (in float)
0:34 'inF1' (in float)
0:35 mix (temp float)
0:35 'inF0' (in float)
0:35 'inF1' (in float)
0:35 'inF2' (in float)
0:36 log (temp float)
0:36 'inF0' (in float)
0:37 component-wise multiply (temp float)
0:37 log2 (temp float)
0:37 'inF0' (in float)
0:37 Constant:
0:37 0.301030
0:38 log2 (temp float)
0:38 'inF0' (in float)
0:39 max (temp float)
0:39 'inF0' (in float)
0:39 'inF1' (in float)
0:40 min (temp float)
0:40 'inF0' (in float)
0:40 'inF1' (in float)
0:42 pow (temp float)
0:42 'inF0' (in float)
0:42 'inF1' (in float)
0:43 radians (temp float)
0:43 'inF0' (in float)
0:44 bitFieldReverse (temp uint)
0:44 Constant:
0:44 2 (const uint)
0:45 roundEven (temp float)
0:45 'inF0' (in float)
0:46 inverse sqrt (temp float)
0:46 'inF0' (in float)
0:47 clamp (temp float)
0:47 'inF0' (in float)
0:47 Constant:
0:47 0.000000
0:47 Constant:
0:47 1.000000
0:48 Sign (temp float)
0:48 'inF0' (in float)
0:49 sine (temp float)
0:49 'inF0' (in float)
0:50 Sequence
0:50 move second child to first child (temp float)
0:50 'inF1' (in float)
0:50 sine (temp float)
0:50 'inF0' (in float)
0:50 move second child to first child (temp float)
0:50 'inF2' (in float)
0:50 cosine (temp float)
0:50 'inF0' (in float)
0:51 hyp. sine (temp float)
0:51 'inF0' (in float)
0:52 smoothstep (temp float)
0:52 'inF0' (in float)
0:52 'inF1' (in float)
0:52 'inF2' (in float)
0:53 sqrt (temp float)
0:53 'inF0' (in float)
0:54 step (temp float)
0:54 'inF0' (in float)
0:54 'inF1' (in float)
0:55 tangent (temp float)
0:55 'inF0' (in float)
0:56 hyp. tangent (temp float)
0:56 'inF0' (in float)
0:58 trunc (temp float)
0:58 'inF0' (in float)
0:60 Branch: Return with expression
0:60 Constant:
0:60 0.000000
0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:64 Function Parameters:
0:64 'inF0' (in 1-component vector of float)
0:64 'inF1' (in 1-component vector of float)
0:64 'inF2' (in 1-component vector of float)
0:? Sequence
0:66 Branch: Return with expression
0:66 Constant:
0:66 0.000000
0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:70 Function Parameters:
0:70 'inF0' (in 2-component vector of float)
0:70 'inF1' (in 2-component vector of float)
0:70 'inF2' (in 2-component vector of float)
0:70 'inU0' (in 2-component vector of uint)
0:70 'inU1' (in 2-component vector of uint)
0:? Sequence
0:71 all (temp bool)
0:71 'inF0' (in 2-component vector of float)
0:72 Absolute value (temp 2-component vector of float)
0:72 'inF0' (in 2-component vector of float)
0:73 arc cosine (temp 2-component vector of float)
0:73 'inF0' (in 2-component vector of float)
0:74 any (temp bool)
0:74 'inF0' (in 2-component vector of float)
0:75 arc sine (temp 2-component vector of float)
0:75 'inF0' (in 2-component vector of float)
0:76 floatBitsToInt (temp 2-component vector of int)
0:76 'inF0' (in 2-component vector of float)
0:77 floatBitsToUint (temp 2-component vector of uint)
0:77 'inF0' (in 2-component vector of float)
0:78 intBitsToFloat (temp 2-component vector of float)
0:78 'inU0' (in 2-component vector of uint)
0:80 arc tangent (temp 2-component vector of float)
0:80 'inF0' (in 2-component vector of float)
0:81 arc tangent (temp 2-component vector of float)
0:81 'inF0' (in 2-component vector of float)
0:81 'inF1' (in 2-component vector of float)
0:82 Ceiling (temp 2-component vector of float)
0:82 'inF0' (in 2-component vector of float)
0:83 clamp (temp 2-component vector of float)
0:83 'inF0' (in 2-component vector of float)
0:83 'inF1' (in 2-component vector of float)
0:83 'inF2' (in 2-component vector of float)
0:84 cosine (temp 2-component vector of float)
0:84 'inF0' (in 2-component vector of float)
0:85 hyp. cosine (temp 2-component vector of float)
0:85 'inF0' (in 2-component vector of float)
0:? bitCount (temp 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:87 degrees (temp 2-component vector of float)
0:87 'inF0' (in 2-component vector of float)
0:88 distance (temp float)
0:88 'inF0' (in 2-component vector of float)
0:88 'inF1' (in 2-component vector of float)
0:89 dot-product (temp float)
0:89 'inF0' (in 2-component vector of float)
0:89 'inF1' (in 2-component vector of float)
0:93 exp (temp 2-component vector of float)
0:93 'inF0' (in 2-component vector of float)
0:94 exp2 (temp 2-component vector of float)
0:94 'inF0' (in 2-component vector of float)
0:95 face-forward (temp 2-component vector of float)
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)
0:96 findMSB (temp int)
0:96 Constant:
0:96 7 (const int)
0:97 findLSB (temp int)
0:97 Constant:
0:97 7 (const int)
0:98 Floor (temp 2-component vector of float)
0:98 'inF0' (in 2-component vector of float)
0:100 mod (temp 2-component vector of float)
0:100 'inF0' (in 2-component vector of float)
0:100 'inF1' (in 2-component vector of float)
0:101 Fraction (temp 2-component vector of float)
0:101 'inF0' (in 2-component vector of float)
0:102 frexp (temp 2-component vector of float)
0:102 'inF0' (in 2-component vector of float)
0:102 'inF1' (in 2-component vector of float)
0:103 isinf (temp 2-component vector of bool)
0:103 'inF0' (in 2-component vector of float)
0:104 isnan (temp 2-component vector of bool)
0:104 'inF0' (in 2-component vector of float)
0:105 ldexp (temp 2-component vector of float)
0:105 'inF0' (in 2-component vector of float)
0:105 'inF1' (in 2-component vector of float)
0:106 mix (temp 2-component vector of float)
0:106 'inF0' (in 2-component vector of float)
0:106 'inF1' (in 2-component vector of float)
0:106 'inF2' (in 2-component vector of float)
0:107 length (temp float)
0:107 'inF0' (in 2-component vector of float)
0:108 log (temp 2-component vector of float)
0:108 'inF0' (in 2-component vector of float)
0:109 vector-scale (temp 2-component vector of float)
0:109 log2 (temp 2-component vector of float)
0:109 'inF0' (in 2-component vector of float)
0:109 Constant:
0:109 0.301030
0:110 log2 (temp 2-component vector of float)
0:110 'inF0' (in 2-component vector of float)
0:111 max (temp 2-component vector of float)
0:111 'inF0' (in 2-component vector of float)
0:111 'inF1' (in 2-component vector of float)
0:112 min (temp 2-component vector of float)
0:112 'inF0' (in 2-component vector of float)
0:112 'inF1' (in 2-component vector of float)
0:114 normalize (temp 2-component vector of float)
0:114 'inF0' (in 2-component vector of float)
0:115 pow (temp 2-component vector of float)
0:115 'inF0' (in 2-component vector of float)
0:115 'inF1' (in 2-component vector of float)
0:116 radians (temp 2-component vector of float)
0:116 'inF0' (in 2-component vector of float)
0:117 reflect (temp 2-component vector of float)
0:117 'inF0' (in 2-component vector of float)
0:117 'inF1' (in 2-component vector of float)
0:118 refract (temp 2-component vector of float)
0:118 'inF0' (in 2-component vector of float)
0:118 'inF1' (in 2-component vector of float)
0:118 Constant:
0:118 2.000000
0:? bitFieldReverse (temp 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:120 roundEven (temp 2-component vector of float)
0:120 'inF0' (in 2-component vector of float)
0:121 inverse sqrt (temp 2-component vector of float)
0:121 'inF0' (in 2-component vector of float)
0:122 clamp (temp 2-component vector of float)
0:122 'inF0' (in 2-component vector of float)
0:122 Constant:
0:122 0.000000
0:122 Constant:
0:122 1.000000
0:123 Sign (temp 2-component vector of float)
0:123 'inF0' (in 2-component vector of float)
0:124 sine (temp 2-component vector of float)
0:124 'inF0' (in 2-component vector of float)
0:125 Sequence
0:125 move second child to first child (temp 2-component vector of float)
0:125 'inF1' (in 2-component vector of float)
0:125 sine (temp 2-component vector of float)
0:125 'inF0' (in 2-component vector of float)
0:125 move second child to first child (temp 2-component vector of float)
0:125 'inF2' (in 2-component vector of float)
0:125 cosine (temp 2-component vector of float)
0:125 'inF0' (in 2-component vector of float)
0:126 hyp. sine (temp 2-component vector of float)
0:126 'inF0' (in 2-component vector of float)
0:127 smoothstep (temp 2-component vector of float)
0:127 'inF0' (in 2-component vector of float)
0:127 'inF1' (in 2-component vector of float)
0:127 'inF2' (in 2-component vector of float)
0:128 sqrt (temp 2-component vector of float)
0:128 'inF0' (in 2-component vector of float)
0:129 step (temp 2-component vector of float)
0:129 'inF0' (in 2-component vector of float)
0:129 'inF1' (in 2-component vector of float)
0:130 tangent (temp 2-component vector of float)
0:130 'inF0' (in 2-component vector of float)
0:131 hyp. tangent (temp 2-component vector of float)
0:131 'inF0' (in 2-component vector of float)
0:133 trunc (temp 2-component vector of float)
0:133 'inF0' (in 2-component vector of float)
0:136 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:140 Function Parameters:
0:140 'inF0' (in 3-component vector of float)
0:140 'inF1' (in 3-component vector of float)
0:140 'inF2' (in 3-component vector of float)
0:140 'inU0' (in 3-component vector of uint)
0:140 'inU1' (in 3-component vector of uint)
0:? Sequence
0:141 all (temp bool)
0:141 'inF0' (in 3-component vector of float)
0:142 Absolute value (temp 3-component vector of float)
0:142 'inF0' (in 3-component vector of float)
0:143 arc cosine (temp 3-component vector of float)
0:143 'inF0' (in 3-component vector of float)
0:144 any (temp bool)
0:144 'inF0' (in 3-component vector of float)
0:145 arc sine (temp 3-component vector of float)
0:145 'inF0' (in 3-component vector of float)
0:146 floatBitsToInt (temp 3-component vector of int)
0:146 'inF0' (in 3-component vector of float)
0:147 floatBitsToUint (temp 3-component vector of uint)
0:147 'inF0' (in 3-component vector of float)
0:148 intBitsToFloat (temp 3-component vector of float)
0:148 'inU0' (in 3-component vector of uint)
0:150 arc tangent (temp 3-component vector of float)
0:150 'inF0' (in 3-component vector of float)
0:151 arc tangent (temp 3-component vector of float)
0:151 'inF0' (in 3-component vector of float)
0:151 'inF1' (in 3-component vector of float)
0:152 Ceiling (temp 3-component vector of float)
0:152 'inF0' (in 3-component vector of float)
0:153 clamp (temp 3-component vector of float)
0:153 'inF0' (in 3-component vector of float)
0:153 'inF1' (in 3-component vector of float)
0:153 'inF2' (in 3-component vector of float)
0:154 cosine (temp 3-component vector of float)
0:154 'inF0' (in 3-component vector of float)
0:155 hyp. cosine (temp 3-component vector of float)
0:155 'inF0' (in 3-component vector of float)
0:? bitCount (temp 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:157 cross-product (temp 3-component vector of float)
0:157 'inF0' (in 3-component vector of float)
0:157 'inF1' (in 3-component vector of float)
0:158 degrees (temp 3-component vector of float)
0:158 'inF0' (in 3-component vector of float)
0:159 distance (temp float)
0:159 'inF0' (in 3-component vector of float)
0:159 'inF1' (in 3-component vector of float)
0:160 dot-product (temp float)
0:160 'inF0' (in 3-component vector of float)
0:160 'inF1' (in 3-component vector of float)
0:164 exp (temp 3-component vector of float)
0:164 'inF0' (in 3-component vector of float)
0:165 exp2 (temp 3-component vector of float)
0:165 'inF0' (in 3-component vector of float)
0:166 face-forward (temp 3-component vector of float)
0:166 'inF0' (in 3-component vector of float)
0:166 'inF1' (in 3-component vector of float)
0:166 'inF2' (in 3-component vector of float)
0:167 findMSB (temp int)
0:167 Constant:
0:167 7 (const int)
0:168 findLSB (temp int)
0:168 Constant:
0:168 7 (const int)
0:169 Floor (temp 3-component vector of float)
0:169 'inF0' (in 3-component vector of float)
0:171 mod (temp 3-component vector of float)
0:171 'inF0' (in 3-component vector of float)
0:171 'inF1' (in 3-component vector of float)
0:172 Fraction (temp 3-component vector of float)
0:172 'inF0' (in 3-component vector of float)
0:173 frexp (temp 3-component vector of float)
0:173 'inF0' (in 3-component vector of float)
0:173 'inF1' (in 3-component vector of float)
0:174 isinf (temp 3-component vector of bool)
0:174 'inF0' (in 3-component vector of float)
0:175 isnan (temp 3-component vector of bool)
0:175 'inF0' (in 3-component vector of float)
0:176 ldexp (temp 3-component vector of float)
0:176 'inF0' (in 3-component vector of float)
0:176 'inF1' (in 3-component vector of float)
0:177 mix (temp 3-component vector of float)
0:177 'inF0' (in 3-component vector of float)
0:177 'inF1' (in 3-component vector of float)
0:177 'inF2' (in 3-component vector of float)
0:178 length (temp float)
0:178 'inF0' (in 3-component vector of float)
0:179 log (temp 3-component vector of float)
0:179 'inF0' (in 3-component vector of float)
0:180 vector-scale (temp 3-component vector of float)
0:180 log2 (temp 3-component vector of float)
0:180 'inF0' (in 3-component vector of float)
0:180 Constant:
0:180 0.301030
0:181 log2 (temp 3-component vector of float)
0:181 'inF0' (in 3-component vector of float)
0:182 max (temp 3-component vector of float)
0:182 'inF0' (in 3-component vector of float)
0:182 'inF1' (in 3-component vector of float)
0:183 min (temp 3-component vector of float)
0:183 'inF0' (in 3-component vector of float)
0:183 'inF1' (in 3-component vector of float)
0:185 normalize (temp 3-component vector of float)
0:185 'inF0' (in 3-component vector of float)
0:186 pow (temp 3-component vector of float)
0:186 'inF0' (in 3-component vector of float)
0:186 'inF1' (in 3-component vector of float)
0:187 radians (temp 3-component vector of float)
0:187 'inF0' (in 3-component vector of float)
0:188 reflect (temp 3-component vector of float)
0:188 'inF0' (in 3-component vector of float)
0:188 'inF1' (in 3-component vector of float)
0:189 refract (temp 3-component vector of float)
0:189 'inF0' (in 3-component vector of float)
0:189 'inF1' (in 3-component vector of float)
0:189 Constant:
0:189 2.000000
0:? bitFieldReverse (temp 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:191 roundEven (temp 3-component vector of float)
0:191 'inF0' (in 3-component vector of float)
0:192 inverse sqrt (temp 3-component vector of float)
0:192 'inF0' (in 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 Constant:
0:193 0.000000
0:193 Constant:
0:193 1.000000
0:194 Sign (temp 3-component vector of float)
0:194 'inF0' (in 3-component vector of float)
0:195 sine (temp 3-component vector of float)
0:195 'inF0' (in 3-component vector of float)
0:196 Sequence
0:196 move second child to first child (temp 3-component vector of float)
0:196 'inF1' (in 3-component vector of float)
0:196 sine (temp 3-component vector of float)
0:196 'inF0' (in 3-component vector of float)
0:196 move second child to first child (temp 3-component vector of float)
0:196 'inF2' (in 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 hyp. sine (temp 3-component vector of float)
0:197 'inF0' (in 3-component vector of float)
0:198 smoothstep (temp 3-component vector of float)
0:198 'inF0' (in 3-component vector of float)
0:198 'inF1' (in 3-component vector of float)
0:198 'inF2' (in 3-component vector of float)
0:199 sqrt (temp 3-component vector of float)
0:199 'inF0' (in 3-component vector of float)
0:200 step (temp 3-component vector of float)
0:200 'inF0' (in 3-component vector of float)
0:200 'inF1' (in 3-component vector of float)
0:201 tangent (temp 3-component vector of float)
0:201 'inF0' (in 3-component vector of float)
0:202 hyp. tangent (temp 3-component vector of float)
0:202 'inF0' (in 3-component vector of float)
0:204 trunc (temp 3-component vector of float)
0:204 'inF0' (in 3-component vector of float)
0:207 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:211 Function Parameters:
0:211 'inF0' (in 4-component vector of float)
0:211 'inF1' (in 4-component vector of float)
0:211 'inF2' (in 4-component vector of float)
0:211 'inU0' (in 4-component vector of uint)
0:211 'inU1' (in 4-component vector of uint)
0:? Sequence
0:212 all (temp bool)
0:212 'inF0' (in 4-component vector of float)
0:213 Absolute value (temp 4-component vector of float)
0:213 'inF0' (in 4-component vector of float)
0:214 arc cosine (temp 4-component vector of float)
0:214 'inF0' (in 4-component vector of float)
0:215 any (temp bool)
0:215 'inF0' (in 4-component vector of float)
0:216 arc sine (temp 4-component vector of float)
0:216 'inF0' (in 4-component vector of float)
0:217 floatBitsToInt (temp 4-component vector of int)
0:217 'inF0' (in 4-component vector of float)
0:218 floatBitsToUint (temp 4-component vector of uint)
0:218 'inF0' (in 4-component vector of float)
0:219 intBitsToFloat (temp 4-component vector of float)
0:219 'inU0' (in 4-component vector of uint)
0:221 arc tangent (temp 4-component vector of float)
0:221 'inF0' (in 4-component vector of float)
0:222 arc tangent (temp 4-component vector of float)
0:222 'inF0' (in 4-component vector of float)
0:222 'inF1' (in 4-component vector of float)
0:223 Ceiling (temp 4-component vector of float)
0:223 'inF0' (in 4-component vector of float)
0:224 clamp (temp 4-component vector of float)
0:224 'inF0' (in 4-component vector of float)
0:224 'inF1' (in 4-component vector of float)
0:224 'inF2' (in 4-component vector of float)
0:225 cosine (temp 4-component vector of float)
0:225 'inF0' (in 4-component vector of float)
0:226 hyp. cosine (temp 4-component vector of float)
0:226 'inF0' (in 4-component vector of float)
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)
0:228 degrees (temp 4-component vector of float)
0:228 'inF0' (in 4-component vector of float)
0:229 distance (temp float)
0:229 'inF0' (in 4-component vector of float)
0:229 'inF1' (in 4-component vector of float)
0:230 dot-product (temp float)
0:230 'inF0' (in 4-component vector of float)
0:230 'inF1' (in 4-component vector of float)
0:231 Construct vec4 (temp 4-component vector of float)
0:231 Constant:
0:231 1.000000
0:231 component-wise multiply (temp float)
0:231 direct index (temp float)
0:231 'inF0' (in 4-component vector of float)
0:231 Constant:
0:231 1 (const int)
0:231 direct index (temp float)
0:231 'inF1' (in 4-component vector of float)
0:231 Constant:
0:231 1 (const int)
0:231 direct index (temp float)
0:231 'inF0' (in 4-component vector of float)
0:231 Constant:
0:231 2 (const int)
0:231 direct index (temp float)
0:231 'inF1' (in 4-component vector of float)
0:231 Constant:
0:231 3 (const int)
0:235 exp (temp 4-component vector of float)
0:235 'inF0' (in 4-component vector of float)
0:236 exp2 (temp 4-component vector of float)
0:236 'inF0' (in 4-component vector of float)
0:237 face-forward (temp 4-component vector of float)
0:237 'inF0' (in 4-component vector of float)
0:237 'inF1' (in 4-component vector of float)
0:237 'inF2' (in 4-component vector of float)
0:238 findMSB (temp int)
0:238 Constant:
0:238 7 (const int)
0:239 findLSB (temp int)
0:239 Constant:
0:239 7 (const int)
0:240 Floor (temp 4-component vector of float)
0:240 'inF0' (in 4-component vector of float)
0:242 mod (temp 4-component vector of float)
0:242 'inF0' (in 4-component vector of float)
0:242 'inF1' (in 4-component vector of float)
0:243 Fraction (temp 4-component vector of float)
0:243 'inF0' (in 4-component vector of float)
0:244 frexp (temp 4-component vector of float)
0:244 'inF0' (in 4-component vector of float)
0:244 'inF1' (in 4-component vector of float)
0:245 isinf (temp 4-component vector of bool)
0:245 'inF0' (in 4-component vector of float)
0:246 isnan (temp 4-component vector of bool)
0:246 'inF0' (in 4-component vector of float)
0:247 ldexp (temp 4-component vector of float)
0:247 'inF0' (in 4-component vector of float)
0:247 'inF1' (in 4-component vector of float)
0:248 mix (temp 4-component vector of float)
0:248 'inF0' (in 4-component vector of float)
0:248 'inF1' (in 4-component vector of float)
0:248 'inF2' (in 4-component vector of float)
0:249 length (temp float)
0:249 'inF0' (in 4-component vector of float)
0:250 log (temp 4-component vector of float)
0:250 'inF0' (in 4-component vector of float)
0:251 vector-scale (temp 4-component vector of float)
0:251 log2 (temp 4-component vector of float)
0:251 'inF0' (in 4-component vector of float)
0:251 Constant:
0:251 0.301030
0:252 log2 (temp 4-component vector of float)
0:252 'inF0' (in 4-component vector of float)
0:253 max (temp 4-component vector of float)
0:253 'inF0' (in 4-component vector of float)
0:253 'inF1' (in 4-component vector of float)
0:254 min (temp 4-component vector of float)
0:254 'inF0' (in 4-component vector of float)
0:254 'inF1' (in 4-component vector of float)
0:256 normalize (temp 4-component vector of float)
0:256 'inF0' (in 4-component vector of float)
0:257 pow (temp 4-component vector of float)
0:257 'inF0' (in 4-component vector of float)
0:257 'inF1' (in 4-component vector of float)
0:258 radians (temp 4-component vector of float)
0:258 'inF0' (in 4-component vector of float)
0:259 reflect (temp 4-component vector of float)
0:259 'inF0' (in 4-component vector of float)
0:259 'inF1' (in 4-component vector of float)
0:260 refract (temp 4-component vector of float)
0:260 'inF0' (in 4-component vector of float)
0:260 'inF1' (in 4-component vector of float)
0:260 Constant:
0:260 2.000000
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)
0:262 roundEven (temp 4-component vector of float)
0:262 'inF0' (in 4-component vector of float)
0:263 inverse sqrt (temp 4-component vector of float)
0:263 'inF0' (in 4-component vector of float)
0:264 clamp (temp 4-component vector of float)
0:264 'inF0' (in 4-component vector of float)
0:264 Constant:
0:264 0.000000
0:264 Constant:
0:264 1.000000
0:265 Sign (temp 4-component vector of float)
0:265 'inF0' (in 4-component vector of float)
0:266 sine (temp 4-component vector of float)
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 'inF1' (in 4-component vector of float)
0:267 sine (temp 4-component vector of float)
0:267 'inF0' (in 4-component vector of float)
0:267 move second child to first child (temp 4-component vector of float)
0:267 'inF2' (in 4-component vector of float)
0:267 cosine (temp 4-component vector of float)
0:267 'inF0' (in 4-component vector of float)
0:268 hyp. sine (temp 4-component vector of float)
0:268 'inF0' (in 4-component vector of float)
0:269 smoothstep (temp 4-component vector of float)
0:269 'inF0' (in 4-component vector of float)
0:269 'inF1' (in 4-component vector of float)
0:269 'inF2' (in 4-component vector of float)
0:270 sqrt (temp 4-component vector of float)
0:270 'inF0' (in 4-component vector of float)
0:271 step (temp 4-component vector of float)
0:271 'inF0' (in 4-component vector of float)
0:271 'inF1' (in 4-component vector of float)
0:272 tangent (temp 4-component vector of float)
0:272 'inF0' (in 4-component vector of float)
0:273 hyp. tangent (temp 4-component vector of float)
0:273 'inF0' (in 4-component vector of float)
0:275 trunc (temp 4-component vector of float)
0:275 'inF0' (in 4-component vector of float)
0:278 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:336 Function Parameters:
0:336 'inF0' (in 2X2 matrix of float)
0:336 'inF1' (in 2X2 matrix of float)
0:336 'inF2' (in 2X2 matrix of float)
0:? Sequence
0:338 all (temp bool)
0:338 'inF0' (in 2X2 matrix of float)
0:338 Absolute value (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 arc cosine (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 any (temp bool)
0:338 'inF0' (in 2X2 matrix of float)
0:338 arc sine (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 arc tangent (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 arc tangent (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 Ceiling (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 clamp (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 'inF2' (in 2X2 matrix of float)
0:338 cosine (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 hyp. cosine (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 degrees (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 determinant (temp float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 exp (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 exp2 (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 findMSB (temp int)
0:338 Constant:
0:338 7 (const int)
0:338 findLSB (temp int)
0:338 Constant:
0:338 7 (const int)
0:338 Floor (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 mod (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 Fraction (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 frexp (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 ldexp (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 mix (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 'inF2' (in 2X2 matrix of float)
0:338 log (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 matrix-scale (temp 2X2 matrix of float)
0:338 log2 (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 Constant:
0:338 0.301030
0:338 log2 (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 max (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 min (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 pow (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 radians (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 roundEven (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 inverse sqrt (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 clamp (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 Constant:
0:338 0.000000
0:338 Constant:
0:338 1.000000
0:338 Sign (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 sine (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 Sequence
0:338 move second child to first child (temp 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 sine (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 move second child to first child (temp 2X2 matrix of float)
0:338 'inF2' (in 2X2 matrix of float)
0:338 cosine (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 hyp. sine (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 smoothstep (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 'inF2' (in 2X2 matrix of float)
0:338 sqrt (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 step (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 'inF1' (in 2X2 matrix of float)
0:338 tangent (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 hyp. tangent (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 transpose (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:338 trunc (temp 2X2 matrix of float)
0:338 'inF0' (in 2X2 matrix of float)
0:341 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:345 Function Parameters:
0:345 'inF0' (in 3X3 matrix of float)
0:345 'inF1' (in 3X3 matrix of float)
0:345 'inF2' (in 3X3 matrix of float)
0:? Sequence
0:347 all (temp bool)
0:347 'inF0' (in 3X3 matrix of float)
0:347 Absolute value (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 arc cosine (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 any (temp bool)
0:347 'inF0' (in 3X3 matrix of float)
0:347 arc sine (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 arc tangent (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 arc tangent (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 Ceiling (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 clamp (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 'inF2' (in 3X3 matrix of float)
0:347 cosine (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 hyp. cosine (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 degrees (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 determinant (temp float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 exp (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 exp2 (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 findMSB (temp int)
0:347 Constant:
0:347 7 (const int)
0:347 findLSB (temp int)
0:347 Constant:
0:347 7 (const int)
0:347 Floor (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 mod (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 Fraction (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 frexp (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 ldexp (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 mix (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 'inF2' (in 3X3 matrix of float)
0:347 log (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 matrix-scale (temp 3X3 matrix of float)
0:347 log2 (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 Constant:
0:347 0.301030
0:347 log2 (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 max (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 min (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 pow (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 radians (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 roundEven (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 inverse sqrt (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 clamp (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 Constant:
0:347 0.000000
0:347 Constant:
0:347 1.000000
0:347 Sign (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 sine (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 Sequence
0:347 move second child to first child (temp 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 sine (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 move second child to first child (temp 3X3 matrix of float)
0:347 'inF2' (in 3X3 matrix of float)
0:347 cosine (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 hyp. sine (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 smoothstep (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 'inF2' (in 3X3 matrix of float)
0:347 sqrt (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 step (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 'inF1' (in 3X3 matrix of float)
0:347 tangent (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 hyp. tangent (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 transpose (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:347 trunc (temp 3X3 matrix of float)
0:347 'inF0' (in 3X3 matrix of float)
0:350 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:354 Function Parameters:
0:354 'inF0' (in 4X4 matrix of float)
0:354 'inF1' (in 4X4 matrix of float)
0:354 'inF2' (in 4X4 matrix of float)
0:? Sequence
0:356 all (temp bool)
0:356 'inF0' (in 4X4 matrix of float)
0:356 Absolute value (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 arc cosine (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 any (temp bool)
0:356 'inF0' (in 4X4 matrix of float)
0:356 arc sine (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 arc tangent (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 arc tangent (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 Ceiling (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 clamp (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 'inF2' (in 4X4 matrix of float)
0:356 cosine (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 hyp. cosine (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 degrees (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 determinant (temp float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 exp (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 exp2 (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 findMSB (temp int)
0:356 Constant:
0:356 7 (const int)
0:356 findLSB (temp int)
0:356 Constant:
0:356 7 (const int)
0:356 Floor (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 mod (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 Fraction (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 frexp (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 ldexp (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 mix (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 'inF2' (in 4X4 matrix of float)
0:356 log (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 matrix-scale (temp 4X4 matrix of float)
0:356 log2 (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 Constant:
0:356 0.301030
0:356 log2 (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 max (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 min (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 pow (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 radians (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 roundEven (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 inverse sqrt (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 clamp (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 Constant:
0:356 0.000000
0:356 Constant:
0:356 1.000000
0:356 Sign (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 sine (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 Sequence
0:356 move second child to first child (temp 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 sine (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 move second child to first child (temp 4X4 matrix of float)
0:356 'inF2' (in 4X4 matrix of float)
0:356 cosine (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 hyp. sine (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 smoothstep (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 'inF2' (in 4X4 matrix of float)
0:356 sqrt (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 step (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 'inF1' (in 4X4 matrix of float)
0:356 tangent (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 hyp. tangent (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 transpose (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:356 trunc (temp 4X4 matrix of float)
0:356 'inF0' (in 4X4 matrix of float)
0:359 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void)
0:377 Function Parameters:
0:377 'inF0' (in float)
0:377 'inF1' (in float)
0:377 'inFV0' (in 2-component vector of float)
0:377 'inFV1' (in 2-component vector of float)
0:377 'inFM0' (in 2X2 matrix of float)
0:377 'inFM1' (in 2X2 matrix of float)
0:? Sequence
0:378 Sequence
0:378 move second child to first child (temp float)
0:378 'r0' (temp float)
0:378 component-wise multiply (temp float)
0:378 'inF1' (in float)
0:378 'inF0' (in float)
0:378 Sequence
0:378 move second child to first child (temp 2-component vector of float)
0:378 'r1' (temp 2-component vector of float)
0:378 vector-scale (temp 2-component vector of float)
0:378 'inF0' (in float)
0:378 'inFV0' (in 2-component vector of float)
0:378 Sequence
0:378 move second child to first child (temp 2-component vector of float)
0:378 'r2' (temp 2-component vector of float)
0:378 vector-scale (temp 2-component vector of float)
0:378 'inFV0' (in 2-component vector of float)
0:378 'inF0' (in float)
0:378 Sequence
0:378 move second child to first child (temp float)
0:378 'r3' (temp float)
0:378 dot-product (temp float)
0:378 'inFV0' (in 2-component vector of float)
0:378 'inFV1' (in 2-component vector of float)
0:378 Sequence
0:378 move second child to first child (temp 2-component vector of float)
0:378 'r4' (temp 2-component vector of float)
0:378 vector-times-matrix (temp 2-component vector of float)
0:378 'inFV0' (in 2-component vector of float)
0:378 'inFM0' (in 2X2 matrix of float)
0:378 Sequence
0:378 move second child to first child (temp 2-component vector of float)
0:378 'r5' (temp 2-component vector of float)
0:378 matrix-times-vector (temp 2-component vector of float)
0:378 'inFM0' (in 2X2 matrix of float)
0:378 'inFV0' (in 2-component vector of float)
0:378 Sequence
0:378 move second child to first child (temp 2X2 matrix of float)
0:378 'r6' (temp 2X2 matrix of float)
0:378 matrix-scale (temp 2X2 matrix of float)
0:378 'inF0' (in float)
0:378 'inFM0' (in 2X2 matrix of float)
0:378 Sequence
0:378 move second child to first child (temp 2X2 matrix of float)
0:378 'r7' (temp 2X2 matrix of float)
0:378 matrix-scale (temp 2X2 matrix of float)
0:378 'inFM0' (in 2X2 matrix of float)
0:378 'inF0' (in float)
0:378 Sequence
0:378 move second child to first child (temp 2X2 matrix of float)
0:378 'r8' (temp 2X2 matrix of float)
0:378 matrix-multiply (temp 2X2 matrix of float)
0:378 'inFM1' (in 2X2 matrix of float)
0:378 'inFM0' (in 2X2 matrix of float)
0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void)
0:384 Function Parameters:
0:384 'inF0' (in float)
0:384 'inF1' (in float)
0:384 'inFV0' (in 3-component vector of float)
0:384 'inFV1' (in 3-component vector of float)
0:384 'inFM0' (in 3X3 matrix of float)
0:384 'inFM1' (in 3X3 matrix of float)
0:? Sequence
0:385 Sequence
0:385 move second child to first child (temp float)
0:385 'r0' (temp float)
0:385 component-wise multiply (temp float)
0:385 'inF1' (in float)
0:385 'inF0' (in float)
0:385 Sequence
0:385 move second child to first child (temp 3-component vector of float)
0:385 'r1' (temp 3-component vector of float)
0:385 vector-scale (temp 3-component vector of float)
0:385 'inF0' (in float)
0:385 'inFV0' (in 3-component vector of float)
0:385 Sequence
0:385 move second child to first child (temp 3-component vector of float)
0:385 'r2' (temp 3-component vector of float)
0:385 vector-scale (temp 3-component vector of float)
0:385 'inFV0' (in 3-component vector of float)
0:385 'inF0' (in float)
0:385 Sequence
0:385 move second child to first child (temp float)
0:385 'r3' (temp float)
0:385 dot-product (temp float)
0:385 'inFV0' (in 3-component vector of float)
0:385 'inFV1' (in 3-component vector of float)
0:385 Sequence
0:385 move second child to first child (temp 3-component vector of float)
0:385 'r4' (temp 3-component vector of float)
0:385 vector-times-matrix (temp 3-component vector of float)
0:385 'inFV0' (in 3-component vector of float)
0:385 'inFM0' (in 3X3 matrix of float)
0:385 Sequence
0:385 move second child to first child (temp 3-component vector of float)
0:385 'r5' (temp 3-component vector of float)
0:385 matrix-times-vector (temp 3-component vector of float)
0:385 'inFM0' (in 3X3 matrix of float)
0:385 'inFV0' (in 3-component vector of float)
0:385 Sequence
0:385 move second child to first child (temp 3X3 matrix of float)
0:385 'r6' (temp 3X3 matrix of float)
0:385 matrix-scale (temp 3X3 matrix of float)
0:385 'inF0' (in float)
0:385 'inFM0' (in 3X3 matrix of float)
0:385 Sequence
0:385 move second child to first child (temp 3X3 matrix of float)
0:385 'r7' (temp 3X3 matrix of float)
0:385 matrix-scale (temp 3X3 matrix of float)
0:385 'inFM0' (in 3X3 matrix of float)
0:385 'inF0' (in float)
0:385 Sequence
0:385 move second child to first child (temp 3X3 matrix of float)
0:385 'r8' (temp 3X3 matrix of float)
0:385 matrix-multiply (temp 3X3 matrix of float)
0:385 'inFM1' (in 3X3 matrix of float)
0:385 'inFM0' (in 3X3 matrix of float)
0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void)
0:391 Function Parameters:
0:391 'inF0' (in float)
0:391 'inF1' (in float)
0:391 'inFV0' (in 4-component vector of float)
0:391 'inFV1' (in 4-component vector of float)
0:391 'inFM0' (in 4X4 matrix of float)
0:391 'inFM1' (in 4X4 matrix of float)
0:? Sequence
0:392 Sequence
0:392 move second child to first child (temp float)
0:392 'r0' (temp float)
0:392 component-wise multiply (temp float)
0:392 'inF1' (in float)
0:392 'inF0' (in float)
0:392 Sequence
0:392 move second child to first child (temp 4-component vector of float)
0:392 'r1' (temp 4-component vector of float)
0:392 vector-scale (temp 4-component vector of float)
0:392 'inF0' (in float)
0:392 'inFV0' (in 4-component vector of float)
0:392 Sequence
0:392 move second child to first child (temp 4-component vector of float)
0:392 'r2' (temp 4-component vector of float)
0:392 vector-scale (temp 4-component vector of float)
0:392 'inFV0' (in 4-component vector of float)
0:392 'inF0' (in float)
0:392 Sequence
0:392 move second child to first child (temp float)
0:392 'r3' (temp float)
0:392 dot-product (temp float)
0:392 'inFV0' (in 4-component vector of float)
0:392 'inFV1' (in 4-component vector of float)
0:392 Sequence
0:392 move second child to first child (temp 4-component vector of float)
0:392 'r4' (temp 4-component vector of float)
0:392 vector-times-matrix (temp 4-component vector of float)
0:392 'inFV0' (in 4-component vector of float)
0:392 'inFM0' (in 4X4 matrix of float)
0:392 Sequence
0:392 move second child to first child (temp 4-component vector of float)
0:392 'r5' (temp 4-component vector of float)
0:392 matrix-times-vector (temp 4-component vector of float)
0:392 'inFM0' (in 4X4 matrix of float)
0:392 'inFV0' (in 4-component vector of float)
0:392 Sequence
0:392 move second child to first child (temp 4X4 matrix of float)
0:392 'r6' (temp 4X4 matrix of float)
0:392 matrix-scale (temp 4X4 matrix of float)
0:392 'inF0' (in float)
0:392 'inFM0' (in 4X4 matrix of float)
0:392 Sequence
0:392 move second child to first child (temp 4X4 matrix of float)
0:392 'r7' (temp 4X4 matrix of float)
0:392 matrix-scale (temp 4X4 matrix of float)
0:392 'inFM0' (in 4X4 matrix of float)
0:392 'inF0' (in float)
0:392 Sequence
0:392 move second child to first child (temp 4X4 matrix of float)
0:392 'r8' (temp 4X4 matrix of float)
0:392 matrix-multiply (temp 4X4 matrix of float)
0:392 'inFM1' (in 4X4 matrix of float)
0:392 'inFM0' (in 4X4 matrix of float)
0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void)
0:401 Function Parameters:
0:401 'inF0' (in float)
0:401 'inF1' (in float)
0:401 'inFV2' (in 2-component vector of float)
0:401 'inFV3' (in 3-component vector of float)
0:401 'inFM2x3' (in 2X3 matrix of float)
0:401 'inFM3x2' (in 3X2 matrix of float)
0:401 'inFM3x3' (in 3X3 matrix of float)
0:401 'inFM3x4' (in 3X4 matrix of float)
0:401 'inFM2x4' (in 2X4 matrix of float)
0:? Sequence
0:402 Sequence
0:402 move second child to first child (temp float)
0:402 'r00' (temp float)
0:402 component-wise multiply (temp float)
0:402 'inF1' (in float)
0:402 'inF0' (in float)
0:403 Sequence
0:403 move second child to first child (temp 2-component vector of float)
0:403 'r01' (temp 2-component vector of float)
0:403 vector-scale (temp 2-component vector of float)
0:403 'inF0' (in float)
0:403 'inFV2' (in 2-component vector of float)
0:404 Sequence
0:404 move second child to first child (temp 3-component vector of float)
0:404 'r02' (temp 3-component vector of float)
0:404 vector-scale (temp 3-component vector of float)
0:404 'inF0' (in float)
0:404 'inFV3' (in 3-component vector of float)
0:405 Sequence
0:405 move second child to first child (temp 2-component vector of float)
0:405 'r03' (temp 2-component vector of float)
0:405 vector-scale (temp 2-component vector of float)
0:405 'inFV2' (in 2-component vector of float)
0:405 'inF0' (in float)
0:406 Sequence
0:406 move second child to first child (temp 3-component vector of float)
0:406 'r04' (temp 3-component vector of float)
0:406 vector-scale (temp 3-component vector of float)
0:406 'inFV3' (in 3-component vector of float)
0:406 'inF0' (in float)
0:407 Sequence
0:407 move second child to first child (temp float)
0:407 'r05' (temp float)
0:407 dot-product (temp float)
0:407 'inFV2' (in 2-component vector of float)
0:407 'inFV2' (in 2-component vector of float)
0:408 Sequence
0:408 move second child to first child (temp float)
0:408 'r06' (temp float)
0:408 dot-product (temp float)
0:408 'inFV3' (in 3-component vector of float)
0:408 'inFV3' (in 3-component vector of float)
0:409 Sequence
0:409 move second child to first child (temp 3-component vector of float)
0:409 'r07' (temp 3-component vector of float)
0:409 matrix-times-vector (temp 3-component vector of float)
0:409 'inFM2x3' (in 2X3 matrix of float)
0:409 'inFV2' (in 2-component vector of float)
0:410 Sequence
0:410 move second child to first child (temp 2-component vector of float)
0:410 'r08' (temp 2-component vector of float)
0:410 matrix-times-vector (temp 2-component vector of float)
0:410 'inFM3x2' (in 3X2 matrix of float)
0:410 'inFV3' (in 3-component vector of float)
0:411 Sequence
0:411 move second child to first child (temp 2-component vector of float)
0:411 'r09' (temp 2-component vector of float)
0:411 vector-times-matrix (temp 2-component vector of float)
0:411 'inFV3' (in 3-component vector of float)
0:411 'inFM2x3' (in 2X3 matrix of float)
0:412 Sequence
0:412 move second child to first child (temp 3-component vector of float)
0:412 'r10' (temp 3-component vector of float)
0:412 vector-times-matrix (temp 3-component vector of float)
0:412 'inFV2' (in 2-component vector of float)
0:412 'inFM3x2' (in 3X2 matrix of float)
0:413 Sequence
0:413 move second child to first child (temp 2X3 matrix of float)
0:413 'r11' (temp 2X3 matrix of float)
0:413 matrix-scale (temp 2X3 matrix of float)
0:413 'inF0' (in float)
0:413 'inFM2x3' (in 2X3 matrix of float)
0:414 Sequence
0:414 move second child to first child (temp 3X2 matrix of float)
0:414 'r12' (temp 3X2 matrix of float)
0:414 matrix-scale (temp 3X2 matrix of float)
0:414 'inF0' (in float)
0:414 'inFM3x2' (in 3X2 matrix of float)
0:415 Sequence
0:415 move second child to first child (temp 2X2 matrix of float)
0:415 'r13' (temp 2X2 matrix of float)
0:415 matrix-multiply (temp 2X2 matrix of float)
0:415 'inFM3x2' (in 3X2 matrix of float)
0:415 'inFM2x3' (in 2X3 matrix of float)
0:416 Sequence
0:416 move second child to first child (temp 2X3 matrix of float)
0:416 'r14' (temp 2X3 matrix of float)
0:416 matrix-multiply (temp 2X3 matrix of float)
0:416 'inFM3x3' (in 3X3 matrix of float)
0:416 'inFM2x3' (in 2X3 matrix of float)
0:417 Sequence
0:417 move second child to first child (temp 2X4 matrix of float)
0:417 'r15' (temp 2X4 matrix of float)
0:417 matrix-multiply (temp 2X4 matrix of float)
0:417 'inFM3x4' (in 3X4 matrix of float)
0:417 'inFM2x3' (in 2X3 matrix of float)
0:418 Sequence
0:418 move second child to first child (temp 3X4 matrix of float)
0:418 'r16' (temp 3X4 matrix of float)
0:418 matrix-multiply (temp 3X4 matrix of float)
0:418 'inFM2x4' (in 2X4 matrix of float)
0:418 'inFM3x2' (in 3X2 matrix of float)
0:? Linker Objects
Linked vertex stage:
WARNING: Linking vertex stage: Entry point not found
Shader version: 450
0:? Sequence
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
0:2 'inF2' (in float)
0:2 'inU0' (in uint)
0:2 'inU1' (in uint)
0:? Sequence
0:3 all (temp bool)
0:3 'inF0' (in float)
0:4 Absolute value (temp float)
0:4 'inF0' (in float)
0:5 arc cosine (temp float)
0:5 'inF0' (in float)
0:6 any (temp bool)
0:6 'inF0' (in float)
0:7 arc sine (temp float)
0:7 'inF0' (in float)
0:8 floatBitsToInt (temp int)
0:8 'inF0' (in float)
0:9 floatBitsToUint (temp uint)
0:9 'inF0' (in float)
0:10 intBitsToFloat (temp float)
0:10 'inU0' (in uint)
0:12 arc tangent (temp float)
0:12 'inF0' (in float)
0:13 arc tangent (temp float)
0:13 'inF0' (in float)
0:13 'inF1' (in float)
0:14 Ceiling (temp float)
0:14 'inF0' (in float)
0:15 clamp (temp float)
0:15 'inF0' (in float)
0:15 'inF1' (in float)
0:15 'inF2' (in float)
0:16 cosine (temp float)
0:16 'inF0' (in float)
0:17 hyp. cosine (temp float)
0:17 'inF0' (in float)
0:18 bitCount (temp uint)
0:18 Constant:
0:18 7 (const uint)
0:19 degrees (temp float)
0:19 'inF0' (in float)
0:23 exp (temp float)
0:23 'inF0' (in float)
0:24 exp2 (temp float)
0:24 'inF0' (in float)
0:25 findMSB (temp int)
0:25 Constant:
0:25 7 (const int)
0:26 findLSB (temp int)
0:26 Constant:
0:26 7 (const int)
0:27 Floor (temp float)
0:27 'inF0' (in float)
0:29 mod (temp float)
0:29 'inF0' (in float)
0:29 'inF1' (in float)
0:30 Fraction (temp float)
0:30 'inF0' (in float)
0:31 frexp (temp float)
0:31 'inF0' (in float)
0:31 'inF1' (in float)
0:32 isinf (temp bool)
0:32 'inF0' (in float)
0:33 isnan (temp bool)
0:33 'inF0' (in float)
0:34 ldexp (temp float)
0:34 'inF0' (in float)
0:34 'inF1' (in float)
0:35 mix (temp float)
0:35 'inF0' (in float)
0:35 'inF1' (in float)
0:35 'inF2' (in float)
0:36 log (temp float)
0:36 'inF0' (in float)
0:37 component-wise multiply (temp float)
0:37 log2 (temp float)
0:37 'inF0' (in float)
0:37 Constant:
0:37 0.301030
0:38 log2 (temp float)
0:38 'inF0' (in float)
0:39 max (temp float)
0:39 'inF0' (in float)
0:39 'inF1' (in float)
0:40 min (temp float)
0:40 'inF0' (in float)
0:40 'inF1' (in float)
0:42 pow (temp float)
0:42 'inF0' (in float)
0:42 'inF1' (in float)
0:43 radians (temp float)
0:43 'inF0' (in float)
0:44 bitFieldReverse (temp uint)
0:44 Constant:
0:44 2 (const uint)
0:45 roundEven (temp float)
0:45 'inF0' (in float)
0:46 inverse sqrt (temp float)
0:46 'inF0' (in float)
0:47 clamp (temp float)
0:47 'inF0' (in float)
0:47 Constant:
0:47 0.000000
0:47 Constant:
0:47 1.000000
0:48 Sign (temp float)
0:48 'inF0' (in float)
0:49 sine (temp float)
0:49 'inF0' (in float)
0:50 Sequence
0:50 move second child to first child (temp float)
0:50 'inF1' (in float)
0:50 sine (temp float)
0:50 'inF0' (in float)
0:50 move second child to first child (temp float)
0:50 'inF2' (in float)
0:50 cosine (temp float)
0:50 'inF0' (in float)
0:51 hyp. sine (temp float)
0:51 'inF0' (in float)
0:52 smoothstep (temp float)
0:52 'inF0' (in float)
0:52 'inF1' (in float)
0:52 'inF2' (in float)
0:53 sqrt (temp float)
0:53 'inF0' (in float)
0:54 step (temp float)
0:54 'inF0' (in float)
0:54 'inF1' (in float)
0:55 tangent (temp float)
0:55 'inF0' (in float)
0:56 hyp. tangent (temp float)
0:56 'inF0' (in float)
0:58 trunc (temp float)
0:58 'inF0' (in float)
0:60 Branch: Return with expression
0:60 Constant:
0:60 0.000000
0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:64 Function Parameters:
0:64 'inF0' (in 1-component vector of float)
0:64 'inF1' (in 1-component vector of float)
0:64 'inF2' (in 1-component vector of float)
0:? Sequence
0:66 Branch: Return with expression
0:66 Constant:
0:66 0.000000
0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:70 Function Parameters:
0:70 'inF0' (in 2-component vector of float)
0:70 'inF1' (in 2-component vector of float)
0:70 'inF2' (in 2-component vector of float)
0:70 'inU0' (in 2-component vector of uint)
0:70 'inU1' (in 2-component vector of uint)
0:? Sequence
0:71 all (temp bool)
0:71 'inF0' (in 2-component vector of float)
0:72 Absolute value (temp 2-component vector of float)
0:72 'inF0' (in 2-component vector of float)
0:73 arc cosine (temp 2-component vector of float)
0:73 'inF0' (in 2-component vector of float)
0:74 any (temp bool)
0:74 'inF0' (in 2-component vector of float)
0:75 arc sine (temp 2-component vector of float)
0:75 'inF0' (in 2-component vector of float)
0:76 floatBitsToInt (temp 2-component vector of int)
0:76 'inF0' (in 2-component vector of float)
0:77 floatBitsToUint (temp 2-component vector of uint)
0:77 'inF0' (in 2-component vector of float)
0:78 intBitsToFloat (temp 2-component vector of float)
0:78 'inU0' (in 2-component vector of uint)
0:80 arc tangent (temp 2-component vector of float)
0:80 'inF0' (in 2-component vector of float)
0:81 arc tangent (temp 2-component vector of float)
0:81 'inF0' (in 2-component vector of float)
0:81 'inF1' (in 2-component vector of float)
0:82 Ceiling (temp 2-component vector of float)
0:82 'inF0' (in 2-component vector of float)
0:83 clamp (temp 2-component vector of float)
0:83 'inF0' (in 2-component vector of float)
0:83 'inF1' (in 2-component vector of float)
0:83 'inF2' (in 2-component vector of float)
0:84 cosine (temp 2-component vector of float)
0:84 'inF0' (in 2-component vector of float)
0:85 hyp. cosine (temp 2-component vector of float)
0:85 'inF0' (in 2-component vector of float)
0:? bitCount (temp 2-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:87 degrees (temp 2-component vector of float)
0:87 'inF0' (in 2-component vector of float)
0:88 distance (temp float)
0:88 'inF0' (in 2-component vector of float)
0:88 'inF1' (in 2-component vector of float)
0:89 dot-product (temp float)
0:89 'inF0' (in 2-component vector of float)
0:89 'inF1' (in 2-component vector of float)
0:93 exp (temp 2-component vector of float)
0:93 'inF0' (in 2-component vector of float)
0:94 exp2 (temp 2-component vector of float)
0:94 'inF0' (in 2-component vector of float)
0:95 face-forward (temp 2-component vector of float)
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)
0:96 findMSB (temp int)
0:96 Constant:
0:96 7 (const int)
0:97 findLSB (temp int)
0:97 Constant:
0:97 7 (const int)
0:98 Floor (temp 2-component vector of float)
0:98 'inF0' (in 2-component vector of float)
0:100 mod (temp 2-component vector of float)
0:100 'inF0' (in 2-component vector of float)
0:100 'inF1' (in 2-component vector of float)
0:101 Fraction (temp 2-component vector of float)
0:101 'inF0' (in 2-component vector of float)
0:102 frexp (temp 2-component vector of float)
0:102 'inF0' (in 2-component vector of float)
0:102 'inF1' (in 2-component vector of float)
0:103 isinf (temp 2-component vector of bool)
0:103 'inF0' (in 2-component vector of float)
0:104 isnan (temp 2-component vector of bool)
0:104 'inF0' (in 2-component vector of float)
0:105 ldexp (temp 2-component vector of float)
0:105 'inF0' (in 2-component vector of float)
0:105 'inF1' (in 2-component vector of float)
0:106 mix (temp 2-component vector of float)
0:106 'inF0' (in 2-component vector of float)
0:106 'inF1' (in 2-component vector of float)
0:106 'inF2' (in 2-component vector of float)
0:107 length (temp float)
0:107 'inF0' (in 2-component vector of float)
0:108 log (temp 2-component vector of float)
0:108 'inF0' (in 2-component vector of float)
0:109 vector-scale (temp 2-component vector of float)
0:109 log2 (temp 2-component vector of float)
0:109 'inF0' (in 2-component vector of float)
0:109 Constant:
0:109 0.301030
0:110 log2 (temp 2-component vector of float)
0:110 'inF0' (in 2-component vector of float)
0:111 max (temp 2-component vector of float)
0:111 'inF0' (in 2-component vector of float)
0:111 'inF1' (in 2-component vector of float)
0:112 min (temp 2-component vector of float)
0:112 'inF0' (in 2-component vector of float)
0:112 'inF1' (in 2-component vector of float)
0:114 normalize (temp 2-component vector of float)
0:114 'inF0' (in 2-component vector of float)
0:115 pow (temp 2-component vector of float)
0:115 'inF0' (in 2-component vector of float)
0:115 'inF1' (in 2-component vector of float)
0:116 radians (temp 2-component vector of float)
0:116 'inF0' (in 2-component vector of float)
0:117 reflect (temp 2-component vector of float)
0:117 'inF0' (in 2-component vector of float)
0:117 'inF1' (in 2-component vector of float)
0:118 refract (temp 2-component vector of float)
0:118 'inF0' (in 2-component vector of float)
0:118 'inF1' (in 2-component vector of float)
0:118 Constant:
0:118 2.000000
0:? bitFieldReverse (temp 2-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:120 roundEven (temp 2-component vector of float)
0:120 'inF0' (in 2-component vector of float)
0:121 inverse sqrt (temp 2-component vector of float)
0:121 'inF0' (in 2-component vector of float)
0:122 clamp (temp 2-component vector of float)
0:122 'inF0' (in 2-component vector of float)
0:122 Constant:
0:122 0.000000
0:122 Constant:
0:122 1.000000
0:123 Sign (temp 2-component vector of float)
0:123 'inF0' (in 2-component vector of float)
0:124 sine (temp 2-component vector of float)
0:124 'inF0' (in 2-component vector of float)
0:125 Sequence
0:125 move second child to first child (temp 2-component vector of float)
0:125 'inF1' (in 2-component vector of float)
0:125 sine (temp 2-component vector of float)
0:125 'inF0' (in 2-component vector of float)
0:125 move second child to first child (temp 2-component vector of float)
0:125 'inF2' (in 2-component vector of float)
0:125 cosine (temp 2-component vector of float)
0:125 'inF0' (in 2-component vector of float)
0:126 hyp. sine (temp 2-component vector of float)
0:126 'inF0' (in 2-component vector of float)
0:127 smoothstep (temp 2-component vector of float)
0:127 'inF0' (in 2-component vector of float)
0:127 'inF1' (in 2-component vector of float)
0:127 'inF2' (in 2-component vector of float)
0:128 sqrt (temp 2-component vector of float)
0:128 'inF0' (in 2-component vector of float)
0:129 step (temp 2-component vector of float)
0:129 'inF0' (in 2-component vector of float)
0:129 'inF1' (in 2-component vector of float)
0:130 tangent (temp 2-component vector of float)
0:130 'inF0' (in 2-component vector of float)
0:131 hyp. tangent (temp 2-component vector of float)
0:131 'inF0' (in 2-component vector of float)
0:133 trunc (temp 2-component vector of float)
0:133 'inF0' (in 2-component vector of float)
0:136 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:140 Function Parameters:
0:140 'inF0' (in 3-component vector of float)
0:140 'inF1' (in 3-component vector of float)
0:140 'inF2' (in 3-component vector of float)
0:140 'inU0' (in 3-component vector of uint)
0:140 'inU1' (in 3-component vector of uint)
0:? Sequence
0:141 all (temp bool)
0:141 'inF0' (in 3-component vector of float)
0:142 Absolute value (temp 3-component vector of float)
0:142 'inF0' (in 3-component vector of float)
0:143 arc cosine (temp 3-component vector of float)
0:143 'inF0' (in 3-component vector of float)
0:144 any (temp bool)
0:144 'inF0' (in 3-component vector of float)
0:145 arc sine (temp 3-component vector of float)
0:145 'inF0' (in 3-component vector of float)
0:146 floatBitsToInt (temp 3-component vector of int)
0:146 'inF0' (in 3-component vector of float)
0:147 floatBitsToUint (temp 3-component vector of uint)
0:147 'inF0' (in 3-component vector of float)
0:148 intBitsToFloat (temp 3-component vector of float)
0:148 'inU0' (in 3-component vector of uint)
0:150 arc tangent (temp 3-component vector of float)
0:150 'inF0' (in 3-component vector of float)
0:151 arc tangent (temp 3-component vector of float)
0:151 'inF0' (in 3-component vector of float)
0:151 'inF1' (in 3-component vector of float)
0:152 Ceiling (temp 3-component vector of float)
0:152 'inF0' (in 3-component vector of float)
0:153 clamp (temp 3-component vector of float)
0:153 'inF0' (in 3-component vector of float)
0:153 'inF1' (in 3-component vector of float)
0:153 'inF2' (in 3-component vector of float)
0:154 cosine (temp 3-component vector of float)
0:154 'inF0' (in 3-component vector of float)
0:155 hyp. cosine (temp 3-component vector of float)
0:155 'inF0' (in 3-component vector of float)
0:? bitCount (temp 3-component vector of uint)
0:? Constant:
0:? 7 (const uint)
0:? 3 (const uint)
0:? 5 (const uint)
0:157 cross-product (temp 3-component vector of float)
0:157 'inF0' (in 3-component vector of float)
0:157 'inF1' (in 3-component vector of float)
0:158 degrees (temp 3-component vector of float)
0:158 'inF0' (in 3-component vector of float)
0:159 distance (temp float)
0:159 'inF0' (in 3-component vector of float)
0:159 'inF1' (in 3-component vector of float)
0:160 dot-product (temp float)
0:160 'inF0' (in 3-component vector of float)
0:160 'inF1' (in 3-component vector of float)
0:164 exp (temp 3-component vector of float)
0:164 'inF0' (in 3-component vector of float)
0:165 exp2 (temp 3-component vector of float)
0:165 'inF0' (in 3-component vector of float)
0:166 face-forward (temp 3-component vector of float)
0:166 'inF0' (in 3-component vector of float)
0:166 'inF1' (in 3-component vector of float)
0:166 'inF2' (in 3-component vector of float)
0:167 findMSB (temp int)
0:167 Constant:
0:167 7 (const int)
0:168 findLSB (temp int)
0:168 Constant:
0:168 7 (const int)
0:169 Floor (temp 3-component vector of float)
0:169 'inF0' (in 3-component vector of float)
0:171 mod (temp 3-component vector of float)
0:171 'inF0' (in 3-component vector of float)
0:171 'inF1' (in 3-component vector of float)
0:172 Fraction (temp 3-component vector of float)
0:172 'inF0' (in 3-component vector of float)
0:173 frexp (temp 3-component vector of float)
0:173 'inF0' (in 3-component vector of float)
0:173 'inF1' (in 3-component vector of float)
0:174 isinf (temp 3-component vector of bool)
0:174 'inF0' (in 3-component vector of float)
0:175 isnan (temp 3-component vector of bool)
0:175 'inF0' (in 3-component vector of float)
0:176 ldexp (temp 3-component vector of float)
0:176 'inF0' (in 3-component vector of float)
0:176 'inF1' (in 3-component vector of float)
0:177 mix (temp 3-component vector of float)
0:177 'inF0' (in 3-component vector of float)
0:177 'inF1' (in 3-component vector of float)
0:177 'inF2' (in 3-component vector of float)
0:178 length (temp float)
0:178 'inF0' (in 3-component vector of float)
0:179 log (temp 3-component vector of float)
0:179 'inF0' (in 3-component vector of float)
0:180 vector-scale (temp 3-component vector of float)
0:180 log2 (temp 3-component vector of float)
0:180 'inF0' (in 3-component vector of float)
0:180 Constant:
0:180 0.301030
0:181 log2 (temp 3-component vector of float)
0:181 'inF0' (in 3-component vector of float)
0:182 max (temp 3-component vector of float)
0:182 'inF0' (in 3-component vector of float)
0:182 'inF1' (in 3-component vector of float)
0:183 min (temp 3-component vector of float)
0:183 'inF0' (in 3-component vector of float)
0:183 'inF1' (in 3-component vector of float)
0:185 normalize (temp 3-component vector of float)
0:185 'inF0' (in 3-component vector of float)
0:186 pow (temp 3-component vector of float)
0:186 'inF0' (in 3-component vector of float)
0:186 'inF1' (in 3-component vector of float)
0:187 radians (temp 3-component vector of float)
0:187 'inF0' (in 3-component vector of float)
0:188 reflect (temp 3-component vector of float)
0:188 'inF0' (in 3-component vector of float)
0:188 'inF1' (in 3-component vector of float)
0:189 refract (temp 3-component vector of float)
0:189 'inF0' (in 3-component vector of float)
0:189 'inF1' (in 3-component vector of float)
0:189 Constant:
0:189 2.000000
0:? bitFieldReverse (temp 3-component vector of uint)
0:? Constant:
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:191 roundEven (temp 3-component vector of float)
0:191 'inF0' (in 3-component vector of float)
0:192 inverse sqrt (temp 3-component vector of float)
0:192 'inF0' (in 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 Constant:
0:193 0.000000
0:193 Constant:
0:193 1.000000
0:194 Sign (temp 3-component vector of float)
0:194 'inF0' (in 3-component vector of float)
0:195 sine (temp 3-component vector of float)
0:195 'inF0' (in 3-component vector of float)
0:196 Sequence
0:196 move second child to first child (temp 3-component vector of float)
0:196 'inF1' (in 3-component vector of float)
0:196 sine (temp 3-component vector of float)
0:196 'inF0' (in 3-component vector of float)
0:196 move second child to first child (temp 3-component vector of float)
0:196 'inF2' (in 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 hyp. sine (temp 3-component vector of float)
0:197 'inF0' (in 3-component vector of float)
0:198 smoothstep (temp 3-component vector of float)
0:198 'inF0' (in 3-component vector of float)
0:198 'inF1' (in 3-component vector of float)
0:198 'inF2' (in 3-component vector of float)
0:199 sqrt (temp 3-component vector of float)
0:199 'inF0' (in 3-component vector of float)
0:200 step (temp 3-component vector of float)
0:200 'inF0' (in 3-component vector of float)
0:200 'inF1' (in 3-component vector of float)
0:201 tangent (temp 3-component vector of float)
0:201 'inF0' (in 3-component vector of float)
0:202 hyp. tangent (temp 3-component vector of float)
0:202 'inF0' (in 3-component vector of float)
0:204 trunc (temp 3-component vector of float)
0:204 'inF0' (in 3-component vector of float)
0:207 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:211 Function Parameters:
0:211 'inF0' (in 4-component vector of float)
0:211 'inF1' (in 4-component vector of float)
0:211 'inF2' (in 4-component vector of float)
0:211 'inU0' (in 4-component vector of uint)
0:211 'inU1' (in 4-component vector of uint)
0:? Sequence
0:212 all (temp bool)
0:212 'inF0' (in 4-component vector of float)