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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)
0:45 Sequence
0:45 move second child to first child ( temp float)
0:45 'r024' ( temp float)
0:45 distance ( temp float)
0:45 'inF0' ( in float)
0:45 'inF1' ( in float)
0:49 Sequence
0:49 move second child to first child ( temp float)
0:49 'r027' ( temp float)
0:49 exp ( temp float)
0:49 'inF0' ( in float)
0:50 Sequence
0:50 move second child to first child ( temp float)
0:50 'r028' ( temp float)
0:50 exp2 ( temp float)
0:50 'inF0' ( in float)
0:51 Sequence
0:51 move second child to first child ( temp uint)
0:51 'r029' ( temp uint)
0:51 Convert int to uint ( temp uint)
0:51 findMSB ( temp int)
0:51 Constant:
0:51 7 (const int)
0:52 Sequence
0:52 move second child to first child ( temp uint)
0:52 'r030' ( temp uint)
0:52 Convert int to uint ( temp uint)
0:52 findLSB ( temp int)
0:52 Constant:
0:52 7 (const int)
0:53 Sequence
0:53 move second child to first child ( temp float)
0:53 'r031' ( temp float)
0:53 Floor ( temp float)
0:53 'inF0' ( in float)
0:55 Sequence
0:55 move second child to first child ( temp float)
0:55 'r033' ( temp float)
0:55 mod ( temp float)
0:55 'inF0' ( in float)
0:55 'inF1' ( in float)
0:56 Sequence
0:56 move second child to first child ( temp float)
0:56 'r033i' ( temp float)
0:56 mod ( temp float)
0:56 'inF0' ( in float)
0:56 Constant:
0:56 2.000000
0:57 Sequence
0:57 move second child to first child ( temp float)
0:57 'r034' ( temp float)
0:57 Fraction ( temp float)
0:57 'inF0' ( in float)
0:58 Sequence
0:58 move second child to first child ( temp float)
0:58 'r036' ( temp float)
0:58 fwidth ( temp float)
0:58 'inF0' ( in float)
0:59 Sequence
0:59 move second child to first child ( temp bool)
0:59 'r037' ( temp bool)
0:59 isinf ( temp bool)
0:59 'inF0' ( in float)
0:60 Sequence
0:60 move second child to first child ( temp bool)
0:60 'r038' ( temp bool)
0:60 isnan ( temp bool)
0:60 'inF0' ( in float)
0:61 Sequence
0:61 move second child to first child ( temp float)
0:61 'r039' ( temp float)
0:61 ldexp ( temp float)
0:61 'inF0' ( in float)
0:61 'inF1' ( in float)
0:62 Sequence
0:62 move second child to first child ( temp float)
0:62 'r039a' ( temp float)
0:62 mix ( temp float)
0:62 'inF0' ( in float)
0:62 'inF1' ( in float)
0:62 'inF2' ( in float)
0:63 Sequence
0:63 move second child to first child ( temp float)
0:63 'r040' ( temp float)
0:63 log ( temp float)
0:63 'inF0' ( in float)
0:64 Sequence
0:64 move second child to first child ( temp float)
0:64 'r041' ( temp float)
0:64 component-wise multiply ( temp float)
0:64 log2 ( temp float)
0:64 'inF0' ( in float)
0:64 Constant:
0:64 0.301030
0:65 Sequence
0:65 move second child to first child ( temp float)
0:65 'r042' ( temp float)
0:65 log2 ( temp float)
0:65 'inF0' ( in float)
0:66 Sequence
0:66 move second child to first child ( temp float)
0:66 'r043' ( temp float)
0:66 max ( 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 'r044' ( temp float)
0:67 min ( temp float)
0:67 'inF0' ( in float)
0:67 'inF1' ( in float)
0:68 Sequence
0:68 move second child to first child ( temp float)
0:68 'r045' ( temp float)
0:68 pow ( temp float)
0:68 'inF0' ( in float)
0:68 'inF1' ( in float)
0:69 Sequence
0:69 move second child to first child ( temp float)
0:69 'r046' ( temp float)
0:69 radians ( temp float)
0:69 'inF0' ( in float)
0:70 Sequence
0:70 move second child to first child ( temp float)
0:70 'r047' ( temp float)
0:70 divide ( temp float)
0:70 Constant:
0:70 1.000000
0:70 'inF0' ( in float)
0:71 Sequence
0:71 move second child to first child ( temp uint)
0:71 'r048' ( temp uint)
0:71 Convert int to uint ( temp uint)
0:71 bitFieldReverse ( temp int)
0:71 Constant:
0:71 2 (const int)
0:72 Sequence
0:72 move second child to first child ( temp float)
0:72 'r049' ( temp float)
0:72 roundEven ( temp float)
0:72 'inF0' ( in float)
0:73 Sequence
0:73 move second child to first child ( temp float)
0:73 'r050' ( temp float)
0:73 inverse sqrt ( temp float)
0:73 'inF0' ( in float)
0:74 Sequence
0:74 move second child to first child ( temp float)
0:74 'r051' ( temp float)
0:74 clamp ( temp float)
0:74 'inF0' ( in float)
0:74 Constant:
0:74 0.000000
0:74 Constant:
0:74 1.000000
0:75 Sequence
0:75 move second child to first child ( temp float)
0:75 'r052' ( temp float)
0:75 Sign ( temp float)
0:75 'inF0' ( in float)
0:76 Sequence
0:76 move second child to first child ( temp float)
0:76 'r053' ( temp float)
0:76 sine ( temp float)
0:76 'inF0' ( in float)
0:77 Sequence
0:77 move second child to first child ( temp float)
0:77 'inF1' ( in float)
0:77 sine ( temp float)
0:77 'inF0' ( in float)
0:77 move second child to first child ( temp float)
0:77 'inF2' ( in float)
0:77 cosine ( temp float)
0:77 'inF0' ( in float)
0:78 Sequence
0:78 move second child to first child ( temp float)
0:78 'r055' ( temp float)
0:78 hyp. sine ( temp float)
0:78 'inF0' ( in float)
0:79 Sequence
0:79 move second child to first child ( temp float)
0:79 'r056' ( temp float)
0:79 smoothstep ( temp float)
0:79 'inF0' ( in float)
0:79 'inF1' ( in float)
0:79 'inF2' ( in float)
0:80 Sequence
0:80 move second child to first child ( temp float)
0:80 'r057' ( temp float)
0:80 sqrt ( temp float)
0:80 'inF0' ( in float)
0:81 Sequence
0:81 move second child to first child ( temp float)
0:81 'r058' ( temp float)
0:81 step ( temp float)
0:81 'inF0' ( in float)
0:81 'inF1' ( in float)
0:82 Sequence
0:82 move second child to first child ( temp float)
0:82 'r059' ( temp float)
0:82 tangent ( temp float)
0:82 'inF0' ( in float)
0:83 Sequence
0:83 move second child to first child ( temp float)
0:83 'r060' ( temp float)
0:83 hyp. tangent ( temp float)
0:83 'inF0' ( in float)
0:85 Sequence
0:85 move second child to first child ( temp float)
0:85 'r061' ( temp float)
0:85 trunc ( temp float)
0:85 'inF0' ( in float)
0:87 Branch: Return with expression
0:87 Constant:
0:87 0.000000
0:91 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; ( temp 1-component vector of float)
0:91 Function Parameters:
0:91 'inF0' ( in 1-component vector of float)
0:91 'inF1' ( in 1-component vector of float)
0:91 'inF2' ( in 1-component vector of float)
0:? Sequence
0:93 Branch: Return with expression
0:93 Constant:
0:93 0.000000
0:97 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; ( temp 2-component vector of float)
0:97 Function Parameters:
0:97 'inF0' ( in 2-component vector of float)
0:97 'inF1' ( in 2-component vector of float)
0:97 'inF2' ( in 2-component vector of float)
0:97 'inU0' ( in 2-component vector of uint)
0:97 'inU1' ( in 2-component vector of uint)
0:? Sequence
0:100 Sequence
0:100 move second child to first child ( temp bool)
0:100 'r000' ( temp bool)
0:100 all ( temp bool)
0:100 Convert float to bool ( temp 2-component vector of bool)
0:100 'inF0' ( in 2-component vector of float)
0:101 Sequence
0:101 move second child to first child ( temp 2-component vector of float)
0:101 'r001' ( temp 2-component vector of float)
0:101 Absolute value ( temp 2-component vector of float)
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 'r002' ( temp 2-component vector of float)
0:102 arc cosine ( 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 bool)
0:103 'r003' ( temp bool)
0:103 any ( temp bool)
0:103 Convert float to bool ( temp 2-component vector of bool)
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 float)
0:104 'r004' ( temp 2-component vector of float)
0:104 arc sine ( temp 2-component vector of float)
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 int)
0:105 'r005' ( temp 2-component vector of int)
0:105 floatBitsToInt ( temp 2-component vector of int)
0:105 'inF0' ( in 2-component vector of float)
0:106 Sequence
0:106 move second child to first child ( temp 2-component vector of uint)
0:106 'r006' ( temp 2-component vector of uint)
0:106 floatBitsToUint ( temp 2-component vector of uint)
0:106 'inF0' ( in 2-component vector of float)
0:107 Sequence
0:107 move second child to first child ( temp 2-component vector of float)
0:107 'r007' ( temp 2-component vector of float)
0:107 intBitsToFloat ( temp 2-component vector of float)
0:107 'inU0' ( in 2-component vector of uint)
0:109 Sequence
0:109 move second child to first child ( temp 2-component vector of float)
0:109 'r009' ( temp 2-component vector of float)
0:109 arc tangent ( 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 'r010' ( temp 2-component vector of float)
0:110 arc tangent ( temp 2-component vector of float)
0:110 'inF0' ( in 2-component vector of float)
0:110 'inF1' ( in 2-component vector of float)
0:111 Sequence
0:111 move second child to first child ( temp 2-component vector of float)
0:111 'r011' ( temp 2-component vector of float)
0:111 Ceiling ( temp 2-component vector of float)
0:111 'inF0' ( in 2-component vector of float)
0:112 Sequence
0:112 move second child to first child ( temp 2-component vector of float)
0:112 'r012' ( temp 2-component vector of float)
0:112 clamp ( temp 2-component vector of float)
0:112 'inF0' ( in 2-component vector of float)
0:112 'inF1' ( in 2-component vector of float)
0:112 'inF2' ( in 2-component vector of float)
0:113 Test condition and select ( temp void)
0:113 Condition
0:113 any ( temp bool)
0:113 Compare Less Than ( temp 2-component vector of bool)
0:113 'inF0' ( in 2-component vector of float)
0:113 Constant:
0:113 0.000000
0:113 0.000000
0:113 true case
0:113 Branch: Kill
0:114 Test condition and select ( temp void)
0:114 Condition
0:114 any ( temp bool)
0:114 Compare Less Than ( temp 2-component vector of bool)
0:114 'inU0' ( in 2-component vector of uint)
0:114 Constant:
0:114 0.000000
0:114 0.000000
0:114 true case
0:114 Branch: Kill
0:115 Sequence
0:115 move second child to first child ( temp 2-component vector of float)
0:115 'r013' ( temp 2-component vector of float)
0:115 cosine ( temp 2-component vector of float)
0:115 'inF0' ( in 2-component vector of float)
0:116 Sequence
0:116 move second child to first child ( temp 2-component vector of float)
0:116 'r015' ( temp 2-component vector of float)
0:116 hyp. cosine ( 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 int)
0:117 '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)
0:118 Sequence
0:118 move second child to first child ( temp 2-component vector of float)
0:118 'r017' ( temp 2-component vector of float)
0:118 dPdx ( 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 'r018' ( temp 2-component vector of float)
0:119 dPdxCoarse ( 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 'r019' ( temp 2-component vector of float)
0:120 dPdxFine ( 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 'r020' ( temp 2-component vector of float)
0:121 dPdy ( 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 'r021' ( temp 2-component vector of float)
0:122 dPdyCoarse ( temp 2-component vector of float)
0:122 'inF0' ( in 2-component vector of float)
0:123 Sequence
0:123 move second child to first child ( temp 2-component vector of float)
0:123 'r022' ( temp 2-component vector of float)
0:123 dPdyFine ( temp 2-component vector of float)
0:123 'inF0' ( in 2-component vector of float)
0:124 Sequence
0:124 move second child to first child ( temp 2-component vector of float)
0:124 'r023' ( temp 2-component vector of float)
0:124 degrees ( temp 2-component vector of float)
0:124 'inF0' ( in 2-component vector of float)
0:128 Sequence
0:128 move second child to first child ( temp float)
0:128 'r026' ( temp float)
0:128 distance ( temp float)
0:128 'inF0' ( in 2-component vector of float)
0:128 'inF1' ( in 2-component vector of float)
0:129 Sequence
0:129 move second child to first child ( temp float)
0:129 'r027' ( temp float)
0:129 dot-product ( temp float)
0:129 'inF0' ( in 2-component vector of float)
0:129 'inF1' ( 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 'r028' ( temp 2-component vector of float)
0:133 exp ( temp 2-component vector of float)
0:133 'inF0' ( in 2-component vector of float)
0:134 Sequence
0:134 move second child to first child ( temp 2-component vector of float)
0:134 'r029' ( temp 2-component vector of float)
0:134 exp2 ( temp 2-component vector of float)
0:134 'inF0' ( in 2-component vector of float)
0:135 Sequence
0:135 move second child to first child ( temp 2-component vector of float)
0:135 'r030' ( temp 2-component vector of float)
0:135 face-forward ( temp 2-component vector of float)
0:135 'inF0' ( in 2-component vector of float)
0:135 'inF1' ( in 2-component vector of float)
0:135 'inF2' ( in 2-component vector of float)
0:136 Sequence
0:136 move second child to first child ( temp 2-component vector of uint)
0:136 '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)
0:137 Sequence
0:137 move second child to first child ( temp 2-component vector of uint)
0:137 '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)
0:138 Sequence
0:138 move second child to first child ( temp 2-component vector of float)
0:138 'r033' ( temp 2-component vector of float)
0:138 Floor ( temp 2-component vector of float)
0:138 '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 'r035' ( temp 2-component vector of float)
0:140 mod ( temp 2-component vector of float)
0:140 'inF0' ( in 2-component vector of float)
0:140 'inF1' ( in 2-component vector of float)
0:141 Sequence
0:141 move second child to first child ( temp 2-component vector of float)
0:141 'r036' ( temp 2-component vector of float)
0:141 Fraction ( temp 2-component vector of float)
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 float)
0:142 'r038' ( temp 2-component vector of float)
0:142 fwidth ( temp 2-component vector of float)
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 bool)
0:143 'r039' ( temp 2-component vector of bool)
0:143 isinf ( temp 2-component vector of bool)
0:143 'inF0' ( in 2-component vector of float)
0:144 Sequence
0:144 move second child to first child ( temp 2-component vector of bool)
0:144 'r040' ( temp 2-component vector of bool)
0:144 isnan ( temp 2-component vector of bool)
0:144 'inF0' ( in 2-component vector of float)
0:145 Sequence
0:145 move second child to first child ( temp 2-component vector of float)
0:145 'r041' ( temp 2-component vector of float)
0:145 ldexp ( temp 2-component vector of float)
0:145 'inF0' ( in 2-component vector of float)
0:145 'inF1' ( 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 'r039a' ( temp 2-component vector of float)
0:146 mix ( temp 2-component vector of float)
0:146 'inF0' ( in 2-component vector of float)
0:146 'inF1' ( in 2-component vector of float)
0:146 'inF2' ( in 2-component vector of float)
0:147 Sequence
0:147 move second child to first child ( temp float)
0:147 'r042' ( temp float)
0:147 length ( temp float)
0:147 'inF0' ( in 2-component vector of float)
0:148 Sequence
0:148 move second child to first child ( temp 2-component vector of float)
0:148 'r043' ( temp 2-component vector of float)
0:148 log ( 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 'r044' ( temp 2-component vector of float)
0:149 vector-scale ( temp 2-component vector of float)
0:149 log2 ( temp 2-component vector of float)
0:149 'inF0' ( in 2-component vector of float)
0:149 Constant:
0:149 0.301030
0:150 Sequence
0:150 move second child to first child ( temp 2-component vector of float)
0:150 'r045' ( temp 2-component vector of float)
0:150 log2 ( temp 2-component vector of float)
0:150 'inF0' ( 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 'r046' ( temp 2-component vector of float)
0:151 max ( temp 2-component vector of float)
0:151 'inF0' ( in 2-component vector of float)
0:151 'inF1' ( 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 'r047' ( temp 2-component vector of float)
0:152 min ( 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 'r048' ( temp 2-component vector of float)
0:153 normalize ( 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 'r049' ( temp 2-component vector of float)
0:154 pow ( temp 2-component vector of float)
0:154 'inF0' ( in 2-component vector of float)
0:154 'inF1' ( 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 'r050' ( temp 2-component vector of float)
0:155 radians ( temp 2-component vector of float)
0:155 'inF0' ( 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 'r051' ( temp 2-component vector of float)
0:156 divide ( temp 2-component vector of float)
0:156 Constant:
0:156 1.000000
0:156 'inF0' ( in 2-component vector of float)
0:157 Sequence
0:157 move second child to first child ( temp 2-component vector of float)
0:157 'r052' ( temp 2-component vector of float)
0:157 reflect ( temp 2-component vector of float)
0:157 'inF0' ( in 2-component vector of float)
0:157 'inF1' ( in 2-component vector of float)
0:158 Sequence
0:158 move second child to first child ( temp 2-component vector of float)
0:158 'r053' ( temp 2-component vector of float)
0:158 refract ( temp 2-component vector of float)
0:158 'inF0' ( in 2-component vector of float)
0:158 'inF1' ( in 2-component vector of float)
0:158 Constant:
0:158 2.000000
0:159 Sequence
0:159 move second child to first child ( temp 2-component vector of uint)
0:159 '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)
0:160 Sequence
0:160 move second child to first child ( temp 2-component vector of float)
0:160 'r055' ( temp 2-component vector of float)
0:160 roundEven ( temp 2-component vector of float)
0:160 'inF0' ( in 2-component vector of float)
0:161 Sequence
0:161 move second child to first child ( temp 2-component vector of float)
0:161 'r056' ( temp 2-component vector of float)
0:161 inverse sqrt ( 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 'r057' ( temp 2-component vector of float)
0:162 clamp ( temp 2-component vector of float)
0:162 'inF0' ( in 2-component vector of float)
0:162 Constant:
0:162 0.000000
0:162 Constant:
0:162 1.000000
0:163 Sequence
0:163 move second child to first child ( temp 2-component vector of float)
0:163 'r058' ( temp 2-component vector of float)
0:163 Sign ( 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 'r059' ( temp 2-component vector of float)
0:164 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 'inF1' ( in 2-component vector of float)
0:165 sine ( temp 2-component vector of float)
0:165 'inF0' ( in 2-component vector of float)
0:165 move second child to first child ( temp 2-component vector of float)
0:165 'inF2' ( in 2-component vector of float)
0:165 cosine ( temp 2-component vector of float)
0:165 'inF0' ( 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 'r060' ( temp 2-component vector of float)
0:166 hyp. sine ( 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 'r061' ( temp 2-component vector of float)
0:167 smoothstep ( temp 2-component vector of float)
0:167 'inF0' ( in 2-component vector of float)
0:167 'inF1' ( in 2-component vector of float)
0:167 'inF2' ( 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 'r062' ( temp 2-component vector of float)
0:168 sqrt ( 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 'r063' ( temp 2-component vector of float)
0:169 step ( temp 2-component vector of float)
0:169 'inF0' ( in 2-component vector of float)
0:169 'inF1' ( in 2-component vector of float)
0:170 Sequence
0:170 move second child to first child ( temp 2-component vector of float)
0:170 'r064' ( temp 2-component vector of float)
0:170 tangent ( temp 2-component vector of float)
0:170 '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 'r065' ( temp 2-component vector of float)
0:171 hyp. tangent ( temp 2-component vector of float)
0:171 'inF0' ( in 2-component vector of float)
0:173 Sequence
0:173 move second child to first child ( temp 2-component vector of float)
0:173 'r066' ( temp 2-component vector of float)
0:173 trunc ( temp 2-component vector of float)
0:173 'inF0' ( in 2-component vector of float)
0:176 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:180 Function Parameters:
0:180 'inF0' ( in 3-component vector of float)
0:180 'inF1' ( in 3-component vector of float)
0:180 'inF2' ( in 3-component vector of float)
0:180 'inU0' ( in 3-component vector of uint)
0:180 'inU1' ( in 3-component vector of uint)
0:? Sequence
0:183 Sequence
0:183 move second child to first child ( temp bool)
0:183 'r000' ( temp bool)
0:183 all ( temp bool)
0:183 Convert float to bool ( temp 3-component vector of bool)
0:183 'inF0' ( in 3-component vector of float)
0:184 Sequence
0:184 move second child to first child ( temp 3-component vector of float)
0:184 'r001' ( temp 3-component vector of float)
0:184 Absolute value ( temp 3-component vector of float)
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 'r002' ( temp 3-component vector of float)
0:185 arc cosine ( 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 bool)
0:186 'r003' ( temp bool)
0:186 any ( temp bool)
0:186 Convert float to bool ( temp 3-component vector of bool)
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 float)
0:187 'r004' ( temp 3-component vector of float)
0:187 arc sine ( temp 3-component vector of float)
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 int)
0:188 'r005' ( temp 3-component vector of int)
0:188 floatBitsToInt ( temp 3-component vector of int)
0:188 'inF0' ( in 3-component vector of float)
0:189 Sequence
0:189 move second child to first child ( temp 3-component vector of uint)
0:189 'r006' ( temp 3-component vector of uint)
0:189 floatBitsToUint ( temp 3-component vector of uint)
0:189 'inF0' ( in 3-component vector of float)
0:190 Sequence
0:190 move second child to first child ( temp 3-component vector of float)
0:190 'r007' ( temp 3-component vector of float)
0:190 intBitsToFloat ( temp 3-component vector of float)
0:190 'inU0' ( in 3-component vector of uint)
0:192 Sequence
0:192 move second child to first child ( temp 3-component vector of float)
0:192 'r009' ( temp 3-component vector of float)
0:192 arc tangent ( 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 'r010' ( temp 3-component vector of float)
0:193 arc tangent ( temp 3-component vector of float)
0:193 'inF0' ( in 3-component vector of float)
0:193 'inF1' ( in 3-component vector of float)
0:194 Sequence
0:194 move second child to first child ( temp 3-component vector of float)
0:194 'r011' ( temp 3-component vector of float)
0:194 Ceiling ( temp 3-component vector of float)
0:194 'inF0' ( in 3-component vector of float)
0:195 Sequence
0:195 move second child to first child ( temp 3-component vector of float)
0:195 'r012' ( temp 3-component vector of float)
0:195 clamp ( temp 3-component vector of float)
0:195 'inF0' ( in 3-component vector of float)
0:195 'inF1' ( in 3-component vector of float)
0:195 'inF2' ( in 3-component vector of float)
0:196 Test condition and select ( temp void)
0:196 Condition
0:196 any ( temp bool)
0:196 Compare Less Than ( temp 3-component vector of bool)
0:196 'inF0' ( in 3-component vector of float)
0:196 Constant:
0:196 0.000000
0:196 0.000000
0:196 0.000000
0:196 true case
0:196 Branch: Kill
0:197 Test condition and select ( temp void)
0:197 Condition
0:197 any ( temp bool)
0:197 Compare Less Than ( temp 3-component vector of bool)
0:197 'inU0' ( in 3-component vector of uint)
0:197 Constant:
0:197 0.000000
0:197 0.000000
0:197 0.000000
0:197 true case
0:197 Branch: Kill
0:198 Sequence
0:198 move second child to first child ( temp 3-component vector of float)
0:198 'r013' ( temp 3-component vector of float)
0:198 cosine ( temp 3-component vector of float)
0:198 'inF0' ( in 3-component vector of float)
0:199 Sequence
0:199 move second child to first child ( temp 3-component vector of float)
0:199 'r014' ( temp 3-component vector of float)
0:199 hyp. cosine ( temp 3-component vector of float)
0:199 'inF0' ( in 3-component vector of float)
0:200 Sequence
0:200 move second child to first child ( temp 3-component vector of uint)
0:200 '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)
0:201 Sequence
0:201 move second child to first child ( temp 3-component vector of float)
0:201 'r016' ( temp 3-component vector of float)
0:201 cross-product ( temp 3-component vector of float)
0:201 'inF0' ( in 3-component vector of float)
0:201 'inF1' ( 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 'r017' ( temp 3-component vector of float)
0:202 dPdx ( 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 'r018' ( temp 3-component vector of float)
0:203 dPdxCoarse ( 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 'r019' ( temp 3-component vector of float)
0:204 dPdxFine ( 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 'r020' ( temp 3-component vector of float)
0:205 dPdy ( 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 'r021' ( temp 3-component vector of float)
0:206 dPdyCoarse ( 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 3-component vector of float)
0:207 'r022' ( temp 3-component vector of float)
0:207 dPdyFine ( temp 3-component vector of float)
0:207 'inF0' ( in 3-component vector of float)
0:208 Sequence
0:208 move second child to first child ( temp 3-component vector of float)
0:208 'r023' ( temp 3-component vector of float)
0:208 degrees ( temp 3-component vector of float)
0:208 'inF0' ( in 3-component vector of float)
0:209 Sequence
0:209 move second child to first child ( temp float)
0:209 'r024' ( temp float)
0:209 distance ( temp float)
0:209 'inF0' ( in 3-component vector of float)
0:209 'inF1' ( in 3-component vector of float)
0:210 Sequence
0:210 move second child to first child ( temp float)
0:210 'r025' ( temp float)
0:210 dot-product ( temp float)
0:210 'inF0' ( in 3-component vector of float)
0:210 'inF1' ( 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 'r029' ( temp 3-component vector of float)
0:214 exp ( temp 3-component vector of float)
0:214 'inF0' ( in 3-component vector of float)
0:215 Sequence
0:215 move second child to first child ( temp 3-component vector of float)
0:215 'r030' ( temp 3-component vector of float)
0:215 exp2 ( temp 3-component vector of float)
0:215 'inF0' ( in 3-component vector of float)
0:216 Sequence
0:216 move second child to first child ( temp 3-component vector of float)
0:216 'r031' ( temp 3-component vector of float)
0:216 face-forward ( temp 3-component vector of float)
0:216 'inF0' ( in 3-component vector of float)
0:216 'inF1' ( in 3-component vector of float)
0:216 'inF2' ( in 3-component vector of float)
0:217 Sequence
0:217 move second child to first child ( temp 3-component vector of uint)
0:217 '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)
0:218 Sequence
0:218 move second child to first child ( temp 3-component vector of uint)
0:218 '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)
0:219 Sequence
0:219 move second child to first child ( temp 3-component vector of float)
0:219 'r034' ( temp 3-component vector of float)
0:219 Floor ( temp 3-component vector of float)
0:219 '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 'r036' ( temp 3-component vector of float)
0:221 mod ( temp 3-component vector of float)
0:221 'inF0' ( in 3-component vector of float)
0:221 'inF1' ( in 3-component vector of float)
0:222 Sequence
0:222 move second child to first child ( temp 3-component vector of float)
0:222 'r037' ( temp 3-component vector of float)
0:222 Fraction ( temp 3-component vector of float)
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 float)
0:223 'r039' ( temp 3-component vector of float)
0:223 fwidth ( temp 3-component vector of float)
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 bool)
0:224 'r040' ( temp 3-component vector of bool)
0:224 isinf ( temp 3-component vector of bool)
0:224 'inF0' ( in 3-component vector of float)
0:225 Sequence
0:225 move second child to first child ( temp 3-component vector of bool)
0:225 'r041' ( temp 3-component vector of bool)
0:225 isnan ( temp 3-component vector of bool)
0:225 'inF0' ( 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 'r042' ( temp 3-component vector of float)
0:226 ldexp ( temp 3-component vector of float)
0:226 'inF0' ( in 3-component vector of float)
0:226 'inF1' ( in 3-component vector of float)
0:227 Sequence
0:227 move second child to first child ( temp 3-component vector of float)
0:227 'r039a' ( temp 3-component vector of float)
0:227 mix ( temp 3-component vector of float)
0:227 'inF0' ( in 3-component vector of float)
0:227 'inF1' ( in 3-component vector of float)
0:227 'inF2' ( 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 'r039b' ( temp 3-component vector of float)
0:228 mix ( temp 3-component vector of float)
0:228 'inF0' ( in 3-component vector of float)
0:228 'inF1' ( in 3-component vector of float)
0:228 Constant:
0:228 0.300000
0:229 Sequence
0:229 move second child to first child ( temp float)
0:229 'r043' ( temp float)
0:229 length ( temp float)
0:229 'inF0' ( in 3-component vector of float)
0:230 Sequence
0:230 move second child to first child ( temp 3-component vector of float)
0:230 'r044' ( temp 3-component vector of float)
0:230 log ( 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 'r045' ( temp 3-component vector of float)
0:231 vector-scale ( temp 3-component vector of float)
0:231 log2 ( temp 3-component vector of float)
0:231 'inF0' ( in 3-component vector of float)
0:231 Constant:
0:231 0.301030
0:232 Sequence
0:232 move second child to first child ( temp 3-component vector of float)
0:232 'r046' ( temp 3-component vector of float)
0:232 log2 ( temp 3-component vector of float)
0:232 'inF0' ( 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 'r047' ( temp 3-component vector of float)
0:233 max ( temp 3-component vector of float)
0:233 'inF0' ( in 3-component vector of float)
0:233 'inF1' ( 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 'r048' ( temp 3-component vector of float)
0:234 min ( 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 'r049' ( temp 3-component vector of float)
0:235 normalize ( 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 'r050' ( temp 3-component vector of float)
0:236 pow ( temp 3-component vector of float)
0:236 'inF0' ( in 3-component vector of float)
0:236 'inF1' ( 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 'r051' ( temp 3-component vector of float)
0:237 radians ( temp 3-component vector of float)
0:237 'inF0' ( 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 'r052' ( temp 3-component vector of float)
0:238 divide ( temp 3-component vector of float)
0:238 Constant:
0:238 1.000000
0:238 'inF0' ( in 3-component vector of float)
0:239 Sequence
0:239 move second child to first child ( temp 3-component vector of float)
0:239 'r053' ( temp 3-component vector of float)
0:239 reflect ( temp 3-component vector of float)
0:239 'inF0' ( in 3-component vector of float)
0:239 'inF1' ( in 3-component vector of float)
0:240 Sequence
0:240 move second child to first child ( temp 3-component vector of float)
0:240 'r054' ( temp 3-component vector of float)
0:240 refract ( temp 3-component vector of float)
0:240 'inF0' ( in 3-component vector of float)
0:240 'inF1' ( in 3-component vector of float)
0:240 Constant:
0:240 2.000000
0:241 Sequence
0:241 move second child to first child ( temp 3-component vector of uint)
0:241 '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)
0:242 Sequence
0:242 move second child to first child ( temp 3-component vector of float)
0:242 'r056' ( temp 3-component vector of float)
0:242 roundEven ( temp 3-component vector of float)
0:242 'inF0' ( in 3-component vector of float)
0:243 Sequence
0:243 move second child to first child ( temp 3-component vector of float)
0:243 'r057' ( temp 3-component vector of float)
0:243 inverse sqrt ( 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 'r058' ( temp 3-component vector of float)
0:244 clamp ( temp 3-component vector of float)
0:244 'inF0' ( in 3-component vector of float)
0:244 Constant:
0:244 0.000000
0:244 Constant:
0:244 1.000000
0:245 Sequence
0:245 move second child to first child ( temp 3-component vector of float)
0:245 'r059' ( temp 3-component vector of float)
0:245 Sign ( 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 'r060' ( temp 3-component vector of float)
0:246 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 'inF1' ( in 3-component vector of float)
0:247 sine ( temp 3-component vector of float)
0:247 'inF0' ( in 3-component vector of float)
0:247 move second child to first child ( temp 3-component vector of float)
0:247 'inF2' ( in 3-component vector of float)
0:247 cosine ( temp 3-component vector of float)
0:247 'inF0' ( 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 'r061' ( temp 3-component vector of float)
0:248 hyp. sine ( 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 'r062' ( temp 3-component vector of float)
0:249 smoothstep ( temp 3-component vector of float)
0:249 'inF0' ( in 3-component vector of float)
0:249 'inF1' ( in 3-component vector of float)
0:249 'inF2' ( 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 'r063' ( temp 3-component vector of float)
0:250 sqrt ( 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 'r064' ( temp 3-component vector of float)
0:251 step ( temp 3-component vector of float)
0:251 'inF0' ( in 3-component vector of float)
0:251 'inF1' ( in 3-component vector of float)
0:252 Sequence
0:252 move second child to first child ( temp 3-component vector of float)
0:252 'r065' ( temp 3-component vector of float)
0:252 tangent ( temp 3-component vector of float)
0:252 '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 'r066' ( temp 3-component vector of float)
0:253 hyp. tangent ( temp 3-component vector of float)
0:253 'inF0' ( in 3-component vector of float)
0:255 Sequence
0:255 move second child to first child ( temp 3-component vector of float)
0:255 'r067' ( temp 3-component vector of float)
0:255 trunc ( temp 3-component vector of float)
0:255 'inF0' ( in 3-component vector of float)
0:258 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:262 Function Parameters:
0:262 'inF0' ( in 4-component vector of float)
0:262 'inF1' ( in 4-component vector of float)
0:262 'inF2' ( in 4-component vector of float)
0:262 'inU0' ( in 4-component vector of uint)
0:262 'inU1' ( in 4-component vector of uint)
0:? Sequence
0:265 Sequence
0:265 move second child to first child ( temp bool)
0:265 'r000' ( temp bool)
0:265 all ( temp bool)
0:265 Convert float to bool ( temp 4-component vector of bool)
0:265 'inF0' ( in 4-component vector of float)
0:266 Sequence
0:266 move second child to first child ( temp 4-component vector of float)
0:266 'r001' ( temp 4-component vector of float)
0:266 Absolute value ( 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 'r002' ( temp 4-component vector of float)
0:267 arc cosine ( 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 bool)
0:268 'r003' ( temp bool)
0:268 any ( temp bool)
0:268 Convert float to bool ( temp 4-component vector of bool)
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 float)
0:269 'r004' ( temp 4-component vector of float)
0:269 arc sine ( temp 4-component vector of float)
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 int)
0:270 'r005' ( temp 4-component vector of int)
0:270 floatBitsToInt ( temp 4-component vector of int)
0:270 'inF0' ( in 4-component vector of float)
0:271 Sequence
0:271 move second child to first child ( temp 4-component vector of uint)
0:271 'r006' ( temp 4-component vector of uint)
0:271 floatBitsToUint ( temp 4-component vector of uint)
0:271 'inF0' ( in 4-component vector of float)
0:272 Sequence
0:272 move second child to first child ( temp 4-component vector of float)
0:272 'r007' ( temp 4-component vector of float)
0:272 intBitsToFloat ( temp 4-component vector of float)
0:272 'inU0' ( in 4-component vector of uint)
0:274 Sequence
0:274 move second child to first child ( temp 4-component vector of float)
0:274 'r009' ( temp 4-component vector of float)
0:274 arc tangent ( 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 'r010' ( temp 4-component vector of float)
0:275 arc tangent ( temp 4-component vector of float)
0:275 'inF0' ( in 4-component vector of float)
0:275 'inF1' ( in 4-component vector of float)
0:276 Sequence
0:276 move second child to first child ( temp 4-component vector of float)
0:276 'r011' ( temp 4-component vector of float)
0:276 Ceiling ( temp 4-component vector of float)
0:276 'inF0' ( in 4-component vector of float)
0:277 Sequence
0:277 move second child to first child ( temp 4-component vector of float)
0:277 'r012' ( temp 4-component vector of float)
0:277 clamp ( temp 4-component vector of float)
0:277 'inF0' ( in 4-component vector of float)
0:277 'inF1' ( in 4-component vector of float)
0:277 'inF2' ( in 4-component vector of float)
0:278 Test condition and select ( temp void)
0:278 Condition
0:278 any ( temp bool)
0:278 Compare Less Than ( temp 4-component vector of bool)
0:278 'inF0' ( in 4-component vector of float)
0:278 Constant:
0:278 0.000000
0:278 0.000000
0:278 0.000000
0:278 0.000000
0:278 true case
0:278 Branch: Kill
0:279 Test condition and select ( temp void)
0:279 Condition
0:279 any ( temp bool)
0:279 Compare Less Than ( temp 4-component vector of bool)
0:279 'inU0' ( in 4-component vector of uint)
0:279 Constant:
0:279 0.000000
0:279 0.000000
0:279 0.000000
0:279 0.000000
0:279 true case
0:279 Branch: Kill
0:280 Sequence
0:280 move second child to first child ( temp 4-component vector of float)
0:280 'r013' ( temp 4-component vector of float)
0:280 cosine ( temp 4-component vector of float)
0:280 'inF0' ( in 4-component vector of float)
0:281 Sequence
0:281 move second child to first child ( temp 4-component vector of float)
0:281 'r014' ( temp 4-component vector of float)
0:281 hyp. cosine ( 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 uint)
0:282 '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)
0:283 Sequence
0:283 move second child to first child ( temp 4-component vector of float)
0:283 'r016' ( temp 4-component vector of float)
0:283 dPdx ( 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 'r017' ( temp 4-component vector of float)
0:284 dPdxCoarse ( 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 'r018' ( temp 4-component vector of float)
0:285 dPdxFine ( 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 'r019' ( temp 4-component vector of float)
0:286 dPdy ( 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 'r020' ( temp 4-component vector of float)
0:287 dPdyCoarse ( 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 4-component vector of float)
0:288 'r021' ( temp 4-component vector of float)
0:288 dPdyFine ( temp 4-component vector of float)
0:288 'inF0' ( in 4-component vector of float)
0:289 Sequence
0:289 move second child to first child ( temp 4-component vector of float)
0:289 'r022' ( temp 4-component vector of float)
0:289 degrees ( temp 4-component vector of float)
0:289 'inF0' ( in 4-component vector of float)
0:290 Sequence
0:290 move second child to first child ( temp float)
0:290 'r023' ( temp float)
0:290 distance ( temp float)
0:290 'inF0' ( in 4-component vector of float)
0:290 'inF1' ( in 4-component vector of float)
0:291 Sequence
0:291 move second child to first child ( temp float)
0:291 'r024' ( temp float)
0:291 dot-product ( temp float)
0:291 'inF0' ( in 4-component vector of float)
0:291 'inF1' ( in 4-component vector of float)
0:292 Sequence
0:292 move second child to first child ( temp 4-component vector of float)
0:292 'r025' ( temp 4-component vector of float)
0:292 Construct vec4 ( temp 4-component vector of float)
0:292 Constant:
0:292 1.000000
0:292 component-wise multiply ( temp float)
0:292 direct index ( temp float)
0:292 'inF0' ( in 4-component vector of float)
0:292 Constant:
0:292 1 (const int)
0:292 direct index ( temp float)
0:292 'inF1' ( in 4-component vector of float)
0:292 Constant:
0:292 1 (const int)
0:292 direct index ( temp float)
0:292 'inF0' ( in 4-component vector of float)
0:292 Constant:
0:292 2 (const int)
0:292 direct index ( temp float)
0:292 'inF1' ( in 4-component vector of float)
0:292 Constant:
0:292 3 (const int)
0:296 Sequence
0:296 move second child to first child ( temp 4-component vector of float)
0:296 'r029' ( temp 4-component vector of float)
0:296 exp ( temp 4-component vector of float)
0:296 'inF0' ( in 4-component vector of float)
0:297 Sequence
0:297 move second child to first child ( temp 4-component vector of float)
0:297 'r030' ( temp 4-component vector of float)
0:297 exp2 ( temp 4-component vector of float)
0:297 'inF0' ( in 4-component vector of float)
0:298 Sequence
0:298 move second child to first child ( temp 4-component vector of float)
0:298 'r031' ( temp 4-component vector of float)
0:298 face-forward ( temp 4-component vector of float)
0:298 'inF0' ( in 4-component vector of float)
0:298 'inF1' ( in 4-component vector of float)
0:298 'inF2' ( in 4-component vector of float)
0:299 Sequence
0:299 move second child to first child ( temp 4-component vector of uint)
0:299 '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)
0:300 Sequence
0:300 move second child to first child ( temp 4-component vector of uint)
0:300 '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)
0:301 Sequence
0:301 move second child to first child ( temp 4-component vector of float)
0:301 'r034' ( temp 4-component vector of float)
0:301 Floor ( temp 4-component vector of float)
0:301 '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 'r036' ( temp 4-component vector of float)
0:303 mod ( temp 4-component vector of float)
0:303 'inF0' ( in 4-component vector of float)
0:303 'inF1' ( in 4-component vector of float)
0:304 Sequence
0:304 move second child to first child ( temp 4-component vector of float)
0:304 'r037' ( temp 4-component vector of float)
0:304 Fraction ( temp 4-component vector of float)
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 float)
0:305 'r039' ( temp 4-component vector of float)
0:305 fwidth ( temp 4-component vector of float)
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 bool)
0:306 'r040' ( temp 4-component vector of bool)
0:306 isinf ( temp 4-component vector of bool)
0:306 'inF0' ( in 4-component vector of float)
0:307 Sequence
0:307 move second child to first child ( temp 4-component vector of bool)
0:307 'r041' ( temp 4-component vector of bool)
0:307 isnan ( temp 4-component vector of bool)
0:307 'inF0' ( in 4-component vector of float)
0:308 Sequence
0:308 move second child to first child ( temp 4-component vector of float)
0:308 'r042' ( temp 4-component vector of float)
0:308 ldexp ( temp 4-component vector of float)
0:308 'inF0' ( in 4-component vector of float)
0:308 'inF1' ( 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 'r039a' ( temp 4-component vector of float)
0:309 mix ( temp 4-component vector of float)
0:309 'inF0' ( in 4-component vector of float)
0:309 'inF1' ( in 4-component vector of float)
0:309 'inF2' ( in 4-component vector of float)
0:310 Sequence
0:310 move second child to first child ( temp float)
0:310 'r043' ( temp float)
0:310 length ( temp float)
0:310 'inF0' ( in 4-component vector of float)
0:311 Sequence
0:311 move second child to first child ( temp 4-component vector of float)
0:311 'r044' ( temp 4-component vector of float)
0:311 log ( 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 'r045' ( temp 4-component vector of float)
0:312 vector-scale ( temp 4-component vector of float)
0:312 log2 ( temp 4-component vector of float)
0:312 'inF0' ( in 4-component vector of float)
0:312 Constant:
0:312 0.301030
0:313 Sequence
0:313 move second child to first child ( temp 4-component vector of float)
0:313 'r046' ( temp 4-component vector of float)
0:313 log2 ( temp 4-component vector of float)
0:313 'inF0' ( 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 'r047' ( temp 4-component vector of float)
0:314 max ( temp 4-component vector of float)
0:314 'inF0' ( in 4-component vector of float)
0:314 'inF1' ( 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 'r048' ( temp 4-component vector of float)
0:315 min ( 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 'r049' ( temp 4-component vector of float)
0:316 normalize ( 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 'r050' ( temp 4-component vector of float)
0:317 pow ( temp 4-component vector of float)
0:317 'inF0' ( in 4-component vector of float)
0:317 'inF1' ( 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 'r051' ( temp 4-component vector of float)
0:318 radians ( temp 4-component vector of float)
0:318 'inF0' ( 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 'r052' ( temp 4-component vector of float)
0:319 divide ( temp 4-component vector of float)
0:319 Constant:
0:319 1.000000
0:319 'inF0' ( in 4-component vector of float)
0:320 Sequence
0:320 move second child to first child ( temp 4-component vector of float)
0:320 'r053' ( temp 4-component vector of float)
0:320 reflect ( temp 4-component vector of float)
0:320 'inF0' ( in 4-component vector of float)
0:320 'inF1' ( in 4-component vector of float)
0:321 Sequence
0:321 move second child to first child ( temp 4-component vector of float)
0:321 'r054' ( temp 4-component vector of float)
0:321 refract ( temp 4-component vector of float)
0:321 'inF0' ( in 4-component vector of float)
0:321 'inF1' ( in 4-component vector of float)
0:321 Constant:
0:321 2.000000
0:322 Sequence
0:322 move second child to first child ( temp 4-component vector of uint)
0:322 '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)
0:323 Sequence
0:323 move second child to first child ( temp 4-component vector of float)
0:323 'r056' ( temp 4-component vector of float)
0:323 roundEven ( temp 4-component vector of float)
0:323 'inF0' ( in 4-component vector of float)
0:324 Sequence
0:324 move second child to first child ( temp 4-component vector of float)
0:324 'r057' ( temp 4-component vector of float)
0:324 inverse sqrt ( 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 'r058' ( temp 4-component vector of float)
0:325 clamp ( temp 4-component vector of float)
0:325 'inF0' ( in 4-component vector of float)
0:325 Constant:
0:325 0.000000
0:325 Constant:
0:325 1.000000
0:326 Sequence
0:326 move second child to first child ( temp 4-component vector of float)
0:326 'r059' ( temp 4-component vector of float)
0:326 Sign ( 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 'r060' ( temp 4-component vector of float)
0:327 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 'inF1' ( in 4-component vector of float)
0:328 sine ( temp 4-component vector of float)
0:328 'inF0' ( in 4-component vector of float)
0:328 move second child to first child ( temp 4-component vector of float)
0:328 'inF2' ( in 4-component vector of float)
0:328 cosine ( temp 4-component vector of float)
0:328 'inF0' ( 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 'r061' ( temp 4-component vector of float)
0:329 hyp. sine ( 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 'r062' ( temp 4-component vector of float)
0:330 smoothstep ( temp 4-component vector of float)
0:330 'inF0' ( in 4-component vector of float)
0:330 'inF1' ( in 4-component vector of float)
0:330 'inF2' ( 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 'r063' ( temp 4-component vector of float)
0:331 sqrt ( 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 'r064' ( temp 4-component vector of float)
0:332 step ( temp 4-component vector of float)
0:332 'inF0' ( in 4-component vector of float)
0:332 'inF1' ( in 4-component vector of float)
0:333 Sequence
0:333 move second child to first child ( temp 4-component vector of float)
0:333 'r065' ( temp 4-component vector of float)
0:333 tangent ( temp 4-component vector of float)
0:333 '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 'r066' ( temp 4-component vector of float)
0:334 hyp. tangent ( temp 4-component vector of float)
0:334 'inF0' ( in 4-component vector of float)
0:336 Sequence
0:336 move second child to first child ( temp 4-component vector of float)
0:336 'r067' ( temp 4-component vector of float)
0:336 trunc ( temp 4-component vector of float)
0:336 'inF0' ( in 4-component vector of float)
0:339 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:402 Function Parameters:
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:? Sequence
0:404 Sequence
0:404 move second child to first child ( temp bool)
0:404 'r000' ( temp bool)
0:404 all ( temp bool)
0:404 Convert float to bool ( temp 2X2 matrix of bool)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r001' ( temp 2X2 matrix of float)
0:404 Absolute value ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 arc cosine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp bool)
0:404 'r003' ( temp bool)
0:404 any ( temp bool)
0:404 Convert float to bool ( temp 2X2 matrix of bool)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r004' ( temp 2X2 matrix of float)
0:404 arc sine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r005' ( temp 2X2 matrix of float)
0:404 arc tangent ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r006' ( temp 2X2 matrix of float)
0:404 arc tangent ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r007' ( temp 2X2 matrix of float)
0:404 Ceiling ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Test condition and select ( temp void)
0:404 Condition
0:404 any ( temp bool)
0:404 Compare Less Than ( temp 2X2 matrix of bool)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Constant:
0:404 0.000000
0:404 0.000000
0:404 0.000000
0:404 0.000000
0:404 true case
0:404 Branch: Kill
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r008' ( temp 2X2 matrix of float)
0:404 clamp ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 'inF2' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r009' ( temp 2X2 matrix of float)
0:404 cosine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r010' ( temp 2X2 matrix of float)
0:404 hyp. cosine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r011' ( temp 2X2 matrix of float)
0:404 dPdx ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r012' ( temp 2X2 matrix of float)
0:404 dPdxCoarse ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r013' ( temp 2X2 matrix of float)
0:404 dPdxFine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r014' ( temp 2X2 matrix of float)
0:404 dPdy ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r015' ( temp 2X2 matrix of float)
0:404 dPdyCoarse ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r016' ( temp 2X2 matrix of float)
0:404 dPdyFine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r017' ( temp 2X2 matrix of float)
0:404 degrees ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp float)
0:404 'r018' ( temp float)
0:404 determinant ( temp float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r019' ( temp 2X2 matrix of float)
0:404 exp ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'R020' ( temp 2X2 matrix of float)
0:404 exp2 ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r021' ( temp 2X2 matrix of float)
0:404 Floor ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r022' ( temp 2X2 matrix of float)
0:404 mod ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r023' ( temp 2X2 matrix of float)
0:404 Fraction ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r025' ( temp 2X2 matrix of float)
0:404 fwidth ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r026' ( temp 2X2 matrix of float)
0:404 ldexp ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r026a' ( temp 2X2 matrix of float)
0:404 mix ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 'inF2' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r027' ( temp 2X2 matrix of float)
0:404 log ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r028' ( temp 2X2 matrix of float)
0:404 matrix-scale ( temp 2X2 matrix of float)
0:404 log2 ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Constant:
0:404 0.301030
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r029' ( temp 2X2 matrix of float)
0:404 log2 ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r030' ( temp 2X2 matrix of float)
0:404 max ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r031' ( temp 2X2 matrix of float)
0:404 min ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r032' ( temp 2X2 matrix of float)
0:404 pow ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r033' ( temp 2X2 matrix of float)
0:404 radians ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r034' ( temp 2X2 matrix of float)
0:404 roundEven ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r035' ( temp 2X2 matrix of float)
0:404 inverse sqrt ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r036' ( temp 2X2 matrix of float)
0:404 clamp ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Constant:
0:404 0.000000
0:404 Constant:
0:404 1.000000
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r037' ( temp 2X2 matrix of float)
0:404 Sign ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r038' ( temp 2X2 matrix of float)
0:404 sine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 sine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'inF2' ( in 2X2 matrix of float)
0:404 cosine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r039' ( temp 2X2 matrix of float)
0:404 hyp. sine ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r049' ( temp 2X2 matrix of float)
0:404 smoothstep ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 'inF2' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r041' ( temp 2X2 matrix of float)
0:404 sqrt ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r042' ( temp 2X2 matrix of float)
0:404 step ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 'inF1' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r043' ( temp 2X2 matrix of float)
0:404 tangent ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r044' ( temp 2X2 matrix of float)
0:404 hyp. tangent ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 transpose ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:404 Sequence
0:404 move second child to first child ( temp 2X2 matrix of float)
0:404 'r046' ( temp 2X2 matrix of float)
0:404 trunc ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float)
0:407 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:411 Function Parameters:
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:? Sequence
0:413 Sequence
0:413 move second child to first child ( temp bool)
0:413 'r000' ( temp bool)
0:413 all ( temp bool)
0:413 Convert float to bool ( temp 3X3 matrix of bool)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X3 matrix of float)
0:413 'r001' ( temp 3X3 matrix of float)
0:413 Absolute value ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 arc cosine ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp bool)
0:413 'r003' ( temp bool)
0:413 any ( temp bool)
0:413 Convert float to bool ( temp 3X3 matrix of bool)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X3 matrix of float)
0:413 'r004' ( temp 3X3 matrix of float)
0:413 arc sine ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X3 matrix of float)
0:413 'r005' ( temp 3X3 matrix of float)
0:413 arc tangent ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X3 matrix of float)
0:413 'r006' ( temp 3X3 matrix of float)
0:413 arc tangent ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 'inF1' ( in 3X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X3 matrix of float)
0:413 'r007' ( temp 3X3 matrix of float)
0:413 Ceiling ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 Test condition and select ( temp void)
0:413 Condition
0:413 any ( temp bool)
0:413 Compare Less Than ( temp 3X3 matrix of bool)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 Constant:
0:413 0.000000
0:413 0.000000
0:413 0.000000
0:413 0.000000
0:413 0.000000
0:413 0.000000
0:413 0.000000
0:413 0.000000
0:413 0.000000
0:413 true case
0:413 Branch: Kill
0:413 Sequence
0:413 move second child to first child ( temp 3X3 matrix of float)
0:413 'r008' ( temp 3X3 matrix of float)
0:413 clamp ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 'inF1' ( in 3X3 matrix of float)
0:413 'inF2' ( in 3X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X3 matrix of float)
0:413 'r009' ( temp 3X3 matrix of float)
0:413 cosine ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float)
0:413 Sequence
0:413 move second child to first child ( temp 3X3 matrix of float)