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path: root/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out
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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out568
1 files changed, 0 insertions, 568 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out
deleted file mode 100644
index 551c579e423..00000000000
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out
+++ /dev/null
@@ -1,568 +0,0 @@
-hlsl.partialInit.frag
-WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing
-WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing
-
-Shader version: 500
-gl_FragCoord origin is upper left
-0:? Sequence
-0:8 Sequence
-0:8 move second child to first child ( temp 4-component vector of float)
-0:8 'gv' ( global 4-component vector of float)
-0:8 Constant:
-0:8 0.000000
-0:8 0.000000
-0:8 1.000000
-0:8 0.000000
-0:9 Sequence
-0:9 move second child to first child ( temp 3-element array of float)
-0:9 'gfa' ( global 3-element array of float)
-0:9 Constant:
-0:9 0.000000
-0:9 0.000000
-0:9 0.000000
-0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Function Parameters:
-0:18 'input' ( in 4-component vector of float)
-0:? Sequence
-0:19 Sequence
-0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:19 Constant:
-0:19 3 (const int)
-0:19 0.000000
-0:19 false (const bool)
-0:19 0.000000
-0:19 0.000000
-0:19 0.000000
-0:19 0.000000
-0:21 move second child to first child ( temp 4-component vector of float)
-0:21 v: direct index for structure ( temp 4-component vector of float)
-0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:21 Constant:
-0:21 3 (const int)
-0:21 vector-scale ( temp 4-component vector of float)
-0:21 'gv' ( global 4-component vector of float)
-0:21 direct index ( temp float)
-0:21 'gfa' ( global 3-element array of float)
-0:21 Constant:
-0:21 2 (const int)
-0:22 Sequence
-0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:22 Constant:
-0:22 0 (const int)
-0:22 0.000000
-0:22 false (const bool)
-0:22 0.000000
-0:22 0.000000
-0:22 0.000000
-0:22 0.000000
-0:23 Sequence
-0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:23 Constant:
-0:23 0 (const int)
-0:23 0.000000
-0:23 false (const bool)
-0:23 0.000000
-0:23 0.000000
-0:23 0.000000
-0:23 0.000000
-0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:24 Constant:
-0:24 0 (const int)
-0:24 0.000000
-0:24 false (const bool)
-0:24 0.000000
-0:24 0.000000
-0:24 0.000000
-0:24 0.000000
-0:25 move second child to first child ( temp bool)
-0:25 c: direct index for structure ( temp bool)
-0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:25 Constant:
-0:25 2 (const int)
-0:25 c: direct index for structure ( temp bool)
-0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:25 Constant:
-0:25 2 (const int)
-0:26 Sequence
-0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
-0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
-0:26 Constant:
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0 (const int)
-0:26 0.000000
-0:26 false (const bool)
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 false (const bool)
-0:28 Sequence
-0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
-0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
-0:28 Constant:
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:29 Sequence
-0:29 move second child to first child ( temp int)
-0:29 'cgi' ( temp int)
-0:29 Constant:
-0:29 0 (const int)
-0:30 move second child to first child ( temp float)
-0:30 b: direct index for structure ( temp float)
-0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:30 Constant:
-0:30 1 (const int)
-0:30 component-wise multiply ( temp float)
-0:30 direct index ( temp float)
-0:30 direct index ( temp 2-component vector of float)
-0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
-0:30 Constant:
-0:30 2 (const int)
-0:30 Constant:
-0:30 1 (const int)
-0:30 Convert int to float ( temp float)
-0:30 'cgi' ( temp int)
-0:32 Branch: Return with expression
-0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Function Definition: PixelShaderFunction( ( temp void)
-0:18 Function Parameters:
-0:? Sequence
-0:18 move second child to first child ( temp 4-component vector of float)
-0:? 'input' ( temp 4-component vector of float)
-0:? 'input' (layout( location=0) in 4-component vector of float)
-0:18 Sequence
-0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:? 'input' ( temp 4-component vector of float)
-0:18 move second child to first child ( temp int)
-0:? '@entryPointOutput.a' (layout( location=0) out int)
-0:18 a: direct index for structure ( temp int)
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Constant:
-0:18 0 (const int)
-0:18 move second child to first child ( temp float)
-0:? '@entryPointOutput.b' (layout( location=1) out float)
-0:18 b: direct index for structure ( temp float)
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Constant:
-0:18 1 (const int)
-0:18 move second child to first child ( temp bool)
-0:? '@entryPointOutput.c' (layout( location=2) out bool)
-0:18 c: direct index for structure ( temp bool)
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Constant:
-0:18 2 (const int)
-0:18 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
-0:18 v: direct index for structure ( temp 4-component vector of float)
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Constant:
-0:18 3 (const int)
-0:? Linker Objects
-0:? 'gv' ( global 4-component vector of float)
-0:? 'gfa' ( global 3-element array of float)
-0:? '@entryPointOutput.a' (layout( location=0) out int)
-0:? '@entryPointOutput.b' (layout( location=1) out float)
-0:? '@entryPointOutput.c' (layout( location=2) out bool)
-0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
-0:? 'input' (layout( location=0) in 4-component vector of float)
-0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
-0:? 0.000000
-0:? 0.000000
-0:? 0.000000
-0:? 0.000000
-0:? 0.000000
-0:? 0.000000
-0:? 'ci' ( const int)
-0:? 0 (const int)
-
-
-Linked fragment stage:
-
-
-Shader version: 500
-gl_FragCoord origin is upper left
-0:? Sequence
-0:8 Sequence
-0:8 move second child to first child ( temp 4-component vector of float)
-0:8 'gv' ( global 4-component vector of float)
-0:8 Constant:
-0:8 0.000000
-0:8 0.000000
-0:8 1.000000
-0:8 0.000000
-0:9 Sequence
-0:9 move second child to first child ( temp 3-element array of float)
-0:9 'gfa' ( global 3-element array of float)
-0:9 Constant:
-0:9 0.000000
-0:9 0.000000
-0:9 0.000000
-0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Function Parameters:
-0:18 'input' ( in 4-component vector of float)
-0:? Sequence
-0:19 Sequence
-0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:19 Constant:
-0:19 3 (const int)
-0:19 0.000000
-0:19 false (const bool)
-0:19 0.000000
-0:19 0.000000
-0:19 0.000000
-0:19 0.000000
-0:21 move second child to first child ( temp 4-component vector of float)
-0:21 v: direct index for structure ( temp 4-component vector of float)
-0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:21 Constant:
-0:21 3 (const int)
-0:21 vector-scale ( temp 4-component vector of float)
-0:21 'gv' ( global 4-component vector of float)
-0:21 direct index ( temp float)
-0:21 'gfa' ( global 3-element array of float)
-0:21 Constant:
-0:21 2 (const int)
-0:22 Sequence
-0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:22 Constant:
-0:22 0 (const int)
-0:22 0.000000
-0:22 false (const bool)
-0:22 0.000000
-0:22 0.000000
-0:22 0.000000
-0:22 0.000000
-0:23 Sequence
-0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:23 Constant:
-0:23 0 (const int)
-0:23 0.000000
-0:23 false (const bool)
-0:23 0.000000
-0:23 0.000000
-0:23 0.000000
-0:23 0.000000
-0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:24 Constant:
-0:24 0 (const int)
-0:24 0.000000
-0:24 false (const bool)
-0:24 0.000000
-0:24 0.000000
-0:24 0.000000
-0:24 0.000000
-0:25 move second child to first child ( temp bool)
-0:25 c: direct index for structure ( temp bool)
-0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:25 Constant:
-0:25 2 (const int)
-0:25 c: direct index for structure ( temp bool)
-0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:25 Constant:
-0:25 2 (const int)
-0:26 Sequence
-0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
-0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
-0:26 Constant:
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0 (const int)
-0:26 0.000000
-0:26 false (const bool)
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 0.000000
-0:26 false (const bool)
-0:28 Sequence
-0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
-0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
-0:28 Constant:
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:28 0.000000
-0:29 Sequence
-0:29 move second child to first child ( temp int)
-0:29 'cgi' ( temp int)
-0:29 Constant:
-0:29 0 (const int)
-0:30 move second child to first child ( temp float)
-0:30 b: direct index for structure ( temp float)
-0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:30 Constant:
-0:30 1 (const int)
-0:30 component-wise multiply ( temp float)
-0:30 direct index ( temp float)
-0:30 direct index ( temp 2-component vector of float)
-0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
-0:30 Constant:
-0:30 2 (const int)
-0:30 Constant:
-0:30 1 (const int)
-0:30 Convert int to float ( temp float)
-0:30 'cgi' ( temp int)
-0:32 Branch: Return with expression
-0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Function Definition: PixelShaderFunction( ( temp void)
-0:18 Function Parameters:
-0:? Sequence
-0:18 move second child to first child ( temp 4-component vector of float)
-0:? 'input' ( temp 4-component vector of float)
-0:? 'input' (layout( location=0) in 4-component vector of float)
-0:18 Sequence
-0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:? 'input' ( temp 4-component vector of float)
-0:18 move second child to first child ( temp int)
-0:? '@entryPointOutput.a' (layout( location=0) out int)
-0:18 a: direct index for structure ( temp int)
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Constant:
-0:18 0 (const int)
-0:18 move second child to first child ( temp float)
-0:? '@entryPointOutput.b' (layout( location=1) out float)
-0:18 b: direct index for structure ( temp float)
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Constant:
-0:18 1 (const int)
-0:18 move second child to first child ( temp bool)
-0:? '@entryPointOutput.c' (layout( location=2) out bool)
-0:18 c: direct index for structure ( temp bool)
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Constant:
-0:18 2 (const int)
-0:18 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
-0:18 v: direct index for structure ( temp 4-component vector of float)
-0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
-0:18 Constant:
-0:18 3 (const int)
-0:? Linker Objects
-0:? 'gv' ( global 4-component vector of float)
-0:? 'gfa' ( global 3-element array of float)
-0:? '@entryPointOutput.a' (layout( location=0) out int)
-0:? '@entryPointOutput.b' (layout( location=1) out float)
-0:? '@entryPointOutput.c' (layout( location=2) out bool)
-0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
-0:? 'input' (layout( location=0) in 4-component vector of float)
-0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
-0:? 0.000000
-0:? 0.000000
-0:? 0.000000
-0:? 0.000000
-0:? 0.000000
-0:? 0.000000
-0:? 'ci' ( const int)
-0:? 0 (const int)
-
-Validation failed
-// Module Version 10000
-// Generated by (magic number): 80008
-// Id's are bound by 104
-
- Capability Shader
- 1: ExtInstImport "GLSL.std.450"
- MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99
- ExecutionMode 4 OriginUpperLeft
- Source HLSL 500
- Name 4 "PixelShaderFunction"
- Name 11 "outs"
- MemberName 11(outs) 0 "a"
- MemberName 11(outs) 1 "b"
- MemberName 11(outs) 2 "c"
- MemberName 11(outs) 3 "v"
- Name 14 "@PixelShaderFunction(vf4;"
- Name 13 "input"
- Name 17 "gv"
- Name 25 "gfa"
- Name 28 "o2"
- Name 33 "o4"
- Name 41 "o1"
- Name 44 "o3"
- Name 51 "Nest"
- MemberName 51(Nest) 0 "m"
- MemberName 51(Nest) 1 "os"
- MemberName 51(Nest) 2 "b"
- Name 53 "nest"
- Name 61 "gf2a"
- Name 65 "cgi"
- Name 78 "input"
- Name 80 "input"
- Name 82 "flattenTemp"
- Name 83 "param"
- Name 87 "@entryPointOutput.a"
- Name 91 "@entryPointOutput.b"
- Name 95 "@entryPointOutput.c"
- Name 99 "@entryPointOutput.v"
- Decorate 80(input) Location 0
- Decorate 87(@entryPointOutput.a) Location 0
- Decorate 91(@entryPointOutput.b) Location 1
- Decorate 95(@entryPointOutput.c) Location 2
- Decorate 99(@entryPointOutput.v) Location 3
- 2: TypeVoid
- 3: TypeFunction 2
- 6: TypeFloat 32
- 7: TypeVector 6(float) 4
- 8: TypePointer Function 7(fvec4)
- 9: TypeInt 32 1
- 10: TypeBool
- 11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4)
- 12: TypeFunction 11(outs) 8(ptr)
- 16: TypePointer Private 7(fvec4)
- 17(gv): 16(ptr) Variable Private
- 18: 6(float) Constant 0
- 19: 6(float) Constant 1065353216
- 20: 7(fvec4) ConstantComposite 18 18 19 18
- 21: TypeInt 32 0
- 22: 21(int) Constant 3
- 23: TypeArray 6(float) 22
- 24: TypePointer Private 23
- 25(gfa): 24(ptr) Variable Private
- 26: 23 ConstantComposite 18 18 18
- 27: TypePointer Function 11(outs)
- 29: 9(int) Constant 3
- 30: 10(bool) ConstantFalse
- 31: 7(fvec4) ConstantComposite 18 18 18 18
- 32: 11(outs) ConstantComposite 29 18 30 31
- 35: 9(int) Constant 2
- 36: TypePointer Private 6(float)
- 42: 9(int) Constant 0
- 43: 11(outs) ConstantComposite 42 18 30 31
- 45: TypePointer Function 10(bool)
- 49: TypeVector 6(float) 3
- 50: TypeMatrix 49(fvec3) 4
- 51(Nest): TypeStruct 50 11(outs) 10(bool)
- 52: TypePointer Function 51(Nest)
- 54: 49(fvec3) ConstantComposite 18 18 18
- 55: 50 ConstantComposite 54 54 54 54
- 56: 51(Nest) ConstantComposite 55 43 30
- 57: TypeVector 6(float) 2
- 58: 21(int) Constant 4
- 59: TypeArray 57(fvec2) 58
- 60: TypePointer Function 59
- 62: 57(fvec2) ConstantComposite 18 18
- 63: 59 ConstantComposite 62 62 62 62
- 64: TypePointer Function 9(int)
- 66: 9(int) Constant 1
- 67: 21(int) Constant 1
- 68: TypePointer Function 6(float)
- 79: TypePointer Input 7(fvec4)
- 80(input): 79(ptr) Variable Input
- 86: TypePointer Output 9(int)
-87(@entryPointOutput.a): 86(ptr) Variable Output
- 90: TypePointer Output 6(float)
-91(@entryPointOutput.b): 90(ptr) Variable Output
- 94: TypePointer Output 10(bool)
-95(@entryPointOutput.c): 94(ptr) Variable Output
- 98: TypePointer Output 7(fvec4)
-99(@entryPointOutput.v): 98(ptr) Variable Output
- 102: TypeArray 57(fvec2) 22
- 103: 102 ConstantComposite 62 62 62
-4(PixelShaderFunction): 2 Function None 3
- 5: Label
- 78(input): 8(ptr) Variable Function
- 82(flattenTemp): 27(ptr) Variable Function
- 83(param): 8(ptr) Variable Function
- Store 17(gv) 20
- Store 25(gfa) 26
- 81: 7(fvec4) Load 80(input)
- Store 78(input) 81
- 84: 7(fvec4) Load 78(input)
- Store 83(param) 84
- 85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param)
- Store 82(flattenTemp) 85
- 88: 64(ptr) AccessChain 82(flattenTemp) 42
- 89: 9(int) Load 88
- Store 87(@entryPointOutput.a) 89
- 92: 68(ptr) AccessChain 82(flattenTemp) 66
- 93: 6(float) Load 92
- Store 91(@entryPointOutput.b) 93
- 96: 45(ptr) AccessChain 82(flattenTemp) 35
- 97: 10(bool) Load 96
- Store 95(@entryPointOutput.c) 97
- 100: 8(ptr) AccessChain 82(flattenTemp) 29
- 101: 7(fvec4) Load 100
- Store 99(@entryPointOutput.v) 101
- Return
- FunctionEnd
-14(@PixelShaderFunction(vf4;): 11(outs) Function None 12
- 13(input): 8(ptr) FunctionParameter
- 15: Label
- 28(o2): 27(ptr) Variable Function
- 33(o4): 27(ptr) Variable Function
- 41(o1): 27(ptr) Variable Function
- 44(o3): 27(ptr) Variable Function
- 53(nest): 52(ptr) Variable Function
- 61(gf2a): 60(ptr) Variable Function
- 65(cgi): 64(ptr) Variable Function
- Store 28(o2) 32
- 34: 7(fvec4) Load 17(gv)
- 37: 36(ptr) AccessChain 25(gfa) 35
- 38: 6(float) Load 37
- 39: 7(fvec4) VectorTimesScalar 34 38
- 40: 8(ptr) AccessChain 33(o4) 29
- Store 40 39
- Store 41(o1) 43
- Store 44(o3) 43
- Store 33(o4) 43
- 46: 45(ptr) AccessChain 41(o1) 35
- 47: 10(bool) Load 46
- 48: 45(ptr) AccessChain 33(o4) 35
- Store 48 47
- Store 53(nest) 56
- Store 61(gf2a) 63
- Store 65(cgi) 42
- 69: 68(ptr) AccessChain 61(gf2a) 35 67
- 70: 6(float) Load 69
- 71: 9(int) Load 65(cgi)
- 72: 6(float) ConvertSToF 71
- 73: 6(float) FMul 70 72
- 74: 68(ptr) AccessChain 33(o4) 66
- Store 74 73
- 75: 11(outs) Load 33(o4)
- ReturnValue 75
- FunctionEnd