hlsl.intrinsics.vert Shader version: 500 0:? Sequence 0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; ( temp float) 0:2 Function Parameters: 0:2 'inF0' ( in float) 0:2 'inF1' ( in float) 0:2 'inF2' ( in float) 0:2 'inU0' ( in uint) 0:2 'inU1' ( in uint) 0:? Sequence 0:3 all ( temp bool) 0:3 'inF0' ( in float) 0:4 Absolute value ( temp float) 0:4 'inF0' ( in float) 0:5 arc cosine ( temp float) 0:5 'inF0' ( in float) 0:6 any ( temp bool) 0:6 'inF0' ( in float) 0:7 arc sine ( temp float) 0:7 'inF0' ( in float) 0:8 floatBitsToInt ( temp int) 0:8 'inF0' ( in float) 0:9 floatBitsToUint ( temp uint) 0:9 'inF0' ( in float) 0:10 intBitsToFloat ( temp float) 0:10 'inU0' ( in uint) 0:12 arc tangent ( temp float) 0:12 'inF0' ( in float) 0:13 arc tangent ( temp float) 0:13 'inF0' ( in float) 0:13 'inF1' ( in float) 0:14 Ceiling ( temp float) 0:14 'inF0' ( in float) 0:15 clamp ( temp float) 0:15 'inF0' ( in float) 0:15 'inF1' ( in float) 0:15 'inF2' ( in float) 0:16 cosine ( temp float) 0:16 'inF0' ( in float) 0:17 hyp. cosine ( temp float) 0:17 'inF0' ( in float) 0:18 bitCount ( temp int) 0:18 Constant: 0:18 7 (const int) 0:19 degrees ( temp float) 0:19 'inF0' ( in float) 0:23 exp ( temp float) 0:23 'inF0' ( in float) 0:24 exp2 ( temp float) 0:24 'inF0' ( in float) 0:25 findMSB ( temp int) 0:25 Constant: 0:25 7 (const int) 0:26 findLSB ( temp int) 0:26 Constant: 0:26 7 (const int) 0:27 Floor ( temp float) 0:27 'inF0' ( in float) 0:29 mod ( temp float) 0:29 'inF0' ( in float) 0:29 'inF1' ( in float) 0:30 Fraction ( temp float) 0:30 'inF0' ( in float) 0:31 isinf ( temp bool) 0:31 'inF0' ( in float) 0:32 isnan ( temp bool) 0:32 'inF0' ( in float) 0:33 ldexp ( temp float) 0:33 'inF0' ( in float) 0:33 'inF1' ( in float) 0:34 mix ( temp float) 0:34 'inF0' ( in float) 0:34 'inF1' ( in float) 0:34 'inF2' ( in float) 0:35 log ( temp float) 0:35 'inF0' ( in float) 0:36 component-wise multiply ( temp float) 0:36 log2 ( temp float) 0:36 'inF0' ( in float) 0:36 Constant: 0:36 0.301030 0:37 log2 ( temp float) 0:37 'inF0' ( in float) 0:38 max ( temp float) 0:38 'inF0' ( in float) 0:38 'inF1' ( in float) 0:39 min ( temp float) 0:39 'inF0' ( in float) 0:39 'inF1' ( in float) 0:41 pow ( temp float) 0:41 'inF0' ( in float) 0:41 'inF1' ( in float) 0:42 radians ( temp float) 0:42 'inF0' ( in float) 0:43 bitFieldReverse ( temp int) 0:43 Constant: 0:43 2 (const int) 0:44 roundEven ( temp float) 0:44 'inF0' ( in float) 0:45 inverse sqrt ( temp float) 0:45 'inF0' ( in float) 0:46 clamp ( temp float) 0:46 'inF0' ( in float) 0:46 Constant: 0:46 0.000000 0:46 Constant: 0:46 1.000000 0:47 Sign ( temp float) 0:47 'inF0' ( in float) 0:48 sine ( temp float) 0:48 'inF0' ( in float) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'inF1' ( in float) 0:49 sine ( temp float) 0:49 'inF0' ( in float) 0:49 move second child to first child ( temp float) 0:49 'inF2' ( in float) 0:49 cosine ( temp float) 0:49 'inF0' ( in float) 0:50 hyp. sine ( temp float) 0:50 'inF0' ( in float) 0:51 smoothstep ( temp float) 0:51 'inF0' ( in float) 0:51 'inF1' ( in float) 0:51 'inF2' ( in float) 0:52 sqrt ( temp float) 0:52 'inF0' ( in float) 0:53 step ( temp float) 0:53 'inF0' ( in float) 0:53 'inF1' ( in float) 0:54 tangent ( temp float) 0:54 'inF0' ( in float) 0:55 hyp. tangent ( temp float) 0:55 'inF0' ( in float) 0:57 trunc ( temp float) 0:57 'inF0' ( in float) 0:59 Branch: Return with expression 0:59 Constant: 0:59 0.000000 0:63 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; ( temp 1-component vector of float) 0:63 Function Parameters: 0:63 'inF0' ( in 1-component vector of float) 0:63 'inF1' ( in 1-component vector of float) 0:63 'inF2' ( in 1-component vector of float) 0:? Sequence 0:65 Branch: Return with expression 0:65 Constant: 0:65 0.000000 0:69 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; ( temp 2-component vector of float) 0:69 Function Parameters: 0:69 'inF0' ( in 2-component vector of float) 0:69 'inF1' ( in 2-component vector of float) 0:69 'inF2' ( in 2-component vector of float) 0:69 'inU0' ( in 2-component vector of uint) 0:69 'inU1' ( in 2-component vector of uint) 0:? Sequence 0:70 all ( temp bool) 0:70 'inF0' ( in 2-component vector of float) 0:71 Absolute value ( temp 2-component vector of float) 0:71 'inF0' ( in 2-component vector of float) 0:72 arc cosine ( temp 2-component vector of float) 0:72 'inF0' ( in 2-component vector of float) 0:73 any ( temp bool) 0:73 'inF0' ( in 2-component vector of float) 0:74 arc sine ( temp 2-component vector of float) 0:74 'inF0' ( in 2-component vector of float) 0:75 floatBitsToInt ( temp 2-component vector of int) 0:75 'inF0' ( in 2-component vector of float) 0:76 floatBitsToUint ( temp 2-component vector of uint) 0:76 'inF0' ( in 2-component vector of float) 0:77 intBitsToFloat ( temp 2-component vector of float) 0:77 'inU0' ( in 2-component vector of uint) 0:79 arc tangent ( temp 2-component vector of float) 0:79 'inF0' ( in 2-component vector of float) 0:80 arc tangent ( temp 2-component vector of float) 0:80 'inF0' ( in 2-component vector of float) 0:80 'inF1' ( in 2-component vector of float) 0:81 Ceiling ( temp 2-component vector of float) 0:81 'inF0' ( in 2-component vector of float) 0:82 clamp ( temp 2-component vector of float) 0:82 'inF0' ( in 2-component vector of float) 0:82 'inF1' ( in 2-component vector of float) 0:82 'inF2' ( in 2-component vector of float) 0:83 cosine ( temp 2-component vector of float) 0:83 'inF0' ( in 2-component vector of float) 0:84 hyp. cosine ( temp 2-component vector of float) 0:84 'inF0' ( in 2-component vector of float) 0:? bitCount ( temp 2-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:86 degrees ( temp 2-component vector of float) 0:86 'inF0' ( in 2-component vector of float) 0:87 distance ( temp float) 0:87 'inF0' ( in 2-component vector of float) 0:87 'inF1' ( in 2-component vector of float) 0:88 dot-product ( temp float) 0:88 'inF0' ( in 2-component vector of float) 0:88 'inF1' ( in 2-component vector of float) 0:92 exp ( temp 2-component vector of float) 0:92 'inF0' ( in 2-component vector of float) 0:93 exp2 ( temp 2-component vector of float) 0:93 'inF0' ( in 2-component vector of float) 0:94 face-forward ( temp 2-component vector of float) 0:94 'inF0' ( in 2-component vector of float) 0:94 'inF1' ( in 2-component vector of float) 0:94 'inF2' ( in 2-component vector of float) 0:95 findMSB ( temp int) 0:95 Constant: 0:95 7 (const int) 0:96 findLSB ( temp int) 0:96 Constant: 0:96 7 (const int) 0:97 Floor ( temp 2-component vector of float) 0:97 'inF0' ( in 2-component vector of float) 0:99 mod ( temp 2-component vector of float) 0:99 'inF0' ( in 2-component vector of float) 0:99 'inF1' ( in 2-component vector of float) 0:100 Fraction ( temp 2-component vector of float) 0:100 'inF0' ( in 2-component vector of float) 0:101 isinf ( temp 2-component vector of bool) 0:101 'inF0' ( in 2-component vector of float) 0:102 isnan ( temp 2-component vector of bool) 0:102 'inF0' ( in 2-component vector of float) 0:103 ldexp ( temp 2-component vector of float) 0:103 'inF0' ( in 2-component vector of float) 0:103 'inF1' ( in 2-component vector of float) 0:104 mix ( temp 2-component vector of float) 0:104 'inF0' ( in 2-component vector of float) 0:104 'inF1' ( in 2-component vector of float) 0:104 'inF2' ( in 2-component vector of float) 0:105 length ( temp float) 0:105 'inF0' ( in 2-component vector of float) 0:106 log ( temp 2-component vector of float) 0:106 'inF0' ( in 2-component vector of float) 0:107 vector-scale ( temp 2-component vector of float) 0:107 log2 ( temp 2-component vector of float) 0:107 'inF0' ( in 2-component vector of float) 0:107 Constant: 0:107 0.301030 0:108 log2 ( temp 2-component vector of float) 0:108 'inF0' ( in 2-component vector of float) 0:109 max ( temp 2-component vector of float) 0:109 'inF0' ( in 2-component vector of float) 0:109 'inF1' ( in 2-component vector of float) 0:110 min ( temp 2-component vector of float) 0:110 'inF0' ( in 2-component vector of float) 0:110 'inF1' ( in 2-component vector of float) 0:112 normalize ( temp 2-component vector of float) 0:112 'inF0' ( in 2-component vector of float) 0:113 pow ( temp 2-component vector of float) 0:113 'inF0' ( in 2-component vector of float) 0:113 'inF1' ( in 2-component vector of float) 0:114 radians ( temp 2-component vector of float) 0:114 'inF0' ( in 2-component vector of float) 0:115 reflect ( temp 2-component vector of float) 0:115 'inF0' ( in 2-component vector of float) 0:115 'inF1' ( in 2-component vector of float) 0:116 refract ( temp 2-component vector of float) 0:116 'inF0' ( in 2-component vector of float) 0:116 'inF1' ( in 2-component vector of float) 0:116 Constant: 0:116 2.000000 0:? bitFieldReverse ( temp 2-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:118 roundEven ( temp 2-component vector of float) 0:118 'inF0' ( in 2-component vector of float) 0:119 inverse sqrt ( temp 2-component vector of float) 0:119 'inF0' ( in 2-component vector of float) 0:120 clamp ( temp 2-component vector of float) 0:120 'inF0' ( in 2-component vector of float) 0:120 Constant: 0:120 0.000000 0:120 Constant: 0:120 1.000000 0:121 Sign ( temp 2-component vector of float) 0:121 'inF0' ( in 2-component vector of float) 0:122 sine ( 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 'inF1' ( in 2-component vector of float) 0:123 sine ( temp 2-component vector of float) 0:123 'inF0' ( in 2-component vector of float) 0:123 move second child to first child ( temp 2-component vector of float) 0:123 'inF2' ( in 2-component vector of float) 0:123 cosine ( temp 2-component vector of float) 0:123 'inF0' ( in 2-component vector of float) 0:124 hyp. sine ( temp 2-component vector of float) 0:124 'inF0' ( in 2-component vector of float) 0:125 smoothstep ( temp 2-component vector of float) 0:125 'inF0' ( in 2-component vector of float) 0:125 'inF1' ( in 2-component vector of float) 0:125 'inF2' ( in 2-component vector of float) 0:126 sqrt ( temp 2-component vector of float) 0:126 'inF0' ( in 2-component vector of float) 0:127 step ( temp 2-component vector of float) 0:127 'inF0' ( in 2-component vector of float) 0:127 'inF1' ( in 2-component vector of float) 0:128 tangent ( temp 2-component vector of float) 0:128 'inF0' ( in 2-component vector of float) 0:129 hyp. tangent ( temp 2-component vector of float) 0:129 'inF0' ( in 2-component vector of float) 0:131 trunc ( temp 2-component vector of float) 0:131 'inF0' ( in 2-component vector of float) 0:134 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:138 Function Parameters: 0:138 'inF0' ( in 3-component vector of float) 0:138 'inF1' ( in 3-component vector of float) 0:138 'inF2' ( in 3-component vector of float) 0:138 'inU0' ( in 3-component vector of uint) 0:138 'inU1' ( in 3-component vector of uint) 0:? Sequence 0:139 all ( temp bool) 0:139 'inF0' ( in 3-component vector of float) 0:140 Absolute value ( temp 3-component vector of float) 0:140 'inF0' ( in 3-component vector of float) 0:141 arc cosine ( temp 3-component vector of float) 0:141 'inF0' ( in 3-component vector of float) 0:142 any ( temp bool) 0:142 'inF0' ( in 3-component vector of float) 0:143 arc sine ( temp 3-component vector of float) 0:143 'inF0' ( in 3-component vector of float) 0:144 floatBitsToInt ( temp 3-component vector of int) 0:144 'inF0' ( in 3-component vector of float) 0:145 floatBitsToUint ( temp 3-component vector of uint) 0:145 'inF0' ( in 3-component vector of float) 0:146 intBitsToFloat ( temp 3-component vector of float) 0:146 'inU0' ( in 3-component vector of uint) 0:148 arc tangent ( temp 3-component vector of float) 0:148 'inF0' ( in 3-component vector of float) 0:149 arc tangent ( temp 3-component vector of float) 0:149 'inF0' ( in 3-component vector of float) 0:149 'inF1' ( in 3-component vector of float) 0:150 Ceiling ( temp 3-component vector of float) 0:150 'inF0' ( in 3-component vector of float) 0:151 clamp ( temp 3-component vector of float) 0:151 'inF0' ( in 3-component vector of float) 0:151 'inF1' ( in 3-component vector of float) 0:151 'inF2' ( in 3-component vector of float) 0:152 cosine ( temp 3-component vector of float) 0:152 'inF0' ( in 3-component vector of float) 0:153 hyp. cosine ( temp 3-component vector of float) 0:153 'inF0' ( in 3-component vector of float) 0:? bitCount ( temp 3-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:? 5 (const int) 0:155 cross-product ( temp 3-component vector of float) 0:155 'inF0' ( in 3-component vector of float) 0:155 'inF1' ( in 3-component vector of float) 0:156 degrees ( temp 3-component vector of float) 0:156 'inF0' ( in 3-component vector of float) 0:157 distance ( temp float) 0:157 'inF0' ( in 3-component vector of float) 0:157 'inF1' ( in 3-component vector of float) 0:158 dot-product ( temp float) 0:158 'inF0' ( in 3-component vector of float) 0:158 'inF1' ( in 3-component vector of float) 0:162 exp ( temp 3-component vector of float) 0:162 'inF0' ( in 3-component vector of float) 0:163 exp2 ( temp 3-component vector of float) 0:163 'inF0' ( in 3-component vector of float) 0:164 face-forward ( temp 3-component vector of float) 0:164 'inF0' ( in 3-component vector of float) 0:164 'inF1' ( in 3-component vector of float) 0:164 'inF2' ( in 3-component vector of float) 0:165 findMSB ( temp int) 0:165 Constant: 0:165 7 (const int) 0:166 findLSB ( temp int) 0:166 Constant: 0:166 7 (const int) 0:167 Floor ( temp 3-component vector of float) 0:167 'inF0' ( in 3-component vector of float) 0:169 mod ( temp 3-component vector of float) 0:169 'inF0' ( in 3-component vector of float) 0:169 'inF1' ( in 3-component vector of float) 0:170 Fraction ( temp 3-component vector of float) 0:170 'inF0' ( in 3-component vector of float) 0:171 isinf ( temp 3-component vector of bool) 0:171 'inF0' ( in 3-component vector of float) 0:172 isnan ( temp 3-component vector of bool) 0:172 'inF0' ( in 3-component vector of float) 0:173 ldexp ( temp 3-component vector of float) 0:173 'inF0' ( in 3-component vector of float) 0:173 'inF1' ( in 3-component vector of float) 0:174 mix ( temp 3-component vector of float) 0:174 'inF0' ( in 3-component vector of float) 0:174 'inF1' ( in 3-component vector of float) 0:174 'inF2' ( in 3-component vector of float) 0:175 length ( temp float) 0:175 'inF0' ( in 3-component vector of float) 0:176 log ( temp 3-component vector of float) 0:176 'inF0' ( in 3-component vector of float) 0:177 vector-scale ( temp 3-component vector of float) 0:177 log2 ( temp 3-component vector of float) 0:177 'inF0' ( in 3-component vector of float) 0:177 Constant: 0:177 0.301030 0:178 log2 ( temp 3-component vector of float) 0:178 'inF0' ( in 3-component vector of float) 0:179 max ( temp 3-component vector of float) 0:179 'inF0' ( in 3-component vector of float) 0:179 'inF1' ( in 3-component vector of float) 0:180 min ( temp 3-component vector of float) 0:180 'inF0' ( in 3-component vector of float) 0:180 'inF1' ( in 3-component vector of float) 0:182 normalize ( temp 3-component vector of float) 0:182 'inF0' ( in 3-component vector of float) 0:183 pow ( temp 3-component vector of float) 0:183 'inF0' ( in 3-component vector of float) 0:183 'inF1' ( in 3-component vector of float) 0:184 radians ( temp 3-component vector of float) 0:184 'inF0' ( in 3-component vector of float) 0:185 reflect ( temp 3-component vector of float) 0:185 'inF0' ( in 3-component vector of float) 0:185 'inF1' ( in 3-component vector of float) 0:186 refract ( temp 3-component vector of float) 0:186 'inF0' ( in 3-component vector of float) 0:186 'inF1' ( in 3-component vector of float) 0:186 Constant: 0:186 2.000000 0:? bitFieldReverse ( temp 3-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:188 roundEven ( temp 3-component vector of float) 0:188 'inF0' ( in 3-component vector of float) 0:189 inverse sqrt ( temp 3-component vector of float) 0:189 'inF0' ( in 3-component vector of float) 0:190 clamp ( temp 3-component vector of float) 0:190 'inF0' ( in 3-component vector of float) 0:190 Constant: 0:190 0.000000 0:190 Constant: 0:190 1.000000 0:191 Sign ( temp 3-component vector of float) 0:191 'inF0' ( in 3-component vector of float) 0:192 sine ( 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 'inF1' ( in 3-component vector of float) 0:193 sine ( temp 3-component vector of float) 0:193 'inF0' ( in 3-component vector of float) 0:193 move second child to first child ( temp 3-component vector of float) 0:193 'inF2' ( in 3-component vector of float) 0:193 cosine ( temp 3-component vector of float) 0:193 'inF0' ( in 3-component vector of float) 0:194 hyp. sine ( temp 3-component vector of float) 0:194 'inF0' ( in 3-component vector of float) 0:195 smoothstep ( 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 sqrt ( temp 3-component vector of float) 0:196 'inF0' ( in 3-component vector of float) 0:197 step ( temp 3-component vector of float) 0:197 'inF0' ( in 3-component vector of float) 0:197 'inF1' ( in 3-component vector of float) 0:198 tangent ( temp 3-component vector of float) 0:198 'inF0' ( in 3-component vector of float) 0:199 hyp. tangent ( temp 3-component vector of float) 0:199 'inF0' ( in 3-component vector of float) 0:201 trunc ( temp 3-component vector of float) 0:201 'inF0' ( in 3-component vector of float) 0:204 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:208 Function Parameters: 0:208 'inF0' ( in 4-component vector of float) 0:208 'inF1' ( in 4-component vector of float) 0:208 'inF2' ( in 4-component vector of float) 0:208 'inU0' ( in 4-component vector of uint) 0:208 'inU1' ( in 4-component vector of uint) 0:? Sequence 0:209 all ( temp bool) 0:209 'inF0' ( in 4-component vector of float) 0:210 Absolute value ( temp 4-component vector of float) 0:210 'inF0' ( in 4-component vector of float) 0:211 arc cosine ( temp 4-component vector of float) 0:211 'inF0' ( in 4-component vector of float) 0:212 any ( temp bool) 0:212 'inF0' ( in 4-component vector of float) 0:213 arc sine ( temp 4-component vector of float) 0:213 'inF0' ( in 4-component vector of float) 0:214 floatBitsToInt ( temp 4-component vector of int) 0:214 'inF0' ( in 4-component vector of float) 0:215 floatBitsToUint ( temp 4-component vector of uint) 0:215 'inF0' ( in 4-component vector of float) 0:216 intBitsToFloat ( temp 4-component vector of float) 0:216 'inU0' ( in 4-component vector of uint) 0:218 arc tangent ( temp 4-component vector of float) 0:218 'inF0' ( in 4-component vector of float) 0:219 arc tangent ( temp 4-component vector of float) 0:219 'inF0' ( in 4-component vector of float) 0:219 'inF1' ( in 4-component vector of float) 0:220 Ceiling ( temp 4-component vector of float) 0:220 'inF0' ( in 4-component vector of float) 0:221 clamp ( temp 4-component vector of float) 0:221 'inF0' ( in 4-component vector of float) 0:221 'inF1' ( in 4-component vector of float) 0:221 'inF2' ( in 4-component vector of float) 0:222 cosine ( temp 4-component vector of float) 0:222 'inF0' ( in 4-component vector of float) 0:223 hyp. cosine ( temp 4-component vector of float) 0:223 'inF0' ( in 4-component vector of float) 0:? bitCount ( temp 4-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:? 5 (const int) 0:? 2 (const int) 0:225 degrees ( temp 4-component vector of float) 0:225 'inF0' ( in 4-component vector of float) 0:226 distance ( temp float) 0:226 'inF0' ( in 4-component vector of float) 0:226 'inF1' ( in 4-component vector of float) 0:227 dot-product ( temp float) 0:227 'inF0' ( in 4-component vector of float) 0:227 'inF1' ( in 4-component vector of float) 0:228 Construct vec4 ( temp 4-component vector of float) 0:228 Constant: 0:228 1.000000 0:228 component-wise multiply ( temp float) 0:228 direct index ( temp float) 0:228 'inF0' ( in 4-component vector of float) 0:228 Constant: 0:228 1 (const int) 0:228 direct index ( temp float) 0:228 'inF1' ( in 4-component vector of float) 0:228 Constant: 0:228 1 (const int) 0:228 direct index ( temp float) 0:228 'inF0' ( in 4-component vector of float) 0:228 Constant: 0:228 2 (const int) 0:228 direct index ( temp float) 0:228 'inF1' ( in 4-component vector of float) 0:228 Constant: 0:228 3 (const int) 0:232 exp ( temp 4-component vector of float) 0:232 'inF0' ( in 4-component vector of float) 0:233 exp2 ( temp 4-component vector of float) 0:233 'inF0' ( in 4-component vector of float) 0:234 face-forward ( temp 4-component vector of float) 0:234 'inF0' ( in 4-component vector of float) 0:234 'inF1' ( in 4-component vector of float) 0:234 'inF2' ( in 4-component vector of float) 0:235 findMSB ( temp int) 0:235 Constant: 0:235 7 (const int) 0:236 findLSB ( temp int) 0:236 Constant: 0:236 7 (const int) 0:237 Floor ( temp 4-component vector of float) 0:237 'inF0' ( in 4-component vector of float) 0:239 mod ( temp 4-component vector of float) 0:239 'inF0' ( in 4-component vector of float) 0:239 'inF1' ( in 4-component vector of float) 0:240 Fraction ( temp 4-component vector of float) 0:240 'inF0' ( in 4-component vector of float) 0:241 isinf ( temp 4-component vector of bool) 0:241 'inF0' ( in 4-component vector of float) 0:242 isnan ( temp 4-component vector of bool) 0:242 'inF0' ( in 4-component vector of float) 0:243 ldexp ( temp 4-component vector of float) 0:243 'inF0' ( in 4-component vector of float) 0:243 'inF1' ( in 4-component vector of float) 0:244 mix ( temp 4-component vector of float) 0:244 'inF0' ( in 4-component vector of float) 0:244 'inF1' ( in 4-component vector of float) 0:244 'inF2' ( in 4-component vector of float) 0:245 length ( temp float) 0:245 'inF0' ( in 4-component vector of float) 0:246 log ( temp 4-component vector of float) 0:246 'inF0' ( in 4-component vector of float) 0:247 vector-scale ( temp 4-component vector of float) 0:247 log2 ( temp 4-component vector of float) 0:247 'inF0' ( in 4-component vector of float) 0:247 Constant: 0:247 0.301030 0:248 log2 ( temp 4-component vector of float) 0:248 'inF0' ( in 4-component vector of float) 0:249 max ( temp 4-component vector of float) 0:249 'inF0' ( in 4-component vector of float) 0:249 'inF1' ( in 4-component vector of float) 0:250 min ( temp 4-component vector of float) 0:250 'inF0' ( in 4-component vector of float) 0:250 'inF1' ( in 4-component vector of float) 0:252 normalize ( temp 4-component vector of float) 0:252 'inF0' ( in 4-component vector of float) 0:253 pow ( temp 4-component vector of float) 0:253 'inF0' ( in 4-component vector of float) 0:253 'inF1' ( in 4-component vector of float) 0:254 radians ( temp 4-component vector of float) 0:254 'inF0' ( in 4-component vector of float) 0:255 reflect ( temp 4-component vector of float) 0:255 'inF0' ( in 4-component vector of float) 0:255 'inF1' ( in 4-component vector of float) 0:256 refract ( temp 4-component vector of float) 0:256 'inF0' ( in 4-component vector of float) 0:256 'inF1' ( in 4-component vector of float) 0:256 Constant: 0:256 2.000000 0:? bitFieldReverse ( temp 4-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) 0:258 roundEven ( temp 4-component vector of float) 0:258 'inF0' ( in 4-component vector of float) 0:259 inverse sqrt ( temp 4-component vector of float) 0:259 'inF0' ( in 4-component vector of float) 0:260 clamp ( temp 4-component vector of float) 0:260 'inF0' ( in 4-component vector of float) 0:260 Constant: 0:260 0.000000 0:260 Constant: 0:260 1.000000 0:261 Sign ( temp 4-component vector of float) 0:261 'inF0' ( in 4-component vector of float) 0:262 sine ( temp 4-component vector of float) 0:262 'inF0' ( in 4-component vector of float) 0:263 Sequence 0:263 move second child to first child ( temp 4-component vector of float) 0:263 'inF1' ( in 4-component vector of float) 0:263 sine ( temp 4-component vector of float) 0:263 'inF0' ( in 4-component vector of float) 0:263 move second child to first child ( temp 4-component vector of float) 0:263 'inF2' ( in 4-component vector of float) 0:263 cosine ( temp 4-component vector of float) 0:263 'inF0' ( in 4-component vector of float) 0:264 hyp. sine ( temp 4-component vector of float) 0:264 'inF0' ( in 4-component vector of float) 0:265 smoothstep ( temp 4-component vector of float) 0:265 'inF0' ( in 4-component vector of float) 0:265 'inF1' ( in 4-component vector of float) 0:265 'inF2' ( in 4-component vector of float) 0:266 sqrt ( temp 4-component vector of float) 0:266 'inF0' ( in 4-component vector of float) 0:267 step ( temp 4-component vector of float) 0:267 'inF0' ( in 4-component vector of float) 0:267 'inF1' ( in 4-component vector of float) 0:268 tangent ( temp 4-component vector of float) 0:268 'inF0' ( in 4-component vector of float) 0:269 hyp. tangent ( temp 4-component vector of float) 0:269 'inF0' ( in 4-component vector of float) 0:271 trunc ( temp 4-component vector of float) 0:271 'inF0' ( in 4-component vector of float) 0:274 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:331 Function Parameters: 0:331 'inF0' ( in 2X2 matrix of float) 0:331 'inF1' ( in 2X2 matrix of float) 0:331 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:333 all ( temp bool) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 Absolute value ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 arc cosine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 any ( temp bool) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 arc sine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 arc tangent ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 arc tangent ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 Ceiling ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 clamp ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 'inF2' ( in 2X2 matrix of float) 0:333 cosine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 hyp. cosine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 degrees ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 determinant ( temp float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 exp ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 exp2 ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 findMSB ( temp int) 0:333 Constant: 0:333 7 (const int) 0:333 findLSB ( temp int) 0:333 Constant: 0:333 7 (const int) 0:333 Floor ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 mod ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 Fraction ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 ldexp ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 mix ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 'inF2' ( in 2X2 matrix of float) 0:333 log ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 matrix-scale ( temp 2X2 matrix of float) 0:333 log2 ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 Constant: 0:333 0.301030 0:333 log2 ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 max ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 min ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 pow ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 radians ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 roundEven ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 inverse sqrt ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 clamp ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 Constant: 0:333 0.000000 0:333 Constant: 0:333 1.000000 0:333 Sign ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 sine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 Sequence 0:333 move second child to first child ( temp 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 sine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 move second child to first child ( temp 2X2 matrix of float) 0:333 'inF2' ( in 2X2 matrix of float) 0:333 cosine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 hyp. sine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 smoothstep ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 'inF2' ( in 2X2 matrix of float) 0:333 sqrt ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 step ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 tangent ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 hyp. tangent ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 transpose ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 trunc ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:336 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:340 Function Parameters: 0:340 'inF0' ( in 3X3 matrix of float) 0:340 'inF1' ( in 3X3 matrix of float) 0:340 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:342 all ( temp bool) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 Absolute value ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 arc cosine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 any ( temp bool) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 arc sine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 arc tangent ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 arc tangent ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 Ceiling ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 clamp ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 'inF2' ( in 3X3 matrix of float) 0:342 cosine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 hyp. cosine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 degrees ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 determinant ( temp float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 exp ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 exp2 ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 findMSB ( temp int) 0:342 Constant: 0:342 7 (const int) 0:342 findLSB ( temp int) 0:342 Constant: 0:342 7 (const int) 0:342 Floor ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 mod ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 Fraction ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 ldexp ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 mix ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 'inF2' ( in 3X3 matrix of float) 0:342 log ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 matrix-scale ( temp 3X3 matrix of float) 0:342 log2 ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 Constant: 0:342 0.301030 0:342 log2 ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 max ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 min ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 pow ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 radians ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 roundEven ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 inverse sqrt ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 clamp ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 Constant: 0:342 0.000000 0:342 Constant: 0:342 1.000000 0:342 Sign ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 sine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 Sequence 0:342 move second child to first child ( temp 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 sine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 move second child to first child ( temp 3X3 matrix of float) 0:342 'inF2' ( in 3X3 matrix of float) 0:342 cosine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 hyp. sine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 smoothstep ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 'inF2' ( in 3X3 matrix of float) 0:342 sqrt ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 step ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 tangent ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 hyp. tangent ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 transpose ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 trunc ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:345 Branch: Return with expression 0:? Constant: 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:349 Function Parameters: 0:349 'inF0' ( in 4X4 matrix of float) 0:349 'inF1' ( in 4X4 matrix of float) 0:349 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:351 all ( temp bool) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 Absolute value ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 arc cosine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 any ( temp bool) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 arc sine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 arc tangent ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 arc tangent ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 Ceiling ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 clamp ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 'inF2' ( in 4X4 matrix of float) 0:351 cosine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 hyp. cosine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 degrees ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 determinant ( temp float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 exp ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 exp2 ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 findMSB ( temp int) 0:351 Constant: 0:351 7 (const int) 0:351 findLSB ( temp int) 0:351 Constant: 0:351 7 (const int) 0:351 Floor ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 mod ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 Fraction ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 ldexp ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 mix ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 'inF2' ( in 4X4 matrix of float) 0:351 log ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 matrix-scale ( temp 4X4 matrix of float) 0:351 log2 ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 Constant: 0:351 0.301030 0:351 log2 ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 max ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 min ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 pow ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 radians ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 roundEven ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 inverse sqrt ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 clamp ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 Constant: 0:351 0.000000 0:351 Constant: 0:351 1.000000 0:351 Sign ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 sine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 Sequence 0:351 move second child to first child ( temp 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 sine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 move second child to first child ( temp 4X4 matrix of float) 0:351 'inF2' ( in 4X4 matrix of float) 0:351 cosine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 hyp. sine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 smoothstep ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 'inF2' ( in 4X4 matrix of float) 0:351 sqrt ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 step ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 tangent ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 hyp. tangent ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 transpose ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 trunc ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:354 Branch: Return with expression 0:? Constant: 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:372 Function Parameters: 0:372 'inF0' ( in float) 0:372 'inF1' ( in float) 0:372 'inFV0' ( in 2-component vector of float) 0:372 'inFV1' ( in 2-component vector of float) 0:372 'inFM0' ( in 2X2 matrix of float) 0:372 'inFM1' ( in 2X2 matrix of float) 0:? Sequence 0:373 Sequence 0:373 move second child to first child ( temp float) 0:373 'r0' ( temp float) 0:373 component-wise multiply ( temp float) 0:373 'inF1' ( in float) 0:373 'inF0' ( in float) 0:373 Sequence 0:373 move second child to first child ( temp 2-component vector of float) 0:373 'r1' ( temp 2-component vector of float) 0:373 vector-scale ( temp 2-component vector of float) 0:373 'inF0' ( in float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 Sequence 0:373 move second child to first child ( temp 2-component vector of float) 0:373 'r2' ( temp 2-component vector of float) 0:373 vector-scale ( temp 2-component vector of float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 'inF0' ( in float) 0:373 Sequence 0:373 move second child to first child ( temp float) 0:373 'r3' ( temp float) 0:373 dot-product ( temp float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 'inFV1' ( in 2-component vector of float) 0:373 Sequence 0:373 move second child to first child ( temp 2-component vector of float) 0:373 'r4' ( temp 2-component vector of float) 0:373 vector-times-matrix ( temp 2-component vector of float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:373 Sequence 0:373 move second child to first child ( temp 2-component vector of float) 0:373 'r5' ( temp 2-component vector of float) 0:373 matrix-times-vector ( temp 2-component vector of float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 Sequence 0:373 move second child to first child ( temp 2X2 matrix of float) 0:373 'r6' ( temp 2X2 matrix of float) 0:373 matrix-scale ( temp 2X2 matrix of float) 0:373 'inF0' ( in float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:373 Sequence 0:373 move second child to first child ( temp 2X2 matrix of float) 0:373 'r7' ( temp 2X2 matrix of float) 0:373 matrix-scale ( temp 2X2 matrix of float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:373 'inF0' ( in float) 0:373 Sequence 0:373 move second child to first child ( temp 2X2 matrix of float) 0:373 'r8' ( temp 2X2 matrix of float) 0:373 matrix-multiply ( temp 2X2 matrix of float) 0:373 'inFM1' ( in 2X2 matrix of float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:379 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; ( temp void) 0:379 Function Parameters: 0:379 'inF0' ( in float) 0:379 'inF1' ( in float) 0:379 'inFV0' ( in 3-component vector of float) 0:379 'inFV1' ( in 3-component vector of float) 0:379 'inFM0' ( in 3X3 matrix of float) 0:379 'inFM1' ( in 3X3 matrix of float) 0:? Sequence 0:380 Sequence 0:380 move second child to first child ( temp float) 0:380 'r0' ( temp float) 0:380 component-wise multiply ( temp float) 0:380 'inF1' ( in float) 0:380 'inF0' ( in float) 0:380 Sequence 0:380 move second child to first child ( temp 3-component vector of float) 0:380 'r1' ( temp 3-component vector of float) 0:380 vector-scale ( temp 3-component vector of float) 0:380 'inF0' ( in float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 Sequence 0:380 move second child to first child ( temp 3-component vector of float) 0:380 'r2' ( temp 3-component vector of float) 0:380 vector-scale ( temp 3-component vector of float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 'inF0' ( in float) 0:380 Sequence 0:380 move second child to first child ( temp float) 0:380 'r3' ( temp float) 0:380 dot-product ( temp float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 'inFV1' ( in 3-component vector of float) 0:380 Sequence 0:380 move second child to first child ( temp 3-component vector of float) 0:380 'r4' ( temp 3-component vector of float) 0:380 vector-times-matrix ( temp 3-component vector of float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:380 Sequence 0:380 move second child to first child ( temp 3-component vector of float) 0:380 'r5' ( temp 3-component vector of float) 0:380 matrix-times-vector ( temp 3-component vector of float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 Sequence 0:380 move second child to first child ( temp 3X3 matrix of float) 0:380 'r6' ( temp 3X3 matrix of float) 0:380 matrix-scale ( temp 3X3 matrix of float) 0:380 'inF0' ( in float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:380 Sequence 0:380 move second child to first child ( temp 3X3 matrix of float) 0:380 'r7' ( temp 3X3 matrix of float) 0:380 matrix-scale ( temp 3X3 matrix of float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:380 'inF0' ( in float) 0:380 Sequence 0:380 move second child to first child ( temp 3X3 matrix of float) 0:380 'r8' ( temp 3X3 matrix of float) 0:380 matrix-multiply ( temp 3X3 matrix of float) 0:380 'inFM1' ( in 3X3 matrix of float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:386 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; ( temp void) 0:386 Function Parameters: 0:386 'inF0' ( in float) 0:386 'inF1' ( in float) 0:386 'inFV0' ( in 4-component vector of float) 0:386 'inFV1' ( in 4-component vector of float) 0:386 'inFM0' ( in 4X4 matrix of float) 0:386 'inFM1' ( in 4X4 matrix of float) 0:? Sequence 0:387 Sequence 0:387 move second child to first child ( temp float) 0:387 'r0' ( temp float) 0:387 component-wise multiply ( temp float) 0:387 'inF1' ( in float) 0:387 'inF0' ( in float) 0:387 Sequence 0:387 move second child to first child ( temp 4-component vector of float) 0:387 'r1' ( temp 4-component vector of float) 0:387 vector-scale ( temp 4-component vector of float) 0:387 'inF0' ( in float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 Sequence 0:387 move second child to first child ( temp 4-component vector of float) 0:387 'r2' ( temp 4-component vector of float) 0:387 vector-scale ( temp 4-component vector of float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 'inF0' ( in float) 0:387 Sequence 0:387 move second child to first child ( temp float) 0:387 'r3' ( temp float) 0:387 dot-product ( temp float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 'inFV1' ( in 4-component vector of float) 0:387 Sequence 0:387 move second child to first child ( temp 4-component vector of float) 0:387 'r4' ( temp 4-component vector of float) 0:387 vector-times-matrix ( temp 4-component vector of float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:387 Sequence 0:387 move second child to first child ( temp 4-component vector of float) 0:387 'r5' ( temp 4-component vector of float) 0:387 matrix-times-vector ( temp 4-component vector of float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 Sequence 0:387 move second child to first child ( temp 4X4 matrix of float) 0:387 'r6' ( temp 4X4 matrix of float) 0:387 matrix-scale ( temp 4X4 matrix of float) 0:387 'inF0' ( in float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:387 Sequence 0:387 move second child to first child ( temp 4X4 matrix of float) 0:387 'r7' ( temp 4X4 matrix of float) 0:387 matrix-scale ( temp 4X4 matrix of float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:387 'inF0' ( in float) 0:387 Sequence 0:387 move second child to first child ( temp 4X4 matrix of float) 0:387 'r8' ( temp 4X4 matrix of float) 0:387 matrix-multiply ( temp 4X4 matrix of float) 0:387 'inFM1' ( in 4X4 matrix of float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:396 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; ( temp void) 0:396 Function Parameters: 0:396 'inF0' ( in float) 0:396 'inF1' ( in float) 0:396 'inFV2' ( in 2-component vector of float) 0:396 'inFV3' ( in 3-component vector of float) 0:396 'inFM2x3' ( in 2X3 matrix of float) 0:396 'inFM3x2' ( in 3X2 matrix of float) 0:396 'inFM3x3' ( in 3X3 matrix of float) 0:396 'inFM3x4' ( in 3X4 matrix of float) 0:396 'inFM2x4' ( in 2X4 matrix of float) 0:? Sequence 0:397 Sequence 0:397 move second child to first child ( temp float) 0:397 'r00' ( temp float) 0:397 component-wise multiply ( temp float) 0:397 'inF1' ( in float) 0:397 'inF0' ( in float) 0:398 Sequence 0:398 move second child to first child ( temp 2-component vector of float) 0:398 'r01' ( temp 2-component vector of float) 0:398 vector-scale ( temp 2-component vector of float) 0:398 'inF0' ( in float) 0:398 'inFV2' ( in 2-component vector of float) 0:399 Sequence 0:399 move second child to first child ( temp 3-component vector of float) 0:399 'r02' ( temp 3-component vector of float) 0:399 vector-scale ( temp 3-component vector of float) 0:399 'inF0' ( in float) 0:399 'inFV3' ( in 3-component vector of float) 0:400 Sequence 0:400 move second child to first child ( temp 2-component vector of float) 0:400 'r03' ( temp 2-component vector of float) 0:400 vector-scale ( temp 2-component vector of float) 0:400 'inFV2' ( in 2-component vector of float) 0:400 'inF0' ( in float) 0:401 Sequence 0:401 move second child to first child ( temp 3-component vector of float) 0:401 'r04' ( temp 3-component vector of float) 0:401 vector-scale ( temp 3-component vector of float) 0:401 'inFV3' ( in 3-component vector of float) 0:401 'inF0' ( in float) 0:402 Sequence 0:402 move second child to first child ( temp float) 0:402 'r05' ( temp float) 0:402 dot-product ( temp float) 0:402 'inFV2' ( in 2-component vector of float) 0:402 'inFV2' ( in 2-component vector of float) 0:403 Sequence 0:403 move second child to first child ( temp float) 0:403 'r06' ( temp float) 0:403 dot-product ( temp float) 0:403 'inFV3' ( in 3-component vector of float) 0:403 'inFV3' ( in 3-component vector of float) 0:404 Sequence 0:404 move second child to first child ( temp 3-component vector of float) 0:404 'r07' ( temp 3-component vector of float) 0:404 matrix-times-vector ( temp 3-component vector of float) 0:404 'inFM2x3' ( in 2X3 matrix of float) 0:404 'inFV2' ( in 2-component vector of float) 0:405 Sequence 0:405 move second child to first child ( temp 2-component vector of float) 0:405 'r08' ( temp 2-component vector of float) 0:405 matrix-times-vector ( temp 2-component vector of float) 0:405 'inFM3x2' ( in 3X2 matrix of float) 0:405 'inFV3' ( in 3-component vector of float) 0:406 Sequence 0:406 move second child to first child ( temp 2-component vector of float) 0:406 'r09' ( temp 2-component vector of float) 0:406 vector-times-matrix ( temp 2-component vector of float) 0:406 'inFV3' ( in 3-component vector of float) 0:406 'inFM2x3' ( in 2X3 matrix of float) 0:407 Sequence 0:407 move second child to first child ( temp 3-component vector of float) 0:407 'r10' ( temp 3-component vector of float) 0:407 vector-times-matrix ( temp 3-component vector of float) 0:407 'inFV2' ( in 2-component vector of float) 0:407 'inFM3x2' ( in 3X2 matrix of float) 0:408 Sequence 0:408 move second child to first child ( temp 2X3 matrix of float) 0:408 'r11' ( temp 2X3 matrix of float) 0:408 matrix-scale ( temp 2X3 matrix of float) 0:408 'inF0' ( in float) 0:408 'inFM2x3' ( in 2X3 matrix of float) 0:409 Sequence 0:409 move second child to first child ( temp 3X2 matrix of float) 0:409 'r12' ( temp 3X2 matrix of float) 0:409 matrix-scale ( temp 3X2 matrix of float) 0:409 'inF0' ( in float) 0:409 'inFM3x2' ( in 3X2 matrix of float) 0:410 Sequence 0:410 move second child to first child ( temp 2X2 matrix of float) 0:410 'r13' ( temp 2X2 matrix of float) 0:410 matrix-multiply ( temp 2X2 matrix of float) 0:410 'inFM3x2' ( in 3X2 matrix of float) 0:410 'inFM2x3' ( in 2X3 matrix of float) 0:411 Sequence 0:411 move second child to first child ( temp 2X3 matrix of float) 0:411 'r14' ( temp 2X3 matrix of float) 0:411 matrix-multiply ( temp 2X3 matrix of float) 0:411 'inFM3x3' ( in 3X3 matrix of float) 0:411 'inFM2x3' ( in 2X3 matrix of float) 0:412 Sequence 0:412 move second child to first child ( temp 2X4 matrix of float) 0:412 'r15' ( temp 2X4 matrix of float) 0:412 matrix-multiply ( temp 2X4 matrix of float) 0:412 'inFM3x4' ( in 3X4 matrix of float) 0:412 'inFM2x3' ( in 2X3 matrix of float) 0:413 Sequence 0:413 move second child to first child ( temp 3X4 matrix of float) 0:413 'r16' ( temp 3X4 matrix of float) 0:413 matrix-multiply ( temp 3X4 matrix of float) 0:413 'inFM2x4' ( in 2X4 matrix of float) 0:413 'inFM3x2' ( in 3X2 matrix of float) 0:? Linker Objects Linked vertex stage: WARNING: Linking vertex stage: Entry point not found Shader version: 500 0:? Sequence 0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; ( temp float) 0:2 Function Parameters: 0:2 'inF0' ( in float) 0:2 'inF1' ( in float) 0:2 'inF2' ( in float) 0:2 'inU0' ( in uint) 0:2 'inU1' ( in uint) 0:? Sequence 0:3 all ( temp bool) 0:3 'inF0' ( in float) 0:4 Absolute value ( temp float) 0:4 'inF0' ( in float) 0:5 arc cosine ( temp float) 0:5 'inF0' ( in float) 0:6 any ( temp bool) 0:6 'inF0' ( in float) 0:7 arc sine ( temp float) 0:7 'inF0' ( in float) 0:8 floatBitsToInt ( temp int) 0:8 'inF0' ( in float) 0:9 floatBitsToUint ( temp uint) 0:9 'inF0' ( in float) 0:10 intBitsToFloat ( temp float) 0:10 'inU0' ( in uint) 0:12 arc tangent ( temp float) 0:12 'inF0' ( in float) 0:13 arc tangent ( temp float) 0:13 'inF0' ( in float) 0:13 'inF1' ( in float) 0:14 Ceiling ( temp float) 0:14 'inF0' ( in float) 0:15 clamp ( temp float) 0:15 'inF0' ( in float) 0:15 'inF1' ( in float) 0:15 'inF2' ( in float) 0:16 cosine ( temp float) 0:16 'inF0' ( in float) 0:17 hyp. cosine ( temp float) 0:17 'inF0' ( in float) 0:18 bitCount ( temp int) 0:18 Constant: 0:18 7 (const int) 0:19 degrees ( temp float) 0:19 'inF0' ( in float) 0:23 exp ( temp float) 0:23 'inF0' ( in float) 0:24 exp2 ( temp float) 0:24 'inF0' ( in float) 0:25 findMSB ( temp int) 0:25 Constant: 0:25 7 (const int) 0:26 findLSB ( temp int) 0:26 Constant: 0:26 7 (const int) 0:27 Floor ( temp float) 0:27 'inF0' ( in float) 0:29 mod ( temp float) 0:29 'inF0' ( in float) 0:29 'inF1' ( in float) 0:30 Fraction ( temp float) 0:30 'inF0' ( in float) 0:31 isinf ( temp bool) 0:31 'inF0' ( in float) 0:32 isnan ( temp bool) 0:32 'inF0' ( in float) 0:33 ldexp ( temp float) 0:33 'inF0' ( in float) 0:33 'inF1' ( in float) 0:34 mix ( temp float) 0:34 'inF0' ( in float) 0:34 'inF1' ( in float) 0:34 'inF2' ( in float) 0:35 log ( temp float) 0:35 'inF0' ( in float) 0:36 component-wise multiply ( temp float) 0:36 log2 ( temp float) 0:36 'inF0' ( in float) 0:36 Constant: 0:36 0.301030 0:37 log2 ( temp float) 0:37 'inF0' ( in float) 0:38 max ( temp float) 0:38 'inF0' ( in float) 0:38 'inF1' ( in float) 0:39 min ( temp float) 0:39 'inF0' ( in float) 0:39 'inF1' ( in float) 0:41 pow ( temp float) 0:41 'inF0' ( in float) 0:41 'inF1' ( in float) 0:42 radians ( temp float) 0:42 'inF0' ( in float) 0:43 bitFieldReverse ( temp int) 0:43 Constant: 0:43 2 (const int) 0:44 roundEven ( temp float) 0:44 'inF0' ( in float) 0:45 inverse sqrt ( temp float) 0:45 'inF0' ( in float) 0:46 clamp ( temp float) 0:46 'inF0' ( in float) 0:46 Constant: 0:46 0.000000 0:46 Constant: 0:46 1.000000 0:47 Sign ( temp float) 0:47 'inF0' ( in float) 0:48 sine ( temp float) 0:48 'inF0' ( in float) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'inF1' ( in float) 0:49 sine ( temp float) 0:49 'inF0' ( in float) 0:49 move second child to first child ( temp float) 0:49 'inF2' ( in float) 0:49 cosine ( temp float) 0:49 'inF0' ( in float) 0:50 hyp. sine ( temp float) 0:50 'inF0' ( in float) 0:51 smoothstep ( temp float) 0:51 'inF0' ( in float) 0:51 'inF1' ( in float) 0:51 'inF2' ( in float) 0:52 sqrt ( temp float) 0:52 'inF0' ( in float) 0:53 step ( temp float) 0:53 'inF0' ( in float) 0:53 'inF1' ( in float) 0:54 tangent ( temp float) 0:54 'inF0' ( in float) 0:55 hyp. tangent ( temp float) 0:55 'inF0' ( in float) 0:57 trunc ( temp float) 0:57 'inF0' ( in float) 0:59 Branch: Return with expression 0:59 Constant: 0:59 0.000000 0:63 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; ( temp 1-component vector of float) 0:63 Function Parameters: 0:63 'inF0' ( in 1-component vector of float) 0:63 'inF1' ( in 1-component vector of float) 0:63 'inF2' ( in 1-component vector of float) 0:? Sequence 0:65 Branch: Return with expression 0:65 Constant: 0:65 0.000000 0:69 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; ( temp 2-component vector of float) 0:69 Function Parameters: 0:69 'inF0' ( in 2-component vector of float) 0:69 'inF1' ( in 2-component vector of float) 0:69 'inF2' ( in 2-component vector of float) 0:69 'inU0' ( in 2-component vector of uint) 0:69 'inU1' ( in 2-component vector of uint) 0:? Sequence 0:70 all ( temp bool) 0:70 'inF0' ( in 2-component vector of float) 0:71 Absolute value ( temp 2-component vector of float) 0:71 'inF0' ( in 2-component vector of float) 0:72 arc cosine ( temp 2-component vector of float) 0:72 'inF0' ( in 2-component vector of float) 0:73 any ( temp bool) 0:73 'inF0' ( in 2-component vector of float) 0:74 arc sine ( temp 2-component vector of float) 0:74 'inF0' ( in 2-component vector of float) 0:75 floatBitsToInt ( temp 2-component vector of int) 0:75 'inF0' ( in 2-component vector of float) 0:76 floatBitsToUint ( temp 2-component vector of uint) 0:76 'inF0' ( in 2-component vector of float) 0:77 intBitsToFloat ( temp 2-component vector of float) 0:77 'inU0' ( in 2-component vector of uint) 0:79 arc tangent ( temp 2-component vector of float) 0:79 'inF0' ( in 2-component vector of float) 0:80 arc tangent ( temp 2-component vector of float) 0:80 'inF0' ( in 2-component vector of float) 0:80 'inF1' ( in 2-component vector of float) 0:81 Ceiling ( temp 2-component vector of float) 0:81 'inF0' ( in 2-component vector of float) 0:82 clamp ( temp 2-component vector of float) 0:82 'inF0' ( in 2-component vector of float) 0:82 'inF1' ( in 2-component vector of float) 0:82 'inF2' ( in 2-component vector of float) 0:83 cosine ( temp 2-component vector of float) 0:83 'inF0' ( in 2-component vector of float) 0:84 hyp. cosine ( temp 2-component vector of float) 0:84 'inF0' ( in 2-component vector of float) 0:? bitCount ( temp 2-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:86 degrees ( temp 2-component vector of float) 0:86 'inF0' ( in 2-component vector of float) 0:87 distance ( temp float) 0:87 'inF0' ( in 2-component vector of float) 0:87 'inF1' ( in 2-component vector of float) 0:88 dot-product ( temp float) 0:88 'inF0' ( in 2-component vector of float) 0:88 'inF1' ( in 2-component vector of float) 0:92 exp ( temp 2-component vector of float) 0:92 'inF0' ( in 2-component vector of float) 0:93 exp2 ( temp 2-component vector of float) 0:93 'inF0' ( in 2-component vector of float) 0:94 face-forward ( temp 2-component vector of float) 0:94 'inF0' ( in 2-component vector of float) 0:94 'inF1' ( in 2-component vector of float) 0:94 'inF2' ( in 2-component vector of float) 0:95 findMSB ( temp int) 0:95 Constant: 0:95 7 (const int) 0:96 findLSB ( temp int) 0:96 Constant: 0:96 7 (const int) 0:97 Floor ( temp 2-component vector of float) 0:97 'inF0' ( in 2-component vector of float) 0:99 mod ( temp 2-component vector of float) 0:99 'inF0' ( in 2-component vector of float) 0:99 'inF1' ( in 2-component vector of float) 0:100 Fraction ( temp 2-component vector of float) 0:100 'inF0' ( in 2-component vector of float) 0:101 isinf ( temp 2-component vector of bool) 0:101 'inF0' ( in 2-component vector of float) 0:102 isnan ( temp 2-component vector of bool) 0:102 'inF0' ( in 2-component vector of float) 0:103 ldexp ( temp 2-component vector of float) 0:103 'inF0' ( in 2-component vector of float) 0:103 'inF1' ( in 2-component vector of float) 0:104 mix ( temp 2-component vector of float) 0:104 'inF0' ( in 2-component vector of float) 0:104 'inF1' ( in 2-component vector of float) 0:104 'inF2' ( in 2-component vector of float) 0:105 length ( temp float) 0:105 'inF0' ( in 2-component vector of float) 0:106 log ( temp 2-component vector of float) 0:106 'inF0' ( in 2-component vector of float) 0:107 vector-scale ( temp 2-component vector of float) 0:107 log2 ( temp 2-component vector of float) 0:107 'inF0' ( in 2-component vector of float) 0:107 Constant: 0:107 0.301030 0:108 log2 ( temp 2-component vector of float) 0:108 'inF0' ( in 2-component vector of float) 0:109 max ( temp 2-component vector of float) 0:109 'inF0' ( in 2-component vector of float) 0:109 'inF1' ( in 2-component vector of float) 0:110 min ( temp 2-component vector of float) 0:110 'inF0' ( in 2-component vector of float) 0:110 'inF1' ( in 2-component vector of float) 0:112 normalize ( temp 2-component vector of float) 0:112 'inF0' ( in 2-component vector of float) 0:113 pow ( temp 2-component vector of float) 0:113 'inF0' ( in 2-component vector of float) 0:113 'inF1' ( in 2-component vector of float) 0:114 radians ( temp 2-component vector of float) 0:114 'inF0' ( in 2-component vector of float) 0:115 reflect ( temp 2-component vector of float) 0:115 'inF0' ( in 2-component vector of float) 0:115 'inF1' ( in 2-component vector of float) 0:116 refract ( temp 2-component vector of float) 0:116 'inF0' ( in 2-component vector of float) 0:116 'inF1' ( in 2-component vector of float) 0:116 Constant: 0:116 2.000000 0:? bitFieldReverse ( temp 2-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:118 roundEven ( temp 2-component vector of float) 0:118 'inF0' ( in 2-component vector of float) 0:119 inverse sqrt ( temp 2-component vector of float) 0:119 'inF0' ( in 2-component vector of float) 0:120 clamp ( temp 2-component vector of float) 0:120 'inF0' ( in 2-component vector of float) 0:120 Constant: 0:120 0.000000 0:120 Constant: 0:120 1.000000 0:121 Sign ( temp 2-component vector of float) 0:121 'inF0' ( in 2-component vector of float) 0:122 sine ( 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 'inF1' ( in 2-component vector of float) 0:123 sine ( temp 2-component vector of float) 0:123 'inF0' ( in 2-component vector of float) 0:123 move second child to first child ( temp 2-component vector of float) 0:123 'inF2' ( in 2-component vector of float) 0:123 cosine ( temp 2-component vector of float) 0:123 'inF0' ( in 2-component vector of float) 0:124 hyp. sine ( temp 2-component vector of float) 0:124 'inF0' ( in 2-component vector of float) 0:125 smoothstep ( temp 2-component vector of float) 0:125 'inF0' ( in 2-component vector of float) 0:125 'inF1' ( in 2-component vector of float) 0:125 'inF2' ( in 2-component vector of float) 0:126 sqrt ( temp 2-component vector of float) 0:126 'inF0' ( in 2-component vector of float) 0:127 step ( temp 2-component vector of float) 0:127 'inF0' ( in 2-component vector of float) 0:127 'inF1' ( in 2-component vector of float) 0:128 tangent ( temp 2-component vector of float) 0:128 'inF0' ( in 2-component vector of float) 0:129 hyp. tangent ( temp 2-component vector of float) 0:129 'inF0' ( in 2-component vector of float) 0:131 trunc ( temp 2-component vector of float) 0:131 'inF0' ( in 2-component vector of float) 0:134 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:138 Function Parameters: 0:138 'inF0' ( in 3-component vector of float) 0:138 'inF1' ( in 3-component vector of float) 0:138 'inF2' ( in 3-component vector of float) 0:138 'inU0' ( in 3-component vector of uint) 0:138 'inU1' ( in 3-component vector of uint) 0:? Sequence 0:139 all ( temp bool) 0:139 'inF0' ( in 3-component vector of float) 0:140 Absolute value ( temp 3-component vector of float) 0:140 'inF0' ( in 3-component vector of float) 0:141 arc cosine ( temp 3-component vector of float) 0:141 'inF0' ( in 3-component vector of float) 0:142 any ( temp bool) 0:142 'inF0' ( in 3-component vector of float) 0:143 arc sine ( temp 3-component vector of float) 0:143 'inF0' ( in 3-component vector of float) 0:144 floatBitsToInt ( temp 3-component vector of int) 0:144 'inF0' ( in 3-component vector of float) 0:145 floatBitsToUint ( temp 3-component vector of uint) 0:145 'inF0' ( in 3-component vector of float) 0:146 intBitsToFloat ( temp 3-component vector of float) 0:146 'inU0' ( in 3-component vector of uint) 0:148 arc tangent ( temp 3-component vector of float) 0:148 'inF0' ( in 3-component vector of float) 0:149 arc tangent ( temp 3-component vector of float) 0:149 'inF0' ( in 3-component vector of float) 0:149 'inF1' ( in 3-component vector of float) 0:150 Ceiling ( temp 3-component vector of float) 0:150 'inF0' ( in 3-component vector of float) 0:151 clamp ( temp 3-component vector of float) 0:151 'inF0' ( in 3-component vector of float) 0:151 'inF1' ( in 3-component vector of float) 0:151 'inF2' ( in 3-component vector of float) 0:152 cosine ( temp 3-component vector of float) 0:152 'inF0' ( in 3-component vector of float) 0:153 hyp. cosine ( temp 3-component vector of float) 0:153 'inF0' ( in 3-component vector of float) 0:? bitCount ( temp 3-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:? 5 (const int) 0:155 cross-product ( temp 3-component vector of float) 0:155 'inF0' ( in 3-component vector of float) 0:155 'inF1' ( in 3-component vector of float) 0:156 degrees ( temp 3-component vector of float) 0:156 'inF0' ( in 3-component vector of float) 0:157 distance ( temp float) 0:157 'inF0' ( in 3-component vector of float) 0:157 'inF1' ( in 3-component vector of float) 0:158 dot-product ( temp float) 0:158 'inF0' ( in 3-component vector of float) 0:158 'inF1' ( in 3-component vector of float) 0:162 exp ( temp 3-component vector of float) 0:162 'inF0' ( in 3-component vector of float) 0:163 exp2 ( temp 3-component vector of float) 0:163 'inF0' ( in 3-component vector of float) 0:164 face-forward ( temp 3-component vector of float) 0:164 'inF0' ( in 3-component vector of float) 0:164 'inF1' ( in 3-component vector of float) 0:164 'inF2' ( in 3-component vector of float) 0:165 findMSB ( temp int) 0:165 Constant: 0:165 7 (const int) 0:166 findLSB ( temp int) 0:166 Constant: 0:166 7 (const int) 0:167 Floor ( temp 3-component vector of float) 0:167 'inF0' ( in 3-component vector of float) 0:169 mod ( temp 3-component vector of float) 0:169 'inF0' ( in 3-component vector of float) 0:169 'inF1' ( in 3-component vector of float) 0:170 Fraction ( temp 3-component vector of float) 0:170 'inF0' ( in 3-component vector of float) 0:171 isinf ( temp 3-component vector of bool) 0:171 'inF0' ( in 3-component vector of float) 0:172 isnan ( temp 3-component vector of bool) 0:172 'inF0' ( in 3-component vector of float) 0:173 ldexp ( temp 3-component vector of float) 0:173 'inF0' ( in 3-component vector of float) 0:173 'inF1' ( in 3-component vector of float) 0:174 mix ( temp 3-component vector of float) 0:174 'inF0' ( in 3-component vector of float) 0:174 'inF1' ( in 3-component vector of float) 0:174 'inF2' ( in 3-component vector of float) 0:175 length ( temp float) 0:175 'inF0' ( in 3-component vector of float) 0:176 log ( temp 3-component vector of float) 0:176 'inF0' ( in 3-component vector of float) 0:177 vector-scale ( temp 3-component vector of float) 0:177 log2 ( temp 3-component vector of float) 0:177 'inF0' ( in 3-component vector of float) 0:177 Constant: 0:177 0.301030 0:178 log2 ( temp 3-component vector of float) 0:178 'inF0' ( in 3-component vector of float) 0:179 max ( temp 3-component vector of float) 0:179 'inF0' ( in 3-component vector of float) 0:179 'inF1' ( in 3-component vector of float) 0:180 min ( temp 3-component vector of float) 0:180 'inF0' ( in 3-component vector of float) 0:180 'inF1' ( in 3-component vector of float) 0:182 normalize ( temp 3-component vector of float) 0:182 'inF0' ( in 3-component vector of float) 0:183 pow ( temp 3-component vector of float) 0:183 'inF0' ( in 3-component vector of float) 0:183 'inF1' ( in 3-component vector of float) 0:184 radians ( temp 3-component vector of float) 0:184 'inF0' ( in 3-component vector of float) 0:185 reflect ( temp 3-component vector of float) 0:185 'inF0' ( in 3-component vector of float) 0:185 'inF1' ( in 3-component vector of float) 0:186 refract ( temp 3-component vector of float) 0:186 'inF0' ( in 3-component vector of float) 0:186 'inF1' ( in 3-component vector of float) 0:186 Constant: 0:186 2.000000 0:? bitFieldReverse ( temp 3-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:188 roundEven ( temp 3-component vector of float) 0:188 'inF0' ( in 3-component vector of float) 0:189 inverse sqrt ( temp 3-component vector of float) 0:189 'inF0' ( in 3-component vector of float) 0:190 clamp ( temp 3-component vector of float) 0:190 'inF0' ( in 3-component vector of float) 0:190 Constant: 0:190 0.000000 0:190 Constant: 0:190 1.000000 0:191 Sign ( temp 3-component vector of float) 0:191 'inF0' ( in 3-component vector of float) 0:192 sine ( 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 'inF1' ( in 3-component vector of float) 0:193 sine ( temp 3-component vector of float) 0:193 'inF0' ( in 3-component vector of float) 0:193 move second child to first child ( temp 3-component vector of float) 0:193 'inF2' ( in 3-component vector of float) 0:193 cosine ( temp 3-component vector of float) 0:193 'inF0' ( in 3-component vector of float) 0:194 hyp. sine ( temp 3-component vector of float) 0:194 'inF0' ( in 3-component vector of float) 0:195 smoothstep ( 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 sqrt ( temp 3-component vector of float) 0:196 'inF0' ( in 3-component vector of float) 0:197 step ( temp 3-component vector of float) 0:197 'inF0' ( in 3-component vector of float) 0:197 'inF1' ( in 3-component vector of float) 0:198 tangent ( temp 3-component vector of float) 0:198 'inF0' ( in 3-component vector of float) 0:199 hyp. tangent ( temp 3-component vector of float) 0:199 'inF0' ( in 3-component vector of float) 0:201 trunc ( temp 3-component vector of float) 0:201 'inF0' ( in 3-component vector of float) 0:204 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:208 Function Parameters: 0:208 'inF0' ( in 4-component vector of float) 0:208 'inF1' ( in 4-component vector of float) 0:208 'inF2' ( in 4-component vector of float) 0:208 'inU0' ( in 4-component vector of uint) 0:208 'inU1' ( in 4-component vector of uint) 0:? Sequence 0:209 all ( temp bool) 0:209 'inF0' ( in 4-component vector of float) 0:210 Absolute value ( temp 4-component vector of float) 0:210 'inF0' ( in 4-component vector of float) 0:211 arc cosine ( temp 4-component vector of float) 0:211 'inF0' ( in 4-component vector of float) 0:212 any ( temp bool) 0:212 'inF0' ( in 4-component vector of float) 0:213 arc sine ( temp 4-component vector of float) 0:213 'inF0' ( in 4-component vector of float) 0:214 floatBitsToInt ( temp 4-component vector of int) 0:214 'inF0' ( in 4-component vector of float) 0:215 floatBitsToUint ( temp 4-component vector of uint) 0:215 'inF0' ( in 4-component vector of float) 0:216 intBitsToFloat ( temp 4-component vector of float) 0:216 'inU0' ( in 4-component vector of uint) 0:218 arc tangent ( temp 4-component vector of float) 0:218 'inF0' ( in 4-component vector of float) 0:219 arc tangent ( temp 4-component vector of float) 0:219 'inF0' ( in 4-component vector of float) 0:219 'inF1' ( in 4-component vector of float) 0:220 Ceiling ( temp 4-component vector of float) 0:220 'inF0' ( in 4-component vector of float) 0:221 clamp ( temp 4-component vector of float) 0:221 'inF0' ( in 4-component vector of float) 0:221 'inF1' ( in 4-component vector of float) 0:221 'inF2' ( in 4-component vector of float) 0:222 cosine ( temp 4-component vector of float) 0:222 'inF0' ( in 4-component vector of float) 0:223 hyp. cosine ( temp 4-component vector of float) 0:223 'inF0' ( in 4-component vector of float) 0:? bitCount ( temp 4-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:? 5 (const int) 0:? 2 (const int) 0:225 degrees ( temp 4-component vector of float) 0:225 'inF0' ( in 4-component vector of float) 0:226 distance ( temp float) 0:226 'inF0' ( in 4-component vector of float) 0:226 'inF1' ( in 4-component vector of float) 0:227 dot-product ( temp float) 0:227 'inF0' ( in 4-component vector of float) 0:227 'inF1' ( in 4-component vector of float) 0:228 Construct vec4 ( temp 4-component vector of float) 0:228 Constant: 0:228 1.000000 0:228 component-wise multiply ( temp float) 0:228 direct index ( temp float) 0:228 'inF0' ( in 4-component vector of float) 0:228 Constant: 0:228 1 (const int) 0:228 direct index ( temp float) 0:228 'inF1' ( in 4-component vector of float) 0:228 Constant: 0:228 1 (const int) 0:228 direct index ( temp float) 0:228 'inF0' ( in 4-component vector of float) 0:228 Constant: 0:228 2 (const int) 0:228 direct index ( temp float) 0:228 'inF1' ( in 4-component vector of float) 0:228 Constant: 0:228 3 (const int) 0:232 exp ( temp 4-component vector of float) 0:232 'inF0' ( in 4-component vector of float) 0:233 exp2 ( temp 4-component vector of float) 0:233 'inF0' ( in 4-component vector of float) 0:234 face-forward ( temp 4-component vector of float) 0:234 'inF0' ( in 4-component vector of float) 0:234 'inF1' ( in 4-component vector of float) 0:234 'inF2' ( in 4-component vector of float) 0:235 findMSB ( temp int) 0:235 Constant: 0:235 7 (const int) 0:236 findLSB ( temp int) 0:236 Constant: 0:236 7 (const int) 0:237 Floor ( temp 4-component vector of float) 0:237 'inF0' ( in 4-component vector of float) 0:239 mod ( temp 4-component vector of float) 0:239 'inF0' ( in 4-component vector of float) 0:239 'inF1' ( in 4-component vector of float) 0:240 Fraction ( temp 4-component vector of float) 0:240 'inF0' ( in 4-component vector of float) 0:241 isinf ( temp 4-component vector of bool) 0:241 'inF0' ( in 4-component vector of float) 0:242 isnan ( temp 4-component vector of bool) 0:242 'inF0' ( in 4-component vector of float) 0:243 ldexp ( temp 4-component vector of float) 0:243 'inF0' ( in 4-component vector of float) 0:243 'inF1' ( in 4-component vector of float) 0:244 mix ( temp 4-component vector of float) 0:244 'inF0' ( in 4-component vector of float) 0:244 'inF1' ( in 4-component vector of float) 0:244 'inF2' ( in 4-component vector of float) 0:245 length ( temp float) 0:245 'inF0' ( in 4-component vector of float) 0:246 log ( temp 4-component vector of float) 0:246 'inF0' ( in 4-component vector of float) 0:247 vector-scale ( temp 4-component vector of float) 0:247 log2 ( temp 4-component vector of float) 0:247 'inF0' ( in 4-component vector of float) 0:247 Constant: 0:247 0.301030 0:248 log2 ( temp 4-component vector of float) 0:248 'inF0' ( in 4-component vector of float) 0:249 max ( temp 4-component vector of float) 0:249 'inF0' ( in 4-component vector of float) 0:249 'inF1' ( in 4-component vector of float) 0:250 min ( temp 4-component vector of float) 0:250 'inF0' ( in 4-component vector of float) 0:250 'inF1' ( in 4-component vector of float) 0:252 normalize ( temp 4-component vector of float) 0:252 'inF0' ( in 4-component vector of float) 0:253 pow ( temp 4-component vector of float) 0:253 'inF0' ( in 4-component vector of float) 0:253 'inF1' ( in 4-component vector of float) 0:254 radians ( temp 4-component vector of float) 0:254 'inF0' ( in 4-component vector of float) 0:255 reflect ( temp 4-component vector of float) 0:255 'inF0' ( in 4-component vector of float) 0:255 'inF1' ( in 4-component vector of float) 0:256 refract ( temp 4-component vector of float) 0:256 'inF0' ( in 4-component vector of float) 0:256 'inF1' ( in 4-component vector of float) 0:256 Constant: 0:256 2.000000 0:? bitFieldReverse ( temp 4-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) 0:258 roundEven ( temp 4-component vector of float) 0:258 'inF0' ( in 4-component vector of float) 0:259 inverse sqrt ( temp 4-component vector of float) 0:259 'inF0' ( in 4-component vector of float) 0:260 clamp ( temp 4-component vector of float) 0:260 'inF0' ( in 4-component vector of float) 0:260 Constant: 0:260 0.000000 0:260 Constant: 0:260 1.000000 0:261 Sign ( temp 4-component vector of float) 0:261 'inF0' ( in 4-component vector of float) 0:262 sine ( temp 4-component vector of float) 0:262 'inF0' ( in 4-component vector of float) 0:263 Sequence 0:263 move second child to first child ( temp 4-component vector of float) 0:263 'inF1' ( in 4-component vector of float) 0:263 sine ( temp 4-component vector of float) 0:263 'inF0' ( in 4-component vector of float) 0:263 move second child to first child ( temp 4-component vector of float) 0:263 'inF2' ( in 4-component vector of float) 0:263 cosine ( temp 4-component vector of float) 0:263 'inF0' ( in 4-component vector of float) 0:264 hyp. sine ( temp 4-component vector of float) 0:264 'inF0' ( in 4-component vector of float) 0:265 smoothstep ( temp 4-component vector of float) 0:265 'inF0' ( in 4-component vector of float) 0:265 'inF1' ( in 4-component vector of float) 0:265 'inF2' ( in 4-component vector of float) 0:266 sqrt ( temp 4-component vector of float) 0:266 'inF0' ( in 4-component vector of float) 0:267 step ( temp 4-component vector of float) 0:267 'inF0' ( in 4-component vector of float) 0:267 'inF1' ( in 4-component vector of float) 0:268 tangent ( temp 4-component vector of float) 0:268 'inF0' ( in 4-component vector of float) 0:269 hyp. tangent ( temp 4-component vector of float) 0:269 'inF0' ( in 4-component vector of float) 0:271 trunc ( temp 4-component vector of float) 0:271 'inF0' ( in 4-component vector of float) 0:274 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:331 Function Parameters: 0:331 'inF0' ( in 2X2 matrix of float) 0:331 'inF1' ( in 2X2 matrix of float) 0:331 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:333 all ( temp bool) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 Absolute value ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 arc cosine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 any ( temp bool) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 arc sine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 arc tangent ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 arc tangent ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 Ceiling ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 clamp ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 'inF2' ( in 2X2 matrix of float) 0:333 cosine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 hyp. cosine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 degrees ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 determinant ( temp float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 exp ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 exp2 ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 findMSB ( temp int) 0:333 Constant: 0:333 7 (const int) 0:333 findLSB ( temp int) 0:333 Constant: 0:333 7 (const int) 0:333 Floor ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 mod ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 Fraction ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 ldexp ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 mix ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 'inF2' ( in 2X2 matrix of float) 0:333 log ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 matrix-scale ( temp 2X2 matrix of float) 0:333 log2 ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 Constant: 0:333 0.301030 0:333 log2 ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 max ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 min ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 pow ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 radians ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 roundEven ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 inverse sqrt ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 clamp ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 Constant: 0:333 0.000000 0:333 Constant: 0:333 1.000000 0:333 Sign ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 sine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 Sequence 0:333 move second child to first child ( temp 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 sine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 move second child to first child ( temp 2X2 matrix of float) 0:333 'inF2' ( in 2X2 matrix of float) 0:333 cosine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 hyp. sine ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 smoothstep ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 'inF2' ( in 2X2 matrix of float) 0:333 sqrt ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 step ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF1' ( in 2X2 matrix of float) 0:333 tangent ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 hyp. tangent ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 transpose ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:333 trunc ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:336 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:340 Function Parameters: 0:340 'inF0' ( in 3X3 matrix of float) 0:340 'inF1' ( in 3X3 matrix of float) 0:340 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:342 all ( temp bool) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 Absolute value ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 arc cosine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 any ( temp bool) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 arc sine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 arc tangent ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 arc tangent ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 Ceiling ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 clamp ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 'inF2' ( in 3X3 matrix of float) 0:342 cosine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 hyp. cosine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 degrees ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 determinant ( temp float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 exp ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 exp2 ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 findMSB ( temp int) 0:342 Constant: 0:342 7 (const int) 0:342 findLSB ( temp int) 0:342 Constant: 0:342 7 (const int) 0:342 Floor ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 mod ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 Fraction ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 ldexp ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 mix ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 'inF2' ( in 3X3 matrix of float) 0:342 log ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 matrix-scale ( temp 3X3 matrix of float) 0:342 log2 ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 Constant: 0:342 0.301030 0:342 log2 ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 max ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 min ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 pow ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 radians ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 roundEven ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 inverse sqrt ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 clamp ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 Constant: 0:342 0.000000 0:342 Constant: 0:342 1.000000 0:342 Sign ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 sine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 Sequence 0:342 move second child to first child ( temp 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 sine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 move second child to first child ( temp 3X3 matrix of float) 0:342 'inF2' ( in 3X3 matrix of float) 0:342 cosine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 hyp. sine ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 smoothstep ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 'inF2' ( in 3X3 matrix of float) 0:342 sqrt ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 step ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF1' ( in 3X3 matrix of float) 0:342 tangent ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 hyp. tangent ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 transpose ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:342 trunc ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:345 Branch: Return with expression 0:? Constant: 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:349 Function Parameters: 0:349 'inF0' ( in 4X4 matrix of float) 0:349 'inF1' ( in 4X4 matrix of float) 0:349 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:351 all ( temp bool) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 Absolute value ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 arc cosine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 any ( temp bool) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 arc sine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 arc tangent ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 arc tangent ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 Ceiling ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 clamp ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 'inF2' ( in 4X4 matrix of float) 0:351 cosine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 hyp. cosine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 degrees ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 determinant ( temp float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 exp ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 exp2 ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 findMSB ( temp int) 0:351 Constant: 0:351 7 (const int) 0:351 findLSB ( temp int) 0:351 Constant: 0:351 7 (const int) 0:351 Floor ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 mod ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 Fraction ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 ldexp ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 mix ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 'inF2' ( in 4X4 matrix of float) 0:351 log ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 matrix-scale ( temp 4X4 matrix of float) 0:351 log2 ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 Constant: 0:351 0.301030 0:351 log2 ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 max ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 min ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 pow ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 radians ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 roundEven ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 inverse sqrt ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 clamp ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 Constant: 0:351 0.000000 0:351 Constant: 0:351 1.000000 0:351 Sign ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 sine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 Sequence 0:351 move second child to first child ( temp 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 sine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 move second child to first child ( temp 4X4 matrix of float) 0:351 'inF2' ( in 4X4 matrix of float) 0:351 cosine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 hyp. sine ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 smoothstep ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 'inF2' ( in 4X4 matrix of float) 0:351 sqrt ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 step ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF1' ( in 4X4 matrix of float) 0:351 tangent ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 hyp. tangent ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 transpose ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:351 trunc ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:354 Branch: Return with expression 0:? Constant: 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:372 Function Parameters: 0:372 'inF0' ( in float) 0:372 'inF1' ( in float) 0:372 'inFV0' ( in 2-component vector of float) 0:372 'inFV1' ( in 2-component vector of float) 0:372 'inFM0' ( in 2X2 matrix of float) 0:372 'inFM1' ( in 2X2 matrix of float) 0:? Sequence 0:373 Sequence 0:373 move second child to first child ( temp float) 0:373 'r0' ( temp float) 0:373 component-wise multiply ( temp float) 0:373 'inF1' ( in float) 0:373 'inF0' ( in float) 0:373 Sequence 0:373 move second child to first child ( temp 2-component vector of float) 0:373 'r1' ( temp 2-component vector of float) 0:373 vector-scale ( temp 2-component vector of float) 0:373 'inF0' ( in float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 Sequence 0:373 move second child to first child ( temp 2-component vector of float) 0:373 'r2' ( temp 2-component vector of float) 0:373 vector-scale ( temp 2-component vector of float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 'inF0' ( in float) 0:373 Sequence 0:373 move second child to first child ( temp float) 0:373 'r3' ( temp float) 0:373 dot-product ( temp float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 'inFV1' ( in 2-component vector of float) 0:373 Sequence 0:373 move second child to first child ( temp 2-component vector of float) 0:373 'r4' ( temp 2-component vector of float) 0:373 vector-times-matrix ( temp 2-component vector of float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:373 Sequence 0:373 move second child to first child ( temp 2-component vector of float) 0:373 'r5' ( temp 2-component vector of float) 0:373 matrix-times-vector ( temp 2-component vector of float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:373 'inFV0' ( in 2-component vector of float) 0:373 Sequence 0:373 move second child to first child ( temp 2X2 matrix of float) 0:373 'r6' ( temp 2X2 matrix of float) 0:373 matrix-scale ( temp 2X2 matrix of float) 0:373 'inF0' ( in float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:373 Sequence 0:373 move second child to first child ( temp 2X2 matrix of float) 0:373 'r7' ( temp 2X2 matrix of float) 0:373 matrix-scale ( temp 2X2 matrix of float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:373 'inF0' ( in float) 0:373 Sequence 0:373 move second child to first child ( temp 2X2 matrix of float) 0:373 'r8' ( temp 2X2 matrix of float) 0:373 matrix-multiply ( temp 2X2 matrix of float) 0:373 'inFM1' ( in 2X2 matrix of float) 0:373 'inFM0' ( in 2X2 matrix of float) 0:379 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; ( temp void) 0:379 Function Parameters: 0:379 'inF0' ( in float) 0:379 'inF1' ( in float) 0:379 'inFV0' ( in 3-component vector of float) 0:379 'inFV1' ( in 3-component vector of float) 0:379 'inFM0' ( in 3X3 matrix of float) 0:379 'inFM1' ( in 3X3 matrix of float) 0:? Sequence 0:380 Sequence 0:380 move second child to first child ( temp float) 0:380 'r0' ( temp float) 0:380 component-wise multiply ( temp float) 0:380 'inF1' ( in float) 0:380 'inF0' ( in float) 0:380 Sequence 0:380 move second child to first child ( temp 3-component vector of float) 0:380 'r1' ( temp 3-component vector of float) 0:380 vector-scale ( temp 3-component vector of float) 0:380 'inF0' ( in float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 Sequence 0:380 move second child to first child ( temp 3-component vector of float) 0:380 'r2' ( temp 3-component vector of float) 0:380 vector-scale ( temp 3-component vector of float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 'inF0' ( in float) 0:380 Sequence 0:380 move second child to first child ( temp float) 0:380 'r3' ( temp float) 0:380 dot-product ( temp float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 'inFV1' ( in 3-component vector of float) 0:380 Sequence 0:380 move second child to first child ( temp 3-component vector of float) 0:380 'r4' ( temp 3-component vector of float) 0:380 vector-times-matrix ( temp 3-component vector of float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:380 Sequence 0:380 move second child to first child ( temp 3-component vector of float) 0:380 'r5' ( temp 3-component vector of float) 0:380 matrix-times-vector ( temp 3-component vector of float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:380 'inFV0' ( in 3-component vector of float) 0:380 Sequence 0:380 move second child to first child ( temp 3X3 matrix of float) 0:380 'r6' ( temp 3X3 matrix of float) 0:380 matrix-scale ( temp 3X3 matrix of float) 0:380 'inF0' ( in float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:380 Sequence 0:380 move second child to first child ( temp 3X3 matrix of float) 0:380 'r7' ( temp 3X3 matrix of float) 0:380 matrix-scale ( temp 3X3 matrix of float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:380 'inF0' ( in float) 0:380 Sequence 0:380 move second child to first child ( temp 3X3 matrix of float) 0:380 'r8' ( temp 3X3 matrix of float) 0:380 matrix-multiply ( temp 3X3 matrix of float) 0:380 'inFM1' ( in 3X3 matrix of float) 0:380 'inFM0' ( in 3X3 matrix of float) 0:386 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; ( temp void) 0:386 Function Parameters: 0:386 'inF0' ( in float) 0:386 'inF1' ( in float) 0:386 'inFV0' ( in 4-component vector of float) 0:386 'inFV1' ( in 4-component vector of float) 0:386 'inFM0' ( in 4X4 matrix of float) 0:386 'inFM1' ( in 4X4 matrix of float) 0:? Sequence 0:387 Sequence 0:387 move second child to first child ( temp float) 0:387 'r0' ( temp float) 0:387 component-wise multiply ( temp float) 0:387 'inF1' ( in float) 0:387 'inF0' ( in float) 0:387 Sequence 0:387 move second child to first child ( temp 4-component vector of float) 0:387 'r1' ( temp 4-component vector of float) 0:387 vector-scale ( temp 4-component vector of float) 0:387 'inF0' ( in float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 Sequence 0:387 move second child to first child ( temp 4-component vector of float) 0:387 'r2' ( temp 4-component vector of float) 0:387 vector-scale ( temp 4-component vector of float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 'inF0' ( in float) 0:387 Sequence 0:387 move second child to first child ( temp float) 0:387 'r3' ( temp float) 0:387 dot-product ( temp float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 'inFV1' ( in 4-component vector of float) 0:387 Sequence 0:387 move second child to first child ( temp 4-component vector of float) 0:387 'r4' ( temp 4-component vector of float) 0:387 vector-times-matrix ( temp 4-component vector of float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:387 Sequence 0:387 move second child to first child ( temp 4-component vector of float) 0:387 'r5' ( temp 4-component vector of float) 0:387 matrix-times-vector ( temp 4-component vector of float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:387 'inFV0' ( in 4-component vector of float) 0:387 Sequence 0:387 move second child to first child ( temp 4X4 matrix of float) 0:387 'r6' ( temp 4X4 matrix of float) 0:387 matrix-scale ( temp 4X4 matrix of float) 0:387 'inF0' ( in float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:387 Sequence 0:387 move second child to first child ( temp 4X4 matrix of float) 0:387 'r7' ( temp 4X4 matrix of float) 0:387 matrix-scale ( temp 4X4 matrix of float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:387 'inF0' ( in float) 0:387 Sequence 0:387 move second child to first child ( temp 4X4 matrix of float) 0:387 'r8' ( temp 4X4 matrix of float) 0:387 matrix-multiply ( temp 4X4 matrix of float) 0:387 'inFM1' ( in 4X4 matrix of float) 0:387 'inFM0' ( in 4X4 matrix of float) 0:396 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; ( temp void) 0:396 Function Parameters: 0:396 'inF0' ( in float) 0:396 'inF1' ( in float) 0:396 'inFV2' ( in 2-component vector of float) 0:396 'inFV3' ( in 3-component vector of float) 0:396 'inFM2x3' ( in 2X3 matrix of float) 0:396 'inFM3x2' ( in 3X2 matrix of float) 0:396 'inFM3x3' ( in 3X3 matrix of float) 0:396 'inFM3x4' ( in 3X4 matrix of float) 0:396 'inFM2x4' ( in 2X4 matrix of float) 0:? Sequence 0:397 Sequence 0:397 move second child to first child ( temp float) 0:397 'r00' ( temp float) 0:397 component-wise multiply ( temp float) 0:397 'inF1' ( in float) 0:397 'inF0' ( in float) 0:398 Sequence 0:398 move second child to first child ( temp 2-component vector of float) 0:398 'r01' ( temp 2-component vector of float) 0:398 vector-scale ( temp 2-component vector of float) 0:398 'inF0' ( in float) 0:398 'inFV2' ( in 2-component vector of float) 0:399 Sequence 0:399 move second child to first child ( temp 3-component vector of float) 0:399 'r02' ( temp 3-component vector of float) 0:399 vector-scale ( temp 3-component vector of float) 0:399 'inF0' ( in float) 0:399 'inFV3' ( in 3-component vector of float) 0:400 Sequence 0:400 move second child to first child ( temp 2-component vector of float) 0:400 'r03' ( temp 2-component vector of float) 0:400 vector-scale ( temp 2-component vector of float) 0:400 'inFV2' ( in 2-component vector of float) 0:400 'inF0' ( in float) 0:401 Sequence 0:401 move second child to first child ( temp 3-component vector of float) 0:401 'r04' ( temp 3-component vector of float) 0:401 vector-scale ( temp 3-component vector of float) 0:401 'inFV3' ( in 3-component vector of float) 0:401 'inF0' ( in float) 0:402 Sequence 0:402 move second child to first child ( temp float) 0:402 'r05' ( temp float) 0:402 dot-product ( temp float) 0:402 'inFV2' ( in 2-component vector of float) 0:402 'inFV2' ( in 2-component vector of float) 0:403 Sequence 0:403 move second child to first child ( temp float) 0:403 'r06' ( temp float) 0:403 dot-product ( temp float) 0:403 'inFV3' ( in 3-component vector of float) 0:403 'inFV3' ( in 3-component vector of float) 0:404 Sequence 0:404 move second child to first child ( temp 3-component vector of float) 0:404 'r07' ( temp 3-component vector of float) 0:404 matrix-times-vector ( temp 3-component vector of float) 0:404 'inFM2x3' ( in 2X3 matrix of float) 0:404 'inFV2' ( in 2-component vector of float) 0:405 Sequence 0:405 move second child to first child ( temp 2-component vector of float) 0:405 'r08' ( temp 2-component vector of float) 0:405 matrix-times-vector ( temp 2-component vector of float) 0:405 'inFM3x2' ( in 3X2 matrix of float) 0:405 'inFV3' ( in 3-component vector of float) 0:406 Sequence 0:406 move second child to first child ( temp 2-component vector of float) 0:406 'r09' ( temp 2-component vector of float) 0:406 vector-times-matrix ( temp 2-component vector of float) 0:406 'inFV3' ( in 3-component vector of float) 0:406 'inFM2x3' ( in 2X3 matrix of float) 0:407 Sequence 0:407 move second child to first child ( temp 3-component vector of float) 0:407 'r10' ( temp 3-component vector of float) 0:407 vector-times-matrix ( temp 3-component vector of float) 0:407 'inFV2' ( in 2-component vector of float) 0:407 'inFM3x2' ( in 3X2 matrix of float) 0:408 Sequence 0:408 move second child to first child ( temp 2X3 matrix of float) 0:408 'r11' ( temp 2X3 matrix of float) 0:408 matrix-scale ( temp 2X3 matrix of float) 0:408 'inF0' ( in float) 0:408 'inFM2x3' ( in 2X3 matrix of float) 0:409 Sequence 0:409 move second child to first child ( temp 3X2 matrix of float) 0:409 'r12' ( temp 3X2 matrix of float) 0:409 matrix-scale ( temp 3X2 matrix of float) 0:409 'inF0' ( in float) 0:409 'inFM3x2' ( in 3X2 matrix of float) 0:410 Sequence 0:410 move second child to first child ( temp 2X2 matrix of float) 0:410 'r13' ( temp 2X2 matrix of float) 0:410 matrix-multiply ( temp 2X2 matrix of float) 0:410 'inFM3x2' ( in 3X2 matrix of float) 0:410 'inFM2x3' ( in 2X3 matrix of float) 0:411 Sequence 0:411 move second child to first child ( temp 2X3 matrix of float) 0:411 'r14' ( temp 2X3 matrix of float) 0:411 matrix-multiply ( temp 2X3 matrix of float) 0:411 'inFM3x3' ( in 3X3 matrix of float) 0:411 'inFM2x3' ( in 2X3 matrix of float) 0:412 Sequence 0:412 move second child to first child ( temp 2X4 matrix of float) 0:412 'r15' ( temp 2X4 matrix of float) 0:412 matrix-multiply ( temp 2X4 matrix of float) 0:412 'inFM3x4' ( in 3X4 matrix of float) 0:412 'inFM2x3' ( in 2X3 matrix of float) 0:413 Sequence 0:413 move second child to first child ( temp 3X4 matrix of float) 0:413 'r16' ( temp 3X4 matrix of float) 0:413 matrix-multiply ( temp 3X4 matrix of float) 0:413 'inFM2x4' ( in 2X4 matrix of float) 0:413 'inFM3x2' ( in 3X2 matrix of float) 0:? Linker Objects // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 1205 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "VertexShaderFunction" Source HLSL 500 Name 4 "VertexShaderFunction" Name 16 "VertexShaderFunctionS(f1;f1;f1;u1;u1;" Name 11 "inF0" Name 12 "inF1" Name 13 "inF2" Name 14 "inU0" Name 15 "inU1" Name 22 "VertexShaderFunction1(vf1;vf1;vf1;" Name 19 "inF0" Name 20 "inF1" Name 21 "inF2" Name 34 "VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2;" Name 29 "inF0" Name 30 "inF1" Name 31 "inF2" Name 32 "inU0" Name 33 "inU1" Name 46 "VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3;" Name 41 "inF0" Name 42 "inF1" Name 43 "inF2" Name 44 "inU0" Name 45 "inU1" Name 58 "VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4;" Name 53 "inF0" Name 54 "inF1" Name 55 "inF2" Name 56 "inU0" Name 57 "inU1" Name 66 "VertexShaderFunction2x2(mf22;mf22;mf22;" Name 63 "inF0" Name 64 "inF1" Name 65 "inF2" Name 74 "VertexShaderFunction3x3(mf33;mf33;mf33;" Name 71 "inF0" Name 72 "inF1" Name 73 "inF2" Name 82 "VertexShaderFunction4x4(mf44;mf44;mf44;" Name 79 "inF0" Name 80 "inF1" Name 81 "inF2" Name 91 "TestGenMul2(f1;f1;vf2;vf2;mf22;mf22;" Name 85 "inF0" Name 86 "inF1" Name 87 "inFV0" Name 88 "inFV1" Name 89 "inFM0" Name 90 "inFM1" Name 100 "TestGenMul3(f1;f1;vf3;vf3;mf33;mf33;" Name 94 "inF0" Name 95 "inF1" Name 96 "inFV0" Name 97 "inFV1" Name 98 "inFM0" Name 99 "inFM1" Name 109 "TestGenMul4(f1;f1;vf4;vf4;mf44;mf44;" Name 103 "inF0" Name 104 "inF1" Name 105 "inFV0" Name 106 "inFV1" Name 107 "inFM0" Name 108 "inFM1" Name 129 "TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24;" Name 120 "inF0" Name 121 "inF1" Name 122 "inFV2" Name 123 "inFV3" Name 124 "inFM2x3" Name 125 "inFM3x2" Name 126 "inFM3x3" Name 127 "inFM3x4" Name 128 "inFM2x4" Name 1029 "r0" Name 1033 "r1" Name 1037 "r2" Name 1041 "r3" Name 1045 "r4" Name 1049 "r5" Name 1053 "r6" Name 1057 "r7" Name 1061 "r8" Name 1065 "r0" Name 1069 "r1" Name 1073 "r2" Name 1077 "r3" Name 1081 "r4" Name 1085 "r5" Name 1089 "r6" Name 1093 "r7" Name 1097 "r8" Name 1101 "r0" Name 1105 "r1" Name 1109 "r2" Name 1113 "r3" Name 1117 "r4" Name 1121 "r5" Name 1125 "r6" Name 1129 "r7" Name 1133 "r8" Name 1137 "r00" Name 1141 "r01" Name 1145 "r02" Name 1149 "r03" Name 1153 "r04" Name 1157 "r05" Name 1161 "r06" Name 1165 "r07" Name 1169 "r08" Name 1173 "r09" Name 1177 "r10" Name 1181 "r11" Name 1185 "r12" Name 1189 "r13" Name 1193 "r14" Name 1197 "r15" Name 1201 "r16" 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 8: TypeInt 32 0 9: TypePointer Function 8(int) 10: TypeFunction 6(float) 7(ptr) 7(ptr) 7(ptr) 9(ptr) 9(ptr) 18: TypeFunction 6(float) 7(ptr) 7(ptr) 7(ptr) 24: TypeVector 6(float) 2 25: TypePointer Function 24(fvec2) 26: TypeVector 8(int) 2 27: TypePointer Function 26(ivec2) 28: TypeFunction 24(fvec2) 25(ptr) 25(ptr) 25(ptr) 27(ptr) 27(ptr) 36: TypeVector 6(float) 3 37: TypePointer Function 36(fvec3) 38: TypeVector 8(int) 3 39: TypePointer Function 38(ivec3) 40: TypeFunction 36(fvec3) 37(ptr) 37(ptr) 37(ptr) 39(ptr) 39(ptr) 48: TypeVector 6(float) 4 49: TypePointer Function 48(fvec4) 50: TypeVector 8(int) 4 51: TypePointer Function 50(ivec4) 52: TypeFunction 48(fvec4) 49(ptr) 49(ptr) 49(ptr) 51(ptr) 51(ptr) 60: TypeMatrix 24(fvec2) 2 61: TypePointer Function 60 62: TypeFunction 60 61(ptr) 61(ptr) 61(ptr) 68: TypeMatrix 36(fvec3) 3 69: TypePointer Function 68 70: TypeFunction 68 69(ptr) 69(ptr) 69(ptr) 76: TypeMatrix 48(fvec4) 4 77: TypePointer Function 76 78: TypeFunction 76 77(ptr) 77(ptr) 77(ptr) 84: TypeFunction 2 7(ptr) 7(ptr) 25(ptr) 25(ptr) 61(ptr) 61(ptr) 93: TypeFunction 2 7(ptr) 7(ptr) 37(ptr) 37(ptr) 69(ptr) 69(ptr) 102: TypeFunction 2 7(ptr) 7(ptr) 49(ptr) 49(ptr) 77(ptr) 77(ptr) 111: TypeMatrix 36(fvec3) 2 112: TypePointer Function 111 113: TypeMatrix 24(fvec2) 3 114: TypePointer Function 113 115: TypeMatrix 48(fvec4) 3 116: TypePointer Function 115 117: TypeMatrix 48(fvec4) 2 118: TypePointer Function 117 119: TypeFunction 2 7(ptr) 7(ptr) 25(ptr) 37(ptr) 112(ptr) 114(ptr) 69(ptr) 116(ptr) 118(ptr) 132: TypeBool 143: TypeInt 32 1 164: 143(int) Constant 7 196: 6(float) Constant 1050288283 211: 143(int) Constant 2 218: 6(float) Constant 0 219: 6(float) Constant 1065353216 261: TypeVector 143(int) 2 282: 143(int) Constant 3 283: 261(ivec2) ConstantComposite 164 282 311: TypeVector 132(bool) 2 349: 6(float) Constant 1073741824 351: 143(int) Constant 1 352: 261(ivec2) ConstantComposite 351 211 387: 24(fvec2) ConstantComposite 219 349 401: TypeVector 143(int) 3 422: 143(int) Constant 5 423: 401(ivec3) ConstantComposite 164 282 422 454: TypeVector 132(bool) 3 493: 401(ivec3) ConstantComposite 351 211 282 528: 6(float) Constant 1077936128 529: 36(fvec3) ConstantComposite 219 349 528 543: TypeVector 143(int) 4 564: 543(ivec4) ConstantComposite 164 282 422 211 574: 8(int) Constant 1 580: 8(int) Constant 2 583: 8(int) Constant 3 605: TypeVector 132(bool) 4 644: 143(int) Constant 4 645: 543(ivec4) ConstantComposite 351 211 282 644 680: 6(float) Constant 1082130432 681: 48(fvec4) ConstantComposite 219 349 528 680 792: 24(fvec2) ConstantComposite 349 349 793: 60 ConstantComposite 792 792 907: 36(fvec3) ConstantComposite 528 528 528 908: 68 ConstantComposite 907 907 907 1025: 48(fvec4) ConstantComposite 680 680 680 680 1026: 76 ConstantComposite 1025 1025 1025 1025 4(VertexShaderFunction): 2 Function None 3 5: Label Return FunctionEnd 16(VertexShaderFunctionS(f1;f1;f1;u1;u1;): 6(float) Function None 10 11(inF0): 7(ptr) FunctionParameter 12(inF1): 7(ptr) FunctionParameter 13(inF2): 7(ptr) FunctionParameter 14(inU0): 9(ptr) FunctionParameter 15(inU1): 9(ptr) FunctionParameter 17: Label 131: 6(float) Load 11(inF0) 133: 132(bool) All 131 134: 6(float) Load 11(inF0) 135: 6(float) ExtInst 1(GLSL.std.450) 4(FAbs) 134 136: 6(float) Load 11(inF0) 137: 6(float) ExtInst 1(GLSL.std.450) 17(Acos) 136 138: 6(float) Load 11(inF0) 139: 132(bool) Any 138 140: 6(float) Load 11(inF0) 141: 6(float) ExtInst 1(GLSL.std.450) 16(Asin) 140 142: 6(float) Load 11(inF0) 144: 143(int) Bitcast 142 145: 6(float) Load 11(inF0) 146: 8(int) Bitcast 145 147: 8(int) Load 14(inU0) 148: 6(float) Bitcast 147 149: 6(float) Load 11(inF0) 150: 6(float) ExtInst 1(GLSL.std.450) 18(Atan) 149 151: 6(float) Load 11(inF0) 152: 6(float) Load 12(inF1) 153: 6(float) ExtInst 1(GLSL.std.450) 25(Atan2) 151 152 154: 6(float) Load 11(inF0) 155: 6(float) ExtInst 1(GLSL.std.450) 9(Ceil) 154 156: 6(float) Load 11(inF0) 157: 6(float) Load 12(inF1) 158: 6(float) Load 13(inF2) 159: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 156 157 158 160: 6(float) Load 11(inF0) 161: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 160 162: 6(float) Load 11(inF0) 163: 6(float) ExtInst 1(GLSL.std.450) 20(Cosh) 162 165: 143(int) BitCount 164 166: 6(float) Load 11(inF0) 167: 6(float) ExtInst 1(GLSL.std.450) 12(Degrees) 166 168: 6(float) Load 11(inF0) 169: 6(float) ExtInst 1(GLSL.std.450) 27(Exp) 168 170: 6(float) Load 11(inF0) 171: 6(float) ExtInst 1(GLSL.std.450) 29(Exp2) 170 172: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164 173: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164 174: 6(float) Load 11(inF0) 175: 6(float) ExtInst 1(GLSL.std.450) 8(Floor) 174 176: 6(float) Load 11(inF0) 177: 6(float) Load 12(inF1) 178: 6(float) FMod 176 177 179: 6(float) Load 11(inF0) 180: 6(float) ExtInst 1(GLSL.std.450) 10(Fract) 179 181: 6(float) Load 11(inF0) 182: 132(bool) IsInf 181 183: 6(float) Load 11(inF0) 184: 132(bool) IsNan 183 185: 6(float) Load 11(inF0) 186: 6(float) Load 12(inF1) 187: 6(float) ExtInst 1(GLSL.std.450) 53(Ldexp) 185 186 188: 6(float) Load 11(inF0) 189: 6(float) Load 12(inF1) 190: 6(float) Load 13(inF2) 191: 6(float) ExtInst 1(GLSL.std.450) 46(FMix) 188 189 190 192: 6(float) Load 11(inF0) 193: 6(float) ExtInst 1(GLSL.std.450) 28(Log) 192 194: 6(float) Load 11(inF0) 195: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 194 197: 6(float) FMul 195 196 198: 6(float) Load 11(inF0) 199: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 198 200: 6(float) Load 11(inF0) 201: 6(float) Load 12(inF1) 202: 6(float) ExtInst 1(GLSL.std.450) 40(FMax) 200 201 203: 6(float) Load 11(inF0) 204: 6(float) Load 12(inF1) 205: 6(float) ExtInst 1(GLSL.std.450) 37(FMin) 203 204 206: 6(float) Load 11(inF0) 207: 6(float) Load 12(inF1) 208: 6(float) ExtInst 1(GLSL.std.450) 26(Pow) 206 207 209: 6(float) Load 11(inF0) 210: 6(float) ExtInst 1(GLSL.std.450) 11(Radians) 209 212: 143(int) BitReverse 211 213: 6(float) Load 11(inF0) 214: 6(float) ExtInst 1(GLSL.std.450) 2(RoundEven) 213 215: 6(float) Load 11(inF0) 216: 6(float) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 215 217: 6(float) Load 11(inF0) 220: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 217 218 219 221: 6(float) Load 11(inF0) 222: 6(float) ExtInst 1(GLSL.std.450) 6(FSign) 221 223: 6(float) Load 11(inF0) 224: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 223 225: 6(float) Load 11(inF0) 226: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 225 Store 12(inF1) 226 227: 6(float) Load 11(inF0) 228: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 227 Store 13(inF2) 228 229: 6(float) Load 11(inF0) 230: 6(float) ExtInst 1(GLSL.std.450) 19(Sinh) 229 231: 6(float) Load 11(inF0) 232: 6(float) Load 12(inF1) 233: 6(float) Load 13(inF2) 234: 6(float) ExtInst 1(GLSL.std.450) 49(SmoothStep) 231 232 233 235: 6(float) Load 11(inF0) 236: 6(float) ExtInst 1(GLSL.std.450) 31(Sqrt) 235 237: 6(float) Load 11(inF0) 238: 6(float) Load 12(inF1) 239: 6(float) ExtInst 1(GLSL.std.450) 48(Step) 237 238 240: 6(float) Load 11(inF0) 241: 6(float) ExtInst 1(GLSL.std.450) 15(Tan) 240 242: 6(float) Load 11(inF0) 243: 6(float) ExtInst 1(GLSL.std.450) 21(Tanh) 242 244: 6(float) Load 11(inF0) 245: 6(float) ExtInst 1(GLSL.std.450) 3(Trunc) 244 ReturnValue 218 FunctionEnd 22(VertexShaderFunction1(vf1;vf1;vf1;): 6(float) Function None 18 19(inF0): 7(ptr) FunctionParameter 20(inF1): 7(ptr) FunctionParameter 21(inF2): 7(ptr) FunctionParameter 23: Label ReturnValue 218 FunctionEnd 34(VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2;): 24(fvec2) Function None 28 29(inF0): 25(ptr) FunctionParameter 30(inF1): 25(ptr) FunctionParameter 31(inF2): 25(ptr) FunctionParameter 32(inU0): 27(ptr) FunctionParameter 33(inU1): 27(ptr) FunctionParameter 35: Label 250: 24(fvec2) Load 29(inF0) 251: 132(bool) All 250 252: 24(fvec2) Load 29(inF0) 253: 24(fvec2) ExtInst 1(GLSL.std.450) 4(FAbs) 252 254: 24(fvec2) Load 29(inF0) 255: 24(fvec2) ExtInst 1(GLSL.std.450) 17(Acos) 254 256: 24(fvec2) Load 29(inF0) 257: 132(bool) Any 256 258: 24(fvec2) Load 29(inF0) 259: 24(fvec2) ExtInst 1(GLSL.std.450) 16(Asin) 258 260: 24(fvec2) Load 29(inF0) 262: 261(ivec2) Bitcast 260 263: 24(fvec2) Load 29(inF0) 264: 26(ivec2) Bitcast 263 265: 26(ivec2) Load 32(inU0) 266: 24(fvec2) Bitcast 265 267: 24(fvec2) Load 29(inF0) 268: 24(fvec2) ExtInst 1(GLSL.std.450) 18(Atan) 267 269: 24(fvec2) Load 29(inF0) 270: 24(fvec2) Load 30(inF1) 271: 24(fvec2) ExtInst 1(GLSL.std.450) 25(Atan2) 269 270 272: 24(fvec2) Load 29(inF0) 273: 24(fvec2) ExtInst 1(GLSL.std.450) 9(Ceil) 272 274: 24(fvec2) Load 29(inF0) 275: 24(fvec2) Load 30(inF1) 276: 24(fvec2) Load 31(inF2) 277: 24(fvec2) ExtInst 1(GLSL.std.450) 43(FClamp) 274 275 276 278: 24(fvec2) Load 29(inF0) 279: 24(fvec2) ExtInst 1(GLSL.std.450) 14(Cos) 278 280: 24(fvec2) Load 29(inF0) 281: 24(fvec2) ExtInst 1(GLSL.std.450) 20(Cosh) 280 284: 261(ivec2) BitCount 283 285: 24(fvec2) Load 29(inF0) 286: 24(fvec2) ExtInst 1(GLSL.std.450) 12(Degrees) 285 287: 24(fvec2) Load 29(inF0) 288: 24(fvec2) Load 30(inF1) 289: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 287 288 290: 24(fvec2) Load 29(inF0) 291: 24(fvec2) Load 30(inF1) 292: 6(float) Dot 290 291 293: 24(fvec2) Load 29(inF0) 294: 24(fvec2) ExtInst 1(GLSL.std.450) 27(Exp) 293 295: 24(fvec2) Load 29(inF0) 296: 24(fvec2) ExtInst 1(GLSL.std.450) 29(Exp2) 295 297: 24(fvec2) Load 29(inF0) 298: 24(fvec2) Load 30(inF1) 299: 24(fvec2) Load 31(inF2) 300: 24(fvec2) ExtInst 1(GLSL.std.450) 70(FaceForward) 297 298 299 301: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164 302: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164 303: 24(fvec2) Load 29(inF0) 304: 24(fvec2) ExtInst 1(GLSL.std.450) 8(Floor) 303 305: 24(fvec2) Load 29(inF0) 306: 24(fvec2) Load 30(inF1) 307: 24(fvec2) FMod 305 306 308: 24(fvec2) Load 29(inF0) 309: 24(fvec2) ExtInst 1(GLSL.std.450) 10(Fract) 308 310: 24(fvec2) Load 29(inF0) 312: 311(bvec2) IsInf 310 313: 24(fvec2) Load 29(inF0) 314: 311(bvec2) IsNan 313 315: 24(fvec2) Load 29(inF0) 316: 24(fvec2) Load 30(inF1) 317: 24(fvec2) ExtInst 1(GLSL.std.450) 53(Ldexp) 315 316 318: 24(fvec2) Load 29(inF0) 319: 24(fvec2) Load 30(inF1) 320: 24(fvec2) Load 31(inF2) 321: 24(fvec2) ExtInst 1(GLSL.std.450) 46(FMix) 318 319 320 322: 24(fvec2) Load 29(inF0) 323: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 322 324: 24(fvec2) Load 29(inF0) 325: 24(fvec2) ExtInst 1(GLSL.std.450) 28(Log) 324 326: 24(fvec2) Load 29(inF0) 327: 24(fvec2) ExtInst 1(GLSL.std.450) 30(Log2) 326 328: 24(fvec2) VectorTimesScalar 327 196 329: 24(fvec2) Load 29(inF0) 330: 24(fvec2) ExtInst 1(GLSL.std.450) 30(Log2) 329 331: 24(fvec2) Load 29(inF0) 332: 24(fvec2) Load 30(inF1) 333: 24(fvec2) ExtInst 1(GLSL.std.450) 40(FMax) 331 332 334: 24(fvec2) Load 29(inF0) 335: 24(fvec2) Load 30(inF1) 336: 24(fvec2) ExtInst 1(GLSL.std.450) 37(FMin) 334 335 337: 24(fvec2) Load 29(inF0) 338: 24(fvec2) ExtInst 1(GLSL.std.450) 69(Normalize) 337 339: 24(fvec2) Load 29(inF0) 340: 24(fvec2) Load 30(inF1) 341: 24(fvec2) ExtInst 1(GLSL.std.450) 26(Pow) 339 340 342: 24(fvec2) Load 29(inF0) 343: 24(fvec2) ExtInst 1(GLSL.std.450) 11(Radians) 342 344: 24(fvec2) Load 29(inF0) 345: 24(fvec2) Load 30(inF1) 346: 24(fvec2) ExtInst 1(GLSL.std.450) 71(Reflect) 344 345 347: 24(fvec2) Load 29(inF0) 348: 24(fvec2) Load 30(inF1) 350: 24(fvec2) ExtInst 1(GLSL.std.450) 72(Refract) 347 348 349 353: 261(ivec2) BitReverse 352 354: 24(fvec2) Load 29(inF0) 355: 24(fvec2) ExtInst 1(GLSL.std.450) 2(RoundEven) 354 356: 24(fvec2) Load 29(inF0) 357: 24(fvec2) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 356 358: 24(fvec2) Load 29(inF0) 359: 24(fvec2) CompositeConstruct 218 218 360: 24(fvec2) CompositeConstruct 219 219 361: 24(fvec2) ExtInst 1(GLSL.std.450) 43(FClamp) 358 359 360 362: 24(fvec2) Load 29(inF0) 363: 24(fvec2) ExtInst 1(GLSL.std.450) 6(FSign) 362 364: 24(fvec2) Load 29(inF0) 365: 24(fvec2) ExtInst 1(GLSL.std.450) 13(Sin) 364 366: 24(fvec2) Load 29(inF0) 367: 24(fvec2) ExtInst 1(GLSL.std.450) 13(Sin) 366 Store 30(inF1) 367 368: 24(fvec2) Load 29(inF0) 369: 24(fvec2) ExtInst 1(GLSL.std.450) 14(Cos) 368 Store 31(inF2) 369 370: 24(fvec2) Load 29(inF0) 371: 24(fvec2) ExtInst 1(GLSL.std.450) 19(Sinh) 370 372: 24(fvec2) Load 29(inF0) 373: 24(fvec2) Load 30(inF1) 374: 24(fvec2) Load 31(inF2) 375: 24(fvec2) ExtInst 1(GLSL.std.450) 49(SmoothStep) 372 373 374 376: 24(fvec2) Load 29(inF0) 377: 24(fvec2) ExtInst 1(GLSL.std.450) 31(Sqrt) 376 378: 24(fvec2) Load 29(inF0) 379: 24(fvec2) Load 30(inF1) 380: 24(fvec2) ExtInst 1(GLSL.std.450) 48(Step) 378 379 381: 24(fvec2) Load 29(inF0) 382: 24(fvec2) ExtInst 1(GLSL.std.450) 15(Tan) 381 383: 24(fvec2) Load 29(inF0) 384: 24(fvec2) ExtInst 1(GLSL.std.450) 21(Tanh) 383 385: 24(fvec2) Load 29(inF0) 386: 24(fvec2) ExtInst 1(GLSL.std.450) 3(Trunc) 385 ReturnValue 387 FunctionEnd 46(VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3;): 36(fvec3) Function None 40 41(inF0): 37(ptr) FunctionParameter 42(inF1): 37(ptr) FunctionParameter 43(inF2): 37(ptr) FunctionParameter 44(inU0): 39(ptr) FunctionParameter 45(inU1): 39(ptr) FunctionParameter 47: Label 390: 36(fvec3) Load 41(inF0) 391: 132(bool) All 390 392: 36(fvec3) Load 41(inF0) 393: 36(fvec3) ExtInst 1(GLSL.std.450) 4(FAbs) 392 394: 36(fvec3) Load 41(inF0) 395: 36(fvec3) ExtInst 1(GLSL.std.450) 17(Acos) 394 396: 36(fvec3) Load 41(inF0) 397: 132(bool) Any 396 398: 36(fvec3) Load 41(inF0) 399: 36(fvec3) ExtInst 1(GLSL.std.450) 16(Asin) 398 400: 36(fvec3) Load 41(inF0) 402: 401(ivec3) Bitcast 400 403: 36(fvec3) Load 41(inF0) 404: 38(ivec3) Bitcast 403 405: 38(ivec3) Load 44(inU0) 406: 36(fvec3) Bitcast 405 407: 36(fvec3) Load 41(inF0) 408: 36(fvec3) ExtInst 1(GLSL.std.450) 18(Atan) 407 409: 36(fvec3) Load 41(inF0) 410: 36(fvec3) Load 42(inF1) 411: 36(fvec3) ExtInst 1(GLSL.std.450) 25(Atan2) 409 410 412: 36(fvec3) Load 41(inF0) 413: 36(fvec3) ExtInst 1(GLSL.std.450) 9(Ceil) 412 414: 36(fvec3) Load 41(inF0) 415: 36(fvec3) Load 42(inF1) 416: 36(fvec3) Load 43(inF2) 417: 36(fvec3) ExtInst 1(GLSL.std.450) 43(FClamp) 414 415 416 418: 36(fvec3) Load 41(inF0) 419: 36(fvec3) ExtInst 1(GLSL.std.450) 14(Cos) 418 420: 36(fvec3) Load 41(inF0) 421: 36(fvec3) ExtInst 1(GLSL.std.450) 20(Cosh) 420 424: 401(ivec3) BitCount 423 425: 36(fvec3) Load 41(inF0) 426: 36(fvec3) Load 42(inF1) 427: 36(fvec3) ExtInst 1(GLSL.std.450) 68(Cross) 425 426 428: 36(fvec3) Load 41(inF0) 429: 36(fvec3) ExtInst 1(GLSL.std.450) 12(Degrees) 428 430: 36(fvec3) Load 41(inF0) 431: 36(fvec3) Load 42(inF1) 432: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 430 431 433: 36(fvec3) Load 41(inF0) 434: 36(fvec3) Load 42(inF1) 435: 6(float) Dot 433 434 436: 36(fvec3) Load 41(inF0) 437: 36(fvec3) ExtInst 1(GLSL.std.450) 27(Exp) 436 438: 36(fvec3) Load 41(inF0) 439: 36(fvec3) ExtInst 1(GLSL.std.450) 29(Exp2) 438 440: 36(fvec3) Load 41(inF0) 441: 36(fvec3) Load 42(inF1) 442: 36(fvec3) Load 43(inF2) 443: 36(fvec3) ExtInst 1(GLSL.std.450) 70(FaceForward) 440 441 442 444: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164 445: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164 446: 36(fvec3) Load 41(inF0) 447: 36(fvec3) ExtInst 1(GLSL.std.450) 8(Floor) 446 448: 36(fvec3) Load 41(inF0) 449: 36(fvec3) Load 42(inF1) 450: 36(fvec3) FMod 448 449 451: 36(fvec3) Load 41(inF0) 452: 36(fvec3) ExtInst 1(GLSL.std.450) 10(Fract) 451 453: 36(fvec3) Load 41(inF0) 455: 454(bvec3) IsInf 453 456: 36(fvec3) Load 41(inF0) 457: 454(bvec3) IsNan 456 458: 36(fvec3) Load 41(inF0) 459: 36(fvec3) Load 42(inF1) 460: 36(fvec3) ExtInst 1(GLSL.std.450) 53(Ldexp) 458 459 461: 36(fvec3) Load 41(inF0) 462: 36(fvec3) Load 42(inF1) 463: 36(fvec3) Load 43(inF2) 464: 36(fvec3) ExtInst 1(GLSL.std.450) 46(FMix) 461 462 463 465: 36(fvec3) Load 41(inF0) 466: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 465 467: 36(fvec3) Load 41(inF0) 468: 36(fvec3) ExtInst 1(GLSL.std.450) 28(Log) 467 469: 36(fvec3) Load 41(inF0) 470: 36(fvec3) ExtInst 1(GLSL.std.450) 30(Log2) 469 471: 36(fvec3) VectorTimesScalar 470 196 472: 36(fvec3) Load 41(inF0) 473: 36(fvec3) ExtInst 1(GLSL.std.450) 30(Log2) 472 474: 36(fvec3) Load 41(inF0) 475: 36(fvec3) Load 42(inF1) 476: 36(fvec3) ExtInst 1(GLSL.std.450) 40(FMax) 474 475 477: 36(fvec3) Load 41(inF0) 478: 36(fvec3) Load 42(inF1) 479: 36(fvec3) ExtInst 1(GLSL.std.450) 37(FMin) 477 478 480: 36(fvec3) Load 41(inF0) 481: 36(fvec3) ExtInst 1(GLSL.std.450) 69(Normalize) 480 482: 36(fvec3) Load 41(inF0) 483: 36(fvec3) Load 42(inF1) 484: 36(fvec3) ExtInst 1(GLSL.std.450) 26(Pow) 482 483 485: 36(fvec3) Load 41(inF0) 486: 36(fvec3) ExtInst 1(GLSL.std.450) 11(Radians) 485 487: 36(fvec3) Load 41(inF0) 488: 36(fvec3) Load 42(inF1) 489: 36(fvec3) ExtInst 1(GLSL.std.450) 71(Reflect) 487 488 490: 36(fvec3) Load 41(inF0) 491: 36(fvec3) Load 42(inF1) 492: 36(fvec3) ExtInst 1(GLSL.std.450) 72(Refract) 490 491 349 494: 401(ivec3) BitReverse 493 495: 36(fvec3) Load 41(inF0) 496: 36(fvec3) ExtInst 1(GLSL.std.450) 2(RoundEven) 495 497: 36(fvec3) Load 41(inF0) 498: 36(fvec3) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 497 499: 36(fvec3) Load 41(inF0) 500: 36(fvec3) CompositeConstruct 218 218 218 501: 36(fvec3) CompositeConstruct 219 219 219 502: 36(fvec3) ExtInst 1(GLSL.std.450) 43(FClamp) 499 500 501 503: 36(fvec3) Load 41(inF0) 504: 36(fvec3) ExtInst 1(GLSL.std.450) 6(FSign) 503 505: 36(fvec3) Load 41(inF0) 506: 36(fvec3) ExtInst 1(GLSL.std.450) 13(Sin) 505 507: 36(fvec3) Load 41(inF0) 508: 36(fvec3) ExtInst 1(GLSL.std.450) 13(Sin) 507 Store 42(inF1) 508 509: 36(fvec3) Load 41(inF0) 510: 36(fvec3) ExtInst 1(GLSL.std.450) 14(Cos) 509 Store 43(inF2) 510 511: 36(fvec3) Load 41(inF0) 512: 36(fvec3) ExtInst 1(GLSL.std.450) 19(Sinh) 511 513: 36(fvec3) Load 41(inF0) 514: 36(fvec3) Load 42(inF1) 515: 36(fvec3) Load 43(inF2) 516: 36(fvec3) ExtInst 1(GLSL.std.450) 49(SmoothStep) 513 514 515 517: 36(fvec3) Load 41(inF0) 518: 36(fvec3) ExtInst 1(GLSL.std.450) 31(Sqrt) 517 519: 36(fvec3) Load 41(inF0) 520: 36(fvec3) Load 42(inF1) 521: 36(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 519 520 522: 36(fvec3) Load 41(inF0) 523: 36(fvec3) ExtInst 1(GLSL.std.450) 15(Tan) 522 524: 36(fvec3) Load 41(inF0) 525: 36(fvec3) ExtInst 1(GLSL.std.450) 21(Tanh) 524 526: 36(fvec3) Load 41(inF0) 527: 36(fvec3) ExtInst 1(GLSL.std.450) 3(Trunc) 526 ReturnValue 529 FunctionEnd 58(VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4;): 48(fvec4) Function None 52 53(inF0): 49(ptr) FunctionParameter 54(inF1): 49(ptr) FunctionParameter 55(inF2): 49(ptr) FunctionParameter 56(inU0): 51(ptr) FunctionParameter 57(inU1): 51(ptr) FunctionParameter 59: Label 532: 48(fvec4) Load 53(inF0) 533: 132(bool) All 532 534: 48(fvec4) Load 53(inF0) 535: 48(fvec4) ExtInst 1(GLSL.std.450) 4(FAbs) 534 536: 48(fvec4) Load 53(inF0) 537: 48(fvec4) ExtInst 1(GLSL.std.450) 17(Acos) 536 538: 48(fvec4) Load 53(inF0) 539: 132(bool) Any 538 540: 48(fvec4) Load 53(inF0) 541: 48(fvec4) ExtInst 1(GLSL.std.450) 16(Asin) 540 542: 48(fvec4) Load 53(inF0) 544: 543(ivec4) Bitcast 542 545: 48(fvec4) Load 53(inF0) 546: 50(ivec4) Bitcast 545 547: 50(ivec4) Load 56(inU0) 548: 48(fvec4) Bitcast 547 549: 48(fvec4) Load 53(inF0) 550: 48(fvec4) ExtInst 1(GLSL.std.450) 18(Atan) 549 551: 48(fvec4) Load 53(inF0) 552: 48(fvec4) Load 54(inF1) 553: 48(fvec4) ExtInst 1(GLSL.std.450) 25(Atan2) 551 552 554: 48(fvec4) Load 53(inF0) 555: 48(fvec4) ExtInst 1(GLSL.std.450) 9(Ceil) 554 556: 48(fvec4) Load 53(inF0) 557: 48(fvec4) Load 54(inF1) 558: 48(fvec4) Load 55(inF2) 559: 48(fvec4) ExtInst 1(GLSL.std.450) 43(FClamp) 556 557 558 560: 48(fvec4) Load 53(inF0) 561: 48(fvec4) ExtInst 1(GLSL.std.450) 14(Cos) 560 562: 48(fvec4) Load 53(inF0) 563: 48(fvec4) ExtInst 1(GLSL.std.450) 20(Cosh) 562 565: 543(ivec4) BitCount 564 566: 48(fvec4) Load 53(inF0) 567: 48(fvec4) ExtInst 1(GLSL.std.450) 12(Degrees) 566 568: 48(fvec4) Load 53(inF0) 569: 48(fvec4) Load 54(inF1) 570: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 568 569 571: 48(fvec4) Load 53(inF0) 572: 48(fvec4) Load 54(inF1) 573: 6(float) Dot 571 572 575: 7(ptr) AccessChain 53(inF0) 574 576: 6(float) Load 575 577: 7(ptr) AccessChain 54(inF1) 574 578: 6(float) Load 577 579: 6(float) FMul 576 578 581: 7(ptr) AccessChain 53(inF0) 580 582: 6(float) Load 581 584: 7(ptr) AccessChain 54(inF1) 583 585: 6(float) Load 584 586: 48(fvec4) CompositeConstruct 219 579 582 585 587: 48(fvec4) Load 53(inF0) 588: 48(fvec4) ExtInst 1(GLSL.std.450) 27(Exp) 587 589: 48(fvec4) Load 53(inF0) 590: 48(fvec4) ExtInst 1(GLSL.std.450) 29(Exp2) 589 591: 48(fvec4) Load 53(inF0) 592: 48(fvec4) Load 54(inF1) 593: 48(fvec4) Load 55(inF2) 594: 48(fvec4) ExtInst 1(GLSL.std.450) 70(FaceForward) 591 592 593 595: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164 596: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164 597: 48(fvec4) Load 53(inF0) 598: 48(fvec4) ExtInst 1(GLSL.std.450) 8(Floor) 597 599: 48(fvec4) Load 53(inF0) 600: 48(fvec4) Load 54(inF1) 601: 48(fvec4) FMod 599 600 602: 48(fvec4) Load 53(inF0) 603: 48(fvec4) ExtInst 1(GLSL.std.450) 10(Fract) 602 604: 48(fvec4) Load 53(inF0) 606: 605(bvec4) IsInf 604 607: 48(fvec4) Load 53(inF0) 608: 605(bvec4) IsNan 607 609: 48(fvec4) Load 53(inF0) 610: 48(fvec4) Load 54(inF1) 611: 48(fvec4) ExtInst 1(GLSL.std.450) 53(Ldexp) 609 610 612: 48(fvec4) Load 53(inF0) 613: 48(fvec4) Load 54(inF1) 614: 48(fvec4) Load 55(inF2) 615: 48(fvec4) ExtInst 1(GLSL.std.450) 46(FMix) 612 613 614 616: 48(fvec4) Load 53(inF0) 617: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 616 618: 48(fvec4) Load 53(inF0) 619: 48(fvec4) ExtInst 1(GLSL.std.450) 28(Log) 618 620: 48(fvec4) Load 53(inF0) 621: 48(fvec4) ExtInst 1(GLSL.std.450) 30(Log2) 620 622: 48(fvec4) VectorTimesScalar 621 196 623: 48(fvec4) Load 53(inF0) 624: 48(fvec4) ExtInst 1(GLSL.std.450) 30(Log2) 623 625: 48(fvec4) Load 53(inF0) 626: 48(fvec4) Load 54(inF1) 627: 48(fvec4) ExtInst 1(GLSL.std.450) 40(FMax) 625 626 628: 48(fvec4) Load 53(inF0) 629: 48(fvec4) Load 54(inF1) 630: 48(fvec4) ExtInst 1(GLSL.std.450) 37(FMin) 628 629 631: 48(fvec4) Load 53(inF0) 632: 48(fvec4) ExtInst 1(GLSL.std.450) 69(Normalize) 631 633: 48(fvec4) Load 53(inF0) 634: 48(fvec4) Load 54(inF1) 635: 48(fvec4) ExtInst 1(GLSL.std.450) 26(Pow) 633 634 636: 48(fvec4) Load 53(inF0) 637: 48(fvec4) ExtInst 1(GLSL.std.450) 11(Radians) 636 638: 48(fvec4) Load 53(inF0) 639: 48(fvec4) Load 54(inF1) 640: 48(fvec4) ExtInst 1(GLSL.std.450) 71(Reflect) 638 639 641: 48(fvec4) Load 53(inF0) 642: 48(fvec4) Load 54(inF1) 643: 48(fvec4) ExtInst 1(GLSL.std.450) 72(Refract) 641 642 349 646: 543(ivec4) BitReverse 645 647: 48(fvec4) Load 53(inF0) 648: 48(fvec4) ExtInst 1(GLSL.std.450) 2(RoundEven) 647 649: 48(fvec4) Load 53(inF0) 650: 48(fvec4) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 649 651: 48(fvec4) Load 53(inF0) 652: 48(fvec4) CompositeConstruct 218 218 218 218 653: 48(fvec4) CompositeConstruct 219 219 219 219 654: 48(fvec4) ExtInst 1(GLSL.std.450) 43(FClamp) 651 652 653 655: 48(fvec4) Load 53(inF0) 656: 48(fvec4) ExtInst 1(GLSL.std.450) 6(FSign) 655 657: 48(fvec4) Load 53(inF0) 658: 48(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 657 659: 48(fvec4) Load 53(inF0) 660: 48(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 659 Store 54(inF1) 660 661: 48(fvec4) Load 53(inF0) 662: 48(fvec4) ExtInst 1(GLSL.std.450) 14(Cos) 661 Store 55(inF2) 662 663: 48(fvec4) Load 53(inF0) 664: 48(fvec4) ExtInst 1(GLSL.std.450) 19(Sinh) 663 665: 48(fvec4) Load 53(inF0) 666: 48(fvec4) Load 54(inF1) 667: 48(fvec4) Load 55(inF2) 668: 48(fvec4) ExtInst 1(GLSL.std.450) 49(SmoothStep) 665 666 667 669: 48(fvec4) Load 53(inF0) 670: 48(fvec4) ExtInst 1(GLSL.std.450) 31(Sqrt) 669 671: 48(fvec4) Load 53(inF0) 672: 48(fvec4) Load 54(inF1) 673: 48(fvec4) ExtInst 1(GLSL.std.450) 48(Step) 671 672 674: 48(fvec4) Load 53(inF0) 675: 48(fvec4) ExtInst 1(GLSL.std.450) 15(Tan) 674 676: 48(fvec4) Load 53(inF0) 677: 48(fvec4) ExtInst 1(GLSL.std.450) 21(Tanh) 676 678: 48(fvec4) Load 53(inF0) 679: 48(fvec4) ExtInst 1(GLSL.std.450) 3(Trunc) 678 ReturnValue 681 FunctionEnd 66(VertexShaderFunction2x2(mf22;mf22;mf22;): 60 Function None 62 63(inF0): 61(ptr) FunctionParameter 64(inF1): 61(ptr) FunctionParameter 65(inF2): 61(ptr) FunctionParameter 67: Label 684: 60 Load 63(inF0) 685: 132(bool) All 684 686: 60 Load 63(inF0) 687: 60 ExtInst 1(GLSL.std.450) 4(FAbs) 686 688: 60 Load 63(inF0) 689: 60 ExtInst 1(GLSL.std.450) 17(Acos) 688 690: 60 Load 63(inF0) 691: 132(bool) Any 690 692: 60 Load 63(inF0) 693: 60 ExtInst 1(GLSL.std.450) 16(Asin) 692 694: 60 Load 63(inF0) 695: 60 ExtInst 1(GLSL.std.450) 18(Atan) 694 696: 60 Load 63(inF0) 697: 60 Load 64(inF1) 698: 60 ExtInst 1(GLSL.std.450) 25(Atan2) 696 697 699: 60 Load 63(inF0) 700: 60 ExtInst 1(GLSL.std.450) 9(Ceil) 699 701: 60 Load 63(inF0) 702: 60 Load 64(inF1) 703: 60 Load 65(inF2) 704: 60 ExtInst 1(GLSL.std.450) 43(FClamp) 701 702 703 705: 60 Load 63(inF0) 706: 60 ExtInst 1(GLSL.std.450) 14(Cos) 705 707: 60 Load 63(inF0) 708: 60 ExtInst 1(GLSL.std.450) 20(Cosh) 707 709: 60 Load 63(inF0) 710: 60 ExtInst 1(GLSL.std.450) 12(Degrees) 709 711: 60 Load 63(inF0) 712: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 711 713: 60 Load 63(inF0) 714: 60 ExtInst 1(GLSL.std.450) 27(Exp) 713 715: 60 Load 63(inF0) 716: 60 ExtInst 1(GLSL.std.450) 29(Exp2) 715 717: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164 718: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164 719: 60 Load 63(inF0) 720: 60 ExtInst 1(GLSL.std.450) 8(Floor) 719 721: 60 Load 63(inF0) 722: 60 Load 64(inF1) 723: 24(fvec2) CompositeExtract 721 0 724: 24(fvec2) CompositeExtract 722 0 725: 24(fvec2) FMod 723 724 726: 24(fvec2) CompositeExtract 721 1 727: 24(fvec2) CompositeExtract 722 1 728: 24(fvec2) FMod 726 727 729: 60 CompositeConstruct 725 728 730: 60 Load 63(inF0) 731: 60 ExtInst 1(GLSL.std.450) 10(Fract) 730 732: 60 Load 63(inF0) 733: 60 Load 64(inF1) 734: 60 ExtInst 1(GLSL.std.450) 53(Ldexp) 732 733 735: 60 Load 63(inF0) 736: 60 Load 64(inF1) 737: 60 Load 65(inF2) 738: 60 ExtInst 1(GLSL.std.450) 46(FMix) 735 736 737 739: 60 Load 63(inF0) 740: 60 ExtInst 1(GLSL.std.450) 28(Log) 739 741: 60 Load 63(inF0) 742: 60 ExtInst 1(GLSL.std.450) 30(Log2) 741 743: 60 MatrixTimesScalar 742 196 744: 60 Load 63(inF0) 745: 60 ExtInst 1(GLSL.std.450) 30(Log2) 744 746: 60 Load 63(inF0) 747: 60 Load 64(inF1) 748: 60 ExtInst 1(GLSL.std.450) 40(FMax) 746 747 749: 60 Load 63(inF0) 750: 60 Load 64(inF1) 751: 60 ExtInst 1(GLSL.std.450) 37(FMin) 749 750 752: 60 Load 63(inF0) 753: 60 Load 64(inF1) 754: 60 ExtInst 1(GLSL.std.450) 26(Pow) 752 753 755: 60 Load 63(inF0) 756: 60 ExtInst 1(GLSL.std.450) 11(Radians) 755 757: 60 Load 63(inF0) 758: 60 ExtInst 1(GLSL.std.450) 2(RoundEven) 757 759: 60 Load 63(inF0) 760: 60 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 759 761: 60 Load 63(inF0) 762: 24(fvec2) CompositeConstruct 218 218 763: 24(fvec2) CompositeConstruct 219 219 764: 60 ExtInst 1(GLSL.std.450) 43(FClamp) 761 762 763 765: 60 Load 63(inF0) 766: 60 ExtInst 1(GLSL.std.450) 6(FSign) 765 767: 60 Load 63(inF0) 768: 60 ExtInst 1(GLSL.std.450) 13(Sin) 767 769: 60 Load 63(inF0) 770: 60 ExtInst 1(GLSL.std.450) 13(Sin) 769 Store 64(inF1) 770 771: 60 Load 63(inF0) 772: 60 ExtInst 1(GLSL.std.450) 14(Cos) 771 Store 65(inF2) 772 773: 60 Load 63(inF0) 774: 60 ExtInst 1(GLSL.std.450) 19(Sinh) 773 775: 60 Load 63(inF0) 776: 60 Load 64(inF1) 777: 60 Load 65(inF2) 778: 60 ExtInst 1(GLSL.std.450) 49(SmoothStep) 775 776 777 779: 60 Load 63(inF0) 780: 60 ExtInst 1(GLSL.std.450) 31(Sqrt) 779 781: 60 Load 63(inF0) 782: 60 Load 64(inF1) 783: 60 ExtInst 1(GLSL.std.450) 48(Step) 781 782 784: 60 Load 63(inF0) 785: 60 ExtInst 1(GLSL.std.450) 15(Tan) 784 786: 60 Load 63(inF0) 787: 60 ExtInst 1(GLSL.std.450) 21(Tanh) 786 788: 60 Load 63(inF0) 789: 60 Transpose 788 790: 60 Load 63(inF0) 791: 60 ExtInst 1(GLSL.std.450) 3(Trunc) 790 ReturnValue 793 FunctionEnd 74(VertexShaderFunction3x3(mf33;mf33;mf33;): 68 Function None 70 71(inF0): 69(ptr) FunctionParameter 72(inF1): 69(ptr) FunctionParameter 73(inF2): 69(ptr) FunctionParameter 75: Label 796: 68 Load 71(inF0) 797: 132(bool) All 796 798: 68 Load 71(inF0) 799: 68 ExtInst 1(GLSL.std.450) 4(FAbs) 798 800: 68 Load 71(inF0) 801: 68 ExtInst 1(GLSL.std.450) 17(Acos) 800 802: 68 Load 71(inF0) 803: 132(bool) Any 802 804: 68 Load 71(inF0) 805: 68 ExtInst 1(GLSL.std.450) 16(Asin) 804 806: 68 Load 71(inF0) 807: 68 ExtInst 1(GLSL.std.450) 18(Atan) 806 808: 68 Load 71(inF0) 809: 68 Load 72(inF1) 810: 68 ExtInst 1(GLSL.std.450) 25(Atan2) 808 809 811: 68 Load 71(inF0) 812: 68 ExtInst 1(GLSL.std.450) 9(Ceil) 811 813: 68 Load 71(inF0) 814: 68 Load 72(inF1) 815: 68 Load 73(inF2) 816: 68 ExtInst 1(GLSL.std.450) 43(FClamp) 813 814 815 817: 68 Load 71(inF0) 818: 68 ExtInst 1(GLSL.std.450) 14(Cos) 817 819: 68 Load 71(inF0) 820: 68 ExtInst 1(GLSL.std.450) 20(Cosh) 819 821: 68 Load 71(inF0) 822: 68 ExtInst 1(GLSL.std.450) 12(Degrees) 821 823: 68 Load 71(inF0) 824: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 823 825: 68 Load 71(inF0) 826: 68 ExtInst 1(GLSL.std.450) 27(Exp) 825 827: 68 Load 71(inF0) 828: 68 ExtInst 1(GLSL.std.450) 29(Exp2) 827 829: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164 830: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164 831: 68 Load 71(inF0) 832: 68 ExtInst 1(GLSL.std.450) 8(Floor) 831 833: 68 Load 71(inF0) 834: 68 Load 72(inF1) 835: 36(fvec3) CompositeExtract 833 0 836: 36(fvec3) CompositeExtract 834 0 837: 36(fvec3) FMod 835 836 838: 36(fvec3) CompositeExtract 833 1 839: 36(fvec3) CompositeExtract 834 1 840: 36(fvec3) FMod 838 839 841: 36(fvec3) CompositeExtract 833 2 842: 36(fvec3) CompositeExtract 834 2 843: 36(fvec3) FMod 841 842 844: 68 CompositeConstruct 837 840 843 845: 68 Load 71(inF0) 846: 68 ExtInst 1(GLSL.std.450) 10(Fract) 845 847: 68 Load 71(inF0) 848: 68 Load 72(inF1) 849: 68 ExtInst 1(GLSL.std.450) 53(Ldexp) 847 848 850: 68 Load 71(inF0) 851: 68 Load 72(inF1) 852: 68 Load 73(inF2) 853: 68 ExtInst 1(GLSL.std.450) 46(FMix) 850 851 852 854: 68 Load 71(inF0) 855: 68 ExtInst 1(GLSL.std.450) 28(Log) 854 856: 68 Load 71(inF0) 857: 68 ExtInst 1(GLSL.std.450) 30(Log2) 856 858: 68 MatrixTimesScalar 857 196 859: 68 Load 71(inF0) 860: 68 ExtInst 1(GLSL.std.450) 30(Log2) 859 861: 68 Load 71(inF0) 862: 68 Load 72(inF1) 863: 68 ExtInst 1(GLSL.std.450) 40(FMax) 861 862 864: 68 Load 71(inF0) 865: 68 Load 72(inF1) 866: 68 ExtInst 1(GLSL.std.450) 37(FMin) 864 865 867: 68 Load 71(inF0) 868: 68 Load 72(inF1) 869: 68 ExtInst 1(GLSL.std.450) 26(Pow) 867 868 870: 68 Load 71(inF0) 871: 68 ExtInst 1(GLSL.std.450) 11(Radians) 870 872: 68 Load 71(inF0) 873: 68 ExtInst 1(GLSL.std.450) 2(RoundEven) 872 874: 68 Load 71(inF0) 875: 68 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 874 876: 68 Load 71(inF0) 877: 36(fvec3) CompositeConstruct 218 218 218 878: 36(fvec3) CompositeConstruct 219 219 219 879: 68 ExtInst 1(GLSL.std.450) 43(FClamp) 876 877 878 880: 68 Load 71(inF0) 881: 68 ExtInst 1(GLSL.std.450) 6(FSign) 880 882: 68 Load 71(inF0) 883: 68 ExtInst 1(GLSL.std.450) 13(Sin) 882 884: 68 Load 71(inF0) 885: 68 ExtInst 1(GLSL.std.450) 13(Sin) 884 Store 72(inF1) 885 886: 68 Load 71(inF0) 887: 68 ExtInst 1(GLSL.std.450) 14(Cos) 886 Store 73(inF2) 887 888: 68 Load 71(inF0) 889: 68 ExtInst 1(GLSL.std.450) 19(Sinh) 888 890: 68 Load 71(inF0) 891: 68 Load 72(inF1) 892: 68 Load 73(inF2) 893: 68 ExtInst 1(GLSL.std.450) 49(SmoothStep) 890 891 892 894: 68 Load 71(inF0) 895: 68 ExtInst 1(GLSL.std.450) 31(Sqrt) 894 896: 68 Load 71(inF0) 897: 68 Load 72(inF1) 898: 68 ExtInst 1(GLSL.std.450) 48(Step) 896 897 899: 68 Load 71(inF0) 900: 68 ExtInst 1(GLSL.std.450) 15(Tan) 899 901: 68 Load 71(inF0) 902: 68 ExtInst 1(GLSL.std.450) 21(Tanh) 901 903: 68 Load 71(inF0) 904: 68 Transpose 903 905: 68 Load 71(inF0) 906: 68 ExtInst 1(GLSL.std.450) 3(Trunc) 905 ReturnValue 908 FunctionEnd 82(VertexShaderFunction4x4(mf44;mf44;mf44;): 76 Function None 78 79(inF0): 77(ptr) FunctionParameter 80(inF1): 77(ptr) FunctionParameter 81(inF2): 77(ptr) FunctionParameter 83: Label 911: 76 Load 79(inF0) 912: 132(bool) All 911 913: 76 Load 79(inF0) 914: 76 ExtInst 1(GLSL.std.450) 4(FAbs) 913 915: 76 Load 79(inF0) 916: 76 ExtInst 1(GLSL.std.450) 17(Acos) 915 917: 76 Load 79(inF0) 918: 132(bool) Any 917 919: 76 Load 79(inF0) 920: 76 ExtInst 1(GLSL.std.450) 16(Asin) 919 921: 76 Load 79(inF0) 922: 76 ExtInst 1(GLSL.std.450) 18(Atan) 921 923: 76 Load 79(inF0) 924: 76 Load 80(inF1) 925: 76 ExtInst 1(GLSL.std.450) 25(Atan2) 923 924 926: 76 Load 79(inF0) 927: 76 ExtInst 1(GLSL.std.450) 9(Ceil) 926 928: 76 Load 79(inF0) 929: 76 Load 80(inF1) 930: 76 Load 81(inF2) 931: 76 ExtInst 1(GLSL.std.450) 43(FClamp) 928 929 930 932: 76 Load 79(inF0) 933: 76 ExtInst 1(GLSL.std.450) 14(Cos) 932 934: 76 Load 79(inF0) 935: 76 ExtInst 1(GLSL.std.450) 20(Cosh) 934 936: 76 Load 79(inF0) 937: 76 ExtInst 1(GLSL.std.450) 12(Degrees) 936 938: 76 Load 79(inF0) 939: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 938 940: 76 Load 79(inF0) 941: 76 ExtInst 1(GLSL.std.450) 27(Exp) 940 942: 76 Load 79(inF0) 943: 76 ExtInst 1(GLSL.std.450) 29(Exp2) 942 944: 143(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 164 945: 143(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 164 946: 76 Load 79(inF0) 947: 76 ExtInst 1(GLSL.std.450) 8(Floor) 946 948: 76 Load 79(inF0) 949: 76 Load 80(inF1) 950: 48(fvec4) CompositeExtract 948 0 951: 48(fvec4) CompositeExtract 949 0 952: 48(fvec4) FMod 950 951 953: 48(fvec4) CompositeExtract 948 1 954: 48(fvec4) CompositeExtract 949 1 955: 48(fvec4) FMod 953 954 956: 48(fvec4) CompositeExtract 948 2 957: 48(fvec4) CompositeExtract 949 2 958: 48(fvec4) FMod 956 957 959: 48(fvec4) CompositeExtract 948 3 960: 48(fvec4) CompositeExtract 949 3 961: 48(fvec4) FMod 959 960 962: 76 CompositeConstruct 952 955 958 961 963: 76 Load 79(inF0) 964: 76 ExtInst 1(GLSL.std.450) 10(Fract) 963 965: 76 Load 79(inF0) 966: 76 Load 80(inF1) 967: 76 ExtInst 1(GLSL.std.450) 53(Ldexp) 965 966 968: 76 Load 79(inF0) 969: 76 Load 80(inF1) 970: 76 Load 81(inF2) 971: 76 ExtInst 1(GLSL.std.450) 46(FMix) 968 969 970 972: 76 Load 79(inF0) 973: 76 ExtInst 1(GLSL.std.450) 28(Log) 972 974: 76 Load 79(inF0) 975: 76 ExtInst 1(GLSL.std.450) 30(Log2) 974 976: 76 MatrixTimesScalar 975 196 977: 76 Load 79(inF0) 978: 76 ExtInst 1(GLSL.std.450) 30(Log2) 977 979: 76 Load 79(inF0) 980: 76 Load 80(inF1) 981: 76 ExtInst 1(GLSL.std.450) 40(FMax) 979 980 982: 76 Load 79(inF0) 983: 76 Load 80(inF1) 984: 76 ExtInst 1(GLSL.std.450) 37(FMin) 982 983 985: 76 Load 79(inF0) 986: 76 Load 80(inF1) 987: 76 ExtInst 1(GLSL.std.450) 26(Pow) 985 986 988: 76 Load 79(inF0) 989: 76 ExtInst 1(GLSL.std.450) 11(Radians) 988 990: 76 Load 79(inF0) 991: 76 ExtInst 1(GLSL.std.450) 2(RoundEven) 990 992: 76 Load 79(inF0) 993: 76 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 992 994: 76 Load 79(inF0) 995: 48(fvec4) CompositeConstruct 218 218 218 218 996: 48(fvec4) CompositeConstruct 219 219 219 219 997: 76 ExtInst 1(GLSL.std.450) 43(FClamp) 994 995 996 998: 76 Load 79(inF0) 999: 76 ExtInst 1(GLSL.std.450) 6(FSign) 998 1000: 76 Load 79(inF0) 1001: 76 ExtInst 1(GLSL.std.450) 13(Sin) 1000 1002: 76 Load 79(inF0) 1003: 76 ExtInst 1(GLSL.std.450) 13(Sin) 1002 Store 80(inF1) 1003 1004: 76 Load 79(inF0) 1005: 76 ExtInst 1(GLSL.std.450) 14(Cos) 1004 Store 81(inF2) 1005 1006: 76 Load 79(inF0) 1007: 76 ExtInst 1(GLSL.std.450) 19(Sinh) 1006 1008: 76 Load 79(inF0) 1009: 76 Load 80(inF1) 1010: 76 Load 81(inF2) 1011: 76 ExtInst 1(GLSL.std.450) 49(SmoothStep) 1008 1009 1010 1012: 76 Load 79(inF0) 1013: 76 ExtInst 1(GLSL.std.450) 31(Sqrt) 1012 1014: 76 Load 79(inF0) 1015: 76 Load 80(inF1) 1016: 76 ExtInst 1(GLSL.std.450) 48(Step) 1014 1015 1017: 76 Load 79(inF0) 1018: 76 ExtInst 1(GLSL.std.450) 15(Tan) 1017 1019: 76 Load 79(inF0) 1020: 76 ExtInst 1(GLSL.std.450) 21(Tanh) 1019 1021: 76 Load 79(inF0) 1022: 76 Transpose 1021 1023: 76 Load 79(inF0) 1024: 76 ExtInst 1(GLSL.std.450) 3(Trunc) 1023 ReturnValue 1026 FunctionEnd 91(TestGenMul2(f1;f1;vf2;vf2;mf22;mf22;): 2 Function None 84 85(inF0): 7(ptr) FunctionParameter 86(inF1): 7(ptr) FunctionParameter 87(inFV0): 25(ptr) FunctionParameter 88(inFV1): 25(ptr) FunctionParameter 89(inFM0): 61(ptr) FunctionParameter 90(inFM1): 61(ptr) FunctionParameter 92: Label 1029(r0): 7(ptr) Variable Function 1033(r1): 25(ptr) Variable Function 1037(r2): 25(ptr) Variable Function 1041(r3): 7(ptr) Variable Function 1045(r4): 25(ptr) Variable Function 1049(r5): 25(ptr) Variable Function 1053(r6): 61(ptr) Variable Function 1057(r7): 61(ptr) Variable Function 1061(r8): 61(ptr) Variable Function 1030: 6(float) Load 86(inF1) 1031: 6(float) Load 85(inF0) 1032: 6(float) FMul 1030 1031 Store 1029(r0) 1032 1034: 6(float) Load 85(inF0) 1035: 24(fvec2) Load 87(inFV0) 1036: 24(fvec2) VectorTimesScalar 1035 1034 Store 1033(r1) 1036 1038: 24(fvec2) Load 87(inFV0) 1039: 6(float) Load 85(inF0) 1040: 24(fvec2) VectorTimesScalar 1038 1039 Store 1037(r2) 1040 1042: 24(fvec2) Load 87(inFV0) 1043: 24(fvec2) Load 88(inFV1) 1044: 6(float) Dot 1042 1043 Store 1041(r3) 1044 1046: 24(fvec2) Load 87(inFV0) 1047: 60 Load 89(inFM0) 1048: 24(fvec2) VectorTimesMatrix 1046 1047 Store 1045(r4) 1048 1050: 60 Load 89(inFM0) 1051: 24(fvec2) Load 87(inFV0) 1052: 24(fvec2) MatrixTimesVector 1050 1051 Store 1049(r5) 1052 1054: 6(float) Load 85(inF0) 1055: 60 Load 89(inFM0) 1056: 60 MatrixTimesScalar 1055 1054 Store 1053(r6) 1056 1058: 60 Load 89(inFM0) 1059: 6(float) Load 85(inF0) 1060: 60 MatrixTimesScalar 1058 1059 Store 1057(r7) 1060 1062: 60 Load 90(inFM1) 1063: 60 Load 89(inFM0) 1064: 60 MatrixTimesMatrix 1062 1063 Store 1061(r8) 1064 Return FunctionEnd 100(TestGenMul3(f1;f1;vf3;vf3;mf33;mf33;): 2 Function None 93 94(inF0): 7(ptr) FunctionParameter 95(inF1): 7(ptr) FunctionParameter 96(inFV0): 37(ptr) FunctionParameter 97(inFV1): 37(ptr) FunctionParameter 98(inFM0): 69(ptr) FunctionParameter 99(inFM1): 69(ptr) FunctionParameter 101: Label 1065(r0): 7(ptr) Variable Function 1069(r1): 37(ptr) Variable Function 1073(r2): 37(ptr) Variable Function 1077(r3): 7(ptr) Variable Function 1081(r4): 37(ptr) Variable Function 1085(r5): 37(ptr) Variable Function 1089(r6): 69(ptr) Variable Function 1093(r7): 69(ptr) Variable Function 1097(r8): 69(ptr) Variable Function 1066: 6(float) Load 95(inF1) 1067: 6(float) Load 94(inF0) 1068: 6(float) FMul 1066 1067 Store 1065(r0) 1068 1070: 6(float) Load 94(inF0) 1071: 36(fvec3) Load 96(inFV0) 1072: 36(fvec3) VectorTimesScalar 1071 1070 Store 1069(r1) 1072 1074: 36(fvec3) Load 96(inFV0) 1075: 6(float) Load 94(inF0) 1076: 36(fvec3) VectorTimesScalar 1074 1075 Store 1073(r2) 1076 1078: 36(fvec3) Load 96(inFV0) 1079: 36(fvec3) Load 97(inFV1) 1080: 6(float) Dot 1078 1079 Store 1077(r3) 1080 1082: 36(fvec3) Load 96(inFV0) 1083: 68 Load 98(inFM0) 1084: 36(fvec3) VectorTimesMatrix 1082 1083 Store 1081(r4) 1084 1086: 68 Load 98(inFM0) 1087: 36(fvec3) Load 96(inFV0) 1088: 36(fvec3) MatrixTimesVector 1086 1087 Store 1085(r5) 1088 1090: 6(float) Load 94(inF0) 1091: 68 Load 98(inFM0) 1092: 68 MatrixTimesScalar 1091 1090 Store 1089(r6) 1092 1094: 68 Load 98(inFM0) 1095: 6(float) Load 94(inF0) 1096: 68 MatrixTimesScalar 1094 1095 Store 1093(r7) 1096 1098: 68 Load 99(inFM1) 1099: 68 Load 98(inFM0) 1100: 68 MatrixTimesMatrix 1098 1099 Store 1097(r8) 1100 Return FunctionEnd 109(TestGenMul4(f1;f1;vf4;vf4;mf44;mf44;): 2 Function None 102 103(inF0): 7(ptr) FunctionParameter 104(inF1): 7(ptr) FunctionParameter 105(inFV0): 49(ptr) FunctionParameter 106(inFV1): 49(ptr) FunctionParameter 107(inFM0): 77(ptr) FunctionParameter 108(inFM1): 77(ptr) FunctionParameter 110: Label 1101(r0): 7(ptr) Variable Function 1105(r1): 49(ptr) Variable Function 1109(r2): 49(ptr) Variable Function 1113(r3): 7(ptr) Variable Function 1117(r4): 49(ptr) Variable Function 1121(r5): 49(ptr) Variable Function 1125(r6): 77(ptr) Variable Function 1129(r7): 77(ptr) Variable Function 1133(r8): 77(ptr) Variable Function 1102: 6(float) Load 104(inF1) 1103: 6(float) Load 103(inF0) 1104: 6(float) FMul 1102 1103 Store 1101(r0) 1104 1106: 6(float) Load 103(inF0) 1107: 48(fvec4) Load 105(inFV0) 1108: 48(fvec4) VectorTimesScalar 1107 1106 Store 1105(r1) 1108 1110: 48(fvec4) Load 105(inFV0) 1111: 6(float) Load 103(inF0) 1112: 48(fvec4) VectorTimesScalar 1110 1111 Store 1109(r2) 1112 1114: 48(fvec4) Load 105(inFV0) 1115: 48(fvec4) Load 106(inFV1) 1116: 6(float) Dot 1114 1115 Store 1113(r3) 1116 1118: 48(fvec4) Load 105(inFV0) 1119: 76 Load 107(inFM0) 1120: 48(fvec4) VectorTimesMatrix 1118 1119 Store 1117(r4) 1120 1122: 76 Load 107(inFM0) 1123: 48(fvec4) Load 105(inFV0) 1124: 48(fvec4) MatrixTimesVector 1122 1123 Store 1121(r5) 1124 1126: 6(float) Load 103(inF0) 1127: 76 Load 107(inFM0) 1128: 76 MatrixTimesScalar 1127 1126 Store 1125(r6) 1128 1130: 76 Load 107(inFM0) 1131: 6(float) Load 103(inF0) 1132: 76 MatrixTimesScalar 1130 1131 Store 1129(r7) 1132 1134: 76 Load 108(inFM1) 1135: 76 Load 107(inFM0) 1136: 76 MatrixTimesMatrix 1134 1135 Store 1133(r8) 1136 Return FunctionEnd 129(TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24;): 2 Function None 119 120(inF0): 7(ptr) FunctionParameter 121(inF1): 7(ptr) FunctionParameter 122(inFV2): 25(ptr) FunctionParameter 123(inFV3): 37(ptr) FunctionParameter 124(inFM2x3): 112(ptr) FunctionParameter 125(inFM3x2): 114(ptr) FunctionParameter 126(inFM3x3): 69(ptr) FunctionParameter 127(inFM3x4): 116(ptr) FunctionParameter 128(inFM2x4): 118(ptr) FunctionParameter 130: Label 1137(r00): 7(ptr) Variable Function 1141(r01): 25(ptr) Variable Function 1145(r02): 37(ptr) Variable Function 1149(r03): 25(ptr) Variable Function 1153(r04): 37(ptr) Variable Function 1157(r05): 7(ptr) Variable Function 1161(r06): 7(ptr) Variable Function 1165(r07): 37(ptr) Variable Function 1169(r08): 25(ptr) Variable Function 1173(r09): 25(ptr) Variable Function 1177(r10): 37(ptr) Variable Function 1181(r11): 112(ptr) Variable Function 1185(r12): 114(ptr) Variable Function 1189(r13): 61(ptr) Variable Function 1193(r14): 112(ptr) Variable Function 1197(r15): 118(ptr) Variable Function 1201(r16): 116(ptr) Variable Function 1138: 6(float) Load 121(inF1) 1139: 6(float) Load 120(inF0) 1140: 6(float) FMul 1138 1139 Store 1137(r00) 1140 1142: 6(float) Load 120(inF0) 1143: 24(fvec2) Load 122(inFV2) 1144: 24(fvec2) VectorTimesScalar 1143 1142 Store 1141(r01) 1144 1146: 6(float) Load 120(inF0) 1147: 36(fvec3) Load 123(inFV3) 1148: 36(fvec3) VectorTimesScalar 1147 1146 Store 1145(r02) 1148 1150: 24(fvec2) Load 122(inFV2) 1151: 6(float) Load 120(inF0) 1152: 24(fvec2) VectorTimesScalar 1150 1151 Store 1149(r03) 1152 1154: 36(fvec3) Load 123(inFV3) 1155: 6(float) Load 120(inF0) 1156: 36(fvec3) VectorTimesScalar 1154 1155 Store 1153(r04) 1156 1158: 24(fvec2) Load 122(inFV2) 1159: 24(fvec2) Load 122(inFV2) 1160: 6(float) Dot 1158 1159 Store 1157(r05) 1160 1162: 36(fvec3) Load 123(inFV3) 1163: 36(fvec3) Load 123(inFV3) 1164: 6(float) Dot 1162 1163 Store 1161(r06) 1164 1166: 111 Load 124(inFM2x3) 1167: 24(fvec2) Load 122(inFV2) 1168: 36(fvec3) MatrixTimesVector 1166 1167 Store 1165(r07) 1168 1170: 113 Load 125(inFM3x2) 1171: 36(fvec3) Load 123(inFV3) 1172: 24(fvec2) MatrixTimesVector 1170 1171 Store 1169(r08) 1172 1174: 36(fvec3) Load 123(inFV3) 1175: 111 Load 124(inFM2x3) 1176: 24(fvec2) VectorTimesMatrix 1174 1175 Store 1173(r09) 1176 1178: 24(fvec2) Load 122(inFV2) 1179: 113 Load 125(inFM3x2) 1180: 36(fvec3) VectorTimesMatrix 1178 1179 Store 1177(r10) 1180 1182: 6(float) Load 120(inF0) 1183: 111 Load 124(inFM2x3) 1184: 111 MatrixTimesScalar 1183 1182 Store 1181(r11) 1184 1186: 6(float) Load 120(inF0) 1187: 113 Load 125(inFM3x2) 1188: 113 MatrixTimesScalar 1187 1186 Store 1185(r12) 1188 1190: 113 Load 125(inFM3x2) 1191: 111 Load 124(inFM2x3) 1192: 60 MatrixTimesMatrix 1190 1191 Store 1189(r13) 1192 1194: 68 Load 126(inFM3x3) 1195: 111 Load 124(inFM2x3) 1196: 111 MatrixTimesMatrix 1194 1195 Store 1193(r14) 1196 1198: 115 Load 127(inFM3x4) 1199: 111 Load 124(inFM2x3) 1200: 117 MatrixTimesMatrix 1198 1199 Store 1197(r15) 1200 1202: 117 Load 128(inFM2x4) 1203: 113 Load 125(inFM3x2) 1204: 115 MatrixTimesMatrix 1202 1203 Store 1201(r16) 1204 Return FunctionEnd