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 Convert float to bool ( 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 Convert float to bool ( 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 Convert float to bool ( temp 2-component vector of 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 Convert float to bool ( temp 2-component vector of 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 Convert float to bool ( temp 3-component vector of 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 Convert float to bool ( temp 3-component vector of 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 Convert float to bool ( temp 4-component vector of 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 Convert float to bool ( temp 4-component vector of 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 Convert float to bool ( temp 2X2 matrix of 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 Convert float to bool ( temp 2X2 matrix of 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 Convert float to bool ( temp 3X3 matrix of 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 Convert float to bool ( temp 3X3 matrix of 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 Convert float to bool ( temp 4X4 matrix of 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 Convert float to bool ( temp 4X4 matrix of 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 Convert float to bool ( 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 Convert float to bool ( 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 Convert float to bool ( temp 2-component vector of 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 Convert float to bool ( temp 2-component vector of 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 Convert float to bool ( temp 3-component vector of 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 Convert float to bool ( temp 3-component vector of 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 Convert float to bool ( temp 4-component vector of 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 Convert float to bool ( temp 4-component vector of 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 Convert float to bool ( temp 2X2 matrix of 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 Convert float to bool ( temp 2X2 matrix of 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 Convert float to bool ( temp 3X3 matrix of 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 Convert float to bool ( temp 3X3 matrix of 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 Convert float to bool ( temp 4X4 matrix of 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 Convert float to bool ( temp 4X4 matrix of 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 Validation failed // Module Version 10000 // Generated by (magic number): 80008 // Id's are bound by 1225 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 1049 "r0" Name 1053 "r1" Name 1057 "r2" Name 1061 "r3" Name 1065 "r4" Name 1069 "r5" Name 1073 "r6" Name 1077 "r7" Name 1081 "r8" Name 1085 "r0" Name 1089 "r1" Name 1093 "r2" Name 1097 "r3" Name 1101 "r4" Name 1105 "r5" Name 1109 "r6" Name 1113 "r7" Name 1117 "r8" Name 1121 "r0" Name 1125 "r1" Name 1129 "r2" Name 1133 "r3" Name 1137 "r4" Name 1141 "r5" Name 1145 "r6" Name 1149 "r7" Name 1153 "r8" Name 1157 "r00" Name 1161 "r01" Name 1165 "r02" Name 1169 "r03" Name 1173 "r04" Name 1177 "r05" Name 1181 "r06" Name 1185 "r07" Name 1189 "r08" Name 1193 "r09" Name 1197 "r10" Name 1201 "r11" Name 1205 "r12" Name 1209 "r13" Name 1213 "r14" Name 1217 "r15" Name 1221 "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 133: 6(float) Constant 0 146: TypeInt 32 1 167: 146(int) Constant 7 199: 6(float) Constant 1050288283 214: 146(int) Constant 2 221: 6(float) Constant 1065353216 253: TypeVector 132(bool) 2 254: 24(fvec2) ConstantComposite 133 133 267: TypeVector 146(int) 2 288: 146(int) Constant 3 289: 267(ivec2) ConstantComposite 167 288 354: 6(float) Constant 1073741824 356: 146(int) Constant 1 357: 267(ivec2) ConstantComposite 356 214 392: 24(fvec2) ConstantComposite 221 354 396: TypeVector 132(bool) 3 397: 36(fvec3) ConstantComposite 133 133 133 410: TypeVector 146(int) 3 431: 146(int) Constant 5 432: 410(ivec3) ConstantComposite 167 288 431 501: 410(ivec3) ConstantComposite 356 214 288 536: 6(float) Constant 1077936128 537: 36(fvec3) ConstantComposite 221 354 536 541: TypeVector 132(bool) 4 542: 48(fvec4) ConstantComposite 133 133 133 133 555: TypeVector 146(int) 4 576: 555(ivec4) ConstantComposite 167 288 431 214 586: 8(int) Constant 1 592: 8(int) Constant 2 595: 8(int) Constant 3 655: 146(int) Constant 4 656: 555(ivec4) ConstantComposite 356 214 288 655 691: 6(float) Constant 1082130432 692: 48(fvec4) ConstantComposite 221 354 536 691 696: TypeMatrix 253(bvec2) 2 806: 24(fvec2) ConstantComposite 354 354 807: 60 ConstantComposite 806 806 811: TypeMatrix 396(bvec3) 3 924: 36(fvec3) ConstantComposite 536 536 536 925: 68 ConstantComposite 924 924 924 929: TypeMatrix 541(bvec4) 4 1045: 48(fvec4) ConstantComposite 691 691 691 691 1046: 76 ConstantComposite 1045 1045 1045 1045 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) 134: 132(bool) FOrdNotEqual 131 133 135: 132(bool) All 134 136: 6(float) Load 11(inF0) 137: 6(float) ExtInst 1(GLSL.std.450) 4(FAbs) 136 138: 6(float) Load 11(inF0) 139: 6(float) ExtInst 1(GLSL.std.450) 17(Acos) 138 140: 6(float) Load 11(inF0) 141: 132(bool) FOrdNotEqual 140 133 142: 132(bool) Any 141 143: 6(float) Load 11(inF0) 144: 6(float) ExtInst 1(GLSL.std.450) 16(Asin) 143 145: 6(float) Load 11(inF0) 147: 146(int) Bitcast 145 148: 6(float) Load 11(inF0) 149: 8(int) Bitcast 148 150: 8(int) Load 14(inU0) 151: 6(float) Bitcast 150 152: 6(float) Load 11(inF0) 153: 6(float) ExtInst 1(GLSL.std.450) 18(Atan) 152 154: 6(float) Load 11(inF0) 155: 6(float) Load 12(inF1) 156: 6(float) ExtInst 1(GLSL.std.450) 25(Atan2) 154 155 157: 6(float) Load 11(inF0) 158: 6(float) ExtInst 1(GLSL.std.450) 9(Ceil) 157 159: 6(float) Load 11(inF0) 160: 6(float) Load 12(inF1) 161: 6(float) Load 13(inF2) 162: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 159 160 161 163: 6(float) Load 11(inF0) 164: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 163 165: 6(float) Load 11(inF0) 166: 6(float) ExtInst 1(GLSL.std.450) 20(Cosh) 165 168: 146(int) BitCount 167 169: 6(float) Load 11(inF0) 170: 6(float) ExtInst 1(GLSL.std.450) 12(Degrees) 169 171: 6(float) Load 11(inF0) 172: 6(float) ExtInst 1(GLSL.std.450) 27(Exp) 171 173: 6(float) Load 11(inF0) 174: 6(float) ExtInst 1(GLSL.std.450) 29(Exp2) 173 175: 146(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 167 176: 146(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 167 177: 6(float) Load 11(inF0) 178: 6(float) ExtInst 1(GLSL.std.450) 8(Floor) 177 179: 6(float) Load 11(inF0) 180: 6(float) Load 12(inF1) 181: 6(float) FMod 179 180 182: 6(float) Load 11(inF0) 183: 6(float) ExtInst 1(GLSL.std.450) 10(Fract) 182 184: 6(float) Load 11(inF0) 185: 132(bool) IsInf 184 186: 6(float) Load 11(inF0) 187: 132(bool) IsNan 186 188: 6(float) Load 11(inF0) 189: 6(float) Load 12(inF1) 190: 6(float) ExtInst 1(GLSL.std.450) 53(Ldexp) 188 189 191: 6(float) Load 11(inF0) 192: 6(float) Load 12(inF1) 193: 6(float) Load 13(inF2) 194: 6(float) ExtInst 1(GLSL.std.450) 46(FMix) 191 192 193 195: 6(float) Load 11(inF0) 196: 6(float) ExtInst 1(GLSL.std.450) 28(Log) 195 197: 6(float) Load 11(inF0) 198: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 197 200: 6(float) FMul 198 199 201: 6(float) Load 11(inF0) 202: 6(float) ExtInst 1(GLSL.std.450) 30(Log2) 201 203: 6(float) Load 11(inF0) 204: 6(float) Load 12(inF1) 205: 6(float) ExtInst 1(GLSL.std.450) 40(FMax) 203 204 206: 6(float) Load 11(inF0) 207: 6(float) Load 12(inF1) 208: 6(float) ExtInst 1(GLSL.std.450) 37(FMin) 206 207 209: 6(float) Load 11(inF0) 210: 6(float) Load 12(inF1) 211: 6(float) ExtInst 1(GLSL.std.450) 26(Pow) 209 210 212: 6(float) Load 11(inF0) 213: 6(float) ExtInst 1(GLSL.std.450) 11(Radians) 212 215: 146(int) BitReverse 214 216: 6(float) Load 11(inF0) 217: 6(float) ExtInst 1(GLSL.std.450) 2(RoundEven) 216 218: 6(float) Load 11(inF0) 219: 6(float) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 218 220: 6(float) Load 11(inF0) 222: 6(float) ExtInst 1(GLSL.std.450) 43(FClamp) 220 133 221 223: 6(float) Load 11(inF0) 224: 6(float) ExtInst 1(GLSL.std.450) 6(FSign) 223 225: 6(float) Load 11(inF0) 226: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 225 227: 6(float) Load 11(inF0) 228: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 227 Store 12(inF1) 228 229: 6(float) Load 11(inF0) 230: 6(float) ExtInst 1(GLSL.std.450) 14(Cos) 229 Store 13(inF2) 230 231: 6(float) Load 11(inF0) 232: 6(float) ExtInst 1(GLSL.std.450) 19(Sinh) 231 233: 6(float) Load 11(inF0) 234: 6(float) Load 12(inF1) 235: 6(float) Load 13(inF2) 236: 6(float) ExtInst 1(GLSL.std.450) 49(SmoothStep) 233 234 235 237: 6(float) Load 11(inF0) 238: 6(float) ExtInst 1(GLSL.std.450) 31(Sqrt) 237 239: 6(float) Load 11(inF0) 240: 6(float) Load 12(inF1) 241: 6(float) ExtInst 1(GLSL.std.450) 48(Step) 239 240 242: 6(float) Load 11(inF0) 243: 6(float) ExtInst 1(GLSL.std.450) 15(Tan) 242 244: 6(float) Load 11(inF0) 245: 6(float) ExtInst 1(GLSL.std.450) 21(Tanh) 244 246: 6(float) Load 11(inF0) 247: 6(float) ExtInst 1(GLSL.std.450) 3(Trunc) 246 ReturnValue 133 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 133 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 252: 24(fvec2) Load 29(inF0) 255: 253(bvec2) FOrdNotEqual 252 254 256: 132(bool) All 255 257: 24(fvec2) Load 29(inF0) 258: 24(fvec2) ExtInst 1(GLSL.std.450) 4(FAbs) 257 259: 24(fvec2) Load 29(inF0) 260: 24(fvec2) ExtInst 1(GLSL.std.450) 17(Acos) 259 261: 24(fvec2) Load 29(inF0) 262: 253(bvec2) FOrdNotEqual 261 254 263: 132(bool) Any 262 264: 24(fvec2) Load 29(inF0) 265: 24(fvec2) ExtInst 1(GLSL.std.450) 16(Asin) 264 266: 24(fvec2) Load 29(inF0) 268: 267(ivec2) Bitcast 266 269: 24(fvec2) Load 29(inF0) 270: 26(ivec2) Bitcast 269 271: 26(ivec2) Load 32(inU0) 272: 24(fvec2) Bitcast 271 273: 24(fvec2) Load 29(inF0) 274: 24(fvec2) ExtInst 1(GLSL.std.450) 18(Atan) 273 275: 24(fvec2) Load 29(inF0) 276: 24(fvec2) Load 30(inF1) 277: 24(fvec2) ExtInst 1(GLSL.std.450) 25(Atan2) 275 276 278: 24(fvec2) Load 29(inF0) 279: 24(fvec2) ExtInst 1(GLSL.std.450) 9(Ceil) 278 280: 24(fvec2) Load 29(inF0) 281: 24(fvec2) Load 30(inF1) 282: 24(fvec2) Load 31(inF2) 283: 24(fvec2) ExtInst 1(GLSL.std.450) 43(FClamp) 280 281 282 284: 24(fvec2) Load 29(inF0) 285: 24(fvec2) ExtInst 1(GLSL.std.450) 14(Cos) 284 286: 24(fvec2) Load 29(inF0) 287: 24(fvec2) ExtInst 1(GLSL.std.450) 20(Cosh) 286 290: 267(ivec2) BitCount 289 291: 24(fvec2) Load 29(inF0) 292: 24(fvec2) ExtInst 1(GLSL.std.450) 12(Degrees) 291 293: 24(fvec2) Load 29(inF0) 294: 24(fvec2) Load 30(inF1) 295: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 293 294 296: 24(fvec2) Load 29(inF0) 297: 24(fvec2) Load 30(inF1) 298: 6(float) Dot 296 297 299: 24(fvec2) Load 29(inF0) 300: 24(fvec2) ExtInst 1(GLSL.std.450) 27(Exp) 299 301: 24(fvec2) Load 29(inF0) 302: 24(fvec2) ExtInst 1(GLSL.std.450) 29(Exp2) 301 303: 24(fvec2) Load 29(inF0) 304: 24(fvec2) Load 30(inF1) 305: 24(fvec2) Load 31(inF2) 306: 24(fvec2) ExtInst 1(GLSL.std.450) 70(FaceForward) 303 304 305 307: 146(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 167 308: 146(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 167 309: 24(fvec2) Load 29(inF0) 310: 24(fvec2) ExtInst 1(GLSL.std.450) 8(Floor) 309 311: 24(fvec2) Load 29(inF0) 312: 24(fvec2) Load 30(inF1) 313: 24(fvec2) FMod 311 312 314: 24(fvec2) Load 29(inF0) 315: 24(fvec2) ExtInst 1(GLSL.std.450) 10(Fract) 314 316: 24(fvec2) Load 29(inF0) 317: 253(bvec2) IsInf 316 318: 24(fvec2) Load 29(inF0) 319: 253(bvec2) IsNan 318 320: 24(fvec2) Load 29(inF0) 321: 24(fvec2) Load 30(inF1) 322: 24(fvec2) ExtInst 1(GLSL.std.450) 53(Ldexp) 320 321 323: 24(fvec2) Load 29(inF0) 324: 24(fvec2) Load 30(inF1) 325: 24(fvec2) Load 31(inF2) 326: 24(fvec2) ExtInst 1(GLSL.std.450) 46(FMix) 323 324 325 327: 24(fvec2) Load 29(inF0) 328: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 327 329: 24(fvec2) Load 29(inF0) 330: 24(fvec2) ExtInst 1(GLSL.std.450) 28(Log) 329 331: 24(fvec2) Load 29(inF0) 332: 24(fvec2) ExtInst 1(GLSL.std.450) 30(Log2) 331 333: 24(fvec2) VectorTimesScalar 332 199 334: 24(fvec2) Load 29(inF0) 335: 24(fvec2) ExtInst 1(GLSL.std.450) 30(Log2) 334 336: 24(fvec2) Load 29(inF0) 337: 24(fvec2) Load 30(inF1) 338: 24(fvec2) ExtInst 1(GLSL.std.450) 40(FMax) 336 337 339: 24(fvec2) Load 29(inF0) 340: 24(fvec2) Load 30(inF1) 341: 24(fvec2) ExtInst 1(GLSL.std.450) 37(FMin) 339 340 342: 24(fvec2) Load 29(inF0) 343: 24(fvec2) ExtInst 1(GLSL.std.450) 69(Normalize) 342 344: 24(fvec2) Load 29(inF0) 345: 24(fvec2) Load 30(inF1) 346: 24(fvec2) ExtInst 1(GLSL.std.450) 26(Pow) 344 345 347: 24(fvec2) Load 29(inF0) 348: 24(fvec2) ExtInst 1(GLSL.std.450) 11(Radians) 347 349: 24(fvec2) Load 29(inF0) 350: 24(fvec2) Load 30(inF1) 351: 24(fvec2) ExtInst 1(GLSL.std.450) 71(Reflect) 349 350 352: 24(fvec2) Load 29(inF0) 353: 24(fvec2) Load 30(inF1) 355: 24(fvec2) ExtInst 1(GLSL.std.450) 72(Refract) 352 353 354 358: 267(ivec2) BitReverse 357 359: 24(fvec2) Load 29(inF0) 360: 24(fvec2) ExtInst 1(GLSL.std.450) 2(RoundEven) 359 361: 24(fvec2) Load 29(inF0) 362: 24(fvec2) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 361 363: 24(fvec2) Load 29(inF0) 364: 24(fvec2) CompositeConstruct 133 133 365: 24(fvec2) CompositeConstruct 221 221 366: 24(fvec2) ExtInst 1(GLSL.std.450) 43(FClamp) 363 364 365 367: 24(fvec2) Load 29(inF0) 368: 24(fvec2) ExtInst 1(GLSL.std.450) 6(FSign) 367 369: 24(fvec2) Load 29(inF0) 370: 24(fvec2) ExtInst 1(GLSL.std.450) 13(Sin) 369 371: 24(fvec2) Load 29(inF0) 372: 24(fvec2) ExtInst 1(GLSL.std.450) 13(Sin) 371 Store 30(inF1) 372 373: 24(fvec2) Load 29(inF0) 374: 24(fvec2) ExtInst 1(GLSL.std.450) 14(Cos) 373 Store 31(inF2) 374 375: 24(fvec2) Load 29(inF0) 376: 24(fvec2) ExtInst 1(GLSL.std.450) 19(Sinh) 375 377: 24(fvec2) Load 29(inF0) 378: 24(fvec2) Load 30(inF1) 379: 24(fvec2) Load 31(inF2) 380: 24(fvec2) ExtInst 1(GLSL.std.450) 49(SmoothStep) 377 378 379 381: 24(fvec2) Load 29(inF0) 382: 24(fvec2) ExtInst 1(GLSL.std.450) 31(Sqrt) 381 383: 24(fvec2) Load 29(inF0) 384: 24(fvec2) Load 30(inF1) 385: 24(fvec2) ExtInst 1(GLSL.std.450) 48(Step) 383 384 386: 24(fvec2) Load 29(inF0) 387: 24(fvec2) ExtInst 1(GLSL.std.450) 15(Tan) 386 388: 24(fvec2) Load 29(inF0) 389: 24(fvec2) ExtInst 1(GLSL.std.450) 21(Tanh) 388 390: 24(fvec2) Load 29(inF0) 391: 24(fvec2) ExtInst 1(GLSL.std.450) 3(Trunc) 390 ReturnValue 392 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 395: 36(fvec3) Load 41(inF0) 398: 396(bvec3) FOrdNotEqual 395 397 399: 132(bool) All 398 400: 36(fvec3) Load 41(inF0) 401: 36(fvec3) ExtInst 1(GLSL.std.450) 4(FAbs) 400 402: 36(fvec3) Load 41(inF0) 403: 36(fvec3) ExtInst 1(GLSL.std.450) 17(Acos) 402 404: 36(fvec3) Load 41(inF0) 405: 396(bvec3) FOrdNotEqual 404 397 406: 132(bool) Any 405 407: 36(fvec3) Load 41(inF0) 408: 36(fvec3) ExtInst 1(GLSL.std.450) 16(Asin) 407 409: 36(fvec3) Load 41(inF0) 411: 410(ivec3) Bitcast 409 412: 36(fvec3) Load 41(inF0) 413: 38(ivec3) Bitcast 412 414: 38(ivec3) Load 44(inU0) 415: 36(fvec3) Bitcast 414 416: 36(fvec3) Load 41(inF0) 417: 36(fvec3) ExtInst 1(GLSL.std.450) 18(Atan) 416 418: 36(fvec3) Load 41(inF0) 419: 36(fvec3) Load 42(inF1) 420: 36(fvec3) ExtInst 1(GLSL.std.450) 25(Atan2) 418 419 421: 36(fvec3) Load 41(inF0) 422: 36(fvec3) ExtInst 1(GLSL.std.450) 9(Ceil) 421 423: 36(fvec3) Load 41(inF0) 424: 36(fvec3) Load 42(inF1) 425: 36(fvec3) Load 43(inF2) 426: 36(fvec3) ExtInst 1(GLSL.std.450) 43(FClamp) 423 424 425 427: 36(fvec3) Load 41(inF0) 428: 36(fvec3) ExtInst 1(GLSL.std.450) 14(Cos) 427 429: 36(fvec3) Load 41(inF0) 430: 36(fvec3) ExtInst 1(GLSL.std.450) 20(Cosh) 429 433: 410(ivec3) BitCount 432 434: 36(fvec3) Load 41(inF0) 435: 36(fvec3) Load 42(inF1) 436: 36(fvec3) ExtInst 1(GLSL.std.450) 68(Cross) 434 435 437: 36(fvec3) Load 41(inF0) 438: 36(fvec3) ExtInst 1(GLSL.std.450) 12(Degrees) 437 439: 36(fvec3) Load 41(inF0) 440: 36(fvec3) Load 42(inF1) 441: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 439 440 442: 36(fvec3) Load 41(inF0) 443: 36(fvec3) Load 42(inF1) 444: 6(float) Dot 442 443 445: 36(fvec3) Load 41(inF0) 446: 36(fvec3) ExtInst 1(GLSL.std.450) 27(Exp) 445 447: 36(fvec3) Load 41(inF0) 448: 36(fvec3) ExtInst 1(GLSL.std.450) 29(Exp2) 447 449: 36(fvec3) Load 41(inF0) 450: 36(fvec3) Load 42(inF1) 451: 36(fvec3) Load 43(inF2) 452: 36(fvec3) ExtInst 1(GLSL.std.450) 70(FaceForward) 449 450 451 453: 146(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 167 454: 146(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 167 455: 36(fvec3) Load 41(inF0) 456: 36(fvec3) ExtInst 1(GLSL.std.450) 8(Floor) 455 457: 36(fvec3) Load 41(inF0) 458: 36(fvec3) Load 42(inF1) 459: 36(fvec3) FMod 457 458 460: 36(fvec3) Load 41(inF0) 461: 36(fvec3) ExtInst 1(GLSL.std.450) 10(Fract) 460 462: 36(fvec3) Load 41(inF0) 463: 396(bvec3) IsInf 462 464: 36(fvec3) Load 41(inF0) 465: 396(bvec3) IsNan 464 466: 36(fvec3) Load 41(inF0) 467: 36(fvec3) Load 42(inF1) 468: 36(fvec3) ExtInst 1(GLSL.std.450) 53(Ldexp) 466 467 469: 36(fvec3) Load 41(inF0) 470: 36(fvec3) Load 42(inF1) 471: 36(fvec3) Load 43(inF2) 472: 36(fvec3) ExtInst 1(GLSL.std.450) 46(FMix) 469 470 471 473: 36(fvec3) Load 41(inF0) 474: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 473 475: 36(fvec3) Load 41(inF0) 476: 36(fvec3) ExtInst 1(GLSL.std.450) 28(Log) 475 477: 36(fvec3) Load 41(inF0) 478: 36(fvec3) ExtInst 1(GLSL.std.450) 30(Log2) 477 479: 36(fvec3) VectorTimesScalar 478 199 480: 36(fvec3) Load 41(inF0) 481: 36(fvec3) ExtInst 1(GLSL.std.450) 30(Log2) 480 482: 36(fvec3) Load 41(inF0) 483: 36(fvec3) Load 42(inF1) 484: 36(fvec3) ExtInst 1(GLSL.std.450) 40(FMax) 482 483 485: 36(fvec3) Load 41(inF0) 486: 36(fvec3) Load 42(inF1) 487: 36(fvec3) ExtInst 1(GLSL.std.450) 37(FMin) 485 486 488: 36(fvec3) Load 41(inF0) 489: 36(fvec3) ExtInst 1(GLSL.std.450) 69(Normalize) 488 490: 36(fvec3) Load 41(inF0) 491: 36(fvec3) Load 42(inF1) 492: 36(fvec3) ExtInst 1(GLSL.std.450) 26(Pow) 490 491 493: 36(fvec3) Load 41(inF0) 494: 36(fvec3) ExtInst 1(GLSL.std.450) 11(Radians) 493 495: 36(fvec3) Load 41(inF0) 496: 36(fvec3) Load 42(inF1) 497: 36(fvec3) ExtInst 1(GLSL.std.450) 71(Reflect) 495 496 498: 36(fvec3) Load 41(inF0) 499: 36(fvec3) Load 42(inF1) 500: 36(fvec3) ExtInst 1(GLSL.std.450) 72(Refract) 498 499 354 502: 410(ivec3) BitReverse 501 503: 36(fvec3) Load 41(inF0) 504: 36(fvec3) ExtInst 1(GLSL.std.450) 2(RoundEven) 503 505: 36(fvec3) Load 41(inF0) 506: 36(fvec3) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 505 507: 36(fvec3) Load 41(inF0) 508: 36(fvec3) CompositeConstruct 133 133 133 509: 36(fvec3) CompositeConstruct 221 221 221 510: 36(fvec3) ExtInst 1(GLSL.std.450) 43(FClamp) 507 508 509 511: 36(fvec3) Load 41(inF0) 512: 36(fvec3) ExtInst 1(GLSL.std.450) 6(FSign) 511 513: 36(fvec3) Load 41(inF0) 514: 36(fvec3) ExtInst 1(GLSL.std.450) 13(Sin) 513 515: 36(fvec3) Load 41(inF0) 516: 36(fvec3) ExtInst 1(GLSL.std.450) 13(Sin) 515 Store 42(inF1) 516 517: 36(fvec3) Load 41(inF0) 518: 36(fvec3) ExtInst 1(GLSL.std.450) 14(Cos) 517 Store 43(inF2) 518 519: 36(fvec3) Load 41(inF0) 520: 36(fvec3) ExtInst 1(GLSL.std.450) 19(Sinh) 519 521: 36(fvec3) Load 41(inF0) 522: 36(fvec3) Load 42(inF1) 523: 36(fvec3) Load 43(inF2) 524: 36(fvec3) ExtInst 1(GLSL.std.450) 49(SmoothStep) 521 522 523 525: 36(fvec3) Load 41(inF0) 526: 36(fvec3) ExtInst 1(GLSL.std.450) 31(Sqrt) 525 527: 36(fvec3) Load 41(inF0) 528: 36(fvec3) Load 42(inF1) 529: 36(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 527 528 530: 36(fvec3) Load 41(inF0) 531: 36(fvec3) ExtInst 1(GLSL.std.450) 15(Tan) 530 532: 36(fvec3) Load 41(inF0) 533: 36(fvec3) ExtInst 1(GLSL.std.450) 21(Tanh) 532 534: 36(fvec3) Load 41(inF0) 535: 36(fvec3) ExtInst 1(GLSL.std.450) 3(Trunc) 534 ReturnValue 537 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 540: 48(fvec4) Load 53(inF0) 543: 541(bvec4) FOrdNotEqual 540 542 544: 132(bool) All 543 545: 48(fvec4) Load 53(inF0) 546: 48(fvec4) ExtInst 1(GLSL.std.450) 4(FAbs) 545 547: 48(fvec4) Load 53(inF0) 548: 48(fvec4) ExtInst 1(GLSL.std.450) 17(Acos) 547 549: 48(fvec4) Load 53(inF0) 550: 541(bvec4) FOrdNotEqual 549 542 551: 132(bool) Any 550 552: 48(fvec4) Load 53(inF0) 553: 48(fvec4) ExtInst 1(GLSL.std.450) 16(Asin) 552 554: 48(fvec4) Load 53(inF0) 556: 555(ivec4) Bitcast 554 557: 48(fvec4) Load 53(inF0) 558: 50(ivec4) Bitcast 557 559: 50(ivec4) Load 56(inU0) 560: 48(fvec4) Bitcast 559 561: 48(fvec4) Load 53(inF0) 562: 48(fvec4) ExtInst 1(GLSL.std.450) 18(Atan) 561 563: 48(fvec4) Load 53(inF0) 564: 48(fvec4) Load 54(inF1) 565: 48(fvec4) ExtInst 1(GLSL.std.450) 25(Atan2) 563 564 566: 48(fvec4) Load 53(inF0) 567: 48(fvec4) ExtInst 1(GLSL.std.450) 9(Ceil) 566 568: 48(fvec4) Load 53(inF0) 569: 48(fvec4) Load 54(inF1) 570: 48(fvec4) Load 55(inF2) 571: 48(fvec4) ExtInst 1(GLSL.std.450) 43(FClamp) 568 569 570 572: 48(fvec4) Load 53(inF0) 573: 48(fvec4) ExtInst 1(GLSL.std.450) 14(Cos) 572 574: 48(fvec4) Load 53(inF0) 575: 48(fvec4) ExtInst 1(GLSL.std.450) 20(Cosh) 574 577: 555(ivec4) BitCount 576 578: 48(fvec4) Load 53(inF0) 579: 48(fvec4) ExtInst 1(GLSL.std.450) 12(Degrees) 578 580: 48(fvec4) Load 53(inF0) 581: 48(fvec4) Load 54(inF1) 582: 6(float) ExtInst 1(GLSL.std.450) 67(Distance) 580 581 583: 48(fvec4) Load 53(inF0) 584: 48(fvec4) Load 54(inF1) 585: 6(float) Dot 583 584 587: 7(ptr) AccessChain 53(inF0) 586 588: 6(float) Load 587 589: 7(ptr) AccessChain 54(inF1) 586 590: 6(float) Load 589 591: 6(float) FMul 588 590 593: 7(ptr) AccessChain 53(inF0) 592 594: 6(float) Load 593 596: 7(ptr) AccessChain 54(inF1) 595 597: 6(float) Load 596 598: 48(fvec4) CompositeConstruct 221 591 594 597 599: 48(fvec4) Load 53(inF0) 600: 48(fvec4) ExtInst 1(GLSL.std.450) 27(Exp) 599 601: 48(fvec4) Load 53(inF0) 602: 48(fvec4) ExtInst 1(GLSL.std.450) 29(Exp2) 601 603: 48(fvec4) Load 53(inF0) 604: 48(fvec4) Load 54(inF1) 605: 48(fvec4) Load 55(inF2) 606: 48(fvec4) ExtInst 1(GLSL.std.450) 70(FaceForward) 603 604 605 607: 146(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 167 608: 146(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 167 609: 48(fvec4) Load 53(inF0) 610: 48(fvec4) ExtInst 1(GLSL.std.450) 8(Floor) 609 611: 48(fvec4) Load 53(inF0) 612: 48(fvec4) Load 54(inF1) 613: 48(fvec4) FMod 611 612 614: 48(fvec4) Load 53(inF0) 615: 48(fvec4) ExtInst 1(GLSL.std.450) 10(Fract) 614 616: 48(fvec4) Load 53(inF0) 617: 541(bvec4) IsInf 616 618: 48(fvec4) Load 53(inF0) 619: 541(bvec4) IsNan 618 620: 48(fvec4) Load 53(inF0) 621: 48(fvec4) Load 54(inF1) 622: 48(fvec4) ExtInst 1(GLSL.std.450) 53(Ldexp) 620 621 623: 48(fvec4) Load 53(inF0) 624: 48(fvec4) Load 54(inF1) 625: 48(fvec4) Load 55(inF2) 626: 48(fvec4) ExtInst 1(GLSL.std.450) 46(FMix) 623 624 625 627: 48(fvec4) Load 53(inF0) 628: 6(float) ExtInst 1(GLSL.std.450) 66(Length) 627 629: 48(fvec4) Load 53(inF0) 630: 48(fvec4) ExtInst 1(GLSL.std.450) 28(Log) 629 631: 48(fvec4) Load 53(inF0) 632: 48(fvec4) ExtInst 1(GLSL.std.450) 30(Log2) 631 633: 48(fvec4) VectorTimesScalar 632 199 634: 48(fvec4) Load 53(inF0) 635: 48(fvec4) ExtInst 1(GLSL.std.450) 30(Log2) 634 636: 48(fvec4) Load 53(inF0) 637: 48(fvec4) Load 54(inF1) 638: 48(fvec4) ExtInst 1(GLSL.std.450) 40(FMax) 636 637 639: 48(fvec4) Load 53(inF0) 640: 48(fvec4) Load 54(inF1) 641: 48(fvec4) ExtInst 1(GLSL.std.450) 37(FMin) 639 640 642: 48(fvec4) Load 53(inF0) 643: 48(fvec4) ExtInst 1(GLSL.std.450) 69(Normalize) 642 644: 48(fvec4) Load 53(inF0) 645: 48(fvec4) Load 54(inF1) 646: 48(fvec4) ExtInst 1(GLSL.std.450) 26(Pow) 644 645 647: 48(fvec4) Load 53(inF0) 648: 48(fvec4) ExtInst 1(GLSL.std.450) 11(Radians) 647 649: 48(fvec4) Load 53(inF0) 650: 48(fvec4) Load 54(inF1) 651: 48(fvec4) ExtInst 1(GLSL.std.450) 71(Reflect) 649 650 652: 48(fvec4) Load 53(inF0) 653: 48(fvec4) Load 54(inF1) 654: 48(fvec4) ExtInst 1(GLSL.std.450) 72(Refract) 652 653 354 657: 555(ivec4) BitReverse 656 658: 48(fvec4) Load 53(inF0) 659: 48(fvec4) ExtInst 1(GLSL.std.450) 2(RoundEven) 658 660: 48(fvec4) Load 53(inF0) 661: 48(fvec4) ExtInst 1(GLSL.std.450) 32(InverseSqrt) 660 662: 48(fvec4) Load 53(inF0) 663: 48(fvec4) CompositeConstruct 133 133 133 133 664: 48(fvec4) CompositeConstruct 221 221 221 221 665: 48(fvec4) ExtInst 1(GLSL.std.450) 43(FClamp) 662 663 664 666: 48(fvec4) Load 53(inF0) 667: 48(fvec4) ExtInst 1(GLSL.std.450) 6(FSign) 666 668: 48(fvec4) Load 53(inF0) 669: 48(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 668 670: 48(fvec4) Load 53(inF0) 671: 48(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 670 Store 54(inF1) 671 672: 48(fvec4) Load 53(inF0) 673: 48(fvec4) ExtInst 1(GLSL.std.450) 14(Cos) 672 Store 55(inF2) 673 674: 48(fvec4) Load 53(inF0) 675: 48(fvec4) ExtInst 1(GLSL.std.450) 19(Sinh) 674 676: 48(fvec4) Load 53(inF0) 677: 48(fvec4) Load 54(inF1) 678: 48(fvec4) Load 55(inF2) 679: 48(fvec4) ExtInst 1(GLSL.std.450) 49(SmoothStep) 676 677 678 680: 48(fvec4) Load 53(inF0) 681: 48(fvec4) ExtInst 1(GLSL.std.450) 31(Sqrt) 680 682: 48(fvec4) Load 53(inF0) 683: 48(fvec4) Load 54(inF1) 684: 48(fvec4) ExtInst 1(GLSL.std.450) 48(Step) 682 683 685: 48(fvec4) Load 53(inF0) 686: 48(fvec4) ExtInst 1(GLSL.std.450) 15(Tan) 685 687: 48(fvec4) Load 53(inF0) 688: 48(fvec4) ExtInst 1(GLSL.std.450) 21(Tanh) 687 689: 48(fvec4) Load 53(inF0) 690: 48(fvec4) ExtInst 1(GLSL.std.450) 3(Trunc) 689 ReturnValue 692 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 695: 60 Load 63(inF0) 697: 696 FOrdNotEqual 695 133 698: 132(bool) All 697 699: 60 Load 63(inF0) 700: 60 ExtInst 1(GLSL.std.450) 4(FAbs) 699 701: 60 Load 63(inF0) 702: 60 ExtInst 1(GLSL.std.450) 17(Acos) 701 703: 60 Load 63(inF0) 704: 696 FOrdNotEqual 703 133 705: 132(bool) Any 704 706: 60 Load 63(inF0) 707: 60 ExtInst 1(GLSL.std.450) 16(Asin) 706 708: 60 Load 63(inF0) 709: 60 ExtInst 1(GLSL.std.450) 18(Atan) 708 710: 60 Load 63(inF0) 711: 60 Load 64(inF1) 712: 60 ExtInst 1(GLSL.std.450) 25(Atan2) 710 711 713: 60 Load 63(inF0) 714: 60 ExtInst 1(GLSL.std.450) 9(Ceil) 713 715: 60 Load 63(inF0) 716: 60 Load 64(inF1) 717: 60 Load 65(inF2) 718: 60 ExtInst 1(GLSL.std.450) 43(FClamp) 715 716 717 719: 60 Load 63(inF0) 720: 60 ExtInst 1(GLSL.std.450) 14(Cos) 719 721: 60 Load 63(inF0) 722: 60 ExtInst 1(GLSL.std.450) 20(Cosh) 721 723: 60 Load 63(inF0) 724: 60 ExtInst 1(GLSL.std.450) 12(Degrees) 723 725: 60 Load 63(inF0) 726: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 725 727: 60 Load 63(inF0) 728: 60 ExtInst 1(GLSL.std.450) 27(Exp) 727 729: 60 Load 63(inF0) 730: 60 ExtInst 1(GLSL.std.450) 29(Exp2) 729 731: 146(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 167 732: 146(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 167 733: 60 Load 63(inF0) 734: 60 ExtInst 1(GLSL.std.450) 8(Floor) 733 735: 60 Load 63(inF0) 736: 60 Load 64(inF1) 737: 24(fvec2) CompositeExtract 735 0 738: 24(fvec2) CompositeExtract 736 0 739: 24(fvec2) FMod 737 738 740: 24(fvec2) CompositeExtract 735 1 741: 24(fvec2) CompositeExtract 736 1 742: 24(fvec2) FMod 740 741 743: 60 CompositeConstruct 739 742 744: 60 Load 63(inF0) 745: 60 ExtInst 1(GLSL.std.450) 10(Fract) 744 746: 60 Load 63(inF0) 747: 60 Load 64(inF1) 748: 60 ExtInst 1(GLSL.std.450) 53(Ldexp) 746 747 749: 60 Load 63(inF0) 750: 60 Load 64(inF1) 751: 60 Load 65(inF2) 752: 60 ExtInst 1(GLSL.std.450) 46(FMix) 749 750 751 753: 60 Load 63(inF0) 754: 60 ExtInst 1(GLSL.std.450) 28(Log) 753 755: 60 Load 63(inF0) 756: 60 ExtInst 1(GLSL.std.450) 30(Log2) 755 757: 60 MatrixTimesScalar 756 199 758: 60 Load 63(inF0) 759: 60 ExtInst 1(GLSL.std.450) 30(Log2) 758 760: 60 Load 63(inF0) 761: 60 Load 64(inF1) 762: 60 ExtInst 1(GLSL.std.450) 40(FMax) 760 761 763: 60 Load 63(inF0) 764: 60 Load 64(inF1) 765: 60 ExtInst 1(GLSL.std.450) 37(FMin) 763 764 766: 60 Load 63(inF0) 767: 60 Load 64(inF1) 768: 60 ExtInst 1(GLSL.std.450) 26(Pow) 766 767 769: 60 Load 63(inF0) 770: 60 ExtInst 1(GLSL.std.450) 11(Radians) 769 771: 60 Load 63(inF0) 772: 60 ExtInst 1(GLSL.std.450) 2(RoundEven) 771 773: 60 Load 63(inF0) 774: 60 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 773 775: 60 Load 63(inF0) 776: 24(fvec2) CompositeConstruct 133 133 777: 24(fvec2) CompositeConstruct 221 221 778: 60 ExtInst 1(GLSL.std.450) 43(FClamp) 775 776 777 779: 60 Load 63(inF0) 780: 60 ExtInst 1(GLSL.std.450) 6(FSign) 779 781: 60 Load 63(inF0) 782: 60 ExtInst 1(GLSL.std.450) 13(Sin) 781 783: 60 Load 63(inF0) 784: 60 ExtInst 1(GLSL.std.450) 13(Sin) 783 Store 64(inF1) 784 785: 60 Load 63(inF0) 786: 60 ExtInst 1(GLSL.std.450) 14(Cos) 785 Store 65(inF2) 786 787: 60 Load 63(inF0) 788: 60 ExtInst 1(GLSL.std.450) 19(Sinh) 787 789: 60 Load 63(inF0) 790: 60 Load 64(inF1) 791: 60 Load 65(inF2) 792: 60 ExtInst 1(GLSL.std.450) 49(SmoothStep) 789 790 791 793: 60 Load 63(inF0) 794: 60 ExtInst 1(GLSL.std.450) 31(Sqrt) 793 795: 60 Load 63(inF0) 796: 60 Load 64(inF1) 797: 60 ExtInst 1(GLSL.std.450) 48(Step) 795 796 798: 60 Load 63(inF0) 799: 60 ExtInst 1(GLSL.std.450) 15(Tan) 798 800: 60 Load 63(inF0) 801: 60 ExtInst 1(GLSL.std.450) 21(Tanh) 800 802: 60 Load 63(inF0) 803: 60 Transpose 802 804: 60 Load 63(inF0) 805: 60 ExtInst 1(GLSL.std.450) 3(Trunc) 804 ReturnValue 807 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 810: 68 Load 71(inF0) 812: 811 FOrdNotEqual 810 133 813: 132(bool) All 812 814: 68 Load 71(inF0) 815: 68 ExtInst 1(GLSL.std.450) 4(FAbs) 814 816: 68 Load 71(inF0) 817: 68 ExtInst 1(GLSL.std.450) 17(Acos) 816 818: 68 Load 71(inF0) 819: 811 FOrdNotEqual 818 133 820: 132(bool) Any 819 821: 68 Load 71(inF0) 822: 68 ExtInst 1(GLSL.std.450) 16(Asin) 821 823: 68 Load 71(inF0) 824: 68 ExtInst 1(GLSL.std.450) 18(Atan) 823 825: 68 Load 71(inF0) 826: 68 Load 72(inF1) 827: 68 ExtInst 1(GLSL.std.450) 25(Atan2) 825 826 828: 68 Load 71(inF0) 829: 68 ExtInst 1(GLSL.std.450) 9(Ceil) 828 830: 68 Load 71(inF0) 831: 68 Load 72(inF1) 832: 68 Load 73(inF2) 833: 68 ExtInst 1(GLSL.std.450) 43(FClamp) 830 831 832 834: 68 Load 71(inF0) 835: 68 ExtInst 1(GLSL.std.450) 14(Cos) 834 836: 68 Load 71(inF0) 837: 68 ExtInst 1(GLSL.std.450) 20(Cosh) 836 838: 68 Load 71(inF0) 839: 68 ExtInst 1(GLSL.std.450) 12(Degrees) 838 840: 68 Load 71(inF0) 841: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 840 842: 68 Load 71(inF0) 843: 68 ExtInst 1(GLSL.std.450) 27(Exp) 842 844: 68 Load 71(inF0) 845: 68 ExtInst 1(GLSL.std.450) 29(Exp2) 844 846: 146(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 167 847: 146(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 167 848: 68 Load 71(inF0) 849: 68 ExtInst 1(GLSL.std.450) 8(Floor) 848 850: 68 Load 71(inF0) 851: 68 Load 72(inF1) 852: 36(fvec3) CompositeExtract 850 0 853: 36(fvec3) CompositeExtract 851 0 854: 36(fvec3) FMod 852 853 855: 36(fvec3) CompositeExtract 850 1 856: 36(fvec3) CompositeExtract 851 1 857: 36(fvec3) FMod 855 856 858: 36(fvec3) CompositeExtract 850 2 859: 36(fvec3) CompositeExtract 851 2 860: 36(fvec3) FMod 858 859 861: 68 CompositeConstruct 854 857 860 862: 68 Load 71(inF0) 863: 68 ExtInst 1(GLSL.std.450) 10(Fract) 862 864: 68 Load 71(inF0) 865: 68 Load 72(inF1) 866: 68 ExtInst 1(GLSL.std.450) 53(Ldexp) 864 865 867: 68 Load 71(inF0) 868: 68 Load 72(inF1) 869: 68 Load 73(inF2) 870: 68 ExtInst 1(GLSL.std.450) 46(FMix) 867 868 869 871: 68 Load 71(inF0) 872: 68 ExtInst 1(GLSL.std.450) 28(Log) 871 873: 68 Load 71(inF0) 874: 68 ExtInst 1(GLSL.std.450) 30(Log2) 873 875: 68 MatrixTimesScalar 874 199 876: 68 Load 71(inF0) 877: 68 ExtInst 1(GLSL.std.450) 30(Log2) 876 878: 68 Load 71(inF0) 879: 68 Load 72(inF1) 880: 68 ExtInst 1(GLSL.std.450) 40(FMax) 878 879 881: 68 Load 71(inF0) 882: 68 Load 72(inF1) 883: 68 ExtInst 1(GLSL.std.450) 37(FMin) 881 882 884: 68 Load 71(inF0) 885: 68 Load 72(inF1) 886: 68 ExtInst 1(GLSL.std.450) 26(Pow) 884 885 887: 68 Load 71(inF0) 888: 68 ExtInst 1(GLSL.std.450) 11(Radians) 887 889: 68 Load 71(inF0) 890: 68 ExtInst 1(GLSL.std.450) 2(RoundEven) 889 891: 68 Load 71(inF0) 892: 68 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 891 893: 68 Load 71(inF0) 894: 36(fvec3) CompositeConstruct 133 133 133 895: 36(fvec3) CompositeConstruct 221 221 221 896: 68 ExtInst 1(GLSL.std.450) 43(FClamp) 893 894 895 897: 68 Load 71(inF0) 898: 68 ExtInst 1(GLSL.std.450) 6(FSign) 897 899: 68 Load 71(inF0) 900: 68 ExtInst 1(GLSL.std.450) 13(Sin) 899 901: 68 Load 71(inF0) 902: 68 ExtInst 1(GLSL.std.450) 13(Sin) 901 Store 72(inF1) 902 903: 68 Load 71(inF0) 904: 68 ExtInst 1(GLSL.std.450) 14(Cos) 903 Store 73(inF2) 904 905: 68 Load 71(inF0) 906: 68 ExtInst 1(GLSL.std.450) 19(Sinh) 905 907: 68 Load 71(inF0) 908: 68 Load 72(inF1) 909: 68 Load 73(inF2) 910: 68 ExtInst 1(GLSL.std.450) 49(SmoothStep) 907 908 909 911: 68 Load 71(inF0) 912: 68 ExtInst 1(GLSL.std.450) 31(Sqrt) 911 913: 68 Load 71(inF0) 914: 68 Load 72(inF1) 915: 68 ExtInst 1(GLSL.std.450) 48(Step) 913 914 916: 68 Load 71(inF0) 917: 68 ExtInst 1(GLSL.std.450) 15(Tan) 916 918: 68 Load 71(inF0) 919: 68 ExtInst 1(GLSL.std.450) 21(Tanh) 918 920: 68 Load 71(inF0) 921: 68 Transpose 920 922: 68 Load 71(inF0) 923: 68 ExtInst 1(GLSL.std.450) 3(Trunc) 922 ReturnValue 925 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 928: 76 Load 79(inF0) 930: 929 FOrdNotEqual 928 133 931: 132(bool) All 930 932: 76 Load 79(inF0) 933: 76 ExtInst 1(GLSL.std.450) 4(FAbs) 932 934: 76 Load 79(inF0) 935: 76 ExtInst 1(GLSL.std.450) 17(Acos) 934 936: 76 Load 79(inF0) 937: 929 FOrdNotEqual 936 133 938: 132(bool) Any 937 939: 76 Load 79(inF0) 940: 76 ExtInst 1(GLSL.std.450) 16(Asin) 939 941: 76 Load 79(inF0) 942: 76 ExtInst 1(GLSL.std.450) 18(Atan) 941 943: 76 Load 79(inF0) 944: 76 Load 80(inF1) 945: 76 ExtInst 1(GLSL.std.450) 25(Atan2) 943 944 946: 76 Load 79(inF0) 947: 76 ExtInst 1(GLSL.std.450) 9(Ceil) 946 948: 76 Load 79(inF0) 949: 76 Load 80(inF1) 950: 76 Load 81(inF2) 951: 76 ExtInst 1(GLSL.std.450) 43(FClamp) 948 949 950 952: 76 Load 79(inF0) 953: 76 ExtInst 1(GLSL.std.450) 14(Cos) 952 954: 76 Load 79(inF0) 955: 76 ExtInst 1(GLSL.std.450) 20(Cosh) 954 956: 76 Load 79(inF0) 957: 76 ExtInst 1(GLSL.std.450) 12(Degrees) 956 958: 76 Load 79(inF0) 959: 6(float) ExtInst 1(GLSL.std.450) 33(Determinant) 958 960: 76 Load 79(inF0) 961: 76 ExtInst 1(GLSL.std.450) 27(Exp) 960 962: 76 Load 79(inF0) 963: 76 ExtInst 1(GLSL.std.450) 29(Exp2) 962 964: 146(int) ExtInst 1(GLSL.std.450) 74(FindSMsb) 167 965: 146(int) ExtInst 1(GLSL.std.450) 73(FindILsb) 167 966: 76 Load 79(inF0) 967: 76 ExtInst 1(GLSL.std.450) 8(Floor) 966 968: 76 Load 79(inF0) 969: 76 Load 80(inF1) 970: 48(fvec4) CompositeExtract 968 0 971: 48(fvec4) CompositeExtract 969 0 972: 48(fvec4) FMod 970 971 973: 48(fvec4) CompositeExtract 968 1 974: 48(fvec4) CompositeExtract 969 1 975: 48(fvec4) FMod 973 974 976: 48(fvec4) CompositeExtract 968 2 977: 48(fvec4) CompositeExtract 969 2 978: 48(fvec4) FMod 976 977 979: 48(fvec4) CompositeExtract 968 3 980: 48(fvec4) CompositeExtract 969 3 981: 48(fvec4) FMod 979 980 982: 76 CompositeConstruct 972 975 978 981 983: 76 Load 79(inF0) 984: 76 ExtInst 1(GLSL.std.450) 10(Fract) 983 985: 76 Load 79(inF0) 986: 76 Load 80(inF1) 987: 76 ExtInst 1(GLSL.std.450) 53(Ldexp) 985 986 988: 76 Load 79(inF0) 989: 76 Load 80(inF1) 990: 76 Load 81(inF2) 991: 76 ExtInst 1(GLSL.std.450) 46(FMix) 988 989 990 992: 76 Load 79(inF0) 993: 76 ExtInst 1(GLSL.std.450) 28(Log) 992 994: 76 Load 79(inF0) 995: 76 ExtInst 1(GLSL.std.450) 30(Log2) 994 996: 76 MatrixTimesScalar 995 199 997: 76 Load 79(inF0) 998: 76 ExtInst 1(GLSL.std.450) 30(Log2) 997 999: 76 Load 79(inF0) 1000: 76 Load 80(inF1) 1001: 76 ExtInst 1(GLSL.std.450) 40(FMax) 999 1000 1002: 76 Load 79(inF0) 1003: 76 Load 80(inF1) 1004: 76 ExtInst 1(GLSL.std.450) 37(FMin) 1002 1003 1005: 76 Load 79(inF0) 1006: 76 Load 80(inF1) 1007: 76 ExtInst 1(GLSL.std.450) 26(Pow) 1005 1006 1008: 76 Load 79(inF0) 1009: 76 ExtInst 1(GLSL.std.450) 11(Radians) 1008 1010: 76 Load 79(inF0) 1011: 76 ExtInst 1(GLSL.std.450) 2(RoundEven) 1010 1012: 76 Load 79(inF0) 1013: 76 ExtInst 1(GLSL.std.450) 32(InverseSqrt) 1012 1014: 76 Load 79(inF0) 1015: 48(fvec4) CompositeConstruct 133 133 133 133 1016: 48(fvec4) CompositeConstruct 221 221 221 221 1017: 76 ExtInst 1(GLSL.std.450) 43(FClamp) 1014 1015 1016 1018: 76 Load 79(inF0) 1019: 76 ExtInst 1(GLSL.std.450) 6(FSign) 1018 1020: 76 Load 79(inF0) 1021: 76 ExtInst 1(GLSL.std.450) 13(Sin) 1020 1022: 76 Load 79(inF0) 1023: 76 ExtInst 1(GLSL.std.450) 13(Sin) 1022 Store 80(inF1) 1023 1024: 76 Load 79(inF0) 1025: 76 ExtInst 1(GLSL.std.450) 14(Cos) 1024 Store 81(inF2) 1025 1026: 76 Load 79(inF0) 1027: 76 ExtInst 1(GLSL.std.450) 19(Sinh) 1026 1028: 76 Load 79(inF0) 1029: 76 Load 80(inF1) 1030: 76 Load 81(inF2) 1031: 76 ExtInst 1(GLSL.std.450) 49(SmoothStep) 1028 1029 1030 1032: 76 Load 79(inF0) 1033: 76 ExtInst 1(GLSL.std.450) 31(Sqrt) 1032 1034: 76 Load 79(inF0) 1035: 76 Load 80(inF1) 1036: 76 ExtInst 1(GLSL.std.450) 48(Step) 1034 1035 1037: 76 Load 79(inF0) 1038: 76 ExtInst 1(GLSL.std.450) 15(Tan) 1037 1039: 76 Load 79(inF0) 1040: 76 ExtInst 1(GLSL.std.450) 21(Tanh) 1039 1041: 76 Load 79(inF0) 1042: 76 Transpose 1041 1043: 76 Load 79(inF0) 1044: 76 ExtInst 1(GLSL.std.450) 3(Trunc) 1043 ReturnValue 1046 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 1049(r0): 7(ptr) Variable Function 1053(r1): 25(ptr) Variable Function 1057(r2): 25(ptr) Variable Function 1061(r3): 7(ptr) Variable Function 1065(r4): 25(ptr) Variable Function 1069(r5): 25(ptr) Variable Function 1073(r6): 61(ptr) Variable Function 1077(r7): 61(ptr) Variable Function 1081(r8): 61(ptr) Variable Function 1050: 6(float) Load 86(inF1) 1051: 6(float) Load 85(inF0) 1052: 6(float) FMul 1050 1051 Store 1049(r0) 1052 1054: 6(float) Load 85(inF0) 1055: 24(fvec2) Load 87(inFV0) 1056: 24(fvec2) VectorTimesScalar 1055 1054 Store 1053(r1) 1056 1058: 24(fvec2) Load 87(inFV0) 1059: 6(float) Load 85(inF0) 1060: 24(fvec2) VectorTimesScalar 1058 1059 Store 1057(r2) 1060 1062: 24(fvec2) Load 87(inFV0) 1063: 24(fvec2) Load 88(inFV1) 1064: 6(float) Dot 1062 1063 Store 1061(r3) 1064 1066: 24(fvec2) Load 87(inFV0) 1067: 60 Load 89(inFM0) 1068: 24(fvec2) VectorTimesMatrix 1066 1067 Store 1065(r4) 1068 1070: 60 Load 89(inFM0) 1071: 24(fvec2) Load 87(inFV0) 1072: 24(fvec2) MatrixTimesVector 1070 1071 Store 1069(r5) 1072 1074: 6(float) Load 85(inF0) 1075: 60 Load 89(inFM0) 1076: 60 MatrixTimesScalar 1075 1074 Store 1073(r6) 1076 1078: 60 Load 89(inFM0) 1079: 6(float) Load 85(inF0) 1080: 60 MatrixTimesScalar 1078 1079 Store 1077(r7) 1080 1082: 60 Load 90(inFM1) 1083: 60 Load 89(inFM0) 1084: 60 MatrixTimesMatrix 1082 1083 Store 1081(r8) 1084 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 1085(r0): 7(ptr) Variable Function 1089(r1): 37(ptr) Variable Function 1093(r2): 37(ptr) Variable Function 1097(r3): 7(ptr) Variable Function 1101(r4): 37(ptr) Variable Function 1105(r5): 37(ptr) Variable Function 1109(r6): 69(ptr) Variable Function 1113(r7): 69(ptr) Variable Function 1117(r8): 69(ptr) Variable Function 1086: 6(float) Load 95(inF1) 1087: 6(float) Load 94(inF0) 1088: 6(float) FMul 1086 1087 Store 1085(r0) 1088 1090: 6(float) Load 94(inF0) 1091: 36(fvec3) Load 96(inFV0) 1092: 36(fvec3) VectorTimesScalar 1091 1090 Store 1089(r1) 1092 1094: 36(fvec3) Load 96(inFV0) 1095: 6(float) Load 94(inF0) 1096: 36(fvec3) VectorTimesScalar 1094 1095 Store 1093(r2) 1096 1098: 36(fvec3) Load 96(inFV0) 1099: 36(fvec3) Load 97(inFV1) 1100: 6(float) Dot 1098 1099 Store 1097(r3) 1100 1102: 36(fvec3) Load 96(inFV0) 1103: 68 Load 98(inFM0) 1104: 36(fvec3) VectorTimesMatrix 1102 1103 Store 1101(r4) 1104 1106: 68 Load 98(inFM0) 1107: 36(fvec3) Load 96(inFV0) 1108: 36(fvec3) MatrixTimesVector 1106 1107 Store 1105(r5) 1108 1110: 6(float) Load 94(inF0) 1111: 68 Load 98(inFM0) 1112: 68 MatrixTimesScalar 1111 1110 Store 1109(r6) 1112 1114: 68 Load 98(inFM0) 1115: 6(float) Load 94(inF0) 1116: 68 MatrixTimesScalar 1114 1115 Store 1113(r7) 1116 1118: 68 Load 99(inFM1) 1119: 68 Load 98(inFM0) 1120: 68 MatrixTimesMatrix 1118 1119 Store 1117(r8) 1120 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 1121(r0): 7(ptr) Variable Function 1125(r1): 49(ptr) Variable Function 1129(r2): 49(ptr) Variable Function 1133(r3): 7(ptr) Variable Function 1137(r4): 49(ptr) Variable Function 1141(r5): 49(ptr) Variable Function 1145(r6): 77(ptr) Variable Function 1149(r7): 77(ptr) Variable Function 1153(r8): 77(ptr) Variable Function 1122: 6(float) Load 104(inF1) 1123: 6(float) Load 103(inF0) 1124: 6(float) FMul 1122 1123 Store 1121(r0) 1124 1126: 6(float) Load 103(inF0) 1127: 48(fvec4) Load 105(inFV0) 1128: 48(fvec4) VectorTimesScalar 1127 1126 Store 1125(r1) 1128 1130: 48(fvec4) Load 105(inFV0) 1131: 6(float) Load 103(inF0) 1132: 48(fvec4) VectorTimesScalar 1130 1131 Store 1129(r2) 1132 1134: 48(fvec4) Load 105(inFV0) 1135: 48(fvec4) Load 106(inFV1) 1136: 6(float) Dot 1134 1135 Store 1133(r3) 1136 1138: 48(fvec4) Load 105(inFV0) 1139: 76 Load 107(inFM0) 1140: 48(fvec4) VectorTimesMatrix 1138 1139 Store 1137(r4) 1140 1142: 76 Load 107(inFM0) 1143: 48(fvec4) Load 105(inFV0) 1144: 48(fvec4) MatrixTimesVector 1142 1143 Store 1141(r5) 1144 1146: 6(float) Load 103(inF0) 1147: 76 Load 107(inFM0) 1148: 76 MatrixTimesScalar 1147 1146 Store 1145(r6) 1148 1150: 76 Load 107(inFM0) 1151: 6(float) Load 103(inF0) 1152: 76 MatrixTimesScalar 1150 1151 Store 1149(r7) 1152 1154: 76 Load 108(inFM1) 1155: 76 Load 107(inFM0) 1156: 76 MatrixTimesMatrix 1154 1155 Store 1153(r8) 1156 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 1157(r00): 7(ptr) Variable Function 1161(r01): 25(ptr) Variable Function 1165(r02): 37(ptr) Variable Function 1169(r03): 25(ptr) Variable Function 1173(r04): 37(ptr) Variable Function 1177(r05): 7(ptr) Variable Function 1181(r06): 7(ptr) Variable Function 1185(r07): 37(ptr) Variable Function 1189(r08): 25(ptr) Variable Function 1193(r09): 25(ptr) Variable Function 1197(r10): 37(ptr) Variable Function 1201(r11): 112(ptr) Variable Function 1205(r12): 114(ptr) Variable Function 1209(r13): 61(ptr) Variable Function 1213(r14): 112(ptr) Variable Function 1217(r15): 118(ptr) Variable Function 1221(r16): 116(ptr) Variable Function 1158: 6(float) Load 121(inF1) 1159: 6(float) Load 120(inF0) 1160: 6(float) FMul 1158 1159 Store 1157(r00) 1160 1162: 6(float) Load 120(inF0) 1163: 24(fvec2) Load 122(inFV2) 1164: 24(fvec2) VectorTimesScalar 1163 1162 Store 1161(r01) 1164 1166: 6(float) Load 120(inF0) 1167: 36(fvec3) Load 123(inFV3) 1168: 36(fvec3) VectorTimesScalar 1167 1166 Store 1165(r02) 1168 1170: 24(fvec2) Load 122(inFV2) 1171: 6(float) Load 120(inF0) 1172: 24(fvec2) VectorTimesScalar 1170 1171 Store 1169(r03) 1172 1174: 36(fvec3) Load 123(inFV3) 1175: 6(float) Load 120(inF0) 1176: 36(fvec3) VectorTimesScalar 1174 1175 Store 1173(r04) 1176 1178: 24(fvec2) Load 122(inFV2) 1179: 24(fvec2) Load 122(inFV2) 1180: 6(float) Dot 1178 1179 Store 1177(r05) 1180 1182: 36(fvec3) Load 123(inFV3) 1183: 36(fvec3) Load 123(inFV3) 1184: 6(float) Dot 1182 1183 Store 1181(r06) 1184 1186: 111 Load 124(inFM2x3) 1187: 24(fvec2) Load 122(inFV2) 1188: 36(fvec3) MatrixTimesVector 1186 1187 Store 1185(r07) 1188 1190: 113 Load 125(inFM3x2) 1191: 36(fvec3) Load 123(inFV3) 1192: 24(fvec2) MatrixTimesVector 1190 1191 Store 1189(r08) 1192 1194: 36(fvec3) Load 123(inFV3) 1195: 111 Load 124(inFM2x3) 1196: 24(fvec2) VectorTimesMatrix 1194 1195 Store 1193(r09) 1196 1198: 24(fvec2) Load 122(inFV2) 1199: 113 Load 125(inFM3x2) 1200: 36(fvec3) VectorTimesMatrix 1198 1199 Store 1197(r10) 1200 1202: 6(float) Load 120(inF0) 1203: 111 Load 124(inFM2x3) 1204: 111 MatrixTimesScalar 1203 1202 Store 1201(r11) 1204 1206: 6(float) Load 120(inF0) 1207: 113 Load 125(inFM3x2) 1208: 113 MatrixTimesScalar 1207 1206 Store 1205(r12) 1208 1210: 113 Load 125(inFM3x2) 1211: 111 Load 124(inFM2x3) 1212: 60 MatrixTimesMatrix 1210 1211 Store 1209(r13) 1212 1214: 68 Load 126(inFM3x3) 1215: 111 Load 124(inFM2x3) 1216: 111 MatrixTimesMatrix 1214 1215 Store 1213(r14) 1216 1218: 115 Load 127(inFM3x4) 1219: 111 Load 124(inFM2x3) 1220: 117 MatrixTimesMatrix 1218 1219 Store 1217(r15) 1220 1222: 117 Load 128(inFM2x4) 1223: 113 Load 125(inFM3x2) 1224: 115 MatrixTimesMatrix 1222 1223 Store 1221(r16) 1224 Return FunctionEnd