HLSL: Make the entry-point shadow function have non-IO params and return.
This also removes an no longer needed makeTemporary() and rationalizes makeTypeNonIo()'s interface.
This commit is contained in:
parent
5d3023af03
commit
abd8dca86d
24 changed files with 1146 additions and 1346 deletions
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@ -9,7 +9,7 @@ gl_FragCoord origin is upper left
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0:34 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (in 4-component vector of float)
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0:34 's' (in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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@ -19,8 +19,8 @@ gl_FragCoord origin is upper left
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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0:40 's' (in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:40 ff4: direct index for structure (temp 4-component vector of float)
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0:40 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:42 Branch: Return with expression
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@ -33,8 +33,8 @@ gl_FragCoord origin is upper left
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:34 Sequence
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 a: direct index for structure (smooth temp 4-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 a: direct index for structure (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 0 (const int)
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0:34 a: direct index for structure (smooth temp 4-component vector of float)
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@ -42,8 +42,8 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 0 (const int)
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0:34 move second child to first child (temp bool)
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0:34 b: direct index for structure (flat temp bool)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 b: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 1 (const int)
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0:34 b: direct index for structure (flat temp bool)
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@ -51,8 +51,8 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 1 (const int)
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0:34 move second child to first child (temp 1-component vector of float)
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0:34 c: direct index for structure (centroid noperspective temp 1-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 c: direct index for structure (temp 1-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 2 (const int)
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0:34 c: direct index for structure (centroid noperspective temp 1-component vector of float)
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@ -60,8 +60,8 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 2 (const int)
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0:34 move second child to first child (temp 2-component vector of float)
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0:34 d: direct index for structure (centroid sample temp 2-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 d: direct index for structure (temp 2-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 3 (const int)
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0:34 d: direct index for structure (centroid sample temp 2-component vector of float)
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@ -69,14 +69,14 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 3 (const int)
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0:34 move second child to first child (temp bool)
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0:34 ff1: direct index for structure (temp bool Face)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 ff1: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 4 (const int)
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0:? 's_ff1' (in bool Face)
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0:34 move second child to first child (temp bool)
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0:34 ff2: direct index for structure (layout(offset=4 ) temp bool)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 ff2: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 5 (const int)
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0:34 ff2: direct index for structure (layout(offset=4 ) temp bool)
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@ -84,8 +84,8 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 4 (const int)
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0:34 move second child to first child (temp bool)
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0:34 ff3: direct index for structure (layout(binding=0 offset=4 ) temp bool)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 ff3: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 6 (const int)
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0:34 ff3: direct index for structure (layout(binding=0 offset=4 ) temp bool)
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@ -93,8 +93,8 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 5 (const int)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 ff4: direct index for structure (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 7 (const int)
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0:34 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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@ -105,7 +105,7 @@ gl_FragCoord origin is upper left
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:34 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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0:? 's2' (global structure{temp 4-component vector of float i})
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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@ -124,7 +124,7 @@ gl_FragCoord origin is upper left
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0:34 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (in 4-component vector of float)
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0:34 's' (in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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@ -134,8 +134,8 @@ gl_FragCoord origin is upper left
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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0:40 's' (in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:40 ff4: direct index for structure (temp 4-component vector of float)
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0:40 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:42 Branch: Return with expression
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@ -148,8 +148,8 @@ gl_FragCoord origin is upper left
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:34 Sequence
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 a: direct index for structure (smooth temp 4-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 a: direct index for structure (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 0 (const int)
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0:34 a: direct index for structure (smooth temp 4-component vector of float)
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@ -157,8 +157,8 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 0 (const int)
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0:34 move second child to first child (temp bool)
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0:34 b: direct index for structure (flat temp bool)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 b: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 1 (const int)
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0:34 b: direct index for structure (flat temp bool)
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@ -166,8 +166,8 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 1 (const int)
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0:34 move second child to first child (temp 1-component vector of float)
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0:34 c: direct index for structure (centroid noperspective temp 1-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 c: direct index for structure (temp 1-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 2 (const int)
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0:34 c: direct index for structure (centroid noperspective temp 1-component vector of float)
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0:34 Constant:
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0:34 2 (const int)
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0:34 move second child to first child (temp 2-component vector of float)
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0:34 d: direct index for structure (centroid sample temp 2-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 d: direct index for structure (temp 2-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 3 (const int)
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0:34 d: direct index for structure (centroid sample temp 2-component vector of float)
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0:34 Constant:
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0:34 3 (const int)
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0:34 move second child to first child (temp bool)
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0:34 ff1: direct index for structure (temp bool Face)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 ff1: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 4 (const int)
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0:? 's_ff1' (in bool Face)
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0:34 move second child to first child (temp bool)
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0:34 ff2: direct index for structure (layout(offset=4 ) temp bool)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 ff2: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 5 (const int)
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0:34 ff2: direct index for structure (layout(offset=4 ) temp bool)
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@ -199,8 +199,8 @@ gl_FragCoord origin is upper left
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0:34 Constant:
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0:34 4 (const int)
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0:34 move second child to first child (temp bool)
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0:34 ff3: direct index for structure (layout(binding=0 offset=4 ) temp bool)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 ff3: direct index for structure (temp bool)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 6 (const int)
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0:34 ff3: direct index for structure (layout(binding=0 offset=4 ) temp bool)
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0:34 Constant:
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0:34 5 (const int)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:34 ff4: direct index for structure (temp 4-component vector of float)
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0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:34 Constant:
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0:34 7 (const int)
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0:34 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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||||
|
|
@ -220,7 +220,7 @@ gl_FragCoord origin is upper left
|
|||
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
|
||||
0:34 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
|
||||
0:? 'input' (temp 4-component vector of float)
|
||||
0:? 's' (temp structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
|
||||
0:? 's' (temp structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||
0:? Linker Objects
|
||||
0:? 's2' (global structure{temp 4-component vector of float i})
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
|
||||
|
|
@ -283,7 +283,6 @@ gl_FragCoord origin is upper left
|
|||
MemberName 94($Global) 1 "ff5"
|
||||
MemberName 94($Global) 2 "ff6"
|
||||
Name 96 ""
|
||||
MemberDecorate 11(IN_S) 4 BuiltIn FrontFacing
|
||||
Decorate 43(input) Location 0
|
||||
Decorate 48(s) Location 1
|
||||
Decorate 71(s_ff1) BuiltIn FrontFacing
|
||||
|
|
|
|||
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Reference in a new issue