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@Gavin-Williams
Created December 3, 2014 22:02
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The log file for the shader demonstrating implicit truncation of vector type.
/***** Used Parameters *****
* EffectName: EffectMain
* CompilerParameters.DebugKey: True
* MaterialParameters.UseTransparentMask: False
* MaterialParameters.NormalMap: NullValue
* MaterialParameters.AmbientMap: NullValue
* Lighting.CastShadows: True
* CompilerParameters.GraphicsPlatformKey: Direct3D11
* MaterialParameters.AlbedoSpecular: NullValue
* CompilerParameters.GraphicsProfileKey: Level_11_1
* MaterialParameters.UseTransparent: False
* MaterialParameters.AlbedoDiffuse: NullValue
* MaterialParameters.HasSkinningPosition: False
***************************/
SamplerState Sampler_id46;
Texture2D VisibilityMap_id40;
Texture2DArray TextureArray_id39;
struct PS_STREAMS
{
float4 Position_id13;
float2 TexCoord_id44;
float TexIndex_id45;
float4 ColorTarget_id1;
};
struct PS_OUTPUT
{
float4 ColorTarget_id1 : SV_Target0;
};
struct VS_STREAMS
{
float4 Position_id13;
float3 vNormal_id36;
float2 TexCoord_id44;
float TexIndex_id45;
float4 PositionWS_id14;
float4 PositionH_id15;
float4 vPositionVS_id35;
float3 vNormalVS_id38;
float4 ShadingPosition_id0;
};
struct VS_OUTPUT
{
float4 ShadingPosition_id0 : SV_Position;
float4 Position_id13 : POSITION;
float2 TexCoord_id44 : TEXCOORD0;
float TexIndex_id45 : TEXINDEX;
};
struct VS_INPUT
{
float4 Position_id13 : POSITION;
float3 vNormal_id36 : NORMAL;
float2 TexCoord_id44 : TEXCOORD0;
float TexIndex_id45 : TEXINDEX;
};
cbuffer OpenglFlags
{
float ParadoxFlipRendertarget;
};
cbuffer PerFrame
{
float4x4 ViewProjection_id26;
};
cbuffer PerObject
{
float4x4 World_id30;
float4x4 WorldView_id32;
float4x4 WorldViewInverse_id33;
};
cbuffer Globals
{
uint Ticks_id41;
};
void PostTransformPosition_id4()
{
}
void PreTransformPosition_id2()
{
}
float4 Compute_id26(inout PS_STREAMS streams)
{
uint v = VisibilityMap_id40.Load(int3(streams.Position_id13.xy, 0));
if (v == 0)
return float4(0, 0, 0, 1);
float4 diffuseColor = TextureArray_id39.Sample(Sampler_id46, float3(streams.TexCoord_id44, streams.TexIndex_id45));
if (v < Ticks_id41)
{
float4 aLighting = float4(0.1, 0.1, 0.1, 1);
return diffuseColor * aLighting;
}
return diffuseColor;
}
float4 Compute_id27()
{
return 0;
}
void PostTransformPosition_id8(inout VS_STREAMS streams)
{
PostTransformPosition_id4();
streams.ShadingPosition_id0 = mul(streams.PositionWS_id14, ViewProjection_id26);
streams.PositionH_id15 = streams.ShadingPosition_id0;
}
void TransformPosition_id3()
{
}
void PreTransformPosition_id7(inout VS_STREAMS streams)
{
PreTransformPosition_id2();
streams.PositionWS_id14 = mul(streams.Position_id13, World_id30);
}
float4 DiffuseAlbedo_id9(inout PS_STREAMS streams)
{
return Compute_id26(streams);
}
float4 Shading_id17()
{
return Compute_id27();
}
void BaseTransformVS_id5(inout VS_STREAMS streams)
{
PreTransformPosition_id7(streams);
TransformPosition_id3();
PostTransformPosition_id8(streams);
}
float4 Shading_id19(inout PS_STREAMS streams)
{
return Shading_id17() + DiffuseAlbedo_id9(streams);
}
void PSMain_id1()
{
}
void VSMain_id6(inout VS_STREAMS streams)
{
BaseTransformVS_id5(streams);
}
void PSMain_id18(inout PS_STREAMS streams)
{
PSMain_id1();
streams.ColorTarget_id1 = Shading_id19(streams);
}
void GenerateNormalVS_PS_id23()
{
}
void GenerateNormalVS_VS_id25(inout VS_STREAMS streams)
{
streams.vNormalVS_id38 = mul((float3x3)WorldViewInverse_id33, streams.vNormal_id36);
}
void VSMain_id20(inout VS_STREAMS streams)
{
VSMain_id6(streams);
streams.vPositionVS_id35 = mul(streams.Position_id13, WorldView_id32);
}
PS_OUTPUT PSMain(VS_OUTPUT input)
{
PS_STREAMS streams = (PS_STREAMS)0;
streams.Position_id13 = input.Position_id13;
streams.TexCoord_id44 = input.TexCoord_id44;
streams.TexIndex_id45 = input.TexIndex_id45;
GenerateNormalVS_PS_id23();
PSMain_id18(streams);
PS_OUTPUT output = (PS_OUTPUT)0;
output.ColorTarget_id1 = streams.ColorTarget_id1;
return output;
}
VS_OUTPUT VSMain(VS_INPUT input)
{
VS_STREAMS streams = (VS_STREAMS)0;
streams.Position_id13 = input.Position_id13;
streams.vNormal_id36 = input.vNormal_id36;
streams.TexCoord_id44 = input.TexCoord_id44;
streams.TexIndex_id45 = input.TexIndex_id45;
VSMain_id20(streams);
GenerateNormalVS_VS_id25(streams);
VS_OUTPUT output = (VS_OUTPUT)0;
output.ShadingPosition_id0 = streams.ShadingPosition_id0;
output.Position_id13 = streams.Position_id13;
output.TexCoord_id44 = streams.TexCoord_id44;
output.TexIndex_id45 = streams.TexIndex_id45;
return output;
}
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// Pixel 8adfaeb4762c491b8d43ae83a8f7c282
// Vertex 9f539b57bccc04540ab2bce1a73be9b5
// Pixel bc5f37135a483677945533d33b65b49d
// Vertex a8d4a3bf01c7b0b6df669b0a3a0fd297
// Pixel 7d04b1d1cd2a6bf5c460f314ff555d5a
// Vertex ddc9d75ee6b20c331c33bf4960c8fbfd
// Pixel 67fb1820b935266aeb73f774b1f56aef
// Vertex 260d919ffbf2103f7c58fcf1ab63b59b
// Pixel bacd72f7c44c694842f58368c9c46a45
// Vertex 6445650073d6b0db2303e00b7004b657
// Pixel b81f0bd6d2d5578c57e141a75f455832
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// Pixel 3e5fbbeda5c3de851c2ac9d507ef4e04
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// Pixel 17c2e4128e3d3c85d3016d19e2fa1076
// Vertex 3e3ffadc0c0a5f0bf00fb2b0e6ecd590
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// Pixel 815d8756987ca5d542f1737929120460
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