nir_lower_alu_to_scalar
shader: MESA_SHADER_VERTEX
name: GLSL1
inputs: 2
outputs: 3
uniforms: 0
shared: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 a_position (VERT_ATTRIB_GENERIC0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE lowp vec2 a_in0 (VERT_ATTRIB_GENERIC1.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE highp float gl_PointSize (VARYING_SLOT_PSIZ.x, 1, 0)
decl_var shader_out INTERP_MODE_FLAT lowp vec2 vtx_out_out0 (VARYING_SLOT_VAR0.xy, 2, 0)
decl_var shader_out INTERP_MODE_FLAT lowp vec2 vtx_out_out1 (VARYING_SLOT_VAR0.zw, 2, 0)
decl_var shader_out INTERP_MODE_FLAT lowp vec4 vtx_out_out0@0 (VARYING_SLOT_VAR0.xyzw, 2, 0)
decl_function main (0 params)

impl main {
        decl_var  INTERP_MODE_NONE highp vec4 out@gl_Position-temp
        decl_var  INTERP_MODE_NONE highp float out@gl_PointSize-temp
        decl_var  INTERP_MODE_FLAT lowp vec2 out@vtx_out_out0-temp
        decl_var  INTERP_MODE_FLAT lowp vec2 out@vtx_out_out1-temp
        decl_var  INTERP_MODE_FLAT lowp vec4 out@vtx_out_out0-temp@1
        block block_0:
        /* preds: */
        vec1 32 ssa_0 = load_const (0x00000000 /* 0.000000 */)
        vec4 32 ssa_1 = intrinsic load_input (ssa_0) (0, 0, 160, 144) /* base=0 */ /* component=0 */ /* type=float32 */ /* location=16 slots=1 */     /* a_position */
        vec2 32 ssa_2 = intrinsic load_input (ssa_0) (1, 0, 160, 8388753) /* base=1 */ /* component=0 */ /* type=float32 */ /* location=17 slots=1 */ /* a_in0 */
        vec2 16 ssa_3 = f2fmp ssa_2
        vec2 16 ssa_4 = ftrunc ssa_3
        vec2 16 ssa_5 = fneg ssa_4
        vec2 16 ssa_6 = fadd ssa_3, ssa_5
        vec2 32 ssa_7 = f2f32 ssa_6
        vec2 32 ssa_8 = f2f32 ssa_4
        vec4 32 ssa_9 = vec4 ssa_7.x, ssa_7.y, ssa_8.x, ssa_8.y
        vec3 32 ssa_10 = intrinsic load_viewport_scale () ()
        vec3 32 ssa_11 = intrinsic load_viewport_offset () ()
        vec1 32 ssa_12 = frcp ssa_1.w
        vec3 32 ssa_13 = fmul ssa_1.xyz, ssa_12.xxx
        vec3 32 ssa_14 = fmul ssa_13, ssa_10
        vec3 32 ssa_15 = fadd ssa_14, ssa_11
        vec4 32 ssa_16 = vec4 ssa_15.x, ssa_15.y, ssa_15.z, ssa_12
        intrinsic store_output (ssa_16, ssa_0) (0, 15, 0, 160, 128) /* base=0 */ /* wrmask=xyzw */ /* component=0 */ /* type=float32 */ /* location=0 slots=1 */      /* gl_Position */
        vec1 32 ssa_17 = load_const (0x3f800000 /* 1.000000 */)
        intrinsic store_output (ssa_17, ssa_0) (1, 1, 0, 160, 140) /* base=1 */ /* wrmask=x */ /* component=0 */ /* type=float32 */ /* location=12 slots=1 */ /* gl_PointSize */
        intrinsic store_output (ssa_9, ssa_0) (2, 15, 0, 160, 8388768) /* base=2 */ /* wrmask=xyzw */ /* component=0 */ /* type=float32 */ /* location=32 slots=1 */  /* vtx_out_out0 */
        /* succs: block_1 */
        block block_1:
}

nir_fuse_io_16
midgard_nir_scale_trig
nir_opt_dce
nir_opt_algebraic
nir_opt_constant_folding
nir_copy_prop
nir_opt_algebraic_late
shader: MESA_SHADER_VERTEX
name: GLSL1
inputs: 2
outputs: 3
uniforms: 0
shared: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 a_position (VERT_ATTRIB_GENERIC0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE lowp vec2 a_in0 (VERT_ATTRIB_GENERIC1.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE highp float gl_PointSize (VARYING_SLOT_PSIZ.x, 1, 0)
decl_var shader_out INTERP_MODE_FLAT lowp vec2 vtx_out_out0 (VARYING_SLOT_VAR0.xy, 2, 0)
decl_var shader_out INTERP_MODE_FLAT lowp vec2 vtx_out_out1 (VARYING_SLOT_VAR0.zw, 2, 0)
decl_var shader_out INTERP_MODE_FLAT lowp vec4 vtx_out_out0@0 (VARYING_SLOT_VAR0.xyzw, 2, 0)
decl_function main (0 params)

impl main {
        decl_var  INTERP_MODE_NONE highp vec4 out@gl_Position-temp
        decl_var  INTERP_MODE_NONE highp float out@gl_PointSize-temp
        decl_var  INTERP_MODE_FLAT lowp vec2 out@vtx_out_out0-temp
        decl_var  INTERP_MODE_FLAT lowp vec2 out@vtx_out_out1-temp
        decl_var  INTERP_MODE_FLAT lowp vec4 out@vtx_out_out0-temp@1
        block block_0:
        /* preds: */
        vec1 32 ssa_0 = load_const (0x00000000 /* 0.000000 */)
        vec4 32 ssa_1 = intrinsic load_input (ssa_0) (0, 0, 160, 144) /* base=0 */ /* component=0 */ /* type=float32 */ /* location=16 slots=1 */     /* a_position */
        vec2 32 ssa_2 = intrinsic load_input (ssa_0) (1, 0, 160, 8388753) /* base=1 */ /* component=0 */ /* type=float32 */ /* location=17 slots=1 */ /* a_in0 */
        vec2 16 ssa_20 = f2f16 ssa_2
        vec2 16 ssa_4 = ftrunc ssa_20
        vec2 16 ssa_5 = fneg ssa_4
        vec2 16 ssa_19 = fsub ssa_20, ssa_4
        vec2 32 ssa_7 = f2f32 ssa_19
        vec2 32 ssa_18 = ftrunc ssa_2
        vec4 32 ssa_9 = vec4 ssa_7.x, ssa_7.y, ssa_18.x, ssa_18.y
        vec3 32 ssa_10 = intrinsic load_viewport_scale () ()
        vec3 32 ssa_11 = intrinsic load_viewport_offset () ()
        vec1 32 ssa_12 = frcp ssa_1.w
        vec3 32 ssa_13 = fmul ssa_1.xyz, ssa_12.xxx
        vec3 32 ssa_14 = fmul ssa_13, ssa_10
        vec3 32 ssa_15 = fadd ssa_14, ssa_11
        vec4 32 ssa_16 = vec4 ssa_15.x, ssa_15.y, ssa_15.z, ssa_12
        intrinsic store_output (ssa_16, ssa_0) (0, 15, 0, 160, 128) /* base=0 */ /* wrmask=xyzw */ /* component=0 */ /* type=float32 */ /* location=0 slots=1 */      /* gl_Position */
        vec1 32 ssa_17 = load_const (0x3f800000 /* 1.000000 */)
        intrinsic store_output (ssa_17, ssa_0) (1, 1, 0, 160, 140) /* base=1 */ /* wrmask=x */ /* component=0 */ /* type=float32 */ /* location=12 slots=1 */ /* gl_PointSize */
        intrinsic store_output (ssa_9, ssa_0) (2, 15, 0, 160, 8388768) /* base=2 */ /* wrmask=xyzw */ /* component=0 */ /* type=float32 */ /* location=32 slots=1 */  /* vtx_out_out0 */
        /* succs: block_1 */
        block block_1:
}