OpenShadingLanguage 1.00
# Compiled by oslc 1.4.0
shader node_convert_from_vector
param	vector	Vector	0 0 0 		 %read{0,25} %write{2147483647,-1}
oparam	string	String	"" 		 %read{2147483647,-1} %write{2147483647,-1}
oparam	float	Val	0 		 %read{2147483647,-1} %write{6,6}
oparam	int	ValInt	0 		 %read{2147483647,-1} %write{14,14}
oparam	color	Color	0 0 0 		 %read{2147483647,-1} %write{18,18}
oparam	point	Point	0 0 0 		 %read{2147483647,-1} %write{22,22}
oparam	normal	Normal	0 0 0 		 %read{7,10} %write{26,26}
const	int	$const1	0		 %read{0,23} %write{2147483647,-1}
temp	float	$tmp1	 %read{2,2} %write{0,0}
const	int	$const2	1		 %read{1,24} %write{2147483647,-1}
temp	float	$tmp2	 %read{2,2} %write{1,1}
temp	float	$tmp3	 %read{4,4} %write{2,2}
const	int	$const3	2		 %read{3,25} %write{2147483647,-1}
temp	float	$tmp4	 %read{4,4} %write{3,3}
temp	float	$tmp5	 %read{6,6} %write{4,4}
const	float	$const4	1		 %read{5,12} %write{2147483647,-1}
const	float	$const5	3		 %read{5,12} %write{2147483647,-1}
temp	float	$tmp6	 %read{6,6} %write{5,5}
temp	float	$tmp7	 %read{9,9} %write{7,7}
temp	float	$tmp8	 %read{9,9} %write{8,8}
temp	float	$tmp9	 %read{11,11} %write{9,9}
temp	float	$tmp10	 %read{11,11} %write{10,10}
temp	float	$tmp11	 %read{13,13} %write{11,11}
temp	float	$tmp12	 %read{13,13} %write{12,12}
temp	float	$tmp13	 %read{14,14} %write{13,13}
temp	float	$tmp14	 %read{18,18} %write{15,15}
temp	float	$tmp15	 %read{18,18} %write{16,16}
temp	float	$tmp16	 %read{18,18} %write{17,17}
temp	float	$tmp17	 %read{22,22} %write{19,19}
temp	float	$tmp18	 %read{22,22} %write{20,20}
temp	float	$tmp19	 %read{22,22} %write{21,21}
temp	float	$tmp20	 %read{26,26} %write{23,23}
temp	float	$tmp21	 %read{26,26} %write{24,24}
temp	float	$tmp22	 %read{26,26} %write{25,25}
code ___main___
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_convert_from_vector.osl:29
# 	ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
	compref		$tmp1 Vector $const1 	%filename{"D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_convert_from_vector.osl"} %line{29} %argrw{"wrr"}
	compref		$tmp2 Vector $const2 	%argrw{"wrr"}
	add		$tmp3 $tmp1 $tmp2 	%argrw{"wrr"}
	compref		$tmp4 Vector $const3 	%argrw{"wrr"}
	add		$tmp5 $tmp3 $tmp4 	%argrw{"wrr"}
	div		$tmp6 $const4 $const5 	%argrw{"wrr"}
	mul		Val $tmp5 $tmp6 	%argrw{"wrr"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_convert_from_vector.osl:30
# 	Color = color(Vector[0], Vector[1], Vector[2]);
	compref		$tmp7 Normal $const1 	%line{30} %argrw{"wrr"}
	compref		$tmp8 Normal $const2 	%argrw{"wrr"}
	add		$tmp9 $tmp7 $tmp8 	%argrw{"wrr"}
	compref		$tmp10 Normal $const3 	%argrw{"wrr"}
	add		$tmp11 $tmp9 $tmp10 	%argrw{"wrr"}
	div		$tmp12 $const4 $const5 	%argrw{"wrr"}
	mul		$tmp13 $tmp11 $tmp12 	%argrw{"wrr"}
	assign		ValInt $tmp13 	%argrw{"wr"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_convert_from_vector.osl:31
# 	Point = point(Vector[0], Vector[1], Vector[2]);
	compref		$tmp14 Vector $const1 	%line{31} %argrw{"wrr"}
	compref		$tmp15 Vector $const2 	%argrw{"wrr"}
	compref		$tmp16 Vector $const3 	%argrw{"wrr"}
	color		Color $tmp14 $tmp15 $tmp16 	%argrw{"wrrr"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_convert_from_vector.osl:32
# 	Normal = normal(Vector[0], Vector[1], Vector[2]);
	compref		$tmp17 Vector $const1 	%line{32} %argrw{"wrr"}
	compref		$tmp18 Vector $const2 	%argrw{"wrr"}
	compref		$tmp19 Vector $const3 	%argrw{"wrr"}
	point		Point $tmp17 $tmp18 $tmp19 	%argrw{"wrrr"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_convert_from_vector.osl:33
# }
	compref		$tmp20 Vector $const1 	%line{33} %argrw{"wrr"}
	compref		$tmp21 Vector $const2 	%argrw{"wrr"}
	compref		$tmp22 Vector $const3 	%argrw{"wrr"}
	normal		Normal $tmp20 $tmp21 $tmp22 	%argrw{"wrrr"}
	end
