HLSL: Allow use of $Global members in between function calls.
This allows global initializers to use $Global members.
This commit is contained in:
parent
7a41f96d10
commit
000c818efb
53 changed files with 4566 additions and 4558 deletions
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@ -8,16 +8,16 @@ gl_FragCoord origin is upper left
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0:52 textureFetch ( temp 4-component vector of float)
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0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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0:52 vector swizzle ( temp int)
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0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:52 c2: direct index for structure ( uniform 2-component vector of int)
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0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:52 Constant:
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0:52 1 (const uint)
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0:52 Sequence
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0:52 Constant:
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0:52 0 (const int)
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0:52 direct index ( temp int)
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0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:52 c2: direct index for structure ( uniform 2-component vector of int)
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0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:52 Constant:
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0:52 1 (const uint)
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0:52 Constant:
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@ -25,16 +25,16 @@ gl_FragCoord origin is upper left
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0:53 textureFetch ( temp 4-component vector of int)
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0:53 'g_tTex1di4' ( uniform itexture1D)
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0:53 vector swizzle ( temp int)
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0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:53 c2: direct index for structure ( uniform 2-component vector of int)
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0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:53 Constant:
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0:53 1 (const uint)
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0:53 Sequence
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0:53 Constant:
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0:53 0 (const int)
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0:53 direct index ( temp int)
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0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:53 c2: direct index for structure ( uniform 2-component vector of int)
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0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:53 Constant:
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0:53 1 (const uint)
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0:53 Constant:
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@ -42,16 +42,16 @@ gl_FragCoord origin is upper left
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0:54 textureFetch ( temp 4-component vector of uint)
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0:54 'g_tTex1du4' ( uniform utexture1D)
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0:54 vector swizzle ( temp int)
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0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:54 c2: direct index for structure ( uniform 2-component vector of int)
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0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:54 Constant:
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0:54 1 (const uint)
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0:54 Sequence
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0:54 Constant:
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0:54 0 (const int)
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0:54 direct index ( temp int)
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0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:54 c2: direct index for structure ( uniform 2-component vector of int)
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0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:54 Constant:
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0:54 1 (const uint)
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0:54 Constant:
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@ -59,8 +59,8 @@ gl_FragCoord origin is upper left
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0:57 textureFetch ( temp 4-component vector of float)
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0:57 'g_tTex2df4' ( uniform texture2D)
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0:57 vector swizzle ( temp 2-component vector of int)
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0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:57 c3: direct index for structure ( uniform 3-component vector of int)
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0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:57 Constant:
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0:57 2 (const uint)
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0:57 Sequence
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@ -69,8 +69,8 @@ gl_FragCoord origin is upper left
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0:57 Constant:
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0:57 1 (const int)
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0:57 direct index ( temp int)
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0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:57 c3: direct index for structure ( uniform 3-component vector of int)
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0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:57 Constant:
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0:57 2 (const uint)
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0:57 Constant:
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@ -78,8 +78,8 @@ gl_FragCoord origin is upper left
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0:58 textureFetch ( temp 4-component vector of int)
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0:58 'g_tTex2di4' ( uniform itexture2D)
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0:58 vector swizzle ( temp 2-component vector of int)
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0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:58 c3: direct index for structure ( uniform 3-component vector of int)
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0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:58 Constant:
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0:58 2 (const uint)
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0:58 Sequence
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@ -88,8 +88,8 @@ gl_FragCoord origin is upper left
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0:58 Constant:
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0:58 1 (const int)
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0:58 direct index ( temp int)
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0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:58 c3: direct index for structure ( uniform 3-component vector of int)
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0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:58 Constant:
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0:58 2 (const uint)
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0:58 Constant:
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@ -97,8 +97,8 @@ gl_FragCoord origin is upper left
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0:59 textureFetch ( temp 4-component vector of uint)
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0:59 'g_tTex2du4' ( uniform utexture2D)
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0:59 vector swizzle ( temp 2-component vector of int)
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0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:59 c3: direct index for structure ( uniform 3-component vector of int)
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0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:59 Constant:
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0:59 2 (const uint)
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0:59 Sequence
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@ -107,8 +107,8 @@ gl_FragCoord origin is upper left
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0:59 Constant:
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0:59 1 (const int)
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0:59 direct index ( temp int)
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0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:59 c3: direct index for structure ( uniform 3-component vector of int)
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0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:59 Constant:
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0:59 2 (const uint)
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0:59 Constant:
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@ -116,8 +116,8 @@ gl_FragCoord origin is upper left
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0:62 textureFetch ( temp 4-component vector of float)
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0:62 'g_tTex3df4' ( uniform texture3D)
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0:62 vector swizzle ( temp 3-component vector of int)
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0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
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0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:62 c4: direct index for structure ( uniform 4-component vector of int)
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0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:62 Constant:
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0:62 3 (const uint)
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0:62 Sequence
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@ -128,8 +128,8 @@ gl_FragCoord origin is upper left
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0:62 Constant:
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0:62 2 (const int)
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0:62 direct index ( temp int)
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0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
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0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:62 c4: direct index for structure ( uniform 4-component vector of int)
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0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:62 Constant:
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0:62 3 (const uint)
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0:62 Constant:
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@ -137,8 +137,8 @@ gl_FragCoord origin is upper left
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0:63 textureFetch ( temp 4-component vector of int)
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0:63 'g_tTex3di4' ( uniform itexture3D)
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0:63 vector swizzle ( temp 3-component vector of int)
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0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
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0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:63 c4: direct index for structure ( uniform 4-component vector of int)
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0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:63 Constant:
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0:63 3 (const uint)
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0:63 Sequence
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@ -149,8 +149,8 @@ gl_FragCoord origin is upper left
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0:63 Constant:
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0:63 2 (const int)
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0:63 direct index ( temp int)
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0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
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0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:63 c4: direct index for structure ( uniform 4-component vector of int)
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0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:63 Constant:
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0:63 3 (const uint)
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0:63 Constant:
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@ -158,8 +158,8 @@ gl_FragCoord origin is upper left
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0:64 textureFetch ( temp 4-component vector of uint)
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0:64 'g_tTex3du4' ( uniform utexture3D)
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0:64 vector swizzle ( temp 3-component vector of int)
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0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
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0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:64 c4: direct index for structure ( uniform 4-component vector of int)
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0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:64 Constant:
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0:64 3 (const uint)
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0:64 Sequence
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@ -170,8 +170,8 @@ gl_FragCoord origin is upper left
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0:64 Constant:
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0:64 2 (const int)
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0:64 direct index ( temp int)
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0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
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0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:64 c4: direct index for structure ( uniform 4-component vector of int)
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0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:64 Constant:
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0:64 3 (const uint)
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0:64 Constant:
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@ -237,9 +237,9 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
|
||||
|
||||
Linked fragment stage:
|
||||
|
|
@ -254,16 +254,16 @@ gl_FragCoord origin is upper left
|
|||
0:52 textureFetch ( temp 4-component vector of float)
|
||||
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||
0:52 vector swizzle ( temp int)
|
||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
||||
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:52 c2: direct index for structure ( uniform 2-component vector of int)
|
||||
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:52 Constant:
|
||||
0:52 1 (const uint)
|
||||
0:52 Sequence
|
||||
0:52 Constant:
|
||||
0:52 0 (const int)
|
||||
0:52 direct index ( temp int)
|
||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
||||
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:52 c2: direct index for structure ( uniform 2-component vector of int)
|
||||
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:52 Constant:
|
||||
0:52 1 (const uint)
|
||||
0:52 Constant:
|
||||
|
|
@ -271,16 +271,16 @@ gl_FragCoord origin is upper left
|
|||
0:53 textureFetch ( temp 4-component vector of int)
|
||||
0:53 'g_tTex1di4' ( uniform itexture1D)
|
||||
0:53 vector swizzle ( temp int)
|
||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
||||
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:53 c2: direct index for structure ( uniform 2-component vector of int)
|
||||
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:53 Constant:
|
||||
0:53 1 (const uint)
|
||||
0:53 Sequence
|
||||
0:53 Constant:
|
||||
0:53 0 (const int)
|
||||
0:53 direct index ( temp int)
|
||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
||||
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:53 c2: direct index for structure ( uniform 2-component vector of int)
|
||||
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:53 Constant:
|
||||
0:53 1 (const uint)
|
||||
0:53 Constant:
|
||||
|
|
@ -288,16 +288,16 @@ gl_FragCoord origin is upper left
|
|||
0:54 textureFetch ( temp 4-component vector of uint)
|
||||
0:54 'g_tTex1du4' ( uniform utexture1D)
|
||||
0:54 vector swizzle ( temp int)
|
||||
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
||||
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:54 c2: direct index for structure ( uniform 2-component vector of int)
|
||||
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:54 Constant:
|
||||
0:54 1 (const uint)
|
||||
0:54 Sequence
|
||||
0:54 Constant:
|
||||
0:54 0 (const int)
|
||||
0:54 direct index ( temp int)
|
||||
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
||||
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:54 c2: direct index for structure ( uniform 2-component vector of int)
|
||||
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:54 Constant:
|
||||
0:54 1 (const uint)
|
||||
0:54 Constant:
|
||||
|
|
@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
|
|||
0:57 textureFetch ( temp 4-component vector of float)
|
||||
0:57 'g_tTex2df4' ( uniform texture2D)
|
||||
0:57 vector swizzle ( temp 2-component vector of int)
|
||||
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:57 c3: direct index for structure ( uniform 3-component vector of int)
|
||||
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:57 Constant:
|
||||
0:57 2 (const uint)
|
||||
0:57 Sequence
|
||||
|
|
@ -315,8 +315,8 @@ gl_FragCoord origin is upper left
|
|||
0:57 Constant:
|
||||
0:57 1 (const int)
|
||||
0:57 direct index ( temp int)
|
||||
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:57 c3: direct index for structure ( uniform 3-component vector of int)
|
||||
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:57 Constant:
|
||||
0:57 2 (const uint)
|
||||
0:57 Constant:
|
||||
|
|
@ -324,8 +324,8 @@ gl_FragCoord origin is upper left
|
|||
0:58 textureFetch ( temp 4-component vector of int)
|
||||
0:58 'g_tTex2di4' ( uniform itexture2D)
|
||||
0:58 vector swizzle ( temp 2-component vector of int)
|
||||
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:58 c3: direct index for structure ( uniform 3-component vector of int)
|
||||
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:58 Constant:
|
||||
0:58 2 (const uint)
|
||||
0:58 Sequence
|
||||
|
|
@ -334,8 +334,8 @@ gl_FragCoord origin is upper left
|
|||
0:58 Constant:
|
||||
0:58 1 (const int)
|
||||
0:58 direct index ( temp int)
|
||||
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:58 c3: direct index for structure ( uniform 3-component vector of int)
|
||||
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:58 Constant:
|
||||
0:58 2 (const uint)
|
||||
0:58 Constant:
|
||||
|
|
@ -343,8 +343,8 @@ gl_FragCoord origin is upper left
|
|||
0:59 textureFetch ( temp 4-component vector of uint)
|
||||
0:59 'g_tTex2du4' ( uniform utexture2D)
|
||||
0:59 vector swizzle ( temp 2-component vector of int)
|
||||
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:59 c3: direct index for structure ( uniform 3-component vector of int)
|
||||
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:59 Constant:
|
||||
0:59 2 (const uint)
|
||||
0:59 Sequence
|
||||
|
|
@ -353,8 +353,8 @@ gl_FragCoord origin is upper left
|
|||
0:59 Constant:
|
||||
0:59 1 (const int)
|
||||
0:59 direct index ( temp int)
|
||||
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:59 c3: direct index for structure ( uniform 3-component vector of int)
|
||||
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:59 Constant:
|
||||
0:59 2 (const uint)
|
||||
0:59 Constant:
|
||||
|
|
@ -362,8 +362,8 @@ gl_FragCoord origin is upper left
|
|||
0:62 textureFetch ( temp 4-component vector of float)
|
||||
0:62 'g_tTex3df4' ( uniform texture3D)
|
||||
0:62 vector swizzle ( temp 3-component vector of int)
|
||||
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
||||
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:62 c4: direct index for structure ( uniform 4-component vector of int)
|
||||
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:62 Constant:
|
||||
0:62 3 (const uint)
|
||||
0:62 Sequence
|
||||
|
|
@ -374,8 +374,8 @@ gl_FragCoord origin is upper left
|
|||
0:62 Constant:
|
||||
0:62 2 (const int)
|
||||
0:62 direct index ( temp int)
|
||||
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
||||
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:62 c4: direct index for structure ( uniform 4-component vector of int)
|
||||
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:62 Constant:
|
||||
0:62 3 (const uint)
|
||||
0:62 Constant:
|
||||
|
|
@ -383,8 +383,8 @@ gl_FragCoord origin is upper left
|
|||
0:63 textureFetch ( temp 4-component vector of int)
|
||||
0:63 'g_tTex3di4' ( uniform itexture3D)
|
||||
0:63 vector swizzle ( temp 3-component vector of int)
|
||||
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
||||
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:63 c4: direct index for structure ( uniform 4-component vector of int)
|
||||
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:63 Constant:
|
||||
0:63 3 (const uint)
|
||||
0:63 Sequence
|
||||
|
|
@ -395,8 +395,8 @@ gl_FragCoord origin is upper left
|
|||
0:63 Constant:
|
||||
0:63 2 (const int)
|
||||
0:63 direct index ( temp int)
|
||||
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
||||
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:63 c4: direct index for structure ( uniform 4-component vector of int)
|
||||
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:63 Constant:
|
||||
0:63 3 (const uint)
|
||||
0:63 Constant:
|
||||
|
|
@ -404,8 +404,8 @@ gl_FragCoord origin is upper left
|
|||
0:64 textureFetch ( temp 4-component vector of uint)
|
||||
0:64 'g_tTex3du4' ( uniform utexture3D)
|
||||
0:64 vector swizzle ( temp 3-component vector of int)
|
||||
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
||||
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:64 c4: direct index for structure ( uniform 4-component vector of int)
|
||||
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:64 Constant:
|
||||
0:64 3 (const uint)
|
||||
0:64 Sequence
|
||||
|
|
@ -416,8 +416,8 @@ gl_FragCoord origin is upper left
|
|||
0:64 Constant:
|
||||
0:64 2 (const int)
|
||||
0:64 direct index ( temp int)
|
||||
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
||||
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
0:64 c4: direct index for structure ( uniform 4-component vector of int)
|
||||
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:64 Constant:
|
||||
0:64 3 (const uint)
|
||||
0:64 Constant:
|
||||
|
|
@ -483,9 +483,9 @@ gl_FragCoord origin is upper left
|
|||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue