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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@ -25,8 +25,8 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:42 Branch: Return with expression
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0:42 Convert int to float ( temp 4-component vector of float)
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0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
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0:42 '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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0:42 c4: direct index for structure ( uniform 4-component vector of int)
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0:42 '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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0:42 Constant:
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0:42 3 (const uint)
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0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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@ -34,8 +34,8 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:49 textureFetch ( temp 4-component vector of float)
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0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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0:49 c1: direct index for structure (layout( offset=0) uniform int)
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0:49 '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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0:49 c1: direct index for structure ( uniform int)
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0:49 '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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0:49 Constant:
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0:49 0 (const uint)
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0:49 Constant:
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@ -45,8 +45,8 @@ gl_FragCoord origin is upper left
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0:51 'r00' ( temp 4-component vector of float)
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0:51 textureFetch ( temp 4-component vector of float)
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0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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0:51 c1: direct index for structure (layout( offset=0) uniform int)
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0:51 '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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0:51 c1: direct index for structure ( uniform int)
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0:51 '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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0:51 Constant:
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0:51 0 (const uint)
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0:51 Constant:
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@ -56,8 +56,8 @@ gl_FragCoord origin is upper left
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0:52 'r01' ( temp 4-component vector of int)
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0:52 textureFetch ( temp 4-component vector of int)
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0:52 'g_tTex1di4' ( uniform itexture1D)
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0:52 c1: direct index for structure (layout( offset=0) uniform 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 c1: direct index for structure ( uniform 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 0 (const uint)
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0:52 Constant:
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@ -67,8 +67,8 @@ gl_FragCoord origin is upper left
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0:53 'r02' ( temp 4-component vector of uint)
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0:53 textureFetch ( temp 4-component vector of uint)
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0:53 'g_tTex1du4' ( uniform utexture1D)
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0:53 c1: direct index for structure (layout( offset=0) uniform 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 c1: direct index for structure ( uniform 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 0 (const uint)
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0:53 Constant:
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@ -78,8 +78,8 @@ gl_FragCoord origin is upper left
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0:56 'r10' ( temp 4-component vector of float)
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0:56 textureFetch ( temp 4-component vector of float)
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0:56 'g_tTex2df4' ( uniform texture2D)
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0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:56 '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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0:56 c2: direct index for structure ( uniform 2-component vector of int)
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0:56 '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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0:56 Constant:
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0:56 1 (const uint)
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0:56 Constant:
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@ -89,8 +89,8 @@ gl_FragCoord origin is upper left
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0:57 'r11' ( temp 4-component vector of int)
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0:57 textureFetch ( temp 4-component vector of int)
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0:57 'g_tTex2di4' ( uniform itexture2D)
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0:57 c2: direct index for structure (layout( offset=8) uniform 2-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 c2: direct index for structure ( uniform 2-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 1 (const uint)
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0:57 Constant:
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@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
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0:58 'r12' ( temp 4-component vector of uint)
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0:58 textureFetch ( temp 4-component vector of uint)
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0:58 'g_tTex2du4' ( uniform utexture2D)
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0:58 c2: direct index for structure (layout( offset=8) uniform 2-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 c2: direct index for structure ( uniform 2-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 1 (const uint)
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0:58 Constant:
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@ -111,8 +111,8 @@ gl_FragCoord origin is upper left
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0:61 'r20' ( temp 4-component vector of float)
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0:61 textureFetch ( temp 4-component vector of float)
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0:61 'g_tTex3df4' ( uniform texture3D)
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0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:61 '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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0:61 c3: direct index for structure ( uniform 3-component vector of int)
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0:61 '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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0:61 Constant:
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0:61 2 (const uint)
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0:61 Constant:
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@ -122,8 +122,8 @@ gl_FragCoord origin is upper left
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0:62 'r21' ( temp 4-component vector of int)
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0:62 textureFetch ( temp 4-component vector of int)
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0:62 'g_tTex3di4' ( uniform itexture3D)
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0:62 c3: direct index for structure (layout( offset=16) uniform 3-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 c3: direct index for structure ( uniform 3-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 2 (const uint)
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0:62 Constant:
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@ -133,8 +133,8 @@ gl_FragCoord origin is upper left
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0:63 'r22' ( temp 4-component vector of uint)
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0:63 textureFetch ( temp 4-component vector of uint)
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0:63 'g_tTex3du4' ( uniform utexture3D)
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0:63 c3: direct index for structure (layout( offset=16) uniform 3-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 c3: direct index for structure ( uniform 3-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 2 (const uint)
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0:63 Constant:
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@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
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0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
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0:66 textureFetch ( temp 4-component vector of float)
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0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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0:66 c1: direct index for structure (layout( offset=0) uniform int)
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0:66 '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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0:66 c1: direct index for structure ( uniform int)
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0:66 '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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0:66 Constant:
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0:66 0 (const uint)
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0:66 Constant:
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@ -151,8 +151,8 @@ gl_FragCoord origin is upper left
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0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
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0:67 textureFetch ( temp 4-component vector of int)
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0:67 'g_tTex1di4' ( uniform itexture1D)
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0:67 c1: direct index for structure (layout( offset=0) uniform int)
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0:67 '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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0:67 c1: direct index for structure ( uniform int)
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0:67 '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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0:67 Constant:
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0:67 0 (const uint)
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0:67 Constant:
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@ -160,8 +160,8 @@ gl_FragCoord origin is upper left
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0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
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0:68 textureFetch ( temp 4-component vector of uint)
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0:68 'g_tTex1du4' ( uniform utexture1D)
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0:68 c1: direct index for structure (layout( offset=0) uniform int)
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0:68 '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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0:68 c1: direct index for structure ( uniform int)
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0:68 '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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0:68 Constant:
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0:68 0 (const uint)
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0:68 Constant:
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@ -205,7 +205,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2df4a' ( uniform texture2DArray)
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0:? 'g_tTex2di4a' ( uniform itexture2DArray)
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0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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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})
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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})
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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@ -238,8 +238,8 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:42 Branch: Return with expression
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0:42 Convert int to float ( temp 4-component vector of float)
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0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
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0:42 '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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0:42 c4: direct index for structure ( uniform 4-component vector of int)
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0:42 '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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0:42 Constant:
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0:42 3 (const uint)
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0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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@ -247,8 +247,8 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:49 textureFetch ( temp 4-component vector of float)
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0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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0:49 c1: direct index for structure (layout( offset=0) uniform int)
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0:49 '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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0:49 c1: direct index for structure ( uniform int)
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0:49 '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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0:49 Constant:
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0:49 0 (const uint)
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0:49 Constant:
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@ -258,8 +258,8 @@ gl_FragCoord origin is upper left
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0:51 'r00' ( temp 4-component vector of float)
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0:51 textureFetch ( temp 4-component vector of float)
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0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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0:51 c1: direct index for structure (layout( offset=0) uniform int)
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0:51 '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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0:51 c1: direct index for structure ( uniform int)
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0:51 '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})
|
||||
0:51 Constant:
|
||||
0:51 0 (const uint)
|
||||
0:51 Constant:
|
||||
|
|
@ -269,8 +269,8 @@ gl_FragCoord origin is upper left
|
|||
0:52 'r01' ( temp 4-component vector of int)
|
||||
0:52 textureFetch ( temp 4-component vector of int)
|
||||
0:52 'g_tTex1di4' ( uniform itexture1D)
|
||||
0:52 c1: direct index for structure (layout( offset=0) uniform 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 c1: direct index for structure ( uniform 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 0 (const uint)
|
||||
0:52 Constant:
|
||||
|
|
@ -280,8 +280,8 @@ gl_FragCoord origin is upper left
|
|||
0:53 'r02' ( temp 4-component vector of uint)
|
||||
0:53 textureFetch ( temp 4-component vector of uint)
|
||||
0:53 'g_tTex1du4' ( uniform utexture1D)
|
||||
0:53 c1: direct index for structure (layout( offset=0) uniform 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 c1: direct index for structure ( uniform 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 0 (const uint)
|
||||
0:53 Constant:
|
||||
|
|
@ -291,8 +291,8 @@ gl_FragCoord origin is upper left
|
|||
0:56 'r10' ( temp 4-component vector of float)
|
||||
0:56 textureFetch ( temp 4-component vector of float)
|
||||
0:56 'g_tTex2df4' ( uniform texture2D)
|
||||
0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
||||
0:56 '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})
|
||||
0:56 c2: direct index for structure ( uniform 2-component vector of int)
|
||||
0:56 '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})
|
||||
0:56 Constant:
|
||||
0:56 1 (const uint)
|
||||
0:56 Constant:
|
||||
|
|
@ -302,8 +302,8 @@ gl_FragCoord origin is upper left
|
|||
0:57 'r11' ( temp 4-component vector of int)
|
||||
0:57 textureFetch ( temp 4-component vector of int)
|
||||
0:57 'g_tTex2di4' ( uniform itexture2D)
|
||||
0:57 c2: direct index for structure (layout( offset=8) uniform 2-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 c2: direct index for structure ( uniform 2-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 1 (const uint)
|
||||
0:57 Constant:
|
||||
|
|
@ -313,8 +313,8 @@ gl_FragCoord origin is upper left
|
|||
0:58 'r12' ( temp 4-component vector of uint)
|
||||
0:58 textureFetch ( temp 4-component vector of uint)
|
||||
0:58 'g_tTex2du4' ( uniform utexture2D)
|
||||
0:58 c2: direct index for structure (layout( offset=8) uniform 2-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 c2: direct index for structure ( uniform 2-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 1 (const uint)
|
||||
0:58 Constant:
|
||||
|
|
@ -324,8 +324,8 @@ gl_FragCoord origin is upper left
|
|||
0:61 'r20' ( temp 4-component vector of float)
|
||||
0:61 textureFetch ( temp 4-component vector of float)
|
||||
0:61 'g_tTex3df4' ( uniform texture3D)
|
||||
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:61 '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})
|
||||
0:61 c3: direct index for structure ( uniform 3-component vector of int)
|
||||
0:61 '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})
|
||||
0:61 Constant:
|
||||
0:61 2 (const uint)
|
||||
0:61 Constant:
|
||||
|
|
@ -335,8 +335,8 @@ gl_FragCoord origin is upper left
|
|||
0:62 'r21' ( temp 4-component vector of int)
|
||||
0:62 textureFetch ( temp 4-component vector of int)
|
||||
0:62 'g_tTex3di4' ( uniform itexture3D)
|
||||
0:62 c3: direct index for structure (layout( offset=16) uniform 3-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 c3: direct index for structure ( uniform 3-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 2 (const uint)
|
||||
0:62 Constant:
|
||||
|
|
@ -346,8 +346,8 @@ gl_FragCoord origin is upper left
|
|||
0:63 'r22' ( temp 4-component vector of uint)
|
||||
0:63 textureFetch ( temp 4-component vector of uint)
|
||||
0:63 'g_tTex3du4' ( uniform utexture3D)
|
||||
0:63 c3: direct index for structure (layout( offset=16) uniform 3-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 c3: direct index for structure ( uniform 3-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 2 (const uint)
|
||||
0:63 Constant:
|
||||
|
|
@ -355,8 +355,8 @@ gl_FragCoord origin is upper left
|
|||
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
|
||||
0:66 textureFetch ( temp 4-component vector of float)
|
||||
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||
0:66 c1: direct index for structure (layout( offset=0) uniform int)
|
||||
0:66 '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})
|
||||
0:66 c1: direct index for structure ( uniform int)
|
||||
0:66 '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})
|
||||
0:66 Constant:
|
||||
0:66 0 (const uint)
|
||||
0:66 Constant:
|
||||
|
|
@ -364,8 +364,8 @@ gl_FragCoord origin is upper left
|
|||
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
|
||||
0:67 textureFetch ( temp 4-component vector of int)
|
||||
0:67 'g_tTex1di4' ( uniform itexture1D)
|
||||
0:67 c1: direct index for structure (layout( offset=0) uniform int)
|
||||
0:67 '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})
|
||||
0:67 c1: direct index for structure ( uniform int)
|
||||
0:67 '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})
|
||||
0:67 Constant:
|
||||
0:67 0 (const uint)
|
||||
0:67 Constant:
|
||||
|
|
@ -373,8 +373,8 @@ gl_FragCoord origin is upper left
|
|||
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
|
||||
0:68 textureFetch ( temp 4-component vector of uint)
|
||||
0:68 'g_tTex1du4' ( uniform utexture1D)
|
||||
0:68 c1: direct index for structure (layout( offset=0) uniform int)
|
||||
0:68 '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})
|
||||
0:68 c1: direct index for structure ( uniform int)
|
||||
0:68 '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})
|
||||
0:68 Constant:
|
||||
0:68 0 (const uint)
|
||||
0:68 Constant:
|
||||
|
|
@ -418,7 +418,7 @@ gl_FragCoord origin is upper left
|
|||
0:? 'g_tTex2df4a' ( uniform texture2DArray)
|
||||
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||
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})
|
||||
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)
|
||||
|
||||
// Module Version 10000
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue