GLSL output: Removed fixed-size buffer; fixes #769.

Makes some white-space differences in most output, plus a few cases
where more could have been put out but was cut short by the previous
fix-sized buffer.
This commit is contained in:
John Kessenich 2017-03-14 19:43:13 -06:00
parent c08fb8ab9c
commit 71c100d7c0
332 changed files with 62136 additions and 62097 deletions

View file

@ -1,24 +1,24 @@
330comp.frag
Shader version: 330
0:? Sequence
0:8 Function Definition: main( (global void)
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:10 'gl_FragColor' (fragColor 4-component vector of float FragColor)
0:10 'varyingVar' (smooth in 4-component vector of float)
0:11 move second child to first child (temp 4-component vector of float)
0:11 direct index (temp 4-component vector of float FragData)
0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData)
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:10 'varyingVar' ( smooth in 4-component vector of float)
0:11 move second child to first child ( temp 4-component vector of float)
0:11 direct index ( temp 4-component vector of float FragData)
0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:11 Constant:
0:11 1 (const int)
0:11 vector-times-matrix (temp 4-component vector of float)
0:11 'inVar' (smooth in 4-component vector of float)
0:11 'gl_ModelViewMatrix' (uniform 4X4 matrix of float)
0:11 vector-times-matrix ( temp 4-component vector of float)
0:11 'inVar' ( smooth in 4-component vector of float)
0:11 'gl_ModelViewMatrix' ( uniform 4X4 matrix of float)
0:? Linker Objects
0:? 'inVar' (smooth in 4-component vector of float)
0:? 'outVar' (out 4-component vector of float)
0:? 'varyingVar' (smooth in 4-component vector of float)
0:? 'inVar' ( smooth in 4-component vector of float)
0:? 'outVar' ( out 4-component vector of float)
0:? 'varyingVar' ( smooth in 4-component vector of float)
Linked fragment stage:
@ -27,22 +27,22 @@ ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData
Shader version: 330
0:? Sequence
0:8 Function Definition: main( (global void)
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:10 'gl_FragColor' (fragColor 4-component vector of float FragColor)
0:10 'varyingVar' (smooth in 4-component vector of float)
0:11 move second child to first child (temp 4-component vector of float)
0:11 direct index (temp 4-component vector of float FragData)
0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData)
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:10 'varyingVar' ( smooth in 4-component vector of float)
0:11 move second child to first child ( temp 4-component vector of float)
0:11 direct index ( temp 4-component vector of float FragData)
0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:11 Constant:
0:11 1 (const int)
0:11 vector-times-matrix (temp 4-component vector of float)
0:11 'inVar' (smooth in 4-component vector of float)
0:11 'gl_ModelViewMatrix' (uniform 4X4 matrix of float)
0:11 vector-times-matrix ( temp 4-component vector of float)
0:11 'inVar' ( smooth in 4-component vector of float)
0:11 'gl_ModelViewMatrix' ( uniform 4X4 matrix of float)
0:? Linker Objects
0:? 'inVar' (smooth in 4-component vector of float)
0:? 'outVar' (out 4-component vector of float)
0:? 'varyingVar' (smooth in 4-component vector of float)
0:? 'inVar' ( smooth in 4-component vector of float)
0:? 'outVar' ( out 4-component vector of float)
0:? 'varyingVar' ( smooth in 4-component vector of float)