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

@ -2,18 +2,18 @@ hlsl.gathercmpRGBA.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:45 Sequence
0:45 move second child to first child (temp 4-component vector of float)
0:45 'txval001' (temp 4-component vector of float)
0:45 textureGatherOffset (temp 4-component vector of float)
0:45 Construct combined texture-sampler (temp sampler2DShadow)
0:45 'g_tTex2df4' (uniform texture2D)
0:45 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:45 move second child to first child ( temp 4-component vector of float)
0:45 'txval001' ( temp 4-component vector of float)
0:45 textureGatherOffset ( temp 4-component vector of float)
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
0:45 'g_tTex2df4' ( uniform texture2D)
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
@ -22,14 +22,14 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? 0 (const int)
0:46 Sequence
0:46 move second child to first child (temp 4-component vector of int)
0:46 'txval011' (temp 4-component vector of int)
0:46 textureGatherOffset (temp 4-component vector of int)
0:46 Construct combined texture-sampler (temp isampler2DShadow)
0:46 'g_tTex2di4' (uniform itexture2D)
0:46 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:46 move second child to first child ( temp 4-component vector of int)
0:46 'txval011' ( temp 4-component vector of int)
0:46 textureGatherOffset ( temp 4-component vector of int)
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
0:46 'g_tTex2di4' ( uniform itexture2D)
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
@ -38,14 +38,14 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? -1 (const int)
0:47 Sequence
0:47 move second child to first child (temp 4-component vector of uint)
0:47 'txval021' (temp 4-component vector of uint)
0:47 textureGatherOffset (temp 4-component vector of uint)
0:47 Construct combined texture-sampler (temp usampler2DShadow)
0:47 'g_tTex2du4' (uniform utexture2D)
0:47 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:47 move second child to first child ( temp 4-component vector of uint)
0:47 'txval021' ( temp 4-component vector of uint)
0:47 textureGatherOffset ( temp 4-component vector of uint)
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
0:47 'g_tTex2du4' ( uniform utexture2D)
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:47 Constant:
0:47 1 (const uint)
0:47 Constant:
@ -54,14 +54,14 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? 1 (const int)
0:49 Sequence
0:49 move second child to first child (temp 4-component vector of float)
0:49 'txval004' (temp 4-component vector of float)
0:49 textureGatherOffsets (temp 4-component vector of float)
0:49 Construct combined texture-sampler (temp sampler2DShadow)
0:49 'g_tTex2df4' (uniform texture2D)
0:49 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'txval004' ( temp 4-component vector of float)
0:49 textureGatherOffsets ( temp 4-component vector of float)
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
0:49 'g_tTex2df4' ( uniform texture2D)
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:49 Constant:
0:49 1 (const uint)
0:49 Constant:
@ -76,14 +76,14 @@ gl_FragCoord origin is upper left
0:49 1 (const int)
0:49 0 (const int)
0:50 Sequence
0:50 move second child to first child (temp 4-component vector of int)
0:50 'txval014' (temp 4-component vector of int)
0:50 textureGatherOffsets (temp 4-component vector of int)
0:50 Construct combined texture-sampler (temp isampler2DShadow)
0:50 'g_tTex2di4' (uniform itexture2D)
0:50 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:50 move second child to first child ( temp 4-component vector of int)
0:50 'txval014' ( temp 4-component vector of int)
0:50 textureGatherOffsets ( temp 4-component vector of int)
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
0:50 'g_tTex2di4' ( uniform itexture2D)
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:50 Constant:
0:50 1 (const uint)
0:50 Constant:
@ -98,14 +98,14 @@ gl_FragCoord origin is upper left
0:50 1 (const int)
0:50 -1 (const int)
0:51 Sequence
0:51 move second child to first child (temp 4-component vector of uint)
0:51 'txval024' (temp 4-component vector of uint)
0:51 textureGatherOffsets (temp 4-component vector of uint)
0:51 Construct combined texture-sampler (temp usampler2DShadow)
0:51 'g_tTex2du4' (uniform utexture2D)
0:51 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:51 move second child to first child ( temp 4-component vector of uint)
0:51 'txval024' ( temp 4-component vector of uint)
0:51 textureGatherOffsets ( temp 4-component vector of uint)
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
0:51 'g_tTex2du4' ( uniform utexture2D)
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
@ -119,9 +119,9 @@ gl_FragCoord origin is upper left
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:114 move second child to first child (temp 4-component vector of float)
0:114 Color: direct index for structure (temp 4-component vector of float)
0:114 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:114 move second child to first child ( temp 4-component vector of float)
0:114 Color: direct index for structure ( temp 4-component vector of float)
0:114 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:114 Constant:
0:114 0 (const int)
0:114 Constant:
@ -129,52 +129,52 @@ gl_FragCoord origin is upper left
0:114 1.000000
0:114 1.000000
0:114 1.000000
0:115 move second child to first child (temp float)
0:115 Depth: direct index for structure (temp float)
0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:115 move second child to first child ( temp float)
0:115 Depth: direct index for structure ( temp float)
0:115 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:115 Constant:
0:115 1 (const int)
0:115 Constant:
0:115 1.000000
0:117 Branch: Return with expression
0:117 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp void)
0:117 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( ( temp void)
0:38 Function Parameters:
0:? Sequence
0:38 Sequence
0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:38 Color: direct index for structure (temp 4-component vector of float)
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:38 Depth: direct index for structure (temp float)
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 1 (const int)
0:? Linker Objects
0:? 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTex1du4' (uniform utexture1D)
0:? 'g_tTex2df4' (uniform texture2D)
0:? 'g_tTex2di4' (uniform itexture2D)
0:? 'g_tTex2du4' (uniform utexture2D)
0:? 'g_tTex3df4' (uniform texture3D)
0:? 'g_tTex3di4' (uniform itexture3D)
0:? 'g_tTex3du4' (uniform utexture3D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:? 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
Linked fragment stage:
@ -183,18 +183,18 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:45 Sequence
0:45 move second child to first child (temp 4-component vector of float)
0:45 'txval001' (temp 4-component vector of float)
0:45 textureGatherOffset (temp 4-component vector of float)
0:45 Construct combined texture-sampler (temp sampler2DShadow)
0:45 'g_tTex2df4' (uniform texture2D)
0:45 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:45 move second child to first child ( temp 4-component vector of float)
0:45 'txval001' ( temp 4-component vector of float)
0:45 textureGatherOffset ( temp 4-component vector of float)
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
0:45 'g_tTex2df4' ( uniform texture2D)
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
@ -203,14 +203,14 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? 0 (const int)
0:46 Sequence
0:46 move second child to first child (temp 4-component vector of int)
0:46 'txval011' (temp 4-component vector of int)
0:46 textureGatherOffset (temp 4-component vector of int)
0:46 Construct combined texture-sampler (temp isampler2DShadow)
0:46 'g_tTex2di4' (uniform itexture2D)
0:46 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:46 move second child to first child ( temp 4-component vector of int)
0:46 'txval011' ( temp 4-component vector of int)
0:46 textureGatherOffset ( temp 4-component vector of int)
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
0:46 'g_tTex2di4' ( uniform itexture2D)
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
@ -219,14 +219,14 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? -1 (const int)
0:47 Sequence
0:47 move second child to first child (temp 4-component vector of uint)
0:47 'txval021' (temp 4-component vector of uint)
0:47 textureGatherOffset (temp 4-component vector of uint)
0:47 Construct combined texture-sampler (temp usampler2DShadow)
0:47 'g_tTex2du4' (uniform utexture2D)
0:47 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:47 move second child to first child ( temp 4-component vector of uint)
0:47 'txval021' ( temp 4-component vector of uint)
0:47 textureGatherOffset ( temp 4-component vector of uint)
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
0:47 'g_tTex2du4' ( uniform utexture2D)
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:47 Constant:
0:47 1 (const uint)
0:47 Constant:
@ -235,14 +235,14 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? 1 (const int)
0:49 Sequence
0:49 move second child to first child (temp 4-component vector of float)
0:49 'txval004' (temp 4-component vector of float)
0:49 textureGatherOffsets (temp 4-component vector of float)
0:49 Construct combined texture-sampler (temp sampler2DShadow)
0:49 'g_tTex2df4' (uniform texture2D)
0:49 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'txval004' ( temp 4-component vector of float)
0:49 textureGatherOffsets ( temp 4-component vector of float)
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
0:49 'g_tTex2df4' ( uniform texture2D)
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:49 Constant:
0:49 1 (const uint)
0:49 Constant:
@ -257,14 +257,14 @@ gl_FragCoord origin is upper left
0:49 1 (const int)
0:49 0 (const int)
0:50 Sequence
0:50 move second child to first child (temp 4-component vector of int)
0:50 'txval014' (temp 4-component vector of int)
0:50 textureGatherOffsets (temp 4-component vector of int)
0:50 Construct combined texture-sampler (temp isampler2DShadow)
0:50 'g_tTex2di4' (uniform itexture2D)
0:50 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:50 move second child to first child ( temp 4-component vector of int)
0:50 'txval014' ( temp 4-component vector of int)
0:50 textureGatherOffsets ( temp 4-component vector of int)
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
0:50 'g_tTex2di4' ( uniform itexture2D)
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:50 Constant:
0:50 1 (const uint)
0:50 Constant:
@ -279,14 +279,14 @@ gl_FragCoord origin is upper left
0:50 1 (const int)
0:50 -1 (const int)
0:51 Sequence
0:51 move second child to first child (temp 4-component vector of uint)
0:51 'txval024' (temp 4-component vector of uint)
0:51 textureGatherOffsets (temp 4-component vector of uint)
0:51 Construct combined texture-sampler (temp usampler2DShadow)
0:51 'g_tTex2du4' (uniform utexture2D)
0:51 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float)
0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:51 move second child to first child ( temp 4-component vector of uint)
0:51 'txval024' ( temp 4-component vector of uint)
0:51 textureGatherOffsets ( temp 4-component vector of uint)
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
0:51 'g_tTex2du4' ( uniform utexture2D)
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
@ -300,9 +300,9 @@ gl_FragCoord origin is upper left
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:114 move second child to first child (temp 4-component vector of float)
0:114 Color: direct index for structure (temp 4-component vector of float)
0:114 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:114 move second child to first child ( temp 4-component vector of float)
0:114 Color: direct index for structure ( temp 4-component vector of float)
0:114 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:114 Constant:
0:114 0 (const int)
0:114 Constant:
@ -310,52 +310,52 @@ gl_FragCoord origin is upper left
0:114 1.000000
0:114 1.000000
0:114 1.000000
0:115 move second child to first child (temp float)
0:115 Depth: direct index for structure (temp float)
0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:115 move second child to first child ( temp float)
0:115 Depth: direct index for structure ( temp float)
0:115 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:115 Constant:
0:115 1 (const int)
0:115 Constant:
0:115 1.000000
0:117 Branch: Return with expression
0:117 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp void)
0:117 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( ( temp void)
0:38 Function Parameters:
0:? Sequence
0:38 Sequence
0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:38 Color: direct index for structure (temp 4-component vector of float)
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:38 Depth: direct index for structure (temp float)
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 1 (const int)
0:? Linker Objects
0:? 'g_sSampCmp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTex1du4' (uniform utexture1D)
0:? 'g_tTex2df4' (uniform texture2D)
0:? 'g_tTex2di4' (uniform itexture2D)
0:? 'g_tTex2du4' (uniform utexture2D)
0:? 'g_tTex3df4' (uniform texture3D)
0:? 'g_tTex3di4' (uniform itexture3D)
0:? 'g_tTex3du4' (uniform utexture3D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4})
0:? 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
// Module Version 10000
// Generated by (magic number): 80001