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:
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c08fb8ab9c
commit
71c100d7c0
332 changed files with 62136 additions and 62097 deletions
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@ -2,65 +2,65 @@ hlsl.load.basic.dx10.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:48 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Function Parameters:
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0:? Sequence
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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 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 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 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 Constant:
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0:52 1 (const uint)
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0:52 Constant:
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0:52 1 (const int)
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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 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 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 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 Constant:
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0:53 1 (const uint)
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0:53 Constant:
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0:53 1 (const int)
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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 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 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 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 Constant:
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0:54 1 (const uint)
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0:54 Constant:
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0:54 1 (const int)
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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 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 Constant:
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0:57 2 (const uint)
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0:57 Sequence
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@ -68,18 +68,18 @@ gl_FragCoord origin is upper left
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0:57 0 (const int)
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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 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 Constant:
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0:57 2 (const uint)
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0:57 Constant:
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0:57 2 (const int)
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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 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 Constant:
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0:58 2 (const uint)
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0:58 Sequence
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@ -87,18 +87,18 @@ gl_FragCoord origin is upper left
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0:58 0 (const int)
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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 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 Constant:
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0:58 2 (const uint)
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0:58 Constant:
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0:58 2 (const int)
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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 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 Constant:
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0:59 2 (const uint)
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0:59 Sequence
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@ -106,18 +106,18 @@ gl_FragCoord origin is upper left
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0:59 0 (const int)
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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 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 Constant:
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0:59 2 (const uint)
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0:59 Constant:
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0:59 2 (const int)
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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 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 Constant:
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0:62 3 (const uint)
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0:62 Sequence
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@ -127,18 +127,18 @@ gl_FragCoord origin is upper left
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0:62 1 (const int)
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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 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 Constant:
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0:62 3 (const uint)
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0:62 Constant:
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0:62 3 (const int)
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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 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)
|
||||
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 Constant:
|
||||
0:63 3 (const uint)
|
||||
0:63 Sequence
|
||||
|
|
@ -148,18 +148,18 @@ gl_FragCoord origin is upper left
|
|||
0:63 1 (const int)
|
||||
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 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 Constant:
|
||||
0:63 3 (const uint)
|
||||
0:63 Constant:
|
||||
0:63 3 (const int)
|
||||
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 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 Constant:
|
||||
0:64 3 (const uint)
|
||||
0:64 Sequence
|
||||
|
|
@ -169,16 +169,16 @@ gl_FragCoord origin is upper left
|
|||
0:64 1 (const int)
|
||||
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 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 Constant:
|
||||
0:64 3 (const uint)
|
||||
0:64 Constant:
|
||||
0:64 3 (const int)
|
||||
0:72 move second child to first child (temp 4-component vector of float)
|
||||
0:72 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:72 move second child to first child ( temp 4-component vector of float)
|
||||
0:72 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:72 Constant:
|
||||
0:72 0 (const int)
|
||||
0:72 Constant:
|
||||
|
|
@ -186,60 +186,60 @@ gl_FragCoord origin is upper left
|
|||
0:72 1.000000
|
||||
0:72 1.000000
|
||||
0:72 1.000000
|
||||
0:73 move second child to first child (temp float)
|
||||
0:73 Depth: direct index for structure (temp float)
|
||||
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:73 move second child to first child ( temp float)
|
||||
0:73 Depth: direct index for structure ( temp float)
|
||||
0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:73 Constant:
|
||||
0:73 1 (const int)
|
||||
0:73 Constant:
|
||||
0:73 1.000000
|
||||
0:75 Branch: Return with expression
|
||||
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Definition: main( (temp void)
|
||||
0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Definition: main( ( temp void)
|
||||
0:48 Function Parameters:
|
||||
0:? Sequence
|
||||
0:48 Sequence
|
||||
0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:48 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:48 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Constant:
|
||||
0:48 0 (const int)
|
||||
0:48 move second child to first child (temp float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:48 Depth: direct index for structure (temp float)
|
||||
0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 move second child to first child ( temp float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
0:48 Depth: direct index for structure ( temp float)
|
||||
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Constant:
|
||||
0:48 1 (const int)
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
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:? 'g_tTex1df4a' (uniform texture1DArray)
|
||||
0:? 'g_tTex1di4a' (uniform itexture1DArray)
|
||||
0:? 'g_tTex1du4a' (uniform utexture1DArray)
|
||||
0:? 'g_tTex2df4a' (uniform texture2DArray)
|
||||
0:? 'g_tTex2di4a' (uniform itexture2DArray)
|
||||
0:? 'g_tTex2du4a' (uniform utexture2DArray)
|
||||
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
|
||||
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
|
||||
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
|
||||
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})
|
||||
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||
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:? 'g_tTex1df4a' ( uniform texture1DArray)
|
||||
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
|
||||
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
|
||||
0:? 'g_tTex2df4a' ( uniform texture2DArray)
|
||||
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||
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:
|
||||
|
|
@ -248,65 +248,65 @@ Linked fragment stage:
|
|||
Shader version: 450
|
||||
gl_FragCoord origin is upper left
|
||||
0:? Sequence
|
||||
0:48 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Parameters:
|
||||
0:? Sequence
|
||||
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 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 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 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 Constant:
|
||||
0:52 1 (const uint)
|
||||
0:52 Constant:
|
||||
0:52 1 (const int)
|
||||
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 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 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 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 Constant:
|
||||
0:53 1 (const uint)
|
||||
0:53 Constant:
|
||||
0:53 1 (const int)
|
||||
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 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 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 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 Constant:
|
||||
0:54 1 (const uint)
|
||||
0:54 Constant:
|
||||
0:54 1 (const int)
|
||||
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 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 Constant:
|
||||
0:57 2 (const uint)
|
||||
0:57 Sequence
|
||||
|
|
@ -314,18 +314,18 @@ gl_FragCoord origin is upper left
|
|||
0:57 0 (const int)
|
||||
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 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 Constant:
|
||||
0:57 2 (const uint)
|
||||
0:57 Constant:
|
||||
0:57 2 (const int)
|
||||
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 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 Constant:
|
||||
0:58 2 (const uint)
|
||||
0:58 Sequence
|
||||
|
|
@ -333,18 +333,18 @@ gl_FragCoord origin is upper left
|
|||
0:58 0 (const int)
|
||||
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 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 Constant:
|
||||
0:58 2 (const uint)
|
||||
0:58 Constant:
|
||||
0:58 2 (const int)
|
||||
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 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 Constant:
|
||||
0:59 2 (const uint)
|
||||
0:59 Sequence
|
||||
|
|
@ -352,18 +352,18 @@ gl_FragCoord origin is upper left
|
|||
0:59 0 (const int)
|
||||
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 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 Constant:
|
||||
0:59 2 (const uint)
|
||||
0:59 Constant:
|
||||
0:59 2 (const int)
|
||||
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 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 Constant:
|
||||
0:62 3 (const uint)
|
||||
0:62 Sequence
|
||||
|
|
@ -373,18 +373,18 @@ gl_FragCoord origin is upper left
|
|||
0:62 1 (const int)
|
||||
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 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 Constant:
|
||||
0:62 3 (const uint)
|
||||
0:62 Constant:
|
||||
0:62 3 (const int)
|
||||
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 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 Constant:
|
||||
0:63 3 (const uint)
|
||||
0:63 Sequence
|
||||
|
|
@ -394,18 +394,18 @@ gl_FragCoord origin is upper left
|
|||
0:63 1 (const int)
|
||||
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 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 Constant:
|
||||
0:63 3 (const uint)
|
||||
0:63 Constant:
|
||||
0:63 3 (const int)
|
||||
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 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 Constant:
|
||||
0:64 3 (const uint)
|
||||
0:64 Sequence
|
||||
|
|
@ -415,16 +415,16 @@ gl_FragCoord origin is upper left
|
|||
0:64 1 (const int)
|
||||
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 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 Constant:
|
||||
0:64 3 (const uint)
|
||||
0:64 Constant:
|
||||
0:64 3 (const int)
|
||||
0:72 move second child to first child (temp 4-component vector of float)
|
||||
0:72 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:72 move second child to first child ( temp 4-component vector of float)
|
||||
0:72 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:72 Constant:
|
||||
0:72 0 (const int)
|
||||
0:72 Constant:
|
||||
|
|
@ -432,60 +432,60 @@ gl_FragCoord origin is upper left
|
|||
0:72 1.000000
|
||||
0:72 1.000000
|
||||
0:72 1.000000
|
||||
0:73 move second child to first child (temp float)
|
||||
0:73 Depth: direct index for structure (temp float)
|
||||
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:73 move second child to first child ( temp float)
|
||||
0:73 Depth: direct index for structure ( temp float)
|
||||
0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:73 Constant:
|
||||
0:73 1 (const int)
|
||||
0:73 Constant:
|
||||
0:73 1.000000
|
||||
0:75 Branch: Return with expression
|
||||
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Definition: main( (temp void)
|
||||
0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Definition: main( ( temp void)
|
||||
0:48 Function Parameters:
|
||||
0:? Sequence
|
||||
0:48 Sequence
|
||||
0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:48 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:48 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Constant:
|
||||
0:48 0 (const int)
|
||||
0:48 move second child to first child (temp float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:48 Depth: direct index for structure (temp float)
|
||||
0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 move second child to first child ( temp float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
0:48 Depth: direct index for structure ( temp float)
|
||||
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Constant:
|
||||
0:48 1 (const int)
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
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:? 'g_tTex1df4a' (uniform texture1DArray)
|
||||
0:? 'g_tTex1di4a' (uniform itexture1DArray)
|
||||
0:? 'g_tTex1du4a' (uniform utexture1DArray)
|
||||
0:? 'g_tTex2df4a' (uniform texture2DArray)
|
||||
0:? 'g_tTex2di4a' (uniform itexture2DArray)
|
||||
0:? 'g_tTex2du4a' (uniform utexture2DArray)
|
||||
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
|
||||
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
|
||||
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
|
||||
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})
|
||||
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||
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:? 'g_tTex1df4a' ( uniform texture1DArray)
|
||||
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
|
||||
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
|
||||
0:? 'g_tTex2df4a' ( uniform texture2DArray)
|
||||
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||
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