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.
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c08fb8ab9c
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332 changed files with 62136 additions and 62097 deletions
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@ -2,30 +2,30 @@ hlsl.load.rwbuffer.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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0:22 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
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0:22 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:22 Function Parameters:
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0:? Sequence
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0:25 imageLoad (temp 4-component vector of float)
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0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:25 '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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0:25 imageLoad ( temp 4-component vector of float)
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0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
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0:25 c1: direct index for structure (layout( offset=0) uniform int)
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0:25 '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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0:25 Constant:
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0:25 0 (const uint)
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0:26 imageLoad (temp 4-component vector of uint)
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0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:26 '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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0:26 imageLoad ( temp 4-component vector of uint)
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0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout( offset=0) uniform int)
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0:26 '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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0:26 Constant:
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0:26 0 (const uint)
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0:27 imageLoad (temp 4-component vector of int)
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0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:27 '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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0:27 imageLoad ( temp 4-component vector of int)
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0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout( offset=0) uniform int)
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0:27 '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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0:27 Constant:
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0:27 0 (const uint)
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 Color: direct index for structure (temp 4-component vector of float)
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0:29 'psout' (temp structure{temp 4-component vector of float Color})
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0:29 move second child to first child ( temp 4-component vector of float)
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0:29 Color: direct index for structure ( temp 4-component vector of float)
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0:29 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:29 Constant:
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0:29 0 (const int)
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0:29 Constant:
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@ -34,23 +34,23 @@ gl_FragCoord origin is upper left
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0:29 1.000000
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0:29 1.000000
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0:31 Branch: Return with expression
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0:31 'psout' (temp structure{temp 4-component vector of float Color})
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0:22 Function Definition: main( (temp void)
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0:31 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:22 Function Definition: main( ( temp void)
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0:22 Function Parameters:
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0:? Sequence
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0:22 Sequence
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0:22 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:22 Color: direct index for structure (temp 4-component vector of float)
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0:22 Function Call: @main( (temp structure{temp 4-component vector of float Color})
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0:22 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:22 Color: direct index for structure ( temp 4-component vector of float)
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0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:22 Constant:
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0:22 0 (const int)
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0:? Linker Objects
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0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
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0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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Linked fragment stage:
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@ -59,30 +59,30 @@ Linked fragment stage:
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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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0:22 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
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0:22 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:22 Function Parameters:
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0:? Sequence
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0:25 imageLoad (temp 4-component vector of float)
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0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:25 '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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0:25 imageLoad ( temp 4-component vector of float)
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0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
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0:25 c1: direct index for structure (layout( offset=0) uniform int)
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0:25 '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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0:25 Constant:
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0:25 0 (const uint)
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0:26 imageLoad (temp 4-component vector of uint)
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0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:26 '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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0:26 imageLoad ( temp 4-component vector of uint)
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0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout( offset=0) uniform int)
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0:26 '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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0:26 Constant:
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0:26 0 (const uint)
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0:27 imageLoad (temp 4-component vector of int)
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0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:27 '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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0:27 imageLoad ( temp 4-component vector of int)
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0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout( offset=0) uniform int)
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0:27 '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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0:27 Constant:
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0:27 0 (const uint)
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 Color: direct index for structure (temp 4-component vector of float)
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0:29 'psout' (temp structure{temp 4-component vector of float Color})
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0:29 move second child to first child ( temp 4-component vector of float)
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0:29 Color: direct index for structure ( temp 4-component vector of float)
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0:29 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:29 Constant:
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0:29 0 (const int)
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0:29 Constant:
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@ -91,23 +91,23 @@ gl_FragCoord origin is upper left
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0:29 1.000000
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0:29 1.000000
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0:31 Branch: Return with expression
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0:31 'psout' (temp structure{temp 4-component vector of float Color})
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0:22 Function Definition: main( (temp void)
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0:31 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:22 Function Definition: main( ( temp void)
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0:22 Function Parameters:
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0:? Sequence
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0:22 Sequence
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0:22 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:22 Color: direct index for structure (temp 4-component vector of float)
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0:22 Function Call: @main( (temp structure{temp 4-component vector of float Color})
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0:22 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:22 Color: direct index for structure ( temp 4-component vector of float)
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0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:22 Constant:
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0:22 0 (const int)
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0:? Linker Objects
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0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
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0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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// Module Version 10000
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// Generated by (magic number): 80001
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