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

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

View file

@ -2,127 +2,127 @@ hlsl.logical.binary.vec.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child (temp 4-component vector of bool)
0:11 'r00' (temp 4-component vector of bool)
0:11 Negate conditional (temp 4-component vector of bool)
0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:11 move second child to first child ( temp 4-component vector of bool)
0:11 'r00' ( temp 4-component vector of bool)
0:11 Negate conditional ( temp 4-component vector of bool)
0:11 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:11 Constant:
0:11 0 (const uint)
0:12 Sequence
0:12 move second child to first child (temp 4-component vector of bool)
0:12 'r01' (temp 4-component vector of bool)
0:12 logical-and (temp 4-component vector of bool)
0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:12 move second child to first child ( temp 4-component vector of bool)
0:12 'r01' ( temp 4-component vector of bool)
0:12 logical-and ( temp 4-component vector of bool)
0:12 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:12 Constant:
0:12 0 (const uint)
0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:12 Constant:
0:12 1 (const uint)
0:13 Sequence
0:13 move second child to first child (temp 4-component vector of bool)
0:13 'r02' (temp 4-component vector of bool)
0:13 logical-or (temp 4-component vector of bool)
0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:13 move second child to first child ( temp 4-component vector of bool)
0:13 'r02' ( temp 4-component vector of bool)
0:13 logical-or ( temp 4-component vector of bool)
0:13 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:13 Constant:
0:13 0 (const uint)
0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:13 Constant:
0:13 1 (const uint)
0:15 Sequence
0:15 move second child to first child (temp 4-component vector of bool)
0:15 'r10' (temp 4-component vector of bool)
0:15 logical-and (temp 4-component vector of bool)
0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:15 move second child to first child ( temp 4-component vector of bool)
0:15 'r10' ( temp 4-component vector of bool)
0:15 logical-and ( temp 4-component vector of bool)
0:15 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool)
0:15 b1a: direct index for structure (layout( offset=32) uniform bool)
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:15 Constant:
0:15 2 (const uint)
0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:15 Constant:
0:15 1 (const uint)
0:16 Sequence
0:16 move second child to first child (temp 4-component vector of bool)
0:16 'r11' (temp 4-component vector of bool)
0:16 logical-or (temp 4-component vector of bool)
0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:16 move second child to first child ( temp 4-component vector of bool)
0:16 'r11' ( temp 4-component vector of bool)
0:16 logical-or ( temp 4-component vector of bool)
0:16 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool)
0:16 b1a: direct index for structure (layout( offset=32) uniform bool)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:16 Constant:
0:16 2 (const uint)
0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:16 Constant:
0:16 1 (const uint)
0:18 Sequence
0:18 move second child to first child (temp 4-component vector of bool)
0:18 'r20' (temp 4-component vector of bool)
0:18 logical-and (temp 4-component vector of bool)
0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:18 move second child to first child ( temp 4-component vector of bool)
0:18 'r20' ( temp 4-component vector of bool)
0:18 logical-and ( temp 4-component vector of bool)
0:18 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:18 Constant:
0:18 0 (const uint)
0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
0:18 b1b: direct index for structure (layout( offset=36) uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:18 Constant:
0:18 3 (const uint)
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of bool)
0:19 'r21' (temp 4-component vector of bool)
0:19 logical-or (temp 4-component vector of bool)
0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:19 move second child to first child ( temp 4-component vector of bool)
0:19 'r21' ( temp 4-component vector of bool)
0:19 logical-or ( temp 4-component vector of bool)
0:19 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:19 Constant:
0:19 0 (const uint)
0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
0:19 b1b: direct index for structure (layout( offset=36) uniform bool)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:19 Constant:
0:19 3 (const uint)
0:22 move second child to first child (temp 4-component vector of float)
0:22 Color: direct index for structure (temp 4-component vector of float)
0:22 'psout' (temp structure{temp 4-component vector of float Color})
0:22 move second child to first child ( temp 4-component vector of float)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 'psout' ( temp structure{ temp 4-component vector of float Color})
0:22 Constant:
0:22 0 (const int)
0:22 Convert bool to float (temp 4-component vector of float)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 'r00' (temp 4-component vector of bool)
0:22 'r01' (temp 4-component vector of bool)
0:22 'r02' (temp 4-component vector of bool)
0:22 'r10' (temp 4-component vector of bool)
0:22 'r11' (temp 4-component vector of bool)
0:22 'r20' (temp 4-component vector of bool)
0:22 'r21' (temp 4-component vector of bool)
0:22 Convert bool to float ( temp 4-component vector of float)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 'r00' ( temp 4-component vector of bool)
0:22 'r01' ( temp 4-component vector of bool)
0:22 'r02' ( temp 4-component vector of bool)
0:22 'r10' ( temp 4-component vector of bool)
0:22 'r11' ( temp 4-component vector of bool)
0:22 'r20' ( temp 4-component vector of bool)
0:22 'r21' ( temp 4-component vector of bool)
0:23 Branch: Return with expression
0:23 'psout' (temp structure{temp 4-component vector of float Color})
0:10 Function Definition: main( (temp void)
0:23 'psout' ( temp structure{ temp 4-component vector of float Color})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:10 Color: direct index for structure (temp 4-component vector of float)
0:10 Function Call: @main( (temp structure{temp 4-component vector of float Color})
0:10 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:10 Color: direct index for structure ( temp 4-component vector of float)
0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
Linked fragment stage:
@ -131,127 +131,127 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child (temp 4-component vector of bool)
0:11 'r00' (temp 4-component vector of bool)
0:11 Negate conditional (temp 4-component vector of bool)
0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:11 move second child to first child ( temp 4-component vector of bool)
0:11 'r00' ( temp 4-component vector of bool)
0:11 Negate conditional ( temp 4-component vector of bool)
0:11 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:11 Constant:
0:11 0 (const uint)
0:12 Sequence
0:12 move second child to first child (temp 4-component vector of bool)
0:12 'r01' (temp 4-component vector of bool)
0:12 logical-and (temp 4-component vector of bool)
0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:12 move second child to first child ( temp 4-component vector of bool)
0:12 'r01' ( temp 4-component vector of bool)
0:12 logical-and ( temp 4-component vector of bool)
0:12 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:12 Constant:
0:12 0 (const uint)
0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:12 Constant:
0:12 1 (const uint)
0:13 Sequence
0:13 move second child to first child (temp 4-component vector of bool)
0:13 'r02' (temp 4-component vector of bool)
0:13 logical-or (temp 4-component vector of bool)
0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:13 move second child to first child ( temp 4-component vector of bool)
0:13 'r02' ( temp 4-component vector of bool)
0:13 logical-or ( temp 4-component vector of bool)
0:13 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:13 Constant:
0:13 0 (const uint)
0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:13 Constant:
0:13 1 (const uint)
0:15 Sequence
0:15 move second child to first child (temp 4-component vector of bool)
0:15 'r10' (temp 4-component vector of bool)
0:15 logical-and (temp 4-component vector of bool)
0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:15 move second child to first child ( temp 4-component vector of bool)
0:15 'r10' ( temp 4-component vector of bool)
0:15 logical-and ( temp 4-component vector of bool)
0:15 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool)
0:15 b1a: direct index for structure (layout( offset=32) uniform bool)
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:15 Constant:
0:15 2 (const uint)
0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:15 Constant:
0:15 1 (const uint)
0:16 Sequence
0:16 move second child to first child (temp 4-component vector of bool)
0:16 'r11' (temp 4-component vector of bool)
0:16 logical-or (temp 4-component vector of bool)
0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:16 move second child to first child ( temp 4-component vector of bool)
0:16 'r11' ( temp 4-component vector of bool)
0:16 logical-or ( temp 4-component vector of bool)
0:16 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool)
0:16 b1a: direct index for structure (layout( offset=32) uniform bool)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:16 Constant:
0:16 2 (const uint)
0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:16 Constant:
0:16 1 (const uint)
0:18 Sequence
0:18 move second child to first child (temp 4-component vector of bool)
0:18 'r20' (temp 4-component vector of bool)
0:18 logical-and (temp 4-component vector of bool)
0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:18 move second child to first child ( temp 4-component vector of bool)
0:18 'r20' ( temp 4-component vector of bool)
0:18 logical-and ( temp 4-component vector of bool)
0:18 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:18 Constant:
0:18 0 (const uint)
0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
0:18 b1b: direct index for structure (layout( offset=36) uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:18 Constant:
0:18 3 (const uint)
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of bool)
0:19 'r21' (temp 4-component vector of bool)
0:19 logical-or (temp 4-component vector of bool)
0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:19 move second child to first child ( temp 4-component vector of bool)
0:19 'r21' ( temp 4-component vector of bool)
0:19 logical-or ( temp 4-component vector of bool)
0:19 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:19 Constant:
0:19 0 (const uint)
0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
0:19 b1b: direct index for structure (layout( offset=36) uniform bool)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
0:19 Constant:
0:19 3 (const uint)
0:22 move second child to first child (temp 4-component vector of float)
0:22 Color: direct index for structure (temp 4-component vector of float)
0:22 'psout' (temp structure{temp 4-component vector of float Color})
0:22 move second child to first child ( temp 4-component vector of float)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 'psout' ( temp structure{ temp 4-component vector of float Color})
0:22 Constant:
0:22 0 (const int)
0:22 Convert bool to float (temp 4-component vector of float)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 'r00' (temp 4-component vector of bool)
0:22 'r01' (temp 4-component vector of bool)
0:22 'r02' (temp 4-component vector of bool)
0:22 'r10' (temp 4-component vector of bool)
0:22 'r11' (temp 4-component vector of bool)
0:22 'r20' (temp 4-component vector of bool)
0:22 'r21' (temp 4-component vector of bool)
0:22 Convert bool to float ( temp 4-component vector of float)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 'r00' ( temp 4-component vector of bool)
0:22 'r01' ( temp 4-component vector of bool)
0:22 'r02' ( temp 4-component vector of bool)
0:22 'r10' ( temp 4-component vector of bool)
0:22 'r11' ( temp 4-component vector of bool)
0:22 'r20' ( temp 4-component vector of bool)
0:22 'r21' ( temp 4-component vector of bool)
0:23 Branch: Return with expression
0:23 'psout' (temp structure{temp 4-component vector of float Color})
0:10 Function Definition: main( (temp void)
0:23 'psout' ( temp structure{ temp 4-component vector of float Color})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:10 Color: direct index for structure (temp 4-component vector of float)
0:10 Function Call: @main( (temp structure{temp 4-component vector of float Color})
0:10 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:10 Color: direct index for structure ( temp 4-component vector of float)
0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b})
// Module Version 10000
// Generated by (magic number): 80001