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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332 changed files with 62136 additions and 62097 deletions
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@ -2,38 +2,38 @@ hlsl.typedef.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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0:4 Function Definition: ShaderFunction(vf4;i1; (temp 4-component vector of float)
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0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float)
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0:4 Function Parameters:
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0:4 'input' (in 4-component vector of float)
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0:4 'ii' (in int)
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0:4 'input' ( in 4-component vector of float)
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0:4 'ii' ( in int)
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child (temp 4-component vector of float)
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0:6 'a1' (temp 4-component vector of float)
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0:6 move second child to first child ( temp 4-component vector of float)
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0:6 'a1' ( temp 4-component vector of float)
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0:6 Constant:
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0:6 1.000000
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0:6 1.000000
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0:6 1.000000
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0:6 1.000000
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0:7 Sequence
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0:7 move second child to first child (temp int)
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0:7 'i' (temp int)
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0:7 move second child to first child ( temp int)
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0:7 'i' ( temp int)
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0:7 Constant:
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0:7 2 (const int)
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0:9 Sequence
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0:9 move second child to first child (temp int)
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0:9 'j' (temp int)
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0:9 'ii' (in int)
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0:9 move second child to first child ( temp int)
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0:9 'j' ( temp int)
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0:9 'ii' ( in int)
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0:10 Branch: Return with expression
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0:10 add (temp 4-component vector of float)
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 'a1' (temp 4-component vector of float)
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0:10 Construct vec4 (uniform 4-component vector of float)
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0:10 Convert int to float (temp float)
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0:10 add (temp int)
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0:10 'i' (temp int)
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0:10 'j' (temp int)
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0:10 add ( temp 4-component vector of float)
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0:10 component-wise multiply ( temp 4-component vector of float)
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0:10 'input' ( in 4-component vector of float)
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0:10 'a1' ( temp 4-component vector of float)
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0:10 Construct vec4 ( uniform 4-component vector of float)
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0:10 Convert int to float ( temp float)
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0:10 add ( temp int)
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0:10 'i' ( temp int)
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0:10 'j' ( temp int)
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0:? Linker Objects
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@ -44,38 +44,38 @@ WARNING: Linking fragment stage: Entry point not found
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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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0:4 Function Definition: ShaderFunction(vf4;i1; (temp 4-component vector of float)
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0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float)
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0:4 Function Parameters:
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0:4 'input' (in 4-component vector of float)
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0:4 'ii' (in int)
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0:4 'input' ( in 4-component vector of float)
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0:4 'ii' ( in int)
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child (temp 4-component vector of float)
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0:6 'a1' (temp 4-component vector of float)
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0:6 move second child to first child ( temp 4-component vector of float)
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0:6 'a1' ( temp 4-component vector of float)
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0:6 Constant:
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0:6 1.000000
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0:6 1.000000
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0:6 1.000000
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0:6 1.000000
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0:7 Sequence
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0:7 move second child to first child (temp int)
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0:7 'i' (temp int)
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0:7 move second child to first child ( temp int)
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0:7 'i' ( temp int)
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0:7 Constant:
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0:7 2 (const int)
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0:9 Sequence
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0:9 move second child to first child (temp int)
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0:9 'j' (temp int)
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0:9 'ii' (in int)
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0:9 move second child to first child ( temp int)
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0:9 'j' ( temp int)
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0:9 'ii' ( in int)
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0:10 Branch: Return with expression
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0:10 add (temp 4-component vector of float)
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 'a1' (temp 4-component vector of float)
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0:10 Construct vec4 (uniform 4-component vector of float)
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0:10 Convert int to float (temp float)
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0:10 add (temp int)
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0:10 'i' (temp int)
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0:10 'j' (temp int)
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0:10 add ( temp 4-component vector of float)
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0:10 component-wise multiply ( temp 4-component vector of float)
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0:10 'input' ( in 4-component vector of float)
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0:10 'a1' ( temp 4-component vector of float)
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0:10 Construct vec4 ( uniform 4-component vector of float)
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0:10 Convert int to float ( temp float)
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0:10 add ( temp int)
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0:10 'i' ( temp int)
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0:10 'j' ( temp int)
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0:? Linker Objects
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// Module Version 10000
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