HLSL: Allow use of $Global members in between function calls.
This allows global initializers to use $Global members.
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@ -2,16 +2,28 @@ hlsl.amend.frag
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Shader version: 450
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Shader version: 450
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gl_FragCoord origin is upper left
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gl_FragCoord origin is upper left
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0:? Sequence
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0:? Sequence
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0:3 Sequence
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0:3 move second child to first child ( temp 4-component vector of float)
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0:3 'm' ( global 4-component vector of float)
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0:3 vector-scale ( temp 4-component vector of float)
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0:3 a: direct index for structure ( uniform 4-component vector of float)
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0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:3 Constant:
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0:3 0 (const uint)
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0:3 b: direct index for structure ( uniform float)
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0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:3 Constant:
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0:3 1 (const uint)
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0:5 Function Definition: @f1( ( temp void)
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0:5 Function Definition: @f1( ( temp void)
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0:5 Function Parameters:
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0:5 Function Parameters:
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0:? Sequence
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0:? Sequence
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0:6 vector-scale ( temp 4-component vector of float)
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0:6 vector-scale ( temp 4-component vector of float)
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0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:6 a: direct index for structure ( uniform 4-component vector of float)
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0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:6 Constant:
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0:6 Constant:
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0:6 0 (const uint)
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0:6 0 (const uint)
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0:6 b: direct index for structure (layout( offset=16) uniform float)
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0:6 b: direct index for structure ( uniform float)
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0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:6 Constant:
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0:6 Constant:
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0:6 1 (const uint)
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0:6 1 (const uint)
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0:5 Function Definition: f1( ( temp void)
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0:5 Function Definition: f1( ( temp void)
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@ -24,19 +36,19 @@ gl_FragCoord origin is upper left
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0:13 add ( temp float)
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0:13 add ( temp float)
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0:13 add ( temp float)
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0:13 add ( temp float)
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0:13 direct index ( temp float)
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0:13 direct index ( temp float)
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0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:13 a: direct index for structure ( uniform 4-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 Constant:
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0:13 0 (const uint)
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0:13 0 (const uint)
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0:13 Constant:
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0:13 Constant:
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0:13 0 (const int)
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0:13 0 (const int)
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0:13 b: direct index for structure (layout( offset=16) uniform float)
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0:13 b: direct index for structure ( uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 Constant:
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0:13 1 (const uint)
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0:13 1 (const uint)
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0:13 direct index ( temp float)
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0:13 direct index ( temp float)
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0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
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0:13 c: direct index for structure ( uniform 3-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 Constant:
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0:13 2 (const uint)
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0:13 2 (const uint)
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0:13 Constant:
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0:13 Constant:
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@ -44,8 +56,8 @@ gl_FragCoord origin is upper left
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0:17 Function Definition: f3( ( temp void)
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0:17 Function Definition: f3( ( temp void)
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0:17 Function Parameters:
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0:17 Function Parameters:
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0:? Sequence
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0:? Sequence
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0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
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0:18 c: direct index for structure ( uniform 3-component vector of float)
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0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:18 Constant:
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0:18 Constant:
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0:18 2 (const uint)
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0:18 2 (const uint)
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0:24 Function Definition: f4( ( temp void)
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0:24 Function Definition: f4( ( temp void)
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@ -53,16 +65,17 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:? Sequence
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0:25 vector-scale ( temp 4-component vector of float)
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0:25 vector-scale ( temp 4-component vector of float)
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0:25 Convert int to float ( temp float)
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0:25 Convert int to float ( temp float)
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0:25 d: direct index for structure (layout( offset=44) uniform int)
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0:25 d: direct index for structure ( uniform int)
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:25 Constant:
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0:25 Constant:
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0:25 3 (const uint)
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0:25 3 (const uint)
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0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:25 a: direct index for structure ( uniform 4-component vector of float)
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:25 Constant:
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0:25 Constant:
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0:25 0 (const uint)
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0:25 0 (const uint)
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0:? Linker Objects
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:? 'm' ( global 4-component vector of float)
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Linked fragment stage:
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Linked fragment stage:
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@ -71,16 +84,28 @@ Linked fragment stage:
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Shader version: 450
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Shader version: 450
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gl_FragCoord origin is upper left
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gl_FragCoord origin is upper left
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0:? Sequence
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0:? Sequence
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0:3 Sequence
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0:3 move second child to first child ( temp 4-component vector of float)
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0:3 'm' ( global 4-component vector of float)
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0:3 vector-scale ( temp 4-component vector of float)
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0:3 a: direct index for structure ( uniform 4-component vector of float)
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0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:3 Constant:
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0:3 0 (const uint)
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0:3 b: direct index for structure ( uniform float)
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0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:3 Constant:
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0:3 1 (const uint)
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0:5 Function Definition: @f1( ( temp void)
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0:5 Function Definition: @f1( ( temp void)
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0:5 Function Parameters:
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0:5 Function Parameters:
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0:? Sequence
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0:? Sequence
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0:6 vector-scale ( temp 4-component vector of float)
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0:6 vector-scale ( temp 4-component vector of float)
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0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:6 a: direct index for structure ( uniform 4-component vector of float)
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0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:6 Constant:
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0:6 Constant:
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0:6 0 (const uint)
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0:6 0 (const uint)
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0:6 b: direct index for structure (layout( offset=16) uniform float)
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0:6 b: direct index for structure ( uniform float)
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0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:6 Constant:
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0:6 Constant:
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0:6 1 (const uint)
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0:6 1 (const uint)
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0:5 Function Definition: f1( ( temp void)
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0:5 Function Definition: f1( ( temp void)
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@ -93,19 +118,19 @@ gl_FragCoord origin is upper left
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0:13 add ( temp float)
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0:13 add ( temp float)
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0:13 add ( temp float)
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0:13 add ( temp float)
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0:13 direct index ( temp float)
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0:13 direct index ( temp float)
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0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:13 a: direct index for structure ( uniform 4-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 Constant:
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0:13 0 (const uint)
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0:13 0 (const uint)
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0:13 Constant:
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0:13 Constant:
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0:13 0 (const int)
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0:13 0 (const int)
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0:13 b: direct index for structure (layout( offset=16) uniform float)
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0:13 b: direct index for structure ( uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 Constant:
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0:13 1 (const uint)
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0:13 1 (const uint)
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0:13 direct index ( temp float)
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0:13 direct index ( temp float)
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0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
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0:13 c: direct index for structure ( uniform 3-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 Constant:
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0:13 2 (const uint)
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0:13 2 (const uint)
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0:13 Constant:
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0:13 Constant:
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@ -113,8 +138,8 @@ gl_FragCoord origin is upper left
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0:17 Function Definition: f3( ( temp void)
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0:17 Function Definition: f3( ( temp void)
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0:17 Function Parameters:
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0:17 Function Parameters:
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0:? Sequence
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0:? Sequence
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0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
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0:18 c: direct index for structure ( uniform 3-component vector of float)
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0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:18 Constant:
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0:18 Constant:
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0:18 2 (const uint)
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0:18 2 (const uint)
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0:24 Function Definition: f4( ( temp void)
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0:24 Function Definition: f4( ( temp void)
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@ -122,20 +147,21 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:? Sequence
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0:25 vector-scale ( temp 4-component vector of float)
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0:25 vector-scale ( temp 4-component vector of float)
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0:25 Convert int to float ( temp float)
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0:25 Convert int to float ( temp float)
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0:25 d: direct index for structure (layout( offset=44) uniform int)
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0:25 d: direct index for structure ( uniform int)
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:25 Constant:
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0:25 Constant:
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0:25 3 (const uint)
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0:25 3 (const uint)
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0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:25 a: direct index for structure ( uniform 4-component vector of float)
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:25 Constant:
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0:25 Constant:
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0:25 0 (const uint)
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0:25 0 (const uint)
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0:? Linker Objects
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:? 'm' ( global 4-component vector of float)
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// Module Version 10000
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// Module Version 10000
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// Generated by (magic number): 80001
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// Generated by (magic number): 80001
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// Id's are bound by 50
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// Id's are bound by 57
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Capability Shader
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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1: ExtInstImport "GLSL.std.450"
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@ -147,62 +173,71 @@ gl_FragCoord origin is upper left
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Name 8 "f2("
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Name 8 "f2("
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Name 10 "f3("
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Name 10 "f3("
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Name 12 "f4("
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Name 12 "f4("
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Name 18 "$Global"
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Name 17 "m"
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MemberName 18($Global) 0 "a"
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Name 20 "$Global"
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MemberName 18($Global) 1 "b"
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MemberName 20($Global) 0 "a"
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MemberName 18($Global) 2 "c"
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MemberName 20($Global) 1 "b"
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MemberName 18($Global) 3 "d"
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MemberName 20($Global) 2 "c"
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MemberName 18($Global) 4 "e"
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MemberName 20($Global) 3 "d"
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Name 20 ""
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MemberName 20($Global) 4 "e"
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MemberDecorate 18($Global) 0 Offset 0
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Name 22 ""
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MemberDecorate 18($Global) 1 Offset 16
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MemberDecorate 20($Global) 0 Offset 0
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MemberDecorate 18($Global) 2 Offset 32
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MemberDecorate 20($Global) 1 Offset 16
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MemberDecorate 18($Global) 3 Offset 44
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MemberDecorate 20($Global) 2 Offset 32
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MemberDecorate 18($Global) 4 Offset 48
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MemberDecorate 20($Global) 3 Offset 44
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Decorate 18($Global) Block
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MemberDecorate 20($Global) 4 Offset 48
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Decorate 20 DescriptorSet 0
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Decorate 20($Global) Block
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Decorate 22 DescriptorSet 0
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2: TypeVoid
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2: TypeVoid
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3: TypeFunction 2
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3: TypeFunction 2
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14: TypeFloat 32
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14: TypeFloat 32
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15: TypeVector 14(float) 4
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15: TypeVector 14(float) 4
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16: TypeVector 14(float) 3
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16: TypePointer Private 15(fvec4)
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17: TypeInt 32 1
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17(m): 16(ptr) Variable Private
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18($Global): TypeStruct 15(fvec4) 14(float) 16(fvec3) 17(int) 17(int)
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18: TypeVector 14(float) 3
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19: TypePointer Uniform 18($Global)
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19: TypeInt 32 1
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20: 19(ptr) Variable Uniform
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20($Global): TypeStruct 15(fvec4) 14(float) 18(fvec3) 19(int) 19(int)
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21: 17(int) Constant 0
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21: TypePointer Uniform 20($Global)
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22: TypePointer Uniform 15(fvec4)
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22: 21(ptr) Variable Uniform
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25: 17(int) Constant 1
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23: 19(int) Constant 0
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26: TypePointer Uniform 14(float)
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24: TypePointer Uniform 15(fvec4)
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31: TypeInt 32 0
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27: 19(int) Constant 1
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32: 31(int) Constant 0
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28: TypePointer Uniform 14(float)
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38: 17(int) Constant 2
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38: TypeInt 32 0
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42: 17(int) Constant 3
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39: 38(int) Constant 0
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43: TypePointer Uniform 17(int)
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45: 19(int) Constant 2
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||||||
|
49: 19(int) Constant 3
|
||||||
|
50: TypePointer Uniform 19(int)
|
||||||
4(f1): 2 Function None 3
|
4(f1): 2 Function None 3
|
||||||
5: Label
|
5: Label
|
||||||
30: 2 FunctionCall 6(@f1()
|
25: 24(ptr) AccessChain 22 23
|
||||||
|
26: 15(fvec4) Load 25
|
||||||
|
29: 28(ptr) AccessChain 22 27
|
||||||
|
30: 14(float) Load 29
|
||||||
|
31: 15(fvec4) VectorTimesScalar 26 30
|
||||||
|
Store 17(m) 31
|
||||||
|
37: 2 FunctionCall 6(@f1()
|
||||||
Return
|
Return
|
||||||
FunctionEnd
|
FunctionEnd
|
||||||
6(@f1(): 2 Function None 3
|
6(@f1(): 2 Function None 3
|
||||||
7: Label
|
7: Label
|
||||||
23: 22(ptr) AccessChain 20 21
|
32: 24(ptr) AccessChain 22 23
|
||||||
24: 15(fvec4) Load 23
|
33: 15(fvec4) Load 32
|
||||||
27: 26(ptr) AccessChain 20 25
|
34: 28(ptr) AccessChain 22 27
|
||||||
28: 14(float) Load 27
|
35: 14(float) Load 34
|
||||||
29: 15(fvec4) VectorTimesScalar 24 28
|
36: 15(fvec4) VectorTimesScalar 33 35
|
||||||
Return
|
Return
|
||||||
FunctionEnd
|
FunctionEnd
|
||||||
8(f2(): 2 Function None 3
|
8(f2(): 2 Function None 3
|
||||||
9: Label
|
9: Label
|
||||||
33: 26(ptr) AccessChain 20 21 32
|
40: 28(ptr) AccessChain 22 23 39
|
||||||
34: 14(float) Load 33
|
41: 14(float) Load 40
|
||||||
35: 26(ptr) AccessChain 20 25
|
42: 28(ptr) AccessChain 22 27
|
||||||
36: 14(float) Load 35
|
43: 14(float) Load 42
|
||||||
37: 14(float) FAdd 34 36
|
44: 14(float) FAdd 41 43
|
||||||
39: 26(ptr) AccessChain 20 38 32
|
46: 28(ptr) AccessChain 22 45 39
|
||||||
40: 14(float) Load 39
|
47: 14(float) Load 46
|
||||||
41: 14(float) FAdd 37 40
|
48: 14(float) FAdd 44 47
|
||||||
Return
|
Return
|
||||||
FunctionEnd
|
FunctionEnd
|
||||||
10(f3(): 2 Function None 3
|
10(f3(): 2 Function None 3
|
||||||
@ -211,11 +246,11 @@ gl_FragCoord origin is upper left
|
|||||||
FunctionEnd
|
FunctionEnd
|
||||||
12(f4(): 2 Function None 3
|
12(f4(): 2 Function None 3
|
||||||
13: Label
|
13: Label
|
||||||
44: 43(ptr) AccessChain 20 42
|
51: 50(ptr) AccessChain 22 49
|
||||||
45: 17(int) Load 44
|
52: 19(int) Load 51
|
||||||
46: 14(float) ConvertSToF 45
|
53: 14(float) ConvertSToF 52
|
||||||
47: 22(ptr) AccessChain 20 21
|
54: 24(ptr) AccessChain 22 23
|
||||||
48: 15(fvec4) Load 47
|
55: 15(fvec4) Load 54
|
||||||
49: 15(fvec4) VectorTimesScalar 48 46
|
56: 15(fvec4) VectorTimesScalar 55 53
|
||||||
Return
|
Return
|
||||||
FunctionEnd
|
FunctionEnd
|
||||||
|
@ -86,8 +86,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:35 Sequence
|
0:35 Sequence
|
||||||
0:35 move second child to first child ( temp 4-element array of float)
|
0:35 move second child to first child ( temp 4-element array of float)
|
||||||
0:35 'local_float_array' ( temp 4-element array of float)
|
0:35 'local_float_array' ( temp 4-element array of float)
|
||||||
0:35 g_floats: direct index for structure (layout( offset=384) uniform 4-element array of float)
|
0:35 g_floats: direct index for structure ( uniform 4-element array of float)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 2 (const uint)
|
0:35 2 (const uint)
|
||||||
0:37 move second child to first child ( temp 4-component vector of float)
|
0:37 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -165,7 +165,7 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler)
|
0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler)
|
||||||
0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler)
|
0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler)
|
||||||
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
|
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
|
||||||
0:? 'not_flattened_a' ( global 5-element array of int)
|
0:? 'not_flattened_a' ( global 5-element array of int)
|
||||||
0:? 'color' (layout( location=0) out 4-component vector of float)
|
0:? 'color' (layout( location=0) out 4-component vector of float)
|
||||||
|
|
||||||
@ -260,8 +260,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:35 Sequence
|
0:35 Sequence
|
||||||
0:35 move second child to first child ( temp 4-element array of float)
|
0:35 move second child to first child ( temp 4-element array of float)
|
||||||
0:35 'local_float_array' ( temp 4-element array of float)
|
0:35 'local_float_array' ( temp 4-element array of float)
|
||||||
0:35 g_floats: direct index for structure (layout( offset=384) uniform 4-element array of float)
|
0:35 g_floats: direct index for structure ( uniform 4-element array of float)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 2 (const uint)
|
0:35 2 (const uint)
|
||||||
0:37 move second child to first child ( temp 4-component vector of float)
|
0:37 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -339,7 +339,7 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler)
|
0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler)
|
||||||
0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler)
|
0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler)
|
||||||
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
|
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
|
||||||
0:? 'not_flattened_a' ( global 5-element array of int)
|
0:? 'not_flattened_a' ( global 5-element array of int)
|
||||||
0:? 'color' (layout( location=0) out 4-component vector of float)
|
0:? 'color' (layout( location=0) out 4-component vector of float)
|
||||||
|
|
||||||
|
@ -14,16 +14,16 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 add ( temp 4-component vector of float)
|
0:10 add ( temp 4-component vector of float)
|
||||||
0:10 add ( temp 4-component vector of float)
|
0:10 add ( temp 4-component vector of float)
|
||||||
0:10 add ( temp 4-component vector of float)
|
0:10 add ( temp 4-component vector of float)
|
||||||
0:10 direct index (layout( offset=0) temp 4-component vector of float)
|
0:10 direct index ( temp 4-component vector of float)
|
||||||
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
|
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
|
||||||
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const uint)
|
0:10 0 (const uint)
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 1 (const int)
|
0:10 1 (const int)
|
||||||
0:10 indirect index (layout( offset=0) temp 4-component vector of float)
|
0:10 indirect index ( temp 4-component vector of float)
|
||||||
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
|
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
|
||||||
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const uint)
|
0:10 0 (const uint)
|
||||||
0:10 'i' ( in int)
|
0:10 'i' ( in int)
|
||||||
@ -43,9 +43,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 'i' ( in int)
|
0:10 'i' ( in int)
|
||||||
0:10 indirect index ( temp 4-component vector of float)
|
0:10 indirect index ( temp 4-component vector of float)
|
||||||
0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
|
0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
|
||||||
0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m})
|
0:10 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
|
||||||
0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
|
0:10 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
|
||||||
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 1 (const uint)
|
0:10 1 (const uint)
|
||||||
0:10 'i' ( in int)
|
0:10 'i' ( in int)
|
||||||
@ -67,10 +67,10 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'i' ( temp int)
|
0:? 'i' ( temp int)
|
||||||
0:? 'input' ( temp 3-element array of 4-component vector of float)
|
0:? 'input' ( temp 3-element array of 4-component vector of float)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'i' (layout( location=0) in int)
|
0:? 'i' (layout( location=0) in int)
|
||||||
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
|
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -91,16 +91,16 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 add ( temp 4-component vector of float)
|
0:10 add ( temp 4-component vector of float)
|
||||||
0:10 add ( temp 4-component vector of float)
|
0:10 add ( temp 4-component vector of float)
|
||||||
0:10 add ( temp 4-component vector of float)
|
0:10 add ( temp 4-component vector of float)
|
||||||
0:10 direct index (layout( offset=0) temp 4-component vector of float)
|
0:10 direct index ( temp 4-component vector of float)
|
||||||
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
|
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
|
||||||
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const uint)
|
0:10 0 (const uint)
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 1 (const int)
|
0:10 1 (const int)
|
||||||
0:10 indirect index (layout( offset=0) temp 4-component vector of float)
|
0:10 indirect index ( temp 4-component vector of float)
|
||||||
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
|
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
|
||||||
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const uint)
|
0:10 0 (const uint)
|
||||||
0:10 'i' ( in int)
|
0:10 'i' ( in int)
|
||||||
@ -120,9 +120,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 'i' ( in int)
|
0:10 'i' ( in int)
|
||||||
0:10 indirect index ( temp 4-component vector of float)
|
0:10 indirect index ( temp 4-component vector of float)
|
||||||
0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
|
0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
|
||||||
0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m})
|
0:10 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
|
||||||
0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
|
0:10 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
|
||||||
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 1 (const uint)
|
0:10 1 (const uint)
|
||||||
0:10 'i' ( in int)
|
0:10 'i' ( in int)
|
||||||
@ -144,10 +144,10 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'i' ( temp int)
|
0:? 'i' ( temp int)
|
||||||
0:? 'input' ( temp 3-element array of 4-component vector of float)
|
0:? 'input' ( temp 3-element array of 4-component vector of float)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'i' (layout( location=0) in int)
|
0:? 'i' (layout( location=0) in int)
|
||||||
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
|
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
|
|||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 2 (const int)
|
0:14 2 (const int)
|
||||||
0:14 Construct vec4 ( temp 4-component vector of float)
|
0:14 Construct vec4 ( temp 4-component vector of float)
|
||||||
0:14 direct index (layout( offset=0) temp float)
|
0:14 direct index ( temp float)
|
||||||
0:14 direct index (layout( offset=0) temp 3-element array of float)
|
0:14 direct index ( temp 3-element array of float)
|
||||||
0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float)
|
0:14 direct index ( temp 4-element array of 3-element array of float)
|
||||||
0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float)
|
0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float)
|
||||||
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array})
|
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 0 (const uint)
|
0:14 0 (const uint)
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
@ -61,8 +61,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const int)
|
0:10 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -83,11 +83,11 @@ gl_FragCoord origin is upper left
|
|||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 2 (const int)
|
0:14 2 (const int)
|
||||||
0:14 Construct vec4 ( temp 4-component vector of float)
|
0:14 Construct vec4 ( temp 4-component vector of float)
|
||||||
0:14 direct index (layout( offset=0) temp float)
|
0:14 direct index ( temp float)
|
||||||
0:14 direct index (layout( offset=0) temp 3-element array of float)
|
0:14 direct index ( temp 3-element array of float)
|
||||||
0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float)
|
0:14 direct index ( temp 4-element array of 3-element array of float)
|
||||||
0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float)
|
0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float)
|
||||||
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array})
|
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 0 (const uint)
|
0:14 0 (const uint)
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
@ -130,8 +130,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const int)
|
0:10 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -14,8 +14,8 @@ local_size = (4, 6, 8)
|
|||||||
0:11 Loop Condition
|
0:11 Loop Condition
|
||||||
0:11 Compare Less Than ( temp bool)
|
0:11 Compare Less Than ( temp bool)
|
||||||
0:11 'x' ( temp int)
|
0:11 'x' ( temp int)
|
||||||
0:11 bound: direct index for structure (layout( offset=0) uniform int)
|
0:11 bound: direct index for structure ( uniform int)
|
||||||
0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
|
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
|
||||||
0:11 Constant:
|
0:11 Constant:
|
||||||
0:11 0 (const uint)
|
0:11 0 (const uint)
|
||||||
0:11 No loop body
|
0:11 No loop body
|
||||||
@ -35,8 +35,8 @@ local_size = (4, 6, 8)
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||||
0:9 Function Call: @main( ( temp 4-component vector of float)
|
0:9 Function Call: @main( ( temp 4-component vector of float)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
|
|
||||||
|
|
||||||
|
|
||||||
Linked compute stage:
|
Linked compute stage:
|
||||||
@ -57,8 +57,8 @@ local_size = (4, 6, 8)
|
|||||||
0:11 Loop Condition
|
0:11 Loop Condition
|
||||||
0:11 Compare Less Than ( temp bool)
|
0:11 Compare Less Than ( temp bool)
|
||||||
0:11 'x' ( temp int)
|
0:11 'x' ( temp int)
|
||||||
0:11 bound: direct index for structure (layout( offset=0) uniform int)
|
0:11 bound: direct index for structure ( uniform int)
|
||||||
0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
|
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
|
||||||
0:11 Constant:
|
0:11 Constant:
|
||||||
0:11 0 (const uint)
|
0:11 0 (const uint)
|
||||||
0:11 No loop body
|
0:11 No loop body
|
||||||
@ -78,8 +78,8 @@ local_size = (4, 6, 8)
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||||
0:9 Function Call: @main( ( temp 4-component vector of float)
|
0:9 Function Call: @main( ( temp 4-component vector of float)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -125,7 +125,7 @@ gl_FragCoord origin is upper left
|
|||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 0 (const int)
|
0:30 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float uf4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
|
|
||||||
|
|
||||||
@ -258,7 +258,7 @@ gl_FragCoord origin is upper left
|
|||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 0 (const int)
|
0:30 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float uf4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
|
@ -12,12 +12,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Branch: Return with expression
|
0:10 Branch: Return with expression
|
||||||
0:10 component-wise multiply ( temp 4-component vector of float)
|
0:10 component-wise multiply ( temp 4-component vector of float)
|
||||||
0:10 'input' ( in 4-component vector of float)
|
0:10 'input' ( in 4-component vector of float)
|
||||||
0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
|
0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
|
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const uint)
|
0:10 0 (const uint)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -34,12 +34,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Branch: Return with expression
|
0:10 Branch: Return with expression
|
||||||
0:10 component-wise multiply ( temp 4-component vector of float)
|
0:10 component-wise multiply ( temp 4-component vector of float)
|
||||||
0:10 'input' ( in 4-component vector of float)
|
0:10 'input' ( in 4-component vector of float)
|
||||||
0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
|
0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
|
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
|
||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const uint)
|
0:10 0 (const uint)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -12,8 +12,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:33 Construct combined texture-sampler ( temp sampler2DArray)
|
0:33 Construct combined texture-sampler ( temp sampler2DArray)
|
||||||
0:33 'g_tTex2df4a' ( uniform texture2DArray)
|
0:33 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:33 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:33 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 2 (const uint)
|
0:33 2 (const uint)
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
@ -25,8 +25,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:34 Construct combined texture-sampler ( temp isampler2DArray)
|
0:34 Construct combined texture-sampler ( temp isampler2DArray)
|
||||||
0:34 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:34 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:34 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:34 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:34 Constant:
|
0:34 Constant:
|
||||||
0:34 2 (const uint)
|
0:34 2 (const uint)
|
||||||
0:34 Constant:
|
0:34 Constant:
|
||||||
@ -38,8 +38,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:35 Construct combined texture-sampler ( temp usampler2DArray)
|
0:35 Construct combined texture-sampler ( temp usampler2DArray)
|
||||||
0:35 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:35 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:35 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:35 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 2 (const uint)
|
0:35 2 (const uint)
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
@ -51,8 +51,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:37 Construct combined texture-sampler ( temp sampler2DArray)
|
0:37 Construct combined texture-sampler ( temp sampler2DArray)
|
||||||
0:37 'g_tTex2df4a' ( uniform texture2DArray)
|
0:37 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:37 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:37 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 2 (const uint)
|
0:37 2 (const uint)
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
@ -64,8 +64,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:38 Construct combined texture-sampler ( temp isampler2DArray)
|
0:38 Construct combined texture-sampler ( temp isampler2DArray)
|
||||||
0:38 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:38 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:38 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:38 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
0:38 2 (const uint)
|
0:38 2 (const uint)
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
@ -77,8 +77,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:39 Construct combined texture-sampler ( temp usampler2DArray)
|
0:39 Construct combined texture-sampler ( temp usampler2DArray)
|
||||||
0:39 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:39 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:39 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:39 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 2 (const uint)
|
0:39 2 (const uint)
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
@ -90,8 +90,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:41 Construct combined texture-sampler ( temp sampler2DArray)
|
0:41 Construct combined texture-sampler ( temp sampler2DArray)
|
||||||
0:41 'g_tTex2df4a' ( uniform texture2DArray)
|
0:41 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:41 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 2 (const uint)
|
0:41 2 (const uint)
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
@ -103,8 +103,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:42 Construct combined texture-sampler ( temp isampler2DArray)
|
0:42 Construct combined texture-sampler ( temp isampler2DArray)
|
||||||
0:42 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:42 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:42 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 2 (const uint)
|
0:42 2 (const uint)
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
@ -116,8 +116,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 Construct combined texture-sampler ( temp usampler2DArray)
|
0:43 Construct combined texture-sampler ( temp usampler2DArray)
|
||||||
0:43 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:43 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:43 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 2 (const uint)
|
0:43 2 (const uint)
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
@ -129,8 +129,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:45 Construct combined texture-sampler ( temp sampler2DArray)
|
0:45 Construct combined texture-sampler ( temp sampler2DArray)
|
||||||
0:45 'g_tTex2df4a' ( uniform texture2DArray)
|
0:45 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:45 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 2 (const uint)
|
0:45 2 (const uint)
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:46 Construct combined texture-sampler ( temp isampler2DArray)
|
0:46 Construct combined texture-sampler ( temp isampler2DArray)
|
||||||
0:46 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:46 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:46 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:46 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:46 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 2 (const uint)
|
0:46 2 (const uint)
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
@ -155,8 +155,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:47 Construct combined texture-sampler ( temp usampler2DArray)
|
0:47 Construct combined texture-sampler ( temp usampler2DArray)
|
||||||
0:47 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:47 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:47 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 2 (const uint)
|
0:47 2 (const uint)
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
@ -168,8 +168,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:51 Construct combined texture-sampler ( temp samplerCubeArray)
|
0:51 Construct combined texture-sampler ( temp samplerCubeArray)
|
||||||
0:51 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:51 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:51 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:51 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 3 (const uint)
|
0:51 3 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -181,8 +181,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 Construct combined texture-sampler ( temp isamplerCubeArray)
|
0:52 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||||
0:52 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:52 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:52 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:52 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 3 (const uint)
|
0:52 3 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -194,8 +194,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 Construct combined texture-sampler ( temp usamplerCubeArray)
|
0:53 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||||
0:53 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:53 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:53 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:53 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 3 (const uint)
|
0:53 3 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -207,8 +207,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:55 Construct combined texture-sampler ( temp samplerCubeArray)
|
0:55 Construct combined texture-sampler ( temp samplerCubeArray)
|
||||||
0:55 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:55 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:55 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:55 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:55 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:55 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:55 Constant:
|
0:55 Constant:
|
||||||
0:55 3 (const uint)
|
0:55 3 (const uint)
|
||||||
0:55 Constant:
|
0:55 Constant:
|
||||||
@ -220,8 +220,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:56 Construct combined texture-sampler ( temp isamplerCubeArray)
|
0:56 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||||
0:56 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:56 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:56 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:56 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:56 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:56 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 3 (const uint)
|
0:56 3 (const uint)
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
@ -233,8 +233,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Construct combined texture-sampler ( temp usamplerCubeArray)
|
0:57 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||||
0:57 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:57 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:57 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -246,8 +246,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Construct combined texture-sampler ( temp samplerCubeArray)
|
0:59 Construct combined texture-sampler ( temp samplerCubeArray)
|
||||||
0:59 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:59 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:59 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
@ -259,8 +259,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:60 Construct combined texture-sampler ( temp isamplerCubeArray)
|
0:60 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||||
0:60 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:60 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:60 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:60 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:60 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:60 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:60 Constant:
|
0:60 Constant:
|
||||||
0:60 3 (const uint)
|
0:60 3 (const uint)
|
||||||
0:60 Constant:
|
0:60 Constant:
|
||||||
@ -272,8 +272,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:61 Construct combined texture-sampler ( temp usamplerCubeArray)
|
0:61 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||||
0:61 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:61 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:61 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 3 (const uint)
|
0:61 3 (const uint)
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 Construct combined texture-sampler ( temp samplerCubeArray)
|
0:63 Construct combined texture-sampler ( temp samplerCubeArray)
|
||||||
0:63 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:63 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:63 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -298,8 +298,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:64 Construct combined texture-sampler ( temp isamplerCubeArray)
|
0:64 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||||
0:64 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:64 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:64 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:64 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:64 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
@ -311,8 +311,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:65 Construct combined texture-sampler ( temp usamplerCubeArray)
|
0:65 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||||
0:65 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:65 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:65 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:65 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:65 Constant:
|
0:65 Constant:
|
||||||
0:65 3 (const uint)
|
0:65 3 (const uint)
|
||||||
0:65 Constant:
|
0:65 Constant:
|
||||||
@ -367,9 +367,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
0:? 'Depth' ( out float FragDepth)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -388,8 +388,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:33 Construct combined texture-sampler ( temp sampler2DArray)
|
0:33 Construct combined texture-sampler ( temp sampler2DArray)
|
||||||
0:33 'g_tTex2df4a' ( uniform texture2DArray)
|
0:33 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:33 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:33 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 2 (const uint)
|
0:33 2 (const uint)
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
@ -401,8 +401,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:34 Construct combined texture-sampler ( temp isampler2DArray)
|
0:34 Construct combined texture-sampler ( temp isampler2DArray)
|
||||||
0:34 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:34 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:34 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:34 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:34 Constant:
|
0:34 Constant:
|
||||||
0:34 2 (const uint)
|
0:34 2 (const uint)
|
||||||
0:34 Constant:
|
0:34 Constant:
|
||||||
@ -414,8 +414,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:35 Construct combined texture-sampler ( temp usampler2DArray)
|
0:35 Construct combined texture-sampler ( temp usampler2DArray)
|
||||||
0:35 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:35 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:35 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:35 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 2 (const uint)
|
0:35 2 (const uint)
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
@ -427,8 +427,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:37 Construct combined texture-sampler ( temp sampler2DArray)
|
0:37 Construct combined texture-sampler ( temp sampler2DArray)
|
||||||
0:37 'g_tTex2df4a' ( uniform texture2DArray)
|
0:37 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:37 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:37 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 2 (const uint)
|
0:37 2 (const uint)
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
@ -440,8 +440,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:38 Construct combined texture-sampler ( temp isampler2DArray)
|
0:38 Construct combined texture-sampler ( temp isampler2DArray)
|
||||||
0:38 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:38 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:38 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:38 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
0:38 2 (const uint)
|
0:38 2 (const uint)
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
@ -453,8 +453,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:39 Construct combined texture-sampler ( temp usampler2DArray)
|
0:39 Construct combined texture-sampler ( temp usampler2DArray)
|
||||||
0:39 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:39 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:39 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:39 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 2 (const uint)
|
0:39 2 (const uint)
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
@ -466,8 +466,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:41 Construct combined texture-sampler ( temp sampler2DArray)
|
0:41 Construct combined texture-sampler ( temp sampler2DArray)
|
||||||
0:41 'g_tTex2df4a' ( uniform texture2DArray)
|
0:41 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:41 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 2 (const uint)
|
0:41 2 (const uint)
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
@ -479,8 +479,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:42 Construct combined texture-sampler ( temp isampler2DArray)
|
0:42 Construct combined texture-sampler ( temp isampler2DArray)
|
||||||
0:42 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:42 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:42 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 2 (const uint)
|
0:42 2 (const uint)
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
@ -492,8 +492,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 Construct combined texture-sampler ( temp usampler2DArray)
|
0:43 Construct combined texture-sampler ( temp usampler2DArray)
|
||||||
0:43 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:43 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:43 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 2 (const uint)
|
0:43 2 (const uint)
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
@ -505,8 +505,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:45 Construct combined texture-sampler ( temp sampler2DArray)
|
0:45 Construct combined texture-sampler ( temp sampler2DArray)
|
||||||
0:45 'g_tTex2df4a' ( uniform texture2DArray)
|
0:45 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:45 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 2 (const uint)
|
0:45 2 (const uint)
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
@ -518,8 +518,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:46 Construct combined texture-sampler ( temp isampler2DArray)
|
0:46 Construct combined texture-sampler ( temp isampler2DArray)
|
||||||
0:46 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:46 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:46 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:46 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:46 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 2 (const uint)
|
0:46 2 (const uint)
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
@ -531,8 +531,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:47 Construct combined texture-sampler ( temp usampler2DArray)
|
0:47 Construct combined texture-sampler ( temp usampler2DArray)
|
||||||
0:47 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:47 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:47 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 2 (const uint)
|
0:47 2 (const uint)
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
@ -544,8 +544,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:51 Construct combined texture-sampler ( temp samplerCubeArray)
|
0:51 Construct combined texture-sampler ( temp samplerCubeArray)
|
||||||
0:51 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:51 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:51 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:51 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 3 (const uint)
|
0:51 3 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -557,8 +557,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 Construct combined texture-sampler ( temp isamplerCubeArray)
|
0:52 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||||
0:52 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:52 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:52 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:52 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 3 (const uint)
|
0:52 3 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -570,8 +570,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 Construct combined texture-sampler ( temp usamplerCubeArray)
|
0:53 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||||
0:53 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:53 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:53 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:53 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 3 (const uint)
|
0:53 3 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -583,8 +583,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:55 Construct combined texture-sampler ( temp samplerCubeArray)
|
0:55 Construct combined texture-sampler ( temp samplerCubeArray)
|
||||||
0:55 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:55 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:55 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:55 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:55 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:55 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:55 Constant:
|
0:55 Constant:
|
||||||
0:55 3 (const uint)
|
0:55 3 (const uint)
|
||||||
0:55 Constant:
|
0:55 Constant:
|
||||||
@ -596,8 +596,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:56 Construct combined texture-sampler ( temp isamplerCubeArray)
|
0:56 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||||
0:56 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:56 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:56 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:56 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:56 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:56 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 3 (const uint)
|
0:56 3 (const uint)
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
@ -609,8 +609,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Construct combined texture-sampler ( temp usamplerCubeArray)
|
0:57 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||||
0:57 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:57 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:57 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -622,8 +622,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Construct combined texture-sampler ( temp samplerCubeArray)
|
0:59 Construct combined texture-sampler ( temp samplerCubeArray)
|
||||||
0:59 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:59 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:59 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
@ -635,8 +635,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:60 Construct combined texture-sampler ( temp isamplerCubeArray)
|
0:60 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||||
0:60 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:60 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:60 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:60 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:60 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:60 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:60 Constant:
|
0:60 Constant:
|
||||||
0:60 3 (const uint)
|
0:60 3 (const uint)
|
||||||
0:60 Constant:
|
0:60 Constant:
|
||||||
@ -648,8 +648,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:61 Construct combined texture-sampler ( temp usamplerCubeArray)
|
0:61 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||||
0:61 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:61 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:61 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 3 (const uint)
|
0:61 3 (const uint)
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
@ -661,8 +661,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 Construct combined texture-sampler ( temp samplerCubeArray)
|
0:63 Construct combined texture-sampler ( temp samplerCubeArray)
|
||||||
0:63 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:63 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:63 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -674,8 +674,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:64 Construct combined texture-sampler ( temp isamplerCubeArray)
|
0:64 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||||
0:64 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:64 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:64 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:64 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:64 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
@ -687,8 +687,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:65 Construct combined texture-sampler ( temp usamplerCubeArray)
|
0:65 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||||
0:65 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:65 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:65 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
|
0:65 c4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:65 Constant:
|
0:65 Constant:
|
||||||
0:65 3 (const uint)
|
0:65 3 (const uint)
|
||||||
0:65 Constant:
|
0:65 Constant:
|
||||||
@ -743,9 +743,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
0:? 'Depth' ( out float FragDepth)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -12,8 +12,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:39 Construct combined texture-sampler ( temp sampler2D)
|
0:39 Construct combined texture-sampler ( temp sampler2D)
|
||||||
0:39 'g_tTex2df4' ( uniform texture2D)
|
0:39 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:39 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 1 (const uint)
|
0:39 1 (const uint)
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
@ -25,8 +25,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:40 Construct combined texture-sampler ( temp isampler2D)
|
0:40 Construct combined texture-sampler ( temp isampler2D)
|
||||||
0:40 'g_tTex2di4' ( uniform itexture2D)
|
0:40 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:40 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:40 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:40 Constant:
|
0:40 Constant:
|
||||||
0:40 1 (const uint)
|
0:40 1 (const uint)
|
||||||
0:40 Constant:
|
0:40 Constant:
|
||||||
@ -38,8 +38,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:41 Construct combined texture-sampler ( temp usampler2D)
|
0:41 Construct combined texture-sampler ( temp usampler2D)
|
||||||
0:41 'g_tTex2du4' ( uniform utexture2D)
|
0:41 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:41 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:41 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 1 (const uint)
|
0:41 1 (const uint)
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
@ -51,8 +51,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 Construct combined texture-sampler ( temp sampler2D)
|
0:43 Construct combined texture-sampler ( temp sampler2D)
|
||||||
0:43 'g_tTex2df4' ( uniform texture2D)
|
0:43 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:43 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:43 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 1 (const uint)
|
0:43 1 (const uint)
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
@ -64,8 +64,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:44 Construct combined texture-sampler ( temp isampler2D)
|
0:44 Construct combined texture-sampler ( temp isampler2D)
|
||||||
0:44 'g_tTex2di4' ( uniform itexture2D)
|
0:44 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:44 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 1 (const uint)
|
0:44 1 (const uint)
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
@ -77,8 +77,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:45 Construct combined texture-sampler ( temp usampler2D)
|
0:45 Construct combined texture-sampler ( temp usampler2D)
|
||||||
0:45 'g_tTex2du4' ( uniform utexture2D)
|
0:45 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:45 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 1 (const uint)
|
0:45 1 (const uint)
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
@ -90,8 +90,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:47 Construct combined texture-sampler ( temp sampler2D)
|
0:47 Construct combined texture-sampler ( temp sampler2D)
|
||||||
0:47 'g_tTex2df4' ( uniform texture2D)
|
0:47 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:47 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 1 (const uint)
|
0:47 1 (const uint)
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
@ -103,8 +103,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:48 Construct combined texture-sampler ( temp isampler2D)
|
0:48 Construct combined texture-sampler ( temp isampler2D)
|
||||||
0:48 'g_tTex2di4' ( uniform itexture2D)
|
0:48 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:48 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 1 (const uint)
|
0:48 1 (const uint)
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
@ -116,8 +116,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:49 Construct combined texture-sampler ( temp usampler2D)
|
0:49 Construct combined texture-sampler ( temp usampler2D)
|
||||||
0:49 'g_tTex2du4' ( uniform utexture2D)
|
0:49 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:49 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 1 (const uint)
|
0:49 1 (const uint)
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
@ -129,8 +129,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:51 Construct combined texture-sampler ( temp sampler2D)
|
0:51 Construct combined texture-sampler ( temp sampler2D)
|
||||||
0:51 'g_tTex2df4' ( uniform texture2D)
|
0:51 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:51 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 Construct combined texture-sampler ( temp isampler2D)
|
0:52 Construct combined texture-sampler ( temp isampler2D)
|
||||||
0:52 'g_tTex2di4' ( uniform itexture2D)
|
0:52 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:52 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -155,8 +155,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 Construct combined texture-sampler ( temp usampler2D)
|
0:53 Construct combined texture-sampler ( temp usampler2D)
|
||||||
0:53 'g_tTex2du4' ( uniform utexture2D)
|
0:53 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:53 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -168,8 +168,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Construct combined texture-sampler ( temp samplerCube)
|
0:57 Construct combined texture-sampler ( temp samplerCube)
|
||||||
0:57 'g_tTexcdf4' ( uniform textureCube)
|
0:57 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:57 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -181,8 +181,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Construct combined texture-sampler ( temp isamplerCube)
|
0:58 Construct combined texture-sampler ( temp isamplerCube)
|
||||||
0:58 'g_tTexcdi4' ( uniform itextureCube)
|
0:58 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:58 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:58 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:58 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -194,8 +194,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Construct combined texture-sampler ( temp usamplerCube)
|
0:59 Construct combined texture-sampler ( temp usamplerCube)
|
||||||
0:59 'g_tTexcdu4' ( uniform utextureCube)
|
0:59 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:59 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
@ -207,8 +207,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:61 Construct combined texture-sampler ( temp samplerCube)
|
0:61 Construct combined texture-sampler ( temp samplerCube)
|
||||||
0:61 'g_tTexcdf4' ( uniform textureCube)
|
0:61 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:61 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 2 (const uint)
|
0:61 2 (const uint)
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
@ -220,8 +220,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 Construct combined texture-sampler ( temp isamplerCube)
|
0:62 Construct combined texture-sampler ( temp isamplerCube)
|
||||||
0:62 'g_tTexcdi4' ( uniform itextureCube)
|
0:62 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:62 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:62 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:62 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const uint)
|
0:62 2 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
@ -233,8 +233,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 Construct combined texture-sampler ( temp usamplerCube)
|
0:63 Construct combined texture-sampler ( temp usamplerCube)
|
||||||
0:63 'g_tTexcdu4' ( uniform utextureCube)
|
0:63 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:63 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const uint)
|
0:63 2 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -246,8 +246,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:65 Construct combined texture-sampler ( temp samplerCube)
|
0:65 Construct combined texture-sampler ( temp samplerCube)
|
||||||
0:65 'g_tTexcdf4' ( uniform textureCube)
|
0:65 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:65 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:65 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:65 Constant:
|
0:65 Constant:
|
||||||
0:65 2 (const uint)
|
0:65 2 (const uint)
|
||||||
0:65 Constant:
|
0:65 Constant:
|
||||||
@ -259,8 +259,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:66 Construct combined texture-sampler ( temp isamplerCube)
|
0:66 Construct combined texture-sampler ( temp isamplerCube)
|
||||||
0:66 'g_tTexcdi4' ( uniform itextureCube)
|
0:66 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:66 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:66 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:66 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:66 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:66 Constant:
|
0:66 Constant:
|
||||||
0:66 2 (const uint)
|
0:66 2 (const uint)
|
||||||
0:66 Constant:
|
0:66 Constant:
|
||||||
@ -272,8 +272,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:67 Construct combined texture-sampler ( temp usamplerCube)
|
0:67 Construct combined texture-sampler ( temp usamplerCube)
|
||||||
0:67 'g_tTexcdu4' ( uniform utextureCube)
|
0:67 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
0:67 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:67 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:67 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:67 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:67 Constant:
|
0:67 Constant:
|
||||||
0:67 2 (const uint)
|
0:67 2 (const uint)
|
||||||
0:67 Constant:
|
0:67 Constant:
|
||||||
@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:69 Construct combined texture-sampler ( temp samplerCube)
|
0:69 Construct combined texture-sampler ( temp samplerCube)
|
||||||
0:69 'g_tTexcdf4' ( uniform textureCube)
|
0:69 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:69 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:69 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:69 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:69 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:69 Constant:
|
0:69 Constant:
|
||||||
0:69 2 (const uint)
|
0:69 2 (const uint)
|
||||||
0:69 Constant:
|
0:69 Constant:
|
||||||
@ -298,8 +298,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:70 Construct combined texture-sampler ( temp isamplerCube)
|
0:70 Construct combined texture-sampler ( temp isamplerCube)
|
||||||
0:70 'g_tTexcdi4' ( uniform itextureCube)
|
0:70 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:70 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:70 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:70 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:70 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:70 Constant:
|
0:70 Constant:
|
||||||
0:70 2 (const uint)
|
0:70 2 (const uint)
|
||||||
0:70 Constant:
|
0:70 Constant:
|
||||||
@ -311,8 +311,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:71 Construct combined texture-sampler ( temp usamplerCube)
|
0:71 Construct combined texture-sampler ( temp usamplerCube)
|
||||||
0:71 'g_tTexcdu4' ( uniform utextureCube)
|
0:71 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
0:71 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:71 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:71 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:71 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:71 Constant:
|
0:71 Constant:
|
||||||
0:71 2 (const uint)
|
0:71 2 (const uint)
|
||||||
0:71 Constant:
|
0:71 Constant:
|
||||||
@ -371,9 +371,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4' ( uniform textureCube)
|
0:? 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:? 'g_tTexcdi4' ( uniform itextureCube)
|
0:? 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:? 'g_tTexcdu4' ( uniform utextureCube)
|
0:? 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
0:? 'Depth' ( out float FragDepth)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -392,8 +392,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:39 Construct combined texture-sampler ( temp sampler2D)
|
0:39 Construct combined texture-sampler ( temp sampler2D)
|
||||||
0:39 'g_tTex2df4' ( uniform texture2D)
|
0:39 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:39 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 1 (const uint)
|
0:39 1 (const uint)
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
@ -405,8 +405,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:40 Construct combined texture-sampler ( temp isampler2D)
|
0:40 Construct combined texture-sampler ( temp isampler2D)
|
||||||
0:40 'g_tTex2di4' ( uniform itexture2D)
|
0:40 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:40 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:40 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:40 Constant:
|
0:40 Constant:
|
||||||
0:40 1 (const uint)
|
0:40 1 (const uint)
|
||||||
0:40 Constant:
|
0:40 Constant:
|
||||||
@ -418,8 +418,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:41 Construct combined texture-sampler ( temp usampler2D)
|
0:41 Construct combined texture-sampler ( temp usampler2D)
|
||||||
0:41 'g_tTex2du4' ( uniform utexture2D)
|
0:41 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:41 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:41 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 1 (const uint)
|
0:41 1 (const uint)
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
@ -431,8 +431,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 Construct combined texture-sampler ( temp sampler2D)
|
0:43 Construct combined texture-sampler ( temp sampler2D)
|
||||||
0:43 'g_tTex2df4' ( uniform texture2D)
|
0:43 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:43 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:43 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 1 (const uint)
|
0:43 1 (const uint)
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
@ -444,8 +444,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:44 Construct combined texture-sampler ( temp isampler2D)
|
0:44 Construct combined texture-sampler ( temp isampler2D)
|
||||||
0:44 'g_tTex2di4' ( uniform itexture2D)
|
0:44 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:44 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 1 (const uint)
|
0:44 1 (const uint)
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
@ -457,8 +457,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:45 Construct combined texture-sampler ( temp usampler2D)
|
0:45 Construct combined texture-sampler ( temp usampler2D)
|
||||||
0:45 'g_tTex2du4' ( uniform utexture2D)
|
0:45 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:45 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 1 (const uint)
|
0:45 1 (const uint)
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
@ -470,8 +470,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:47 Construct combined texture-sampler ( temp sampler2D)
|
0:47 Construct combined texture-sampler ( temp sampler2D)
|
||||||
0:47 'g_tTex2df4' ( uniform texture2D)
|
0:47 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:47 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 1 (const uint)
|
0:47 1 (const uint)
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
@ -483,8 +483,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:48 Construct combined texture-sampler ( temp isampler2D)
|
0:48 Construct combined texture-sampler ( temp isampler2D)
|
||||||
0:48 'g_tTex2di4' ( uniform itexture2D)
|
0:48 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:48 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 1 (const uint)
|
0:48 1 (const uint)
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
@ -496,8 +496,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:49 Construct combined texture-sampler ( temp usampler2D)
|
0:49 Construct combined texture-sampler ( temp usampler2D)
|
||||||
0:49 'g_tTex2du4' ( uniform utexture2D)
|
0:49 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:49 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 1 (const uint)
|
0:49 1 (const uint)
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
@ -509,8 +509,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:51 Construct combined texture-sampler ( temp sampler2D)
|
0:51 Construct combined texture-sampler ( temp sampler2D)
|
||||||
0:51 'g_tTex2df4' ( uniform texture2D)
|
0:51 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:51 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -522,8 +522,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 Construct combined texture-sampler ( temp isampler2D)
|
0:52 Construct combined texture-sampler ( temp isampler2D)
|
||||||
0:52 'g_tTex2di4' ( uniform itexture2D)
|
0:52 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:52 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -535,8 +535,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 Construct combined texture-sampler ( temp usampler2D)
|
0:53 Construct combined texture-sampler ( temp usampler2D)
|
||||||
0:53 'g_tTex2du4' ( uniform utexture2D)
|
0:53 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:53 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -548,8 +548,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Construct combined texture-sampler ( temp samplerCube)
|
0:57 Construct combined texture-sampler ( temp samplerCube)
|
||||||
0:57 'g_tTexcdf4' ( uniform textureCube)
|
0:57 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:57 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -561,8 +561,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Construct combined texture-sampler ( temp isamplerCube)
|
0:58 Construct combined texture-sampler ( temp isamplerCube)
|
||||||
0:58 'g_tTexcdi4' ( uniform itextureCube)
|
0:58 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:58 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:58 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:58 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -574,8 +574,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Construct combined texture-sampler ( temp usamplerCube)
|
0:59 Construct combined texture-sampler ( temp usamplerCube)
|
||||||
0:59 'g_tTexcdu4' ( uniform utextureCube)
|
0:59 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:59 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
@ -587,8 +587,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:61 Construct combined texture-sampler ( temp samplerCube)
|
0:61 Construct combined texture-sampler ( temp samplerCube)
|
||||||
0:61 'g_tTexcdf4' ( uniform textureCube)
|
0:61 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:61 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 2 (const uint)
|
0:61 2 (const uint)
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
@ -600,8 +600,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 Construct combined texture-sampler ( temp isamplerCube)
|
0:62 Construct combined texture-sampler ( temp isamplerCube)
|
||||||
0:62 'g_tTexcdi4' ( uniform itextureCube)
|
0:62 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:62 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:62 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:62 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const uint)
|
0:62 2 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
@ -613,8 +613,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 Construct combined texture-sampler ( temp usamplerCube)
|
0:63 Construct combined texture-sampler ( temp usamplerCube)
|
||||||
0:63 'g_tTexcdu4' ( uniform utextureCube)
|
0:63 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:63 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const uint)
|
0:63 2 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -626,8 +626,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:65 Construct combined texture-sampler ( temp samplerCube)
|
0:65 Construct combined texture-sampler ( temp samplerCube)
|
||||||
0:65 'g_tTexcdf4' ( uniform textureCube)
|
0:65 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:65 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:65 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:65 Constant:
|
0:65 Constant:
|
||||||
0:65 2 (const uint)
|
0:65 2 (const uint)
|
||||||
0:65 Constant:
|
0:65 Constant:
|
||||||
@ -639,8 +639,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:66 Construct combined texture-sampler ( temp isamplerCube)
|
0:66 Construct combined texture-sampler ( temp isamplerCube)
|
||||||
0:66 'g_tTexcdi4' ( uniform itextureCube)
|
0:66 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:66 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:66 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:66 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:66 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:66 Constant:
|
0:66 Constant:
|
||||||
0:66 2 (const uint)
|
0:66 2 (const uint)
|
||||||
0:66 Constant:
|
0:66 Constant:
|
||||||
@ -652,8 +652,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:67 Construct combined texture-sampler ( temp usamplerCube)
|
0:67 Construct combined texture-sampler ( temp usamplerCube)
|
||||||
0:67 'g_tTexcdu4' ( uniform utextureCube)
|
0:67 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
0:67 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:67 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:67 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:67 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:67 Constant:
|
0:67 Constant:
|
||||||
0:67 2 (const uint)
|
0:67 2 (const uint)
|
||||||
0:67 Constant:
|
0:67 Constant:
|
||||||
@ -665,8 +665,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:69 Construct combined texture-sampler ( temp samplerCube)
|
0:69 Construct combined texture-sampler ( temp samplerCube)
|
||||||
0:69 'g_tTexcdf4' ( uniform textureCube)
|
0:69 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:69 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:69 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:69 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:69 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:69 Constant:
|
0:69 Constant:
|
||||||
0:69 2 (const uint)
|
0:69 2 (const uint)
|
||||||
0:69 Constant:
|
0:69 Constant:
|
||||||
@ -678,8 +678,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:70 Construct combined texture-sampler ( temp isamplerCube)
|
0:70 Construct combined texture-sampler ( temp isamplerCube)
|
||||||
0:70 'g_tTexcdi4' ( uniform itextureCube)
|
0:70 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:70 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:70 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:70 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:70 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:70 Constant:
|
0:70 Constant:
|
||||||
0:70 2 (const uint)
|
0:70 2 (const uint)
|
||||||
0:70 Constant:
|
0:70 Constant:
|
||||||
@ -691,8 +691,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:71 Construct combined texture-sampler ( temp usamplerCube)
|
0:71 Construct combined texture-sampler ( temp usamplerCube)
|
||||||
0:71 'g_tTexcdu4' ( uniform utextureCube)
|
0:71 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
0:71 'g_sSamp' (layout( binding=0) uniform sampler)
|
0:71 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||||
0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
|
0:71 c3: direct index for structure ( uniform 3-component vector of float)
|
||||||
0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:71 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:71 Constant:
|
0:71 Constant:
|
||||||
0:71 2 (const uint)
|
0:71 2 (const uint)
|
||||||
0:71 Constant:
|
0:71 Constant:
|
||||||
@ -751,9 +751,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4' ( uniform textureCube)
|
0:? 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:? 'g_tTexcdi4' ( uniform itextureCube)
|
0:? 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:? 'g_tTexcdu4' ( uniform utextureCube)
|
0:? 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
0:? 'Depth' ( out float FragDepth)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -12,8 +12,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
|
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
|
||||||
0:45 'g_tTex2df4' ( uniform texture2D)
|
0:45 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:45 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 1 (const uint)
|
0:45 1 (const uint)
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
@ -28,8 +28,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
|
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
|
||||||
0:46 'g_tTex2di4' ( uniform itexture2D)
|
0:46 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:46 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 1 (const uint)
|
0:46 1 (const uint)
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
@ -44,8 +44,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
|
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
|
||||||
0:47 'g_tTex2du4' ( uniform utexture2D)
|
0:47 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:47 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 1 (const uint)
|
0:47 1 (const uint)
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
@ -60,8 +60,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
|
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
|
||||||
0:49 'g_tTex2df4' ( uniform texture2D)
|
0:49 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:49 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 1 (const uint)
|
0:49 1 (const uint)
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
@ -82,8 +82,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
|
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
|
||||||
0:50 'g_tTex2di4' ( uniform itexture2D)
|
0:50 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:50 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:50 Constant:
|
0:50 Constant:
|
||||||
0:50 1 (const uint)
|
0:50 1 (const uint)
|
||||||
0:50 Constant:
|
0:50 Constant:
|
||||||
@ -104,8 +104,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
|
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
|
||||||
0:51 'g_tTex2du4' ( uniform utexture2D)
|
0:51 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:51 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -172,9 +172,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4' ( uniform textureCube)
|
0:? 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:? 'g_tTexcdi4' ( uniform itextureCube)
|
0:? 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:? 'g_tTexcdu4' ( uniform utextureCube)
|
0:? 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
0:? 'Depth' ( out float FragDepth)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -193,8 +193,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
|
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
|
||||||
0:45 'g_tTex2df4' ( uniform texture2D)
|
0:45 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:45 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 1 (const uint)
|
0:45 1 (const uint)
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
@ -209,8 +209,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
|
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
|
||||||
0:46 'g_tTex2di4' ( uniform itexture2D)
|
0:46 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:46 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 1 (const uint)
|
0:46 1 (const uint)
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
@ -225,8 +225,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
|
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
|
||||||
0:47 'g_tTex2du4' ( uniform utexture2D)
|
0:47 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:47 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 1 (const uint)
|
0:47 1 (const uint)
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
@ -241,8 +241,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
|
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
|
||||||
0:49 'g_tTex2df4' ( uniform texture2D)
|
0:49 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:49 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 1 (const uint)
|
0:49 1 (const uint)
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
@ -263,8 +263,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
|
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
|
||||||
0:50 'g_tTex2di4' ( uniform itexture2D)
|
0:50 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:50 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:50 Constant:
|
0:50 Constant:
|
||||||
0:50 1 (const uint)
|
0:50 1 (const uint)
|
||||||
0:50 Constant:
|
0:50 Constant:
|
||||||
@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
|
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
|
||||||
0:51 'g_tTex2du4' ( uniform utexture2D)
|
0:51 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
|
0:51 c2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -353,9 +353,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4' ( uniform textureCube)
|
0:? 'g_tTexcdf4' ( uniform textureCube)
|
||||||
0:? 'g_tTexcdi4' ( uniform itextureCube)
|
0:? 'g_tTexcdi4' ( uniform itextureCube)
|
||||||
0:? 'g_tTexcdu4' ( uniform utextureCube)
|
0:? 'g_tTexcdu4' ( uniform utextureCube)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
0:? 'Depth' ( out float FragDepth)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -351,9 +351,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
||||||
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
||||||
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -711,9 +711,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
||||||
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
||||||
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -11,8 +11,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:6 Constant:
|
0:6 Constant:
|
||||||
0:6 255.001953
|
0:6 255.001953
|
||||||
0:6 vector swizzle ( temp 4-component vector of float)
|
0:6 vector swizzle ( temp 4-component vector of float)
|
||||||
0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float)
|
0:6 col4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
|
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
|
||||||
0:6 Constant:
|
0:6 Constant:
|
||||||
0:6 0 (const uint)
|
0:6 0 (const uint)
|
||||||
0:6 Sequence
|
0:6 Sequence
|
||||||
@ -31,8 +31,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
0:5 Function Call: @main( ( temp 4-component vector of int)
|
0:5 Function Call: @main( ( temp 4-component vector of int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -50,8 +50,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:6 Constant:
|
0:6 Constant:
|
||||||
0:6 255.001953
|
0:6 255.001953
|
||||||
0:6 vector swizzle ( temp 4-component vector of float)
|
0:6 vector swizzle ( temp 4-component vector of float)
|
||||||
0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float)
|
0:6 col4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
|
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
|
||||||
0:6 Constant:
|
0:6 Constant:
|
||||||
0:6 0 (const uint)
|
0:6 0 (const uint)
|
||||||
0:6 Sequence
|
0:6 Sequence
|
||||||
@ -70,8 +70,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
0:5 Function Call: @main( ( temp 4-component vector of int)
|
0:5 Function Call: @main( ( temp 4-component vector of int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -10,8 +10,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:16 'r00' ( temp uint)
|
0:16 'r00' ( temp uint)
|
||||||
0:16 bitCount ( temp uint)
|
0:16 bitCount ( temp uint)
|
||||||
0:16 Convert float to uint ( temp uint)
|
0:16 Convert float to uint ( temp uint)
|
||||||
0:16 f: direct index for structure (layout( offset=8) uniform float)
|
0:16 f: direct index for structure ( uniform float)
|
||||||
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
|
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 2 (const uint)
|
0:16 2 (const uint)
|
||||||
0:17 Sequence
|
0:17 Sequence
|
||||||
@ -19,8 +19,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:17 'r01' ( temp 2-component vector of uint)
|
0:17 'r01' ( temp 2-component vector of uint)
|
||||||
0:17 bitFieldReverse ( temp 2-component vector of uint)
|
0:17 bitFieldReverse ( temp 2-component vector of uint)
|
||||||
0:17 Convert float to uint ( temp 2-component vector of uint)
|
0:17 Convert float to uint ( temp 2-component vector of uint)
|
||||||
0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:17 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
|
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
|
||||||
0:17 Constant:
|
0:17 Constant:
|
||||||
0:17 6 (const uint)
|
0:17 6 (const uint)
|
||||||
0:20 move second child to first child ( temp 4-component vector of float)
|
0:20 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -46,8 +46,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 0 (const int)
|
0:15 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
|
||||||
0:? 'color' (layout( location=0) out 4-component vector of float)
|
0:? 'color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -64,8 +64,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:16 'r00' ( temp uint)
|
0:16 'r00' ( temp uint)
|
||||||
0:16 bitCount ( temp uint)
|
0:16 bitCount ( temp uint)
|
||||||
0:16 Convert float to uint ( temp uint)
|
0:16 Convert float to uint ( temp uint)
|
||||||
0:16 f: direct index for structure (layout( offset=8) uniform float)
|
0:16 f: direct index for structure ( uniform float)
|
||||||
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
|
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 2 (const uint)
|
0:16 2 (const uint)
|
||||||
0:17 Sequence
|
0:17 Sequence
|
||||||
@ -73,8 +73,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:17 'r01' ( temp 2-component vector of uint)
|
0:17 'r01' ( temp 2-component vector of uint)
|
||||||
0:17 bitFieldReverse ( temp 2-component vector of uint)
|
0:17 bitFieldReverse ( temp 2-component vector of uint)
|
||||||
0:17 Convert float to uint ( temp 2-component vector of uint)
|
0:17 Convert float to uint ( temp 2-component vector of uint)
|
||||||
0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:17 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
|
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
|
||||||
0:17 Constant:
|
0:17 Constant:
|
||||||
0:17 6 (const uint)
|
0:17 6 (const uint)
|
||||||
0:20 move second child to first child ( temp 4-component vector of float)
|
0:20 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 0 (const int)
|
0:15 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
|
||||||
0:? 'color' (layout( location=0) out 4-component vector of float)
|
0:? 'color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -10,12 +10,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:23 'r00' ( temp float)
|
0:23 'r00' ( temp float)
|
||||||
0:23 max ( temp float)
|
0:23 max ( temp float)
|
||||||
0:23 Convert bool to float ( temp float)
|
0:23 Convert bool to float ( temp float)
|
||||||
0:23 b: direct index for structure (layout( offset=12) uniform bool)
|
0:23 b: direct index for structure ( uniform bool)
|
||||||
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:23 Constant:
|
0:23 Constant:
|
||||||
0:23 3 (const uint)
|
0:23 3 (const uint)
|
||||||
0:23 f: direct index for structure (layout( offset=8) uniform float)
|
0:23 f: direct index for structure ( uniform float)
|
||||||
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:23 Constant:
|
0:23 Constant:
|
||||||
0:23 2 (const uint)
|
0:23 2 (const uint)
|
||||||
0:24 Sequence
|
0:24 Sequence
|
||||||
@ -23,12 +23,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:24 'r01' ( temp uint)
|
0:24 'r01' ( temp uint)
|
||||||
0:24 max ( temp uint)
|
0:24 max ( temp uint)
|
||||||
0:24 Convert bool to uint ( temp uint)
|
0:24 Convert bool to uint ( temp uint)
|
||||||
0:24 b: direct index for structure (layout( offset=12) uniform bool)
|
0:24 b: direct index for structure ( uniform bool)
|
||||||
0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:24 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:24 Constant:
|
0:24 Constant:
|
||||||
0:24 3 (const uint)
|
0:24 3 (const uint)
|
||||||
0:24 u: direct index for structure (layout( offset=4) uniform uint)
|
0:24 u: direct index for structure ( uniform uint)
|
||||||
0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:24 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:24 Constant:
|
0:24 Constant:
|
||||||
0:24 1 (const uint)
|
0:24 1 (const uint)
|
||||||
0:25 Sequence
|
0:25 Sequence
|
||||||
@ -36,12 +36,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:25 'r02' ( temp int)
|
0:25 'r02' ( temp int)
|
||||||
0:25 max ( temp int)
|
0:25 max ( temp int)
|
||||||
0:25 Convert bool to int ( temp int)
|
0:25 Convert bool to int ( temp int)
|
||||||
0:25 b: direct index for structure (layout( offset=12) uniform bool)
|
0:25 b: direct index for structure ( uniform bool)
|
||||||
0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:25 Constant:
|
0:25 Constant:
|
||||||
0:25 3 (const uint)
|
0:25 3 (const uint)
|
||||||
0:25 i: direct index for structure (layout( offset=0) uniform int)
|
0:25 i: direct index for structure ( uniform int)
|
||||||
0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:25 Constant:
|
0:25 Constant:
|
||||||
0:25 0 (const uint)
|
0:25 0 (const uint)
|
||||||
0:26 Sequence
|
0:26 Sequence
|
||||||
@ -49,12 +49,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:26 'r03' ( temp float)
|
0:26 'r03' ( temp float)
|
||||||
0:26 max ( temp float)
|
0:26 max ( temp float)
|
||||||
0:26 Convert int to float ( temp float)
|
0:26 Convert int to float ( temp float)
|
||||||
0:26 i: direct index for structure (layout( offset=0) uniform int)
|
0:26 i: direct index for structure ( uniform int)
|
||||||
0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:26 Constant:
|
0:26 Constant:
|
||||||
0:26 0 (const uint)
|
0:26 0 (const uint)
|
||||||
0:26 f: direct index for structure (layout( offset=8) uniform float)
|
0:26 f: direct index for structure ( uniform float)
|
||||||
0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:26 Constant:
|
0:26 Constant:
|
||||||
0:26 2 (const uint)
|
0:26 2 (const uint)
|
||||||
0:27 Sequence
|
0:27 Sequence
|
||||||
@ -62,12 +62,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:27 'r04' ( temp float)
|
0:27 'r04' ( temp float)
|
||||||
0:27 max ( temp float)
|
0:27 max ( temp float)
|
||||||
0:27 Convert uint to float ( temp float)
|
0:27 Convert uint to float ( temp float)
|
||||||
0:27 u: direct index for structure (layout( offset=4) uniform uint)
|
0:27 u: direct index for structure ( uniform uint)
|
||||||
0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:27 Constant:
|
0:27 Constant:
|
||||||
0:27 1 (const uint)
|
0:27 1 (const uint)
|
||||||
0:27 f: direct index for structure (layout( offset=8) uniform float)
|
0:27 f: direct index for structure ( uniform float)
|
||||||
0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:27 Constant:
|
0:27 Constant:
|
||||||
0:27 2 (const uint)
|
0:27 2 (const uint)
|
||||||
0:29 Sequence
|
0:29 Sequence
|
||||||
@ -75,12 +75,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:29 'r10' ( temp 2-component vector of float)
|
0:29 'r10' ( temp 2-component vector of float)
|
||||||
0:29 max ( temp 2-component vector of float)
|
0:29 max ( temp 2-component vector of float)
|
||||||
0:29 Convert bool to float ( temp 2-component vector of float)
|
0:29 Convert bool to float ( temp 2-component vector of float)
|
||||||
0:29 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:29 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:29 Constant:
|
0:29 Constant:
|
||||||
0:29 7 (const uint)
|
0:29 7 (const uint)
|
||||||
0:29 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:29 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:29 Constant:
|
0:29 Constant:
|
||||||
0:29 6 (const uint)
|
0:29 6 (const uint)
|
||||||
0:30 Sequence
|
0:30 Sequence
|
||||||
@ -88,12 +88,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:30 'r11' ( temp 2-component vector of uint)
|
0:30 'r11' ( temp 2-component vector of uint)
|
||||||
0:30 max ( temp 2-component vector of uint)
|
0:30 max ( temp 2-component vector of uint)
|
||||||
0:30 Convert bool to uint ( temp 2-component vector of uint)
|
0:30 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:30 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:30 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 7 (const uint)
|
0:30 7 (const uint)
|
||||||
0:30 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:30 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 5 (const uint)
|
0:30 5 (const uint)
|
||||||
0:31 Sequence
|
0:31 Sequence
|
||||||
@ -101,12 +101,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:31 'r12' ( temp 2-component vector of int)
|
0:31 'r12' ( temp 2-component vector of int)
|
||||||
0:31 max ( temp 2-component vector of int)
|
0:31 max ( temp 2-component vector of int)
|
||||||
0:31 Convert bool to int ( temp 2-component vector of int)
|
0:31 Convert bool to int ( temp 2-component vector of int)
|
||||||
0:31 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:31 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:31 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:31 Constant:
|
0:31 Constant:
|
||||||
0:31 7 (const uint)
|
0:31 7 (const uint)
|
||||||
0:31 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:31 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:31 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:31 Constant:
|
0:31 Constant:
|
||||||
0:31 4 (const uint)
|
0:31 4 (const uint)
|
||||||
0:32 Sequence
|
0:32 Sequence
|
||||||
@ -114,12 +114,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:32 'r13' ( temp 2-component vector of float)
|
0:32 'r13' ( temp 2-component vector of float)
|
||||||
0:32 max ( temp 2-component vector of float)
|
0:32 max ( temp 2-component vector of float)
|
||||||
0:32 Convert int to float ( temp 2-component vector of float)
|
0:32 Convert int to float ( temp 2-component vector of float)
|
||||||
0:32 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:32 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:32 Constant:
|
0:32 Constant:
|
||||||
0:32 4 (const uint)
|
0:32 4 (const uint)
|
||||||
0:32 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:32 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:32 Constant:
|
0:32 Constant:
|
||||||
0:32 6 (const uint)
|
0:32 6 (const uint)
|
||||||
0:33 Sequence
|
0:33 Sequence
|
||||||
@ -127,12 +127,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:33 'r14' ( temp 2-component vector of float)
|
0:33 'r14' ( temp 2-component vector of float)
|
||||||
0:33 max ( temp 2-component vector of float)
|
0:33 max ( temp 2-component vector of float)
|
||||||
0:33 Convert uint to float ( temp 2-component vector of float)
|
0:33 Convert uint to float ( temp 2-component vector of float)
|
||||||
0:33 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:33 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 5 (const uint)
|
0:33 5 (const uint)
|
||||||
0:33 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:33 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 6 (const uint)
|
0:33 6 (const uint)
|
||||||
0:35 Sequence
|
0:35 Sequence
|
||||||
@ -140,17 +140,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:35 'r20' ( temp 2-component vector of float)
|
0:35 'r20' ( temp 2-component vector of float)
|
||||||
0:35 clamp ( temp 2-component vector of float)
|
0:35 clamp ( temp 2-component vector of float)
|
||||||
0:35 Convert int to float ( temp 2-component vector of float)
|
0:35 Convert int to float ( temp 2-component vector of float)
|
||||||
0:35 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:35 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 4 (const uint)
|
0:35 4 (const uint)
|
||||||
0:35 Convert uint to float ( temp 2-component vector of float)
|
0:35 Convert uint to float ( temp 2-component vector of float)
|
||||||
0:35 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:35 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 5 (const uint)
|
0:35 5 (const uint)
|
||||||
0:35 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:35 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 6 (const uint)
|
0:35 6 (const uint)
|
||||||
0:36 Sequence
|
0:36 Sequence
|
||||||
@ -158,17 +158,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:36 'r21' ( temp 2-component vector of uint)
|
0:36 'r21' ( temp 2-component vector of uint)
|
||||||
0:36 clamp ( temp 2-component vector of uint)
|
0:36 clamp ( temp 2-component vector of uint)
|
||||||
0:36 Convert bool to uint ( temp 2-component vector of uint)
|
0:36 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:36 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:36 Constant:
|
0:36 Constant:
|
||||||
0:36 7 (const uint)
|
0:36 7 (const uint)
|
||||||
0:36 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:36 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:36 Constant:
|
0:36 Constant:
|
||||||
0:36 5 (const uint)
|
0:36 5 (const uint)
|
||||||
0:36 Convert bool to uint ( temp 2-component vector of uint)
|
0:36 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:36 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:36 Constant:
|
0:36 Constant:
|
||||||
0:36 7 (const uint)
|
0:36 7 (const uint)
|
||||||
0:37 Sequence
|
0:37 Sequence
|
||||||
@ -176,17 +176,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:37 'r22' ( temp 2-component vector of float)
|
0:37 'r22' ( temp 2-component vector of float)
|
||||||
0:37 clamp ( temp 2-component vector of float)
|
0:37 clamp ( temp 2-component vector of float)
|
||||||
0:37 Convert bool to float ( temp 2-component vector of float)
|
0:37 Convert bool to float ( temp 2-component vector of float)
|
||||||
0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:37 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 7 (const uint)
|
0:37 7 (const uint)
|
||||||
0:37 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:37 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 6 (const uint)
|
0:37 6 (const uint)
|
||||||
0:37 Convert bool to float ( temp 2-component vector of float)
|
0:37 Convert bool to float ( temp 2-component vector of float)
|
||||||
0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:37 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 7 (const uint)
|
0:37 7 (const uint)
|
||||||
0:40 Sequence
|
0:40 Sequence
|
||||||
@ -195,12 +195,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:40 max ( temp 2-component vector of float)
|
0:40 max ( temp 2-component vector of float)
|
||||||
0:40 Construct vec2 ( in 2-component vector of float)
|
0:40 Construct vec2 ( in 2-component vector of float)
|
||||||
0:40 Convert bool to float ( temp float)
|
0:40 Convert bool to float ( temp float)
|
||||||
0:40 b: direct index for structure (layout( offset=12) uniform bool)
|
0:40 b: direct index for structure ( uniform bool)
|
||||||
0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:40 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:40 Constant:
|
0:40 Constant:
|
||||||
0:40 3 (const uint)
|
0:40 3 (const uint)
|
||||||
0:40 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:40 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:40 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:40 Constant:
|
0:40 Constant:
|
||||||
0:40 6 (const uint)
|
0:40 6 (const uint)
|
||||||
0:41 Sequence
|
0:41 Sequence
|
||||||
@ -209,12 +209,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:41 max ( temp 2-component vector of uint)
|
0:41 max ( temp 2-component vector of uint)
|
||||||
0:41 Construct uvec2 ( in 2-component vector of uint)
|
0:41 Construct uvec2 ( in 2-component vector of uint)
|
||||||
0:41 Convert bool to uint ( temp uint)
|
0:41 Convert bool to uint ( temp uint)
|
||||||
0:41 b: direct index for structure (layout( offset=12) uniform bool)
|
0:41 b: direct index for structure ( uniform bool)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 3 (const uint)
|
0:41 3 (const uint)
|
||||||
0:41 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:41 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 5 (const uint)
|
0:41 5 (const uint)
|
||||||
0:42 Sequence
|
0:42 Sequence
|
||||||
@ -223,12 +223,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:42 max ( temp 2-component vector of int)
|
0:42 max ( temp 2-component vector of int)
|
||||||
0:42 Construct ivec2 ( in 2-component vector of int)
|
0:42 Construct ivec2 ( in 2-component vector of int)
|
||||||
0:42 Convert bool to int ( temp int)
|
0:42 Convert bool to int ( temp int)
|
||||||
0:42 b: direct index for structure (layout( offset=12) uniform bool)
|
0:42 b: direct index for structure ( uniform bool)
|
||||||
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 3 (const uint)
|
0:42 3 (const uint)
|
||||||
0:42 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:42 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 4 (const uint)
|
0:42 4 (const uint)
|
||||||
0:43 Sequence
|
0:43 Sequence
|
||||||
@ -237,12 +237,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 max ( temp 2-component vector of float)
|
0:43 max ( temp 2-component vector of float)
|
||||||
0:43 Construct vec2 ( in 2-component vector of float)
|
0:43 Construct vec2 ( in 2-component vector of float)
|
||||||
0:43 Convert int to float ( temp float)
|
0:43 Convert int to float ( temp float)
|
||||||
0:43 i: direct index for structure (layout( offset=0) uniform int)
|
0:43 i: direct index for structure ( uniform int)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 0 (const uint)
|
0:43 0 (const uint)
|
||||||
0:43 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:43 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 6 (const uint)
|
0:43 6 (const uint)
|
||||||
0:44 Sequence
|
0:44 Sequence
|
||||||
@ -251,12 +251,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:44 max ( temp 2-component vector of float)
|
0:44 max ( temp 2-component vector of float)
|
||||||
0:44 Construct vec2 ( in 2-component vector of float)
|
0:44 Construct vec2 ( in 2-component vector of float)
|
||||||
0:44 Convert uint to float ( temp float)
|
0:44 Convert uint to float ( temp float)
|
||||||
0:44 u: direct index for structure (layout( offset=4) uniform uint)
|
0:44 u: direct index for structure ( uniform uint)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 1 (const uint)
|
0:44 1 (const uint)
|
||||||
0:44 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:44 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 6 (const uint)
|
0:44 6 (const uint)
|
||||||
0:46 Sequence
|
0:46 Sequence
|
||||||
@ -265,17 +265,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:46 clamp ( temp 2-component vector of float)
|
0:46 clamp ( temp 2-component vector of float)
|
||||||
0:46 Construct vec2 ( in 2-component vector of float)
|
0:46 Construct vec2 ( in 2-component vector of float)
|
||||||
0:46 Convert int to float ( temp float)
|
0:46 Convert int to float ( temp float)
|
||||||
0:46 i: direct index for structure (layout( offset=0) uniform int)
|
0:46 i: direct index for structure ( uniform int)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 0 (const uint)
|
0:46 0 (const uint)
|
||||||
0:46 Convert uint to float ( temp 2-component vector of float)
|
0:46 Convert uint to float ( temp 2-component vector of float)
|
||||||
0:46 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:46 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 5 (const uint)
|
0:46 5 (const uint)
|
||||||
0:46 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:46 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 6 (const uint)
|
0:46 6 (const uint)
|
||||||
0:47 Sequence
|
0:47 Sequence
|
||||||
@ -283,18 +283,18 @@ gl_FragCoord origin is upper left
|
|||||||
0:47 'r41' ( temp 2-component vector of uint)
|
0:47 'r41' ( temp 2-component vector of uint)
|
||||||
0:47 clamp ( temp 2-component vector of uint)
|
0:47 clamp ( temp 2-component vector of uint)
|
||||||
0:47 Convert bool to uint ( temp 2-component vector of uint)
|
0:47 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:47 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 7 (const uint)
|
0:47 7 (const uint)
|
||||||
0:47 Construct uvec2 ( in 2-component vector of uint)
|
0:47 Construct uvec2 ( in 2-component vector of uint)
|
||||||
0:47 u: direct index for structure (layout( offset=4) uniform uint)
|
0:47 u: direct index for structure ( uniform uint)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 1 (const uint)
|
0:47 1 (const uint)
|
||||||
0:47 Convert bool to uint ( temp 2-component vector of uint)
|
0:47 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:47 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 7 (const uint)
|
0:47 7 (const uint)
|
||||||
0:48 Sequence
|
0:48 Sequence
|
||||||
@ -302,19 +302,19 @@ gl_FragCoord origin is upper left
|
|||||||
0:48 'r42' ( temp 2-component vector of float)
|
0:48 'r42' ( temp 2-component vector of float)
|
||||||
0:48 clamp ( temp 2-component vector of float)
|
0:48 clamp ( temp 2-component vector of float)
|
||||||
0:48 Convert bool to float ( temp 2-component vector of float)
|
0:48 Convert bool to float ( temp 2-component vector of float)
|
||||||
0:48 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:48 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 7 (const uint)
|
0:48 7 (const uint)
|
||||||
0:48 Construct vec2 ( in 2-component vector of float)
|
0:48 Construct vec2 ( in 2-component vector of float)
|
||||||
0:48 f: direct index for structure (layout( offset=8) uniform float)
|
0:48 f: direct index for structure ( uniform float)
|
||||||
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 2 (const uint)
|
0:48 2 (const uint)
|
||||||
0:48 Construct vec2 ( in 2-component vector of float)
|
0:48 Construct vec2 ( in 2-component vector of float)
|
||||||
0:48 Convert bool to float ( temp float)
|
0:48 Convert bool to float ( temp float)
|
||||||
0:48 b: direct index for structure (layout( offset=12) uniform bool)
|
0:48 b: direct index for structure ( uniform bool)
|
||||||
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 3 (const uint)
|
0:48 3 (const uint)
|
||||||
0:49 Sequence
|
0:49 Sequence
|
||||||
@ -324,17 +324,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:49 clamp ( temp 2-component vector of uint)
|
0:49 clamp ( temp 2-component vector of uint)
|
||||||
0:49 Construct uvec2 ( in 2-component vector of uint)
|
0:49 Construct uvec2 ( in 2-component vector of uint)
|
||||||
0:49 Convert int to uint ( temp uint)
|
0:49 Convert int to uint ( temp uint)
|
||||||
0:49 i: direct index for structure (layout( offset=0) uniform int)
|
0:49 i: direct index for structure ( uniform int)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 0 (const uint)
|
0:49 0 (const uint)
|
||||||
0:49 Convert int to uint ( temp 2-component vector of uint)
|
0:49 Convert int to uint ( temp 2-component vector of uint)
|
||||||
0:49 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:49 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 4 (const uint)
|
0:49 4 (const uint)
|
||||||
0:49 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:49 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 5 (const uint)
|
0:49 5 (const uint)
|
||||||
0:51 Sequence
|
0:51 Sequence
|
||||||
@ -344,8 +344,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? imageLoad ( temp 4-component vector of float)
|
0:? imageLoad ( temp 4-component vector of float)
|
||||||
0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:51 Convert uint to int ( temp int)
|
0:51 Convert uint to int ( temp int)
|
||||||
0:51 upos: direct index for structure (layout( offset=48) uniform uint)
|
0:51 upos: direct index for structure ( uniform uint)
|
||||||
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 8 (const uint)
|
0:51 8 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
@ -355,8 +355,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? imageLoad ( temp 4-component vector of float)
|
0:? imageLoad ( temp 4-component vector of float)
|
||||||
0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:52 Convert float to int ( temp int)
|
0:52 Convert float to int ( temp int)
|
||||||
0:52 fpos: direct index for structure (layout( offset=52) uniform float)
|
0:52 fpos: direct index for structure ( uniform float)
|
||||||
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 9 (const uint)
|
0:52 9 (const uint)
|
||||||
0:70 Sequence
|
0:70 Sequence
|
||||||
@ -436,10 +436,10 @@ gl_FragCoord origin is upper left
|
|||||||
0:20 Constant:
|
0:20 Constant:
|
||||||
0:20 0 (const int)
|
0:20 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:? 'g_tTex1df4' ( uniform texture1D)
|
0:? 'g_tTex1df4' ( uniform texture1D)
|
||||||
0:? 'color' (layout( location=0) out 4-component vector of float)
|
0:? 'color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -456,12 +456,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:23 'r00' ( temp float)
|
0:23 'r00' ( temp float)
|
||||||
0:23 max ( temp float)
|
0:23 max ( temp float)
|
||||||
0:23 Convert bool to float ( temp float)
|
0:23 Convert bool to float ( temp float)
|
||||||
0:23 b: direct index for structure (layout( offset=12) uniform bool)
|
0:23 b: direct index for structure ( uniform bool)
|
||||||
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:23 Constant:
|
0:23 Constant:
|
||||||
0:23 3 (const uint)
|
0:23 3 (const uint)
|
||||||
0:23 f: direct index for structure (layout( offset=8) uniform float)
|
0:23 f: direct index for structure ( uniform float)
|
||||||
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:23 Constant:
|
0:23 Constant:
|
||||||
0:23 2 (const uint)
|
0:23 2 (const uint)
|
||||||
0:24 Sequence
|
0:24 Sequence
|
||||||
@ -469,12 +469,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:24 'r01' ( temp uint)
|
0:24 'r01' ( temp uint)
|
||||||
0:24 max ( temp uint)
|
0:24 max ( temp uint)
|
||||||
0:24 Convert bool to uint ( temp uint)
|
0:24 Convert bool to uint ( temp uint)
|
||||||
0:24 b: direct index for structure (layout( offset=12) uniform bool)
|
0:24 b: direct index for structure ( uniform bool)
|
||||||
0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:24 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:24 Constant:
|
0:24 Constant:
|
||||||
0:24 3 (const uint)
|
0:24 3 (const uint)
|
||||||
0:24 u: direct index for structure (layout( offset=4) uniform uint)
|
0:24 u: direct index for structure ( uniform uint)
|
||||||
0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:24 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:24 Constant:
|
0:24 Constant:
|
||||||
0:24 1 (const uint)
|
0:24 1 (const uint)
|
||||||
0:25 Sequence
|
0:25 Sequence
|
||||||
@ -482,12 +482,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:25 'r02' ( temp int)
|
0:25 'r02' ( temp int)
|
||||||
0:25 max ( temp int)
|
0:25 max ( temp int)
|
||||||
0:25 Convert bool to int ( temp int)
|
0:25 Convert bool to int ( temp int)
|
||||||
0:25 b: direct index for structure (layout( offset=12) uniform bool)
|
0:25 b: direct index for structure ( uniform bool)
|
||||||
0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:25 Constant:
|
0:25 Constant:
|
||||||
0:25 3 (const uint)
|
0:25 3 (const uint)
|
||||||
0:25 i: direct index for structure (layout( offset=0) uniform int)
|
0:25 i: direct index for structure ( uniform int)
|
||||||
0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:25 Constant:
|
0:25 Constant:
|
||||||
0:25 0 (const uint)
|
0:25 0 (const uint)
|
||||||
0:26 Sequence
|
0:26 Sequence
|
||||||
@ -495,12 +495,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:26 'r03' ( temp float)
|
0:26 'r03' ( temp float)
|
||||||
0:26 max ( temp float)
|
0:26 max ( temp float)
|
||||||
0:26 Convert int to float ( temp float)
|
0:26 Convert int to float ( temp float)
|
||||||
0:26 i: direct index for structure (layout( offset=0) uniform int)
|
0:26 i: direct index for structure ( uniform int)
|
||||||
0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:26 Constant:
|
0:26 Constant:
|
||||||
0:26 0 (const uint)
|
0:26 0 (const uint)
|
||||||
0:26 f: direct index for structure (layout( offset=8) uniform float)
|
0:26 f: direct index for structure ( uniform float)
|
||||||
0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:26 Constant:
|
0:26 Constant:
|
||||||
0:26 2 (const uint)
|
0:26 2 (const uint)
|
||||||
0:27 Sequence
|
0:27 Sequence
|
||||||
@ -508,12 +508,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:27 'r04' ( temp float)
|
0:27 'r04' ( temp float)
|
||||||
0:27 max ( temp float)
|
0:27 max ( temp float)
|
||||||
0:27 Convert uint to float ( temp float)
|
0:27 Convert uint to float ( temp float)
|
||||||
0:27 u: direct index for structure (layout( offset=4) uniform uint)
|
0:27 u: direct index for structure ( uniform uint)
|
||||||
0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:27 Constant:
|
0:27 Constant:
|
||||||
0:27 1 (const uint)
|
0:27 1 (const uint)
|
||||||
0:27 f: direct index for structure (layout( offset=8) uniform float)
|
0:27 f: direct index for structure ( uniform float)
|
||||||
0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:27 Constant:
|
0:27 Constant:
|
||||||
0:27 2 (const uint)
|
0:27 2 (const uint)
|
||||||
0:29 Sequence
|
0:29 Sequence
|
||||||
@ -521,12 +521,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:29 'r10' ( temp 2-component vector of float)
|
0:29 'r10' ( temp 2-component vector of float)
|
||||||
0:29 max ( temp 2-component vector of float)
|
0:29 max ( temp 2-component vector of float)
|
||||||
0:29 Convert bool to float ( temp 2-component vector of float)
|
0:29 Convert bool to float ( temp 2-component vector of float)
|
||||||
0:29 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:29 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:29 Constant:
|
0:29 Constant:
|
||||||
0:29 7 (const uint)
|
0:29 7 (const uint)
|
||||||
0:29 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:29 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:29 Constant:
|
0:29 Constant:
|
||||||
0:29 6 (const uint)
|
0:29 6 (const uint)
|
||||||
0:30 Sequence
|
0:30 Sequence
|
||||||
@ -534,12 +534,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:30 'r11' ( temp 2-component vector of uint)
|
0:30 'r11' ( temp 2-component vector of uint)
|
||||||
0:30 max ( temp 2-component vector of uint)
|
0:30 max ( temp 2-component vector of uint)
|
||||||
0:30 Convert bool to uint ( temp 2-component vector of uint)
|
0:30 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:30 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:30 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 7 (const uint)
|
0:30 7 (const uint)
|
||||||
0:30 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:30 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 5 (const uint)
|
0:30 5 (const uint)
|
||||||
0:31 Sequence
|
0:31 Sequence
|
||||||
@ -547,12 +547,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:31 'r12' ( temp 2-component vector of int)
|
0:31 'r12' ( temp 2-component vector of int)
|
||||||
0:31 max ( temp 2-component vector of int)
|
0:31 max ( temp 2-component vector of int)
|
||||||
0:31 Convert bool to int ( temp 2-component vector of int)
|
0:31 Convert bool to int ( temp 2-component vector of int)
|
||||||
0:31 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:31 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:31 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:31 Constant:
|
0:31 Constant:
|
||||||
0:31 7 (const uint)
|
0:31 7 (const uint)
|
||||||
0:31 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:31 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:31 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:31 Constant:
|
0:31 Constant:
|
||||||
0:31 4 (const uint)
|
0:31 4 (const uint)
|
||||||
0:32 Sequence
|
0:32 Sequence
|
||||||
@ -560,12 +560,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:32 'r13' ( temp 2-component vector of float)
|
0:32 'r13' ( temp 2-component vector of float)
|
||||||
0:32 max ( temp 2-component vector of float)
|
0:32 max ( temp 2-component vector of float)
|
||||||
0:32 Convert int to float ( temp 2-component vector of float)
|
0:32 Convert int to float ( temp 2-component vector of float)
|
||||||
0:32 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:32 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:32 Constant:
|
0:32 Constant:
|
||||||
0:32 4 (const uint)
|
0:32 4 (const uint)
|
||||||
0:32 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:32 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:32 Constant:
|
0:32 Constant:
|
||||||
0:32 6 (const uint)
|
0:32 6 (const uint)
|
||||||
0:33 Sequence
|
0:33 Sequence
|
||||||
@ -573,12 +573,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:33 'r14' ( temp 2-component vector of float)
|
0:33 'r14' ( temp 2-component vector of float)
|
||||||
0:33 max ( temp 2-component vector of float)
|
0:33 max ( temp 2-component vector of float)
|
||||||
0:33 Convert uint to float ( temp 2-component vector of float)
|
0:33 Convert uint to float ( temp 2-component vector of float)
|
||||||
0:33 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:33 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 5 (const uint)
|
0:33 5 (const uint)
|
||||||
0:33 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:33 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 6 (const uint)
|
0:33 6 (const uint)
|
||||||
0:35 Sequence
|
0:35 Sequence
|
||||||
@ -586,17 +586,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:35 'r20' ( temp 2-component vector of float)
|
0:35 'r20' ( temp 2-component vector of float)
|
||||||
0:35 clamp ( temp 2-component vector of float)
|
0:35 clamp ( temp 2-component vector of float)
|
||||||
0:35 Convert int to float ( temp 2-component vector of float)
|
0:35 Convert int to float ( temp 2-component vector of float)
|
||||||
0:35 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:35 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 4 (const uint)
|
0:35 4 (const uint)
|
||||||
0:35 Convert uint to float ( temp 2-component vector of float)
|
0:35 Convert uint to float ( temp 2-component vector of float)
|
||||||
0:35 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:35 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 5 (const uint)
|
0:35 5 (const uint)
|
||||||
0:35 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:35 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:35 Constant:
|
0:35 Constant:
|
||||||
0:35 6 (const uint)
|
0:35 6 (const uint)
|
||||||
0:36 Sequence
|
0:36 Sequence
|
||||||
@ -604,17 +604,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:36 'r21' ( temp 2-component vector of uint)
|
0:36 'r21' ( temp 2-component vector of uint)
|
||||||
0:36 clamp ( temp 2-component vector of uint)
|
0:36 clamp ( temp 2-component vector of uint)
|
||||||
0:36 Convert bool to uint ( temp 2-component vector of uint)
|
0:36 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:36 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:36 Constant:
|
0:36 Constant:
|
||||||
0:36 7 (const uint)
|
0:36 7 (const uint)
|
||||||
0:36 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:36 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:36 Constant:
|
0:36 Constant:
|
||||||
0:36 5 (const uint)
|
0:36 5 (const uint)
|
||||||
0:36 Convert bool to uint ( temp 2-component vector of uint)
|
0:36 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:36 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:36 Constant:
|
0:36 Constant:
|
||||||
0:36 7 (const uint)
|
0:36 7 (const uint)
|
||||||
0:37 Sequence
|
0:37 Sequence
|
||||||
@ -622,17 +622,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:37 'r22' ( temp 2-component vector of float)
|
0:37 'r22' ( temp 2-component vector of float)
|
||||||
0:37 clamp ( temp 2-component vector of float)
|
0:37 clamp ( temp 2-component vector of float)
|
||||||
0:37 Convert bool to float ( temp 2-component vector of float)
|
0:37 Convert bool to float ( temp 2-component vector of float)
|
||||||
0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:37 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 7 (const uint)
|
0:37 7 (const uint)
|
||||||
0:37 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:37 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 6 (const uint)
|
0:37 6 (const uint)
|
||||||
0:37 Convert bool to float ( temp 2-component vector of float)
|
0:37 Convert bool to float ( temp 2-component vector of float)
|
||||||
0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:37 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 7 (const uint)
|
0:37 7 (const uint)
|
||||||
0:40 Sequence
|
0:40 Sequence
|
||||||
@ -641,12 +641,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:40 max ( temp 2-component vector of float)
|
0:40 max ( temp 2-component vector of float)
|
||||||
0:40 Construct vec2 ( in 2-component vector of float)
|
0:40 Construct vec2 ( in 2-component vector of float)
|
||||||
0:40 Convert bool to float ( temp float)
|
0:40 Convert bool to float ( temp float)
|
||||||
0:40 b: direct index for structure (layout( offset=12) uniform bool)
|
0:40 b: direct index for structure ( uniform bool)
|
||||||
0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:40 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:40 Constant:
|
0:40 Constant:
|
||||||
0:40 3 (const uint)
|
0:40 3 (const uint)
|
||||||
0:40 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:40 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:40 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:40 Constant:
|
0:40 Constant:
|
||||||
0:40 6 (const uint)
|
0:40 6 (const uint)
|
||||||
0:41 Sequence
|
0:41 Sequence
|
||||||
@ -655,12 +655,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:41 max ( temp 2-component vector of uint)
|
0:41 max ( temp 2-component vector of uint)
|
||||||
0:41 Construct uvec2 ( in 2-component vector of uint)
|
0:41 Construct uvec2 ( in 2-component vector of uint)
|
||||||
0:41 Convert bool to uint ( temp uint)
|
0:41 Convert bool to uint ( temp uint)
|
||||||
0:41 b: direct index for structure (layout( offset=12) uniform bool)
|
0:41 b: direct index for structure ( uniform bool)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 3 (const uint)
|
0:41 3 (const uint)
|
||||||
0:41 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:41 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 5 (const uint)
|
0:41 5 (const uint)
|
||||||
0:42 Sequence
|
0:42 Sequence
|
||||||
@ -669,12 +669,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:42 max ( temp 2-component vector of int)
|
0:42 max ( temp 2-component vector of int)
|
||||||
0:42 Construct ivec2 ( in 2-component vector of int)
|
0:42 Construct ivec2 ( in 2-component vector of int)
|
||||||
0:42 Convert bool to int ( temp int)
|
0:42 Convert bool to int ( temp int)
|
||||||
0:42 b: direct index for structure (layout( offset=12) uniform bool)
|
0:42 b: direct index for structure ( uniform bool)
|
||||||
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 3 (const uint)
|
0:42 3 (const uint)
|
||||||
0:42 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:42 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 4 (const uint)
|
0:42 4 (const uint)
|
||||||
0:43 Sequence
|
0:43 Sequence
|
||||||
@ -683,12 +683,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 max ( temp 2-component vector of float)
|
0:43 max ( temp 2-component vector of float)
|
||||||
0:43 Construct vec2 ( in 2-component vector of float)
|
0:43 Construct vec2 ( in 2-component vector of float)
|
||||||
0:43 Convert int to float ( temp float)
|
0:43 Convert int to float ( temp float)
|
||||||
0:43 i: direct index for structure (layout( offset=0) uniform int)
|
0:43 i: direct index for structure ( uniform int)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 0 (const uint)
|
0:43 0 (const uint)
|
||||||
0:43 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:43 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 6 (const uint)
|
0:43 6 (const uint)
|
||||||
0:44 Sequence
|
0:44 Sequence
|
||||||
@ -697,12 +697,12 @@ gl_FragCoord origin is upper left
|
|||||||
0:44 max ( temp 2-component vector of float)
|
0:44 max ( temp 2-component vector of float)
|
||||||
0:44 Construct vec2 ( in 2-component vector of float)
|
0:44 Construct vec2 ( in 2-component vector of float)
|
||||||
0:44 Convert uint to float ( temp float)
|
0:44 Convert uint to float ( temp float)
|
||||||
0:44 u: direct index for structure (layout( offset=4) uniform uint)
|
0:44 u: direct index for structure ( uniform uint)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 1 (const uint)
|
0:44 1 (const uint)
|
||||||
0:44 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:44 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 6 (const uint)
|
0:44 6 (const uint)
|
||||||
0:46 Sequence
|
0:46 Sequence
|
||||||
@ -711,17 +711,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:46 clamp ( temp 2-component vector of float)
|
0:46 clamp ( temp 2-component vector of float)
|
||||||
0:46 Construct vec2 ( in 2-component vector of float)
|
0:46 Construct vec2 ( in 2-component vector of float)
|
||||||
0:46 Convert int to float ( temp float)
|
0:46 Convert int to float ( temp float)
|
||||||
0:46 i: direct index for structure (layout( offset=0) uniform int)
|
0:46 i: direct index for structure ( uniform int)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 0 (const uint)
|
0:46 0 (const uint)
|
||||||
0:46 Convert uint to float ( temp 2-component vector of float)
|
0:46 Convert uint to float ( temp 2-component vector of float)
|
||||||
0:46 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:46 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 5 (const uint)
|
0:46 5 (const uint)
|
||||||
0:46 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
|
0:46 f2: direct index for structure ( uniform 2-component vector of float)
|
||||||
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 6 (const uint)
|
0:46 6 (const uint)
|
||||||
0:47 Sequence
|
0:47 Sequence
|
||||||
@ -729,18 +729,18 @@ gl_FragCoord origin is upper left
|
|||||||
0:47 'r41' ( temp 2-component vector of uint)
|
0:47 'r41' ( temp 2-component vector of uint)
|
||||||
0:47 clamp ( temp 2-component vector of uint)
|
0:47 clamp ( temp 2-component vector of uint)
|
||||||
0:47 Convert bool to uint ( temp 2-component vector of uint)
|
0:47 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:47 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 7 (const uint)
|
0:47 7 (const uint)
|
||||||
0:47 Construct uvec2 ( in 2-component vector of uint)
|
0:47 Construct uvec2 ( in 2-component vector of uint)
|
||||||
0:47 u: direct index for structure (layout( offset=4) uniform uint)
|
0:47 u: direct index for structure ( uniform uint)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 1 (const uint)
|
0:47 1 (const uint)
|
||||||
0:47 Convert bool to uint ( temp 2-component vector of uint)
|
0:47 Convert bool to uint ( temp 2-component vector of uint)
|
||||||
0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:47 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 7 (const uint)
|
0:47 7 (const uint)
|
||||||
0:48 Sequence
|
0:48 Sequence
|
||||||
@ -748,19 +748,19 @@ gl_FragCoord origin is upper left
|
|||||||
0:48 'r42' ( temp 2-component vector of float)
|
0:48 'r42' ( temp 2-component vector of float)
|
||||||
0:48 clamp ( temp 2-component vector of float)
|
0:48 clamp ( temp 2-component vector of float)
|
||||||
0:48 Convert bool to float ( temp 2-component vector of float)
|
0:48 Convert bool to float ( temp 2-component vector of float)
|
||||||
0:48 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool)
|
0:48 b2: direct index for structure ( uniform 2-component vector of bool)
|
||||||
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 7 (const uint)
|
0:48 7 (const uint)
|
||||||
0:48 Construct vec2 ( in 2-component vector of float)
|
0:48 Construct vec2 ( in 2-component vector of float)
|
||||||
0:48 f: direct index for structure (layout( offset=8) uniform float)
|
0:48 f: direct index for structure ( uniform float)
|
||||||
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 2 (const uint)
|
0:48 2 (const uint)
|
||||||
0:48 Construct vec2 ( in 2-component vector of float)
|
0:48 Construct vec2 ( in 2-component vector of float)
|
||||||
0:48 Convert bool to float ( temp float)
|
0:48 Convert bool to float ( temp float)
|
||||||
0:48 b: direct index for structure (layout( offset=12) uniform bool)
|
0:48 b: direct index for structure ( uniform bool)
|
||||||
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 3 (const uint)
|
0:48 3 (const uint)
|
||||||
0:49 Sequence
|
0:49 Sequence
|
||||||
@ -770,17 +770,17 @@ gl_FragCoord origin is upper left
|
|||||||
0:49 clamp ( temp 2-component vector of uint)
|
0:49 clamp ( temp 2-component vector of uint)
|
||||||
0:49 Construct uvec2 ( in 2-component vector of uint)
|
0:49 Construct uvec2 ( in 2-component vector of uint)
|
||||||
0:49 Convert int to uint ( temp uint)
|
0:49 Convert int to uint ( temp uint)
|
||||||
0:49 i: direct index for structure (layout( offset=0) uniform int)
|
0:49 i: direct index for structure ( uniform int)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 0 (const uint)
|
0:49 0 (const uint)
|
||||||
0:49 Convert int to uint ( temp 2-component vector of uint)
|
0:49 Convert int to uint ( temp 2-component vector of uint)
|
||||||
0:49 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int)
|
0:49 i2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 4 (const uint)
|
0:49 4 (const uint)
|
||||||
0:49 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint)
|
0:49 u2: direct index for structure ( uniform 2-component vector of uint)
|
||||||
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 5 (const uint)
|
0:49 5 (const uint)
|
||||||
0:51 Sequence
|
0:51 Sequence
|
||||||
@ -790,8 +790,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? imageLoad ( temp 4-component vector of float)
|
0:? imageLoad ( temp 4-component vector of float)
|
||||||
0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:51 Convert uint to int ( temp int)
|
0:51 Convert uint to int ( temp int)
|
||||||
0:51 upos: direct index for structure (layout( offset=48) uniform uint)
|
0:51 upos: direct index for structure ( uniform uint)
|
||||||
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 8 (const uint)
|
0:51 8 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
@ -801,8 +801,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? imageLoad ( temp 4-component vector of float)
|
0:? imageLoad ( temp 4-component vector of float)
|
||||||
0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:52 Convert float to int ( temp int)
|
0:52 Convert float to int ( temp int)
|
||||||
0:52 fpos: direct index for structure (layout( offset=52) uniform float)
|
0:52 fpos: direct index for structure ( uniform float)
|
||||||
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 9 (const uint)
|
0:52 9 (const uint)
|
||||||
0:70 Sequence
|
0:70 Sequence
|
||||||
@ -882,10 +882,10 @@ gl_FragCoord origin is upper left
|
|||||||
0:20 Constant:
|
0:20 Constant:
|
||||||
0:20 0 (const int)
|
0:20 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:? 'g_tTex1df4' ( uniform texture1D)
|
0:? 'g_tTex1df4' ( uniform texture1D)
|
||||||
0:? 'color' (layout( location=0) out 4-component vector of float)
|
0:? 'color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -6,8 +6,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:20 Function Parameters:
|
0:20 Function Parameters:
|
||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:37 clamp ( temp float)
|
0:37 clamp ( temp float)
|
||||||
0:37 fpos: direct index for structure (layout( offset=52) uniform float)
|
0:37 fpos: direct index for structure ( uniform float)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 9 (const uint)
|
0:37 9 (const uint)
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
@ -94,10 +94,10 @@ gl_FragCoord origin is upper left
|
|||||||
0:20 Constant:
|
0:20 Constant:
|
||||||
0:20 0 (const int)
|
0:20 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:? 'g_tTex1df4' ( uniform texture1D)
|
0:? 'g_tTex1df4' ( uniform texture1D)
|
||||||
0:? 'color' (layout( location=0) out 4-component vector of float)
|
0:? 'color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -110,8 +110,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:20 Function Parameters:
|
0:20 Function Parameters:
|
||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:37 clamp ( temp float)
|
0:37 clamp ( temp float)
|
||||||
0:37 fpos: direct index for structure (layout( offset=52) uniform float)
|
0:37 fpos: direct index for structure ( uniform float)
|
||||||
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 9 (const uint)
|
0:37 9 (const uint)
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
@ -198,10 +198,10 @@ gl_FragCoord origin is upper left
|
|||||||
0:20 Constant:
|
0:20 Constant:
|
||||||
0:20 0 (const int)
|
0:20 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
|
||||||
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:? 'g_tTex1df4' ( uniform texture1D)
|
0:? 'g_tTex1df4' ( uniform texture1D)
|
||||||
0:? 'color' (layout( location=0) out 4-component vector of float)
|
0:? 'color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -7,122 +7,122 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:32 textureFetch ( temp 4-component vector of float)
|
0:32 textureFetch ( temp 4-component vector of float)
|
||||||
0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
|
0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
|
||||||
0:32 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:32 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:32 '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})
|
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:32 Constant:
|
0:32 Constant:
|
||||||
0:32 1 (const uint)
|
0:32 1 (const uint)
|
||||||
0:32 Constant:
|
0:32 Constant:
|
||||||
0:32 3 (const int)
|
0:32 3 (const int)
|
||||||
0:33 textureFetch ( temp 4-component vector of int)
|
0:33 textureFetch ( temp 4-component vector of int)
|
||||||
0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
|
0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
|
||||||
0:33 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:33 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:33 '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})
|
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 1 (const uint)
|
0:33 1 (const uint)
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 3 (const int)
|
0:33 3 (const int)
|
||||||
0:34 textureFetch ( temp 4-component vector of uint)
|
0:34 textureFetch ( temp 4-component vector of uint)
|
||||||
0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
|
0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
|
||||||
0:34 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:34 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:34 '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})
|
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:34 Constant:
|
0:34 Constant:
|
||||||
0:34 1 (const uint)
|
0:34 1 (const uint)
|
||||||
0:34 Constant:
|
0:34 Constant:
|
||||||
0:34 3 (const int)
|
0:34 3 (const int)
|
||||||
0:37 textureFetchOffset ( temp 4-component vector of float)
|
0:37 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
|
0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
|
||||||
0:37 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:37 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:37 '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})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 1 (const uint)
|
0:37 1 (const uint)
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 3 (const int)
|
0:37 3 (const int)
|
||||||
0:37 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:37 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:37 '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})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 5 (const uint)
|
0:37 5 (const uint)
|
||||||
0:38 textureFetchOffset ( temp 4-component vector of int)
|
0:38 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
|
0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
|
||||||
0:38 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:38 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:38 '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})
|
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
0:38 1 (const uint)
|
0:38 1 (const uint)
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
0:38 3 (const int)
|
0:38 3 (const int)
|
||||||
0:38 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:38 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:38 '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})
|
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
0:38 5 (const uint)
|
0:38 5 (const uint)
|
||||||
0:39 textureFetchOffset ( temp 4-component vector of uint)
|
0:39 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
|
0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
|
||||||
0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:39 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:39 '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})
|
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 1 (const uint)
|
0:39 1 (const uint)
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 3 (const int)
|
0:39 3 (const int)
|
||||||
0:39 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:39 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:39 '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})
|
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 5 (const uint)
|
0:39 5 (const uint)
|
||||||
0:42 textureFetch ( temp 4-component vector of float)
|
0:42 textureFetch ( temp 4-component vector of float)
|
||||||
0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
||||||
0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:42 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:42 '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})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 2 (const uint)
|
0:42 2 (const uint)
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 3 (const int)
|
0:42 3 (const int)
|
||||||
0:43 textureFetch ( temp 4-component vector of int)
|
0:43 textureFetch ( temp 4-component vector of int)
|
||||||
0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
||||||
0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:43 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:43 '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})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 2 (const uint)
|
0:43 2 (const uint)
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 3 (const int)
|
0:43 3 (const int)
|
||||||
0:44 textureFetch ( temp 4-component vector of uint)
|
0:44 textureFetch ( temp 4-component vector of uint)
|
||||||
0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
||||||
0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:44 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:44 '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})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 2 (const uint)
|
0:44 2 (const uint)
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 3 (const int)
|
0:44 3 (const int)
|
||||||
0:47 textureFetchOffset ( temp 4-component vector of float)
|
0:47 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
||||||
0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:47 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:47 '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})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 2 (const uint)
|
0:47 2 (const uint)
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 3 (const int)
|
0:47 3 (const int)
|
||||||
0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:47 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:47 '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})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 5 (const uint)
|
0:47 5 (const uint)
|
||||||
0:48 textureFetchOffset ( temp 4-component vector of int)
|
0:48 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
||||||
0:48 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:48 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:48 '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})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 2 (const uint)
|
0:48 2 (const uint)
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 3 (const int)
|
0:48 3 (const int)
|
||||||
0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:48 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:48 '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})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 5 (const uint)
|
0:48 5 (const uint)
|
||||||
0:49 textureFetchOffset ( temp 4-component vector of uint)
|
0:49 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
||||||
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:49 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 2 (const uint)
|
0:49 2 (const uint)
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 3 (const int)
|
0:49 3 (const int)
|
||||||
0:49 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:49 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 5 (const uint)
|
0:49 5 (const uint)
|
||||||
0:51 move second child to first child ( temp 4-component vector of float)
|
0:51 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -171,9 +171,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
||||||
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
||||||
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -187,122 +187,122 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:32 textureFetch ( temp 4-component vector of float)
|
0:32 textureFetch ( temp 4-component vector of float)
|
||||||
0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
|
0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
|
||||||
0:32 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:32 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:32 '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})
|
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:32 Constant:
|
0:32 Constant:
|
||||||
0:32 1 (const uint)
|
0:32 1 (const uint)
|
||||||
0:32 Constant:
|
0:32 Constant:
|
||||||
0:32 3 (const int)
|
0:32 3 (const int)
|
||||||
0:33 textureFetch ( temp 4-component vector of int)
|
0:33 textureFetch ( temp 4-component vector of int)
|
||||||
0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
|
0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
|
||||||
0:33 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:33 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:33 '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})
|
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 1 (const uint)
|
0:33 1 (const uint)
|
||||||
0:33 Constant:
|
0:33 Constant:
|
||||||
0:33 3 (const int)
|
0:33 3 (const int)
|
||||||
0:34 textureFetch ( temp 4-component vector of uint)
|
0:34 textureFetch ( temp 4-component vector of uint)
|
||||||
0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
|
0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
|
||||||
0:34 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:34 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:34 '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})
|
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:34 Constant:
|
0:34 Constant:
|
||||||
0:34 1 (const uint)
|
0:34 1 (const uint)
|
||||||
0:34 Constant:
|
0:34 Constant:
|
||||||
0:34 3 (const int)
|
0:34 3 (const int)
|
||||||
0:37 textureFetchOffset ( temp 4-component vector of float)
|
0:37 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
|
0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
|
||||||
0:37 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:37 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:37 '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})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 1 (const uint)
|
0:37 1 (const uint)
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 3 (const int)
|
0:37 3 (const int)
|
||||||
0:37 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:37 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:37 '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})
|
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:37 Constant:
|
0:37 Constant:
|
||||||
0:37 5 (const uint)
|
0:37 5 (const uint)
|
||||||
0:38 textureFetchOffset ( temp 4-component vector of int)
|
0:38 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
|
0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
|
||||||
0:38 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:38 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:38 '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})
|
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
0:38 1 (const uint)
|
0:38 1 (const uint)
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
0:38 3 (const int)
|
0:38 3 (const int)
|
||||||
0:38 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:38 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:38 '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})
|
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:38 Constant:
|
0:38 Constant:
|
||||||
0:38 5 (const uint)
|
0:38 5 (const uint)
|
||||||
0:39 textureFetchOffset ( temp 4-component vector of uint)
|
0:39 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
|
0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
|
||||||
0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:39 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:39 '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})
|
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 1 (const uint)
|
0:39 1 (const uint)
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 3 (const int)
|
0:39 3 (const int)
|
||||||
0:39 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:39 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:39 '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})
|
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:39 Constant:
|
0:39 Constant:
|
||||||
0:39 5 (const uint)
|
0:39 5 (const uint)
|
||||||
0:42 textureFetch ( temp 4-component vector of float)
|
0:42 textureFetch ( temp 4-component vector of float)
|
||||||
0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
||||||
0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:42 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:42 '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})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 2 (const uint)
|
0:42 2 (const uint)
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 3 (const int)
|
0:42 3 (const int)
|
||||||
0:43 textureFetch ( temp 4-component vector of int)
|
0:43 textureFetch ( temp 4-component vector of int)
|
||||||
0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
||||||
0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:43 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:43 '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})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 2 (const uint)
|
0:43 2 (const uint)
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 3 (const int)
|
0:43 3 (const int)
|
||||||
0:44 textureFetch ( temp 4-component vector of uint)
|
0:44 textureFetch ( temp 4-component vector of uint)
|
||||||
0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
||||||
0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:44 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:44 '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})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 2 (const uint)
|
0:44 2 (const uint)
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 3 (const int)
|
0:44 3 (const int)
|
||||||
0:47 textureFetchOffset ( temp 4-component vector of float)
|
0:47 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
||||||
0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:47 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:47 '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})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 2 (const uint)
|
0:47 2 (const uint)
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 3 (const int)
|
0:47 3 (const int)
|
||||||
0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:47 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:47 '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})
|
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:47 Constant:
|
0:47 Constant:
|
||||||
0:47 5 (const uint)
|
0:47 5 (const uint)
|
||||||
0:48 textureFetchOffset ( temp 4-component vector of int)
|
0:48 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
||||||
0:48 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:48 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:48 '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})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 2 (const uint)
|
0:48 2 (const uint)
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 3 (const int)
|
0:48 3 (const int)
|
||||||
0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:48 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:48 '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})
|
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:48 Constant:
|
0:48 Constant:
|
||||||
0:48 5 (const uint)
|
0:48 5 (const uint)
|
||||||
0:49 textureFetchOffset ( temp 4-component vector of uint)
|
0:49 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
||||||
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:49 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 2 (const uint)
|
0:49 2 (const uint)
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 3 (const int)
|
0:49 3 (const int)
|
||||||
0:49 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:49 o2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 5 (const uint)
|
0:49 5 (const uint)
|
||||||
0:51 move second child to first child ( temp 4-component vector of float)
|
0:51 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -351,9 +351,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
||||||
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
||||||
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -8,8 +8,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 textureFetch ( temp 4-component vector of float)
|
0:52 textureFetch ( temp 4-component vector of float)
|
||||||
0:52 'g_tTex1df4a' ( uniform texture1DArray)
|
0:52 'g_tTex1df4a' ( uniform texture1DArray)
|
||||||
0:52 vector swizzle ( temp 2-component vector of int)
|
0:52 vector swizzle ( temp 2-component vector of int)
|
||||||
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:52 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const uint)
|
0:52 2 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
@ -18,8 +18,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const int)
|
0:52 1 (const int)
|
||||||
0:52 direct index ( temp int)
|
0:52 direct index ( temp int)
|
||||||
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:52 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const uint)
|
0:52 2 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -27,8 +27,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 textureFetch ( temp 4-component vector of int)
|
0:53 textureFetch ( temp 4-component vector of int)
|
||||||
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
|
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
|
||||||
0:53 vector swizzle ( temp 2-component vector of int)
|
0:53 vector swizzle ( temp 2-component vector of int)
|
||||||
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:53 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const uint)
|
0:53 2 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
@ -37,8 +37,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const int)
|
0:53 1 (const int)
|
||||||
0:53 direct index ( temp int)
|
0:53 direct index ( temp int)
|
||||||
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:53 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const uint)
|
0:53 2 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -46,8 +46,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:54 textureFetch ( temp 4-component vector of uint)
|
0:54 textureFetch ( temp 4-component vector of uint)
|
||||||
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
|
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
|
||||||
0:54 vector swizzle ( temp 2-component vector of int)
|
0:54 vector swizzle ( temp 2-component vector of int)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:54 Sequence
|
0:54 Sequence
|
||||||
@ -56,8 +56,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const int)
|
0:54 1 (const int)
|
||||||
0:54 direct index ( temp int)
|
0:54 direct index ( temp int)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
@ -65,8 +65,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 textureFetch ( temp 4-component vector of float)
|
0:57 textureFetch ( temp 4-component vector of float)
|
||||||
0:57 'g_tTex2df4a' ( uniform texture2DArray)
|
0:57 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:57 vector swizzle ( temp 3-component vector of int)
|
0:57 vector swizzle ( temp 3-component vector of int)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:57 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -77,8 +77,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const int)
|
0:57 2 (const int)
|
||||||
0:57 direct index ( temp int)
|
0:57 direct index ( temp int)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:57 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -86,8 +86,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 textureFetch ( temp 4-component vector of int)
|
0:58 textureFetch ( temp 4-component vector of int)
|
||||||
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:58 vector swizzle ( temp 3-component vector of int)
|
0:58 vector swizzle ( temp 3-component vector of int)
|
||||||
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:58 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const uint)
|
0:58 3 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -98,8 +98,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const int)
|
0:58 2 (const int)
|
||||||
0:58 direct index ( temp int)
|
0:58 direct index ( temp int)
|
||||||
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:58 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const uint)
|
0:58 3 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -107,8 +107,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 textureFetch ( temp 4-component vector of uint)
|
0:59 textureFetch ( temp 4-component vector of uint)
|
||||||
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:59 vector swizzle ( temp 3-component vector of int)
|
0:59 vector swizzle ( temp 3-component vector of int)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:59 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Sequence
|
0:59 Sequence
|
||||||
@ -119,8 +119,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const int)
|
0:59 2 (const int)
|
||||||
0:59 direct index ( temp int)
|
0:59 direct index ( temp int)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:59 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
@ -186,9 +186,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -203,8 +203,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 textureFetch ( temp 4-component vector of float)
|
0:52 textureFetch ( temp 4-component vector of float)
|
||||||
0:52 'g_tTex1df4a' ( uniform texture1DArray)
|
0:52 'g_tTex1df4a' ( uniform texture1DArray)
|
||||||
0:52 vector swizzle ( temp 2-component vector of int)
|
0:52 vector swizzle ( temp 2-component vector of int)
|
||||||
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:52 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const uint)
|
0:52 2 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
@ -213,8 +213,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const int)
|
0:52 1 (const int)
|
||||||
0:52 direct index ( temp int)
|
0:52 direct index ( temp int)
|
||||||
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:52 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const uint)
|
0:52 2 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -222,8 +222,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 textureFetch ( temp 4-component vector of int)
|
0:53 textureFetch ( temp 4-component vector of int)
|
||||||
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
|
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
|
||||||
0:53 vector swizzle ( temp 2-component vector of int)
|
0:53 vector swizzle ( temp 2-component vector of int)
|
||||||
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:53 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const uint)
|
0:53 2 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
@ -232,8 +232,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const int)
|
0:53 1 (const int)
|
||||||
0:53 direct index ( temp int)
|
0:53 direct index ( temp int)
|
||||||
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:53 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const uint)
|
0:53 2 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -241,8 +241,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:54 textureFetch ( temp 4-component vector of uint)
|
0:54 textureFetch ( temp 4-component vector of uint)
|
||||||
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
|
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
|
||||||
0:54 vector swizzle ( temp 2-component vector of int)
|
0:54 vector swizzle ( temp 2-component vector of int)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:54 Sequence
|
0:54 Sequence
|
||||||
@ -251,8 +251,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const int)
|
0:54 1 (const int)
|
||||||
0:54 direct index ( temp int)
|
0:54 direct index ( temp int)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
@ -260,8 +260,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 textureFetch ( temp 4-component vector of float)
|
0:57 textureFetch ( temp 4-component vector of float)
|
||||||
0:57 'g_tTex2df4a' ( uniform texture2DArray)
|
0:57 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:57 vector swizzle ( temp 3-component vector of int)
|
0:57 vector swizzle ( temp 3-component vector of int)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:57 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -272,8 +272,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const int)
|
0:57 2 (const int)
|
||||||
0:57 direct index ( temp int)
|
0:57 direct index ( temp int)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:57 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -281,8 +281,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 textureFetch ( temp 4-component vector of int)
|
0:58 textureFetch ( temp 4-component vector of int)
|
||||||
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:58 vector swizzle ( temp 3-component vector of int)
|
0:58 vector swizzle ( temp 3-component vector of int)
|
||||||
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:58 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const uint)
|
0:58 3 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -293,8 +293,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const int)
|
0:58 2 (const int)
|
||||||
0:58 direct index ( temp int)
|
0:58 direct index ( temp int)
|
||||||
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:58 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const uint)
|
0:58 3 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -302,8 +302,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 textureFetch ( temp 4-component vector of uint)
|
0:59 textureFetch ( temp 4-component vector of uint)
|
||||||
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:59 vector swizzle ( temp 3-component vector of int)
|
0:59 vector swizzle ( temp 3-component vector of int)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:59 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Sequence
|
0:59 Sequence
|
||||||
@ -314,8 +314,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const int)
|
0:59 2 (const int)
|
||||||
0:59 direct index ( temp int)
|
0:59 direct index ( temp int)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:59 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
@ -381,9 +381,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -8,16 +8,16 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 textureFetch ( temp 4-component vector of float)
|
0:52 textureFetch ( temp 4-component vector of float)
|
||||||
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:52 vector swizzle ( temp int)
|
0:52 vector swizzle ( temp int)
|
||||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:52 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 0 (const int)
|
0:52 0 (const int)
|
||||||
0:52 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -25,16 +25,16 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 textureFetch ( temp 4-component vector of int)
|
0:53 textureFetch ( temp 4-component vector of int)
|
||||||
0:53 'g_tTex1di4' ( uniform itexture1D)
|
0:53 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:53 vector swizzle ( temp int)
|
0:53 vector swizzle ( temp int)
|
||||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:53 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 0 (const int)
|
0:53 0 (const int)
|
||||||
0:53 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -42,16 +42,16 @@ gl_FragCoord origin is upper left
|
|||||||
0:54 textureFetch ( temp 4-component vector of uint)
|
0:54 textureFetch ( temp 4-component vector of uint)
|
||||||
0:54 'g_tTex1du4' ( uniform utexture1D)
|
0:54 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:54 vector swizzle ( temp int)
|
0:54 vector swizzle ( temp int)
|
||||||
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:54 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const uint)
|
0:54 1 (const uint)
|
||||||
0:54 Sequence
|
0:54 Sequence
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 0 (const int)
|
0:54 0 (const int)
|
||||||
0:54 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const uint)
|
0:54 1 (const uint)
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
@ -59,8 +59,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 textureFetch ( temp 4-component vector of float)
|
0:57 textureFetch ( temp 4-component vector of float)
|
||||||
0:57 'g_tTex2df4' ( uniform texture2D)
|
0:57 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:57 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -69,8 +69,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 1 (const int)
|
0:57 1 (const int)
|
||||||
0:57 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -78,8 +78,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 textureFetch ( temp 4-component vector of int)
|
0:58 textureFetch ( temp 4-component vector of int)
|
||||||
0:58 'g_tTex2di4' ( uniform itexture2D)
|
0:58 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:58 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -88,8 +88,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 1 (const int)
|
0:58 1 (const int)
|
||||||
0:58 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -97,8 +97,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 textureFetch ( temp 4-component vector of uint)
|
0:59 textureFetch ( temp 4-component vector of uint)
|
||||||
0:59 'g_tTex2du4' ( uniform utexture2D)
|
0:59 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:59 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Sequence
|
0:59 Sequence
|
||||||
@ -107,8 +107,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 1 (const int)
|
0:59 1 (const int)
|
||||||
0:59 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
@ -116,8 +116,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 textureFetch ( temp 4-component vector of float)
|
0:62 textureFetch ( temp 4-component vector of float)
|
||||||
0:62 'g_tTex3df4' ( uniform texture3D)
|
0:62 'g_tTex3df4' ( uniform texture3D)
|
||||||
0:62 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Sequence
|
0:62 Sequence
|
||||||
@ -128,8 +128,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const int)
|
0:62 2 (const int)
|
||||||
0:62 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
@ -137,8 +137,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 textureFetch ( temp 4-component vector of int)
|
0:63 textureFetch ( temp 4-component vector of int)
|
||||||
0:63 'g_tTex3di4' ( uniform itexture3D)
|
0:63 'g_tTex3di4' ( uniform itexture3D)
|
||||||
0:63 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Sequence
|
0:63 Sequence
|
||||||
@ -149,8 +149,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const int)
|
0:63 2 (const int)
|
||||||
0:63 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -158,8 +158,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:64 textureFetch ( temp 4-component vector of uint)
|
0:64 textureFetch ( temp 4-component vector of uint)
|
||||||
0:64 'g_tTex3du4' ( uniform utexture3D)
|
0:64 'g_tTex3du4' ( uniform utexture3D)
|
||||||
0:64 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Sequence
|
0:64 Sequence
|
||||||
@ -170,8 +170,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 2 (const int)
|
0:64 2 (const int)
|
||||||
0:64 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
@ -237,9 +237,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -254,16 +254,16 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 textureFetch ( temp 4-component vector of float)
|
0:52 textureFetch ( temp 4-component vector of float)
|
||||||
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:52 vector swizzle ( temp int)
|
0:52 vector swizzle ( temp int)
|
||||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:52 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 0 (const int)
|
0:52 0 (const int)
|
||||||
0:52 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -271,16 +271,16 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 textureFetch ( temp 4-component vector of int)
|
0:53 textureFetch ( temp 4-component vector of int)
|
||||||
0:53 'g_tTex1di4' ( uniform itexture1D)
|
0:53 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:53 vector swizzle ( temp int)
|
0:53 vector swizzle ( temp int)
|
||||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:53 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 0 (const int)
|
0:53 0 (const int)
|
||||||
0:53 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -288,16 +288,16 @@ gl_FragCoord origin is upper left
|
|||||||
0:54 textureFetch ( temp 4-component vector of uint)
|
0:54 textureFetch ( temp 4-component vector of uint)
|
||||||
0:54 'g_tTex1du4' ( uniform utexture1D)
|
0:54 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:54 vector swizzle ( temp int)
|
0:54 vector swizzle ( temp int)
|
||||||
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:54 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const uint)
|
0:54 1 (const uint)
|
||||||
0:54 Sequence
|
0:54 Sequence
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 0 (const int)
|
0:54 0 (const int)
|
||||||
0:54 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const uint)
|
0:54 1 (const uint)
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 textureFetch ( temp 4-component vector of float)
|
0:57 textureFetch ( temp 4-component vector of float)
|
||||||
0:57 'g_tTex2df4' ( uniform texture2D)
|
0:57 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:57 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -315,8 +315,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 1 (const int)
|
0:57 1 (const int)
|
||||||
0:57 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -324,8 +324,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 textureFetch ( temp 4-component vector of int)
|
0:58 textureFetch ( temp 4-component vector of int)
|
||||||
0:58 'g_tTex2di4' ( uniform itexture2D)
|
0:58 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:58 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -334,8 +334,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 1 (const int)
|
0:58 1 (const int)
|
||||||
0:58 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -343,8 +343,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 textureFetch ( temp 4-component vector of uint)
|
0:59 textureFetch ( temp 4-component vector of uint)
|
||||||
0:59 'g_tTex2du4' ( uniform utexture2D)
|
0:59 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:59 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Sequence
|
0:59 Sequence
|
||||||
@ -353,8 +353,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 1 (const int)
|
0:59 1 (const int)
|
||||||
0:59 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
@ -362,8 +362,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 textureFetch ( temp 4-component vector of float)
|
0:62 textureFetch ( temp 4-component vector of float)
|
||||||
0:62 'g_tTex3df4' ( uniform texture3D)
|
0:62 'g_tTex3df4' ( uniform texture3D)
|
||||||
0:62 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Sequence
|
0:62 Sequence
|
||||||
@ -374,8 +374,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const int)
|
0:62 2 (const int)
|
||||||
0:62 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
@ -383,8 +383,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 textureFetch ( temp 4-component vector of int)
|
0:63 textureFetch ( temp 4-component vector of int)
|
||||||
0:63 'g_tTex3di4' ( uniform itexture3D)
|
0:63 'g_tTex3di4' ( uniform itexture3D)
|
||||||
0:63 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Sequence
|
0:63 Sequence
|
||||||
@ -395,8 +395,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const int)
|
0:63 2 (const int)
|
||||||
0:63 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -404,8 +404,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:64 textureFetch ( temp 4-component vector of uint)
|
0:64 textureFetch ( temp 4-component vector of uint)
|
||||||
0:64 'g_tTex3du4' ( uniform utexture3D)
|
0:64 'g_tTex3du4' ( uniform utexture3D)
|
||||||
0:64 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Sequence
|
0:64 Sequence
|
||||||
@ -416,8 +416,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 2 (const int)
|
0:64 2 (const int)
|
||||||
0:64 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
@ -483,9 +483,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -7,16 +7,16 @@ Shader version: 450
|
|||||||
0:51 textureFetch ( temp 4-component vector of float)
|
0:51 textureFetch ( temp 4-component vector of float)
|
||||||
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:51 vector swizzle ( temp int)
|
0:51 vector swizzle ( temp int)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:51 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:51 Sequence
|
0:51 Sequence
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 0 (const int)
|
0:51 0 (const int)
|
||||||
0:51 direct index ( temp int)
|
0:51 direct index ( temp int)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:51 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -24,16 +24,16 @@ Shader version: 450
|
|||||||
0:52 textureFetch ( temp 4-component vector of int)
|
0:52 textureFetch ( temp 4-component vector of int)
|
||||||
0:52 'g_tTex1di4' ( uniform itexture1D)
|
0:52 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:52 vector swizzle ( temp int)
|
0:52 vector swizzle ( temp int)
|
||||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:52 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 0 (const int)
|
0:52 0 (const int)
|
||||||
0:52 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -41,16 +41,16 @@ Shader version: 450
|
|||||||
0:53 textureFetch ( temp 4-component vector of uint)
|
0:53 textureFetch ( temp 4-component vector of uint)
|
||||||
0:53 'g_tTex1du4' ( uniform utexture1D)
|
0:53 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:53 vector swizzle ( temp int)
|
0:53 vector swizzle ( temp int)
|
||||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:53 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 0 (const int)
|
0:53 0 (const int)
|
||||||
0:53 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -58,8 +58,8 @@ Shader version: 450
|
|||||||
0:56 textureFetch ( temp 4-component vector of float)
|
0:56 textureFetch ( temp 4-component vector of float)
|
||||||
0:56 'g_tTex2df4' ( uniform texture2D)
|
0:56 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:56 vector swizzle ( temp 2-component vector of int)
|
0:56 vector swizzle ( temp 2-component vector of int)
|
||||||
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:56 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:56 '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})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 2 (const uint)
|
0:56 2 (const uint)
|
||||||
0:56 Sequence
|
0:56 Sequence
|
||||||
@ -68,8 +68,8 @@ Shader version: 450
|
|||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 1 (const int)
|
0:56 1 (const int)
|
||||||
0:56 direct index ( temp int)
|
0:56 direct index ( temp int)
|
||||||
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:56 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:56 '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})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 2 (const uint)
|
0:56 2 (const uint)
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
@ -77,8 +77,8 @@ Shader version: 450
|
|||||||
0:57 textureFetch ( temp 4-component vector of int)
|
0:57 textureFetch ( temp 4-component vector of int)
|
||||||
0:57 'g_tTex2di4' ( uniform itexture2D)
|
0:57 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:57 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -87,8 +87,8 @@ Shader version: 450
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 1 (const int)
|
0:57 1 (const int)
|
||||||
0:57 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -96,8 +96,8 @@ Shader version: 450
|
|||||||
0:58 textureFetch ( temp 4-component vector of uint)
|
0:58 textureFetch ( temp 4-component vector of uint)
|
||||||
0:58 'g_tTex2du4' ( uniform utexture2D)
|
0:58 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:58 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -106,8 +106,8 @@ Shader version: 450
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 1 (const int)
|
0:58 1 (const int)
|
||||||
0:58 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -115,8 +115,8 @@ Shader version: 450
|
|||||||
0:61 textureFetch ( temp 4-component vector of float)
|
0:61 textureFetch ( temp 4-component vector of float)
|
||||||
0:61 'g_tTex3df4' ( uniform texture3D)
|
0:61 'g_tTex3df4' ( uniform texture3D)
|
||||||
0:61 vector swizzle ( temp 3-component vector of int)
|
0:61 vector swizzle ( temp 3-component vector of int)
|
||||||
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:61 c4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:61 '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})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 3 (const uint)
|
0:61 3 (const uint)
|
||||||
0:61 Sequence
|
0:61 Sequence
|
||||||
@ -127,8 +127,8 @@ Shader version: 450
|
|||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 2 (const int)
|
0:61 2 (const int)
|
||||||
0:61 direct index ( temp int)
|
0:61 direct index ( temp int)
|
||||||
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:61 c4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:61 '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})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 3 (const uint)
|
0:61 3 (const uint)
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
@ -136,8 +136,8 @@ Shader version: 450
|
|||||||
0:62 textureFetch ( temp 4-component vector of int)
|
0:62 textureFetch ( temp 4-component vector of int)
|
||||||
0:62 'g_tTex3di4' ( uniform itexture3D)
|
0:62 'g_tTex3di4' ( uniform itexture3D)
|
||||||
0:62 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Sequence
|
0:62 Sequence
|
||||||
@ -148,8 +148,8 @@ Shader version: 450
|
|||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const int)
|
0:62 2 (const int)
|
||||||
0:62 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
@ -157,8 +157,8 @@ Shader version: 450
|
|||||||
0:63 textureFetch ( temp 4-component vector of uint)
|
0:63 textureFetch ( temp 4-component vector of uint)
|
||||||
0:63 'g_tTex3du4' ( uniform utexture3D)
|
0:63 'g_tTex3du4' ( uniform utexture3D)
|
||||||
0:63 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Sequence
|
0:63 Sequence
|
||||||
@ -169,8 +169,8 @@ Shader version: 450
|
|||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const int)
|
0:63 2 (const int)
|
||||||
0:63 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -220,8 +220,8 @@ Shader version: 450
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out structure{})
|
0:? '@entryPointOutput' (layout( location=0) out structure{})
|
||||||
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 vertex stage:
|
Linked vertex stage:
|
||||||
@ -235,16 +235,16 @@ Shader version: 450
|
|||||||
0:51 textureFetch ( temp 4-component vector of float)
|
0:51 textureFetch ( temp 4-component vector of float)
|
||||||
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:51 vector swizzle ( temp int)
|
0:51 vector swizzle ( temp int)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:51 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:51 Sequence
|
0:51 Sequence
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 0 (const int)
|
0:51 0 (const int)
|
||||||
0:51 direct index ( temp int)
|
0:51 direct index ( temp int)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:51 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -252,16 +252,16 @@ Shader version: 450
|
|||||||
0:52 textureFetch ( temp 4-component vector of int)
|
0:52 textureFetch ( temp 4-component vector of int)
|
||||||
0:52 'g_tTex1di4' ( uniform itexture1D)
|
0:52 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:52 vector swizzle ( temp int)
|
0:52 vector swizzle ( temp int)
|
||||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:52 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 0 (const int)
|
0:52 0 (const int)
|
||||||
0:52 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -269,16 +269,16 @@ Shader version: 450
|
|||||||
0:53 textureFetch ( temp 4-component vector of uint)
|
0:53 textureFetch ( temp 4-component vector of uint)
|
||||||
0:53 'g_tTex1du4' ( uniform utexture1D)
|
0:53 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:53 vector swizzle ( temp int)
|
0:53 vector swizzle ( temp int)
|
||||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:53 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 0 (const int)
|
0:53 0 (const int)
|
||||||
0:53 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -286,8 +286,8 @@ Shader version: 450
|
|||||||
0:56 textureFetch ( temp 4-component vector of float)
|
0:56 textureFetch ( temp 4-component vector of float)
|
||||||
0:56 'g_tTex2df4' ( uniform texture2D)
|
0:56 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:56 vector swizzle ( temp 2-component vector of int)
|
0:56 vector swizzle ( temp 2-component vector of int)
|
||||||
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:56 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:56 '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})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 2 (const uint)
|
0:56 2 (const uint)
|
||||||
0:56 Sequence
|
0:56 Sequence
|
||||||
@ -296,8 +296,8 @@ Shader version: 450
|
|||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 1 (const int)
|
0:56 1 (const int)
|
||||||
0:56 direct index ( temp int)
|
0:56 direct index ( temp int)
|
||||||
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:56 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:56 '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})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 2 (const uint)
|
0:56 2 (const uint)
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
@ -305,8 +305,8 @@ Shader version: 450
|
|||||||
0:57 textureFetch ( temp 4-component vector of int)
|
0:57 textureFetch ( temp 4-component vector of int)
|
||||||
0:57 'g_tTex2di4' ( uniform itexture2D)
|
0:57 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:57 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -315,8 +315,8 @@ Shader version: 450
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 1 (const int)
|
0:57 1 (const int)
|
||||||
0:57 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -324,8 +324,8 @@ Shader version: 450
|
|||||||
0:58 textureFetch ( temp 4-component vector of uint)
|
0:58 textureFetch ( temp 4-component vector of uint)
|
||||||
0:58 'g_tTex2du4' ( uniform utexture2D)
|
0:58 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:58 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -334,8 +334,8 @@ Shader version: 450
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 1 (const int)
|
0:58 1 (const int)
|
||||||
0:58 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -343,8 +343,8 @@ Shader version: 450
|
|||||||
0:61 textureFetch ( temp 4-component vector of float)
|
0:61 textureFetch ( temp 4-component vector of float)
|
||||||
0:61 'g_tTex3df4' ( uniform texture3D)
|
0:61 'g_tTex3df4' ( uniform texture3D)
|
||||||
0:61 vector swizzle ( temp 3-component vector of int)
|
0:61 vector swizzle ( temp 3-component vector of int)
|
||||||
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:61 c4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:61 '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})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 3 (const uint)
|
0:61 3 (const uint)
|
||||||
0:61 Sequence
|
0:61 Sequence
|
||||||
@ -355,8 +355,8 @@ Shader version: 450
|
|||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 2 (const int)
|
0:61 2 (const int)
|
||||||
0:61 direct index ( temp int)
|
0:61 direct index ( temp int)
|
||||||
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:61 c4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:61 '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})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 3 (const uint)
|
0:61 3 (const uint)
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
@ -364,8 +364,8 @@ Shader version: 450
|
|||||||
0:62 textureFetch ( temp 4-component vector of int)
|
0:62 textureFetch ( temp 4-component vector of int)
|
||||||
0:62 'g_tTex3di4' ( uniform itexture3D)
|
0:62 'g_tTex3di4' ( uniform itexture3D)
|
||||||
0:62 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Sequence
|
0:62 Sequence
|
||||||
@ -376,8 +376,8 @@ Shader version: 450
|
|||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const int)
|
0:62 2 (const int)
|
||||||
0:62 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
@ -385,8 +385,8 @@ Shader version: 450
|
|||||||
0:63 textureFetch ( temp 4-component vector of uint)
|
0:63 textureFetch ( temp 4-component vector of uint)
|
||||||
0:63 'g_tTex3du4' ( uniform utexture3D)
|
0:63 'g_tTex3du4' ( uniform utexture3D)
|
||||||
0:63 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Sequence
|
0:63 Sequence
|
||||||
@ -397,8 +397,8 @@ Shader version: 450
|
|||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const int)
|
0:63 2 (const int)
|
||||||
0:63 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -448,8 +448,8 @@ Shader version: 450
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out structure{})
|
0:? '@entryPointOutput' (layout( location=0) out structure{})
|
||||||
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -10,8 +10,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:28 'r00' ( temp 4-component vector of float)
|
0:28 'r00' ( temp 4-component vector of float)
|
||||||
0:28 imageLoad ( temp 4-component vector of float)
|
0:28 imageLoad ( temp 4-component vector of float)
|
||||||
0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
|
0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
|
||||||
0:28 c1: direct index for structure (layout( offset=0) uniform int)
|
0:28 c1: direct index for structure ( uniform int)
|
||||||
0:28 '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})
|
0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:28 Constant:
|
0:28 Constant:
|
||||||
0:28 0 (const uint)
|
0:28 0 (const uint)
|
||||||
0:29 Sequence
|
0:29 Sequence
|
||||||
@ -19,8 +19,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:29 'r01' ( temp 4-component vector of int)
|
0:29 'r01' ( temp 4-component vector of int)
|
||||||
0:29 imageLoad ( temp 4-component vector of int)
|
0:29 imageLoad ( temp 4-component vector of int)
|
||||||
0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
|
0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
|
||||||
0:29 c1: direct index for structure (layout( offset=0) uniform int)
|
0:29 c1: direct index for structure ( uniform int)
|
||||||
0:29 '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})
|
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:29 Constant:
|
0:29 Constant:
|
||||||
0:29 0 (const uint)
|
0:29 0 (const uint)
|
||||||
0:30 Sequence
|
0:30 Sequence
|
||||||
@ -28,8 +28,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:30 'r02' ( temp 4-component vector of uint)
|
0:30 'r02' ( temp 4-component vector of uint)
|
||||||
0:30 imageLoad ( temp 4-component vector of uint)
|
0:30 imageLoad ( temp 4-component vector of uint)
|
||||||
0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
|
0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
|
||||||
0:30 c1: direct index for structure (layout( offset=0) uniform int)
|
0:30 c1: direct index for structure ( uniform int)
|
||||||
0:30 '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})
|
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 0 (const uint)
|
0:30 0 (const uint)
|
||||||
0:34 move second child to first child ( temp 4-component vector of float)
|
0:34 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -75,9 +75,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
|
0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
|
||||||
0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
|
0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
|
||||||
0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
|
0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -94,8 +94,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:28 'r00' ( temp 4-component vector of float)
|
0:28 'r00' ( temp 4-component vector of float)
|
||||||
0:28 imageLoad ( temp 4-component vector of float)
|
0:28 imageLoad ( temp 4-component vector of float)
|
||||||
0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
|
0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
|
||||||
0:28 c1: direct index for structure (layout( offset=0) uniform int)
|
0:28 c1: direct index for structure ( uniform int)
|
||||||
0:28 '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})
|
0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:28 Constant:
|
0:28 Constant:
|
||||||
0:28 0 (const uint)
|
0:28 0 (const uint)
|
||||||
0:29 Sequence
|
0:29 Sequence
|
||||||
@ -103,8 +103,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:29 'r01' ( temp 4-component vector of int)
|
0:29 'r01' ( temp 4-component vector of int)
|
||||||
0:29 imageLoad ( temp 4-component vector of int)
|
0:29 imageLoad ( temp 4-component vector of int)
|
||||||
0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
|
0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
|
||||||
0:29 c1: direct index for structure (layout( offset=0) uniform int)
|
0:29 c1: direct index for structure ( uniform int)
|
||||||
0:29 '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})
|
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:29 Constant:
|
0:29 Constant:
|
||||||
0:29 0 (const uint)
|
0:29 0 (const uint)
|
||||||
0:30 Sequence
|
0:30 Sequence
|
||||||
@ -112,8 +112,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:30 'r02' ( temp 4-component vector of uint)
|
0:30 'r02' ( temp 4-component vector of uint)
|
||||||
0:30 imageLoad ( temp 4-component vector of uint)
|
0:30 imageLoad ( temp 4-component vector of uint)
|
||||||
0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
|
0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
|
||||||
0:30 c1: direct index for structure (layout( offset=0) uniform int)
|
0:30 c1: direct index for structure ( uniform int)
|
||||||
0:30 '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})
|
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 0 (const uint)
|
0:30 0 (const uint)
|
||||||
0:34 move second child to first child ( temp 4-component vector of float)
|
0:34 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -159,9 +159,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
|
0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
|
||||||
0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
|
0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
|
||||||
0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
|
0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -11,8 +11,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:28 Construct float ( temp float)
|
0:28 Construct float ( temp float)
|
||||||
0:? imageLoad ( temp 4-component vector of float)
|
0:? imageLoad ( temp 4-component vector of float)
|
||||||
0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:28 c1: direct index for structure (layout( offset=0) uniform int)
|
0:28 c1: direct index for structure ( uniform int)
|
||||||
0:28 '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})
|
0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:28 Constant:
|
0:28 Constant:
|
||||||
0:28 0 (const uint)
|
0:28 0 (const uint)
|
||||||
0:29 Sequence
|
0:29 Sequence
|
||||||
@ -21,8 +21,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:29 Construct int ( temp int)
|
0:29 Construct int ( temp int)
|
||||||
0:? imageLoad ( temp 4-component vector of int)
|
0:? imageLoad ( temp 4-component vector of int)
|
||||||
0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
|
0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
|
||||||
0:29 c1: direct index for structure (layout( offset=0) uniform int)
|
0:29 c1: direct index for structure ( uniform int)
|
||||||
0:29 '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})
|
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:29 Constant:
|
0:29 Constant:
|
||||||
0:29 0 (const uint)
|
0:29 0 (const uint)
|
||||||
0:30 Sequence
|
0:30 Sequence
|
||||||
@ -31,8 +31,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:30 Construct uint ( temp uint)
|
0:30 Construct uint ( temp uint)
|
||||||
0:? imageLoad ( temp 4-component vector of uint)
|
0:? imageLoad ( temp 4-component vector of uint)
|
||||||
0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
|
0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
|
||||||
0:30 c1: direct index for structure (layout( offset=0) uniform int)
|
0:30 c1: direct index for structure ( uniform int)
|
||||||
0:30 '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})
|
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 0 (const uint)
|
0:30 0 (const uint)
|
||||||
0:34 move second child to first child ( temp 4-component vector of float)
|
0:34 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -78,9 +78,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
|
0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
|
||||||
0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
|
0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -98,8 +98,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:28 Construct float ( temp float)
|
0:28 Construct float ( temp float)
|
||||||
0:? imageLoad ( temp 4-component vector of float)
|
0:? imageLoad ( temp 4-component vector of float)
|
||||||
0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:28 c1: direct index for structure (layout( offset=0) uniform int)
|
0:28 c1: direct index for structure ( uniform int)
|
||||||
0:28 '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})
|
0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:28 Constant:
|
0:28 Constant:
|
||||||
0:28 0 (const uint)
|
0:28 0 (const uint)
|
||||||
0:29 Sequence
|
0:29 Sequence
|
||||||
@ -108,8 +108,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:29 Construct int ( temp int)
|
0:29 Construct int ( temp int)
|
||||||
0:? imageLoad ( temp 4-component vector of int)
|
0:? imageLoad ( temp 4-component vector of int)
|
||||||
0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
|
0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
|
||||||
0:29 c1: direct index for structure (layout( offset=0) uniform int)
|
0:29 c1: direct index for structure ( uniform int)
|
||||||
0:29 '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})
|
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:29 Constant:
|
0:29 Constant:
|
||||||
0:29 0 (const uint)
|
0:29 0 (const uint)
|
||||||
0:30 Sequence
|
0:30 Sequence
|
||||||
@ -118,8 +118,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:30 Construct uint ( temp uint)
|
0:30 Construct uint ( temp uint)
|
||||||
0:? imageLoad ( temp 4-component vector of uint)
|
0:? imageLoad ( temp 4-component vector of uint)
|
||||||
0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
|
0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
|
||||||
0:30 c1: direct index for structure (layout( offset=0) uniform int)
|
0:30 c1: direct index for structure ( uniform int)
|
||||||
0:30 '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})
|
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:30 Constant:
|
0:30 Constant:
|
||||||
0:30 0 (const uint)
|
0:30 0 (const uint)
|
||||||
0:34 move second child to first child ( temp 4-component vector of float)
|
0:34 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -165,9 +165,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
|
||||||
0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
|
0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
|
||||||
0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
|
0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -8,71 +8,71 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 textureFetchOffset ( temp 4-component vector of float)
|
0:52 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:52 vector swizzle ( temp int)
|
0:52 vector swizzle ( temp int)
|
||||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:52 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 0 (const int)
|
0:52 0 (const int)
|
||||||
0:52 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const int)
|
0:52 1 (const int)
|
||||||
0:52 o1: direct index for structure (layout( offset=48) uniform int)
|
0:52 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 4 (const uint)
|
0:52 4 (const uint)
|
||||||
0:53 textureFetchOffset ( temp 4-component vector of int)
|
0:53 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:53 'g_tTex1di4' ( uniform itexture1D)
|
0:53 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:53 vector swizzle ( temp int)
|
0:53 vector swizzle ( temp int)
|
||||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:53 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 0 (const int)
|
0:53 0 (const int)
|
||||||
0:53 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const int)
|
0:53 1 (const int)
|
||||||
0:53 o1: direct index for structure (layout( offset=48) uniform int)
|
0:53 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 4 (const uint)
|
0:53 4 (const uint)
|
||||||
0:54 textureFetchOffset ( temp 4-component vector of uint)
|
0:54 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:54 'g_tTex1du4' ( uniform utexture1D)
|
0:54 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:54 vector swizzle ( temp int)
|
0:54 vector swizzle ( temp int)
|
||||||
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:54 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const uint)
|
0:54 1 (const uint)
|
||||||
0:54 Sequence
|
0:54 Sequence
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 0 (const int)
|
0:54 0 (const int)
|
||||||
0:54 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const uint)
|
0:54 1 (const uint)
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const int)
|
0:54 1 (const int)
|
||||||
0:54 o1: direct index for structure (layout( offset=48) uniform int)
|
0:54 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 4 (const uint)
|
0:54 4 (const uint)
|
||||||
0:57 textureFetchOffset ( temp 4-component vector of float)
|
0:57 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:57 'g_tTex2df4' ( uniform texture2D)
|
0:57 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:57 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -81,21 +81,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 1 (const int)
|
0:57 1 (const int)
|
||||||
0:57 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const int)
|
0:57 2 (const int)
|
||||||
0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:57 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 5 (const uint)
|
0:57 5 (const uint)
|
||||||
0:58 textureFetchOffset ( temp 4-component vector of int)
|
0:58 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:58 'g_tTex2di4' ( uniform itexture2D)
|
0:58 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:58 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -104,21 +104,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 1 (const int)
|
0:58 1 (const int)
|
||||||
0:58 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const int)
|
0:58 2 (const int)
|
||||||
0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:58 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 5 (const uint)
|
0:58 5 (const uint)
|
||||||
0:59 textureFetchOffset ( temp 4-component vector of uint)
|
0:59 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:59 'g_tTex2du4' ( uniform utexture2D)
|
0:59 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:59 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Sequence
|
0:59 Sequence
|
||||||
@ -127,21 +127,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 1 (const int)
|
0:59 1 (const int)
|
||||||
0:59 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const int)
|
0:59 2 (const int)
|
||||||
0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:59 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 5 (const uint)
|
0:59 5 (const uint)
|
||||||
0:62 textureFetchOffset ( temp 4-component vector of float)
|
0:62 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:62 'g_tTex3df4' ( uniform texture3D)
|
0:62 'g_tTex3df4' ( uniform texture3D)
|
||||||
0:62 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Sequence
|
0:62 Sequence
|
||||||
@ -152,21 +152,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const int)
|
0:62 2 (const int)
|
||||||
0:62 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const int)
|
0:62 3 (const int)
|
||||||
0:62 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
|
0:62 o3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 6 (const uint)
|
0:62 6 (const uint)
|
||||||
0:63 textureFetchOffset ( temp 4-component vector of int)
|
0:63 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:63 'g_tTex3di4' ( uniform itexture3D)
|
0:63 'g_tTex3di4' ( uniform itexture3D)
|
||||||
0:63 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Sequence
|
0:63 Sequence
|
||||||
@ -177,21 +177,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const int)
|
0:63 2 (const int)
|
||||||
0:63 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const int)
|
0:63 3 (const int)
|
||||||
0:63 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
|
0:63 o3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 6 (const uint)
|
0:63 6 (const uint)
|
||||||
0:64 textureFetchOffset ( temp 4-component vector of uint)
|
0:64 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:64 'g_tTex3du4' ( uniform utexture3D)
|
0:64 'g_tTex3du4' ( uniform utexture3D)
|
||||||
0:64 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Sequence
|
0:64 Sequence
|
||||||
@ -202,14 +202,14 @@ gl_FragCoord origin is upper left
|
|||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 2 (const int)
|
0:64 2 (const int)
|
||||||
0:64 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const int)
|
0:64 3 (const int)
|
||||||
0:64 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
|
0:64 o3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 6 (const uint)
|
0:64 6 (const uint)
|
||||||
0:72 move second child to first child ( temp 4-component vector of float)
|
0:72 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -273,9 +273,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -290,71 +290,71 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 textureFetchOffset ( temp 4-component vector of float)
|
0:52 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:52 vector swizzle ( temp int)
|
0:52 vector swizzle ( temp int)
|
||||||
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:52 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 0 (const int)
|
0:52 0 (const int)
|
||||||
0:52 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const uint)
|
0:52 1 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const int)
|
0:52 1 (const int)
|
||||||
0:52 o1: direct index for structure (layout( offset=48) uniform int)
|
0:52 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 4 (const uint)
|
0:52 4 (const uint)
|
||||||
0:53 textureFetchOffset ( temp 4-component vector of int)
|
0:53 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:53 'g_tTex1di4' ( uniform itexture1D)
|
0:53 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:53 vector swizzle ( temp int)
|
0:53 vector swizzle ( temp int)
|
||||||
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:53 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 0 (const int)
|
0:53 0 (const int)
|
||||||
0:53 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const uint)
|
0:53 1 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const int)
|
0:53 1 (const int)
|
||||||
0:53 o1: direct index for structure (layout( offset=48) uniform int)
|
0:53 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 4 (const uint)
|
0:53 4 (const uint)
|
||||||
0:54 textureFetchOffset ( temp 4-component vector of uint)
|
0:54 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:54 'g_tTex1du4' ( uniform utexture1D)
|
0:54 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:54 vector swizzle ( temp int)
|
0:54 vector swizzle ( temp int)
|
||||||
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:54 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const uint)
|
0:54 1 (const uint)
|
||||||
0:54 Sequence
|
0:54 Sequence
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 0 (const int)
|
0:54 0 (const int)
|
||||||
0:54 direct index ( temp 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 c2: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const uint)
|
0:54 1 (const uint)
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const int)
|
0:54 1 (const int)
|
||||||
0:54 o1: direct index for structure (layout( offset=48) uniform int)
|
0:54 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 4 (const uint)
|
0:54 4 (const uint)
|
||||||
0:57 textureFetchOffset ( temp 4-component vector of float)
|
0:57 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:57 'g_tTex2df4' ( uniform texture2D)
|
0:57 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:57 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -363,21 +363,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 1 (const int)
|
0:57 1 (const int)
|
||||||
0:57 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const uint)
|
0:57 2 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const int)
|
0:57 2 (const int)
|
||||||
0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:57 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 5 (const uint)
|
0:57 5 (const uint)
|
||||||
0:58 textureFetchOffset ( temp 4-component vector of int)
|
0:58 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:58 'g_tTex2di4' ( uniform itexture2D)
|
0:58 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:58 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -386,21 +386,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 1 (const int)
|
0:58 1 (const int)
|
||||||
0:58 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const uint)
|
0:58 2 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const int)
|
0:58 2 (const int)
|
||||||
0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:58 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 5 (const uint)
|
0:58 5 (const uint)
|
||||||
0:59 textureFetchOffset ( temp 4-component vector of uint)
|
0:59 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:59 'g_tTex2du4' ( uniform utexture2D)
|
0:59 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:59 vector swizzle ( temp 2-component vector of int)
|
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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Sequence
|
0:59 Sequence
|
||||||
@ -409,21 +409,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 1 (const int)
|
0:59 1 (const int)
|
||||||
0:59 direct index ( temp 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 c3: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const uint)
|
0:59 2 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const int)
|
0:59 2 (const int)
|
||||||
0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:59 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 5 (const uint)
|
0:59 5 (const uint)
|
||||||
0:62 textureFetchOffset ( temp 4-component vector of float)
|
0:62 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:62 'g_tTex3df4' ( uniform texture3D)
|
0:62 'g_tTex3df4' ( uniform texture3D)
|
||||||
0:62 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Sequence
|
0:62 Sequence
|
||||||
@ -434,21 +434,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const int)
|
0:62 2 (const int)
|
||||||
0:62 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const uint)
|
0:62 3 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 3 (const int)
|
0:62 3 (const int)
|
||||||
0:62 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
|
0:62 o3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 6 (const uint)
|
0:62 6 (const uint)
|
||||||
0:63 textureFetchOffset ( temp 4-component vector of int)
|
0:63 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:63 'g_tTex3di4' ( uniform itexture3D)
|
0:63 'g_tTex3di4' ( uniform itexture3D)
|
||||||
0:63 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Sequence
|
0:63 Sequence
|
||||||
@ -459,21 +459,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const int)
|
0:63 2 (const int)
|
||||||
0:63 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const uint)
|
0:63 3 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 3 (const int)
|
0:63 3 (const int)
|
||||||
0:63 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
|
0:63 o3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 6 (const uint)
|
0:63 6 (const uint)
|
||||||
0:64 textureFetchOffset ( temp 4-component vector of uint)
|
0:64 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:64 'g_tTex3du4' ( uniform utexture3D)
|
0:64 'g_tTex3du4' ( uniform utexture3D)
|
||||||
0:64 vector swizzle ( temp 3-component vector of int)
|
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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Sequence
|
0:64 Sequence
|
||||||
@ -484,14 +484,14 @@ gl_FragCoord origin is upper left
|
|||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 2 (const int)
|
0:64 2 (const int)
|
||||||
0:64 direct index ( temp 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 c4: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const uint)
|
0:64 3 (const uint)
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 3 (const int)
|
0:64 3 (const int)
|
||||||
0:64 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
|
0:64 o3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:64 Constant:
|
0:64 Constant:
|
||||||
0:64 6 (const uint)
|
0:64 6 (const uint)
|
||||||
0:72 move second child to first child ( temp 4-component vector of float)
|
0:72 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -555,9 +555,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -8,8 +8,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 textureFetchOffset ( temp 4-component vector of float)
|
0:52 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:52 'g_tTex1df4a' ( uniform texture1DArray)
|
0:52 'g_tTex1df4a' ( uniform texture1DArray)
|
||||||
0:52 vector swizzle ( temp 2-component vector of int)
|
0:52 vector swizzle ( temp 2-component vector of int)
|
||||||
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:52 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const uint)
|
0:52 2 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
@ -18,21 +18,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const int)
|
0:52 1 (const int)
|
||||||
0:52 direct index ( temp int)
|
0:52 direct index ( temp int)
|
||||||
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:52 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const uint)
|
0:52 2 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const int)
|
0:52 2 (const int)
|
||||||
0:52 o1: direct index for structure (layout( offset=48) uniform int)
|
0:52 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 4 (const uint)
|
0:52 4 (const uint)
|
||||||
0:53 textureFetchOffset ( temp 4-component vector of int)
|
0:53 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
|
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
|
||||||
0:53 vector swizzle ( temp 2-component vector of int)
|
0:53 vector swizzle ( temp 2-component vector of int)
|
||||||
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:53 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const uint)
|
0:53 2 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
@ -41,21 +41,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const int)
|
0:53 1 (const int)
|
||||||
0:53 direct index ( temp int)
|
0:53 direct index ( temp int)
|
||||||
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:53 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const uint)
|
0:53 2 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const int)
|
0:53 2 (const int)
|
||||||
0:53 o1: direct index for structure (layout( offset=48) uniform int)
|
0:53 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 4 (const uint)
|
0:53 4 (const uint)
|
||||||
0:54 textureFetchOffset ( temp 4-component vector of uint)
|
0:54 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
|
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
|
||||||
0:54 vector swizzle ( temp 2-component vector of int)
|
0:54 vector swizzle ( temp 2-component vector of int)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:54 Sequence
|
0:54 Sequence
|
||||||
@ -64,21 +64,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const int)
|
0:54 1 (const int)
|
||||||
0:54 direct index ( temp int)
|
0:54 direct index ( temp int)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const int)
|
0:54 2 (const int)
|
||||||
0:54 o1: direct index for structure (layout( offset=48) uniform int)
|
0:54 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 4 (const uint)
|
0:54 4 (const uint)
|
||||||
0:57 textureFetchOffset ( temp 4-component vector of float)
|
0:57 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:57 'g_tTex2df4a' ( uniform texture2DArray)
|
0:57 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:57 vector swizzle ( temp 3-component vector of int)
|
0:57 vector swizzle ( temp 3-component vector of int)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:57 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -89,21 +89,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const int)
|
0:57 2 (const int)
|
||||||
0:57 direct index ( temp int)
|
0:57 direct index ( temp int)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:57 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const int)
|
0:57 3 (const int)
|
||||||
0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:57 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 5 (const uint)
|
0:57 5 (const uint)
|
||||||
0:58 textureFetchOffset ( temp 4-component vector of int)
|
0:58 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:58 vector swizzle ( temp 3-component vector of int)
|
0:58 vector swizzle ( temp 3-component vector of int)
|
||||||
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:58 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const uint)
|
0:58 3 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -114,21 +114,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const int)
|
0:58 2 (const int)
|
||||||
0:58 direct index ( temp int)
|
0:58 direct index ( temp int)
|
||||||
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:58 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const uint)
|
0:58 3 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const int)
|
0:58 3 (const int)
|
||||||
0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:58 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 5 (const uint)
|
0:58 5 (const uint)
|
||||||
0:59 textureFetchOffset ( temp 4-component vector of uint)
|
0:59 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:59 vector swizzle ( temp 3-component vector of int)
|
0:59 vector swizzle ( temp 3-component vector of int)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:59 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Sequence
|
0:59 Sequence
|
||||||
@ -139,14 +139,14 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const int)
|
0:59 2 (const int)
|
||||||
0:59 direct index ( temp int)
|
0:59 direct index ( temp int)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:59 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const int)
|
0:59 3 (const int)
|
||||||
0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:59 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 5 (const uint)
|
0:59 5 (const uint)
|
||||||
0:65 move second child to first child ( temp 4-component vector of float)
|
0:65 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -210,9 +210,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -227,8 +227,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 textureFetchOffset ( temp 4-component vector of float)
|
0:52 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:52 'g_tTex1df4a' ( uniform texture1DArray)
|
0:52 'g_tTex1df4a' ( uniform texture1DArray)
|
||||||
0:52 vector swizzle ( temp 2-component vector of int)
|
0:52 vector swizzle ( temp 2-component vector of int)
|
||||||
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:52 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const uint)
|
0:52 2 (const uint)
|
||||||
0:52 Sequence
|
0:52 Sequence
|
||||||
@ -237,21 +237,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 1 (const int)
|
0:52 1 (const int)
|
||||||
0:52 direct index ( temp int)
|
0:52 direct index ( temp int)
|
||||||
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:52 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const uint)
|
0:52 2 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 2 (const int)
|
0:52 2 (const int)
|
||||||
0:52 o1: direct index for structure (layout( offset=48) uniform int)
|
0:52 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 4 (const uint)
|
0:52 4 (const uint)
|
||||||
0:53 textureFetchOffset ( temp 4-component vector of int)
|
0:53 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
|
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
|
||||||
0:53 vector swizzle ( temp 2-component vector of int)
|
0:53 vector swizzle ( temp 2-component vector of int)
|
||||||
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:53 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const uint)
|
0:53 2 (const uint)
|
||||||
0:53 Sequence
|
0:53 Sequence
|
||||||
@ -260,21 +260,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 1 (const int)
|
0:53 1 (const int)
|
||||||
0:53 direct index ( temp int)
|
0:53 direct index ( temp int)
|
||||||
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:53 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const uint)
|
0:53 2 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 2 (const int)
|
0:53 2 (const int)
|
||||||
0:53 o1: direct index for structure (layout( offset=48) uniform int)
|
0:53 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 4 (const uint)
|
0:53 4 (const uint)
|
||||||
0:54 textureFetchOffset ( temp 4-component vector of uint)
|
0:54 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
|
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
|
||||||
0:54 vector swizzle ( temp 2-component vector of int)
|
0:54 vector swizzle ( temp 2-component vector of int)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:54 Sequence
|
0:54 Sequence
|
||||||
@ -283,21 +283,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 1 (const int)
|
0:54 1 (const int)
|
||||||
0:54 direct index ( temp int)
|
0:54 direct index ( temp int)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const int)
|
0:54 2 (const int)
|
||||||
0:54 o1: direct index for structure (layout( offset=48) uniform int)
|
0:54 o1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 4 (const uint)
|
0:54 4 (const uint)
|
||||||
0:57 textureFetchOffset ( temp 4-component vector of float)
|
0:57 textureFetchOffset ( temp 4-component vector of float)
|
||||||
0:57 'g_tTex2df4a' ( uniform texture2DArray)
|
0:57 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:57 vector swizzle ( temp 3-component vector of int)
|
0:57 vector swizzle ( temp 3-component vector of int)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:57 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Sequence
|
0:57 Sequence
|
||||||
@ -308,21 +308,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 2 (const int)
|
0:57 2 (const int)
|
||||||
0:57 direct index ( temp int)
|
0:57 direct index ( temp int)
|
||||||
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:57 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const uint)
|
0:57 3 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 3 (const int)
|
0:57 3 (const int)
|
||||||
0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:57 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 5 (const uint)
|
0:57 5 (const uint)
|
||||||
0:58 textureFetchOffset ( temp 4-component vector of int)
|
0:58 textureFetchOffset ( temp 4-component vector of int)
|
||||||
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:58 vector swizzle ( temp 3-component vector of int)
|
0:58 vector swizzle ( temp 3-component vector of int)
|
||||||
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:58 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const uint)
|
0:58 3 (const uint)
|
||||||
0:58 Sequence
|
0:58 Sequence
|
||||||
@ -333,21 +333,21 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 2 (const int)
|
0:58 2 (const int)
|
||||||
0:58 direct index ( temp int)
|
0:58 direct index ( temp int)
|
||||||
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:58 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const uint)
|
0:58 3 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 3 (const int)
|
0:58 3 (const int)
|
||||||
0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:58 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 5 (const uint)
|
0:58 5 (const uint)
|
||||||
0:59 textureFetchOffset ( temp 4-component vector of uint)
|
0:59 textureFetchOffset ( temp 4-component vector of uint)
|
||||||
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
0:59 vector swizzle ( temp 3-component vector of int)
|
0:59 vector swizzle ( temp 3-component vector of int)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:59 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Sequence
|
0:59 Sequence
|
||||||
@ -358,14 +358,14 @@ gl_FragCoord origin is upper left
|
|||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 2 (const int)
|
0:59 2 (const int)
|
||||||
0:59 direct index ( temp int)
|
0:59 direct index ( temp int)
|
||||||
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:59 c4: direct index for structure ( uniform 4-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const uint)
|
0:59 3 (const uint)
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 3 (const int)
|
0:59 3 (const int)
|
||||||
0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
|
0:59 o2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:59 Constant:
|
0:59 Constant:
|
||||||
0:59 5 (const uint)
|
0:59 5 (const uint)
|
||||||
0:65 move second child to first child ( temp 4-component vector of float)
|
0:65 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -429,9 +429,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -7,20 +7,20 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:25 imageLoad ( temp 4-component vector of float)
|
0:25 imageLoad ( temp 4-component vector of float)
|
||||||
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
||||||
0:25 c1: direct index for structure (layout( offset=0) uniform int)
|
0:25 c1: direct index for structure ( uniform int)
|
||||||
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})
|
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:25 Constant:
|
0:25 Constant:
|
||||||
0:25 0 (const uint)
|
0:25 0 (const uint)
|
||||||
0:26 imageLoad ( temp 4-component vector of uint)
|
0:26 imageLoad ( temp 4-component vector of uint)
|
||||||
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
||||||
0:26 c1: direct index for structure (layout( offset=0) uniform int)
|
0:26 c1: direct index for structure ( uniform int)
|
||||||
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})
|
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:26 Constant:
|
0:26 Constant:
|
||||||
0:26 0 (const uint)
|
0:26 0 (const uint)
|
||||||
0:27 imageLoad ( temp 4-component vector of int)
|
0:27 imageLoad ( temp 4-component vector of int)
|
||||||
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
||||||
0:27 c1: direct index for structure (layout( offset=0) uniform int)
|
0:27 c1: direct index for structure ( uniform int)
|
||||||
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})
|
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:27 Constant:
|
0:27 Constant:
|
||||||
0:27 0 (const uint)
|
0:27 0 (const uint)
|
||||||
0:29 move second child to first child ( temp 4-component vector of float)
|
0:29 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -49,8 +49,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
||||||
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
||||||
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
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:
|
Linked fragment stage:
|
||||||
@ -64,20 +64,20 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:25 imageLoad ( temp 4-component vector of float)
|
0:25 imageLoad ( temp 4-component vector of float)
|
||||||
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
||||||
0:25 c1: direct index for structure (layout( offset=0) uniform int)
|
0:25 c1: direct index for structure ( uniform int)
|
||||||
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})
|
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:25 Constant:
|
0:25 Constant:
|
||||||
0:25 0 (const uint)
|
0:25 0 (const uint)
|
||||||
0:26 imageLoad ( temp 4-component vector of uint)
|
0:26 imageLoad ( temp 4-component vector of uint)
|
||||||
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
||||||
0:26 c1: direct index for structure (layout( offset=0) uniform int)
|
0:26 c1: direct index for structure ( uniform int)
|
||||||
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})
|
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:26 Constant:
|
0:26 Constant:
|
||||||
0:26 0 (const uint)
|
0:26 0 (const uint)
|
||||||
0:27 imageLoad ( temp 4-component vector of int)
|
0:27 imageLoad ( temp 4-component vector of int)
|
||||||
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
||||||
0:27 c1: direct index for structure (layout( offset=0) uniform int)
|
0:27 c1: direct index for structure ( uniform int)
|
||||||
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})
|
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:27 Constant:
|
0:27 Constant:
|
||||||
0:27 0 (const uint)
|
0:27 0 (const uint)
|
||||||
0:29 move second child to first child ( temp 4-component vector of float)
|
0:29 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -106,8 +106,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
|
||||||
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
|
||||||
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -7,38 +7,38 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:44 imageLoad ( temp 4-component vector of float)
|
0:44 imageLoad ( temp 4-component vector of float)
|
||||||
0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
|
0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
|
||||||
0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:44 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:44 '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})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 1 (const uint)
|
0:44 1 (const uint)
|
||||||
0:45 imageLoad ( temp 4-component vector of int)
|
0:45 imageLoad ( temp 4-component vector of int)
|
||||||
0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
|
0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
|
||||||
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:45 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:45 '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})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 1 (const uint)
|
0:45 1 (const uint)
|
||||||
0:46 imageLoad ( temp 4-component vector of uint)
|
0:46 imageLoad ( temp 4-component vector of uint)
|
||||||
0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
|
0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
|
||||||
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:46 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:46 '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})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 1 (const uint)
|
0:46 1 (const uint)
|
||||||
0:49 imageLoad ( temp 4-component vector of float)
|
0:49 imageLoad ( temp 4-component vector of float)
|
||||||
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
||||||
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:49 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 2 (const uint)
|
0:49 2 (const uint)
|
||||||
0:50 imageLoad ( temp 4-component vector of int)
|
0:50 imageLoad ( temp 4-component vector of int)
|
||||||
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
||||||
0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:50 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:50 '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})
|
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:50 Constant:
|
0:50 Constant:
|
||||||
0:50 2 (const uint)
|
0:50 2 (const uint)
|
||||||
0:51 imageLoad ( temp 4-component vector of uint)
|
0:51 imageLoad ( temp 4-component vector of uint)
|
||||||
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
||||||
0:51 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:51 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 2 (const uint)
|
0:51 2 (const uint)
|
||||||
0:53 move second child to first child ( temp 4-component vector of float)
|
0:53 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -96,9 +96,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
||||||
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
||||||
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -112,38 +112,38 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:44 imageLoad ( temp 4-component vector of float)
|
0:44 imageLoad ( temp 4-component vector of float)
|
||||||
0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
|
0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
|
||||||
0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:44 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:44 '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})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 1 (const uint)
|
0:44 1 (const uint)
|
||||||
0:45 imageLoad ( temp 4-component vector of int)
|
0:45 imageLoad ( temp 4-component vector of int)
|
||||||
0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
|
0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
|
||||||
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:45 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:45 '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})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 1 (const uint)
|
0:45 1 (const uint)
|
||||||
0:46 imageLoad ( temp 4-component vector of uint)
|
0:46 imageLoad ( temp 4-component vector of uint)
|
||||||
0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
|
0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
|
||||||
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:46 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:46 '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})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 1 (const uint)
|
0:46 1 (const uint)
|
||||||
0:49 imageLoad ( temp 4-component vector of float)
|
0:49 imageLoad ( temp 4-component vector of float)
|
||||||
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
||||||
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:49 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 2 (const uint)
|
0:49 2 (const uint)
|
||||||
0:50 imageLoad ( temp 4-component vector of int)
|
0:50 imageLoad ( temp 4-component vector of int)
|
||||||
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
||||||
0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:50 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:50 '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})
|
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:50 Constant:
|
0:50 Constant:
|
||||||
0:50 2 (const uint)
|
0:50 2 (const uint)
|
||||||
0:51 imageLoad ( temp 4-component vector of uint)
|
0:51 imageLoad ( temp 4-component vector of uint)
|
||||||
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
||||||
0:51 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:51 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 2 (const uint)
|
0:51 2 (const uint)
|
||||||
0:53 move second child to first child ( temp 4-component vector of float)
|
0:53 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -201,9 +201,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
||||||
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
||||||
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -7,56 +7,56 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:44 imageLoad ( temp 4-component vector of float)
|
0:44 imageLoad ( temp 4-component vector of float)
|
||||||
0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
|
0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
|
||||||
0:44 c1: direct index for structure (layout( offset=0) uniform int)
|
0:44 c1: direct index for structure ( uniform int)
|
||||||
0:44 '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})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 0 (const uint)
|
0:44 0 (const uint)
|
||||||
0:45 imageLoad ( temp 4-component vector of int)
|
0:45 imageLoad ( temp 4-component vector of int)
|
||||||
0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
|
0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
|
||||||
0:45 c1: direct index for structure (layout( offset=0) uniform int)
|
0:45 c1: direct index for structure ( uniform int)
|
||||||
0:45 '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})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 0 (const uint)
|
0:45 0 (const uint)
|
||||||
0:46 imageLoad ( temp 4-component vector of uint)
|
0:46 imageLoad ( temp 4-component vector of uint)
|
||||||
0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
|
0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
|
||||||
0:46 c1: direct index for structure (layout( offset=0) uniform int)
|
0:46 c1: direct index for structure ( uniform int)
|
||||||
0:46 '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})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 0 (const uint)
|
0:46 0 (const uint)
|
||||||
0:49 imageLoad ( temp 4-component vector of float)
|
0:49 imageLoad ( temp 4-component vector of float)
|
||||||
0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
|
0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
|
||||||
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:49 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 1 (const uint)
|
0:49 1 (const uint)
|
||||||
0:50 imageLoad ( temp 4-component vector of int)
|
0:50 imageLoad ( temp 4-component vector of int)
|
||||||
0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
|
0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
|
||||||
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:50 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:50 '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})
|
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:50 Constant:
|
0:50 Constant:
|
||||||
0:50 1 (const uint)
|
0:50 1 (const uint)
|
||||||
0:51 imageLoad ( temp 4-component vector of uint)
|
0:51 imageLoad ( temp 4-component vector of uint)
|
||||||
0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
|
0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:51 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:54 imageLoad ( temp 4-component vector of float)
|
0:54 imageLoad ( temp 4-component vector of float)
|
||||||
0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
|
0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:55 imageLoad ( temp 4-component vector of int)
|
0:55 imageLoad ( temp 4-component vector of int)
|
||||||
0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
|
0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
|
||||||
0:55 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:55 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:55 '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})
|
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:55 Constant:
|
0:55 Constant:
|
||||||
0:55 2 (const uint)
|
0:55 2 (const uint)
|
||||||
0:56 imageLoad ( temp 4-component vector of uint)
|
0:56 imageLoad ( temp 4-component vector of uint)
|
||||||
0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
|
0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
|
||||||
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:56 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:56 '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})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 2 (const uint)
|
0:56 2 (const uint)
|
||||||
0:58 move second child to first child ( temp 4-component vector of float)
|
0:58 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -114,9 +114,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
||||||
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
||||||
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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:
|
Linked fragment stage:
|
||||||
@ -130,56 +130,56 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:44 imageLoad ( temp 4-component vector of float)
|
0:44 imageLoad ( temp 4-component vector of float)
|
||||||
0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
|
0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
|
||||||
0:44 c1: direct index for structure (layout( offset=0) uniform int)
|
0:44 c1: direct index for structure ( uniform int)
|
||||||
0:44 '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})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 0 (const uint)
|
0:44 0 (const uint)
|
||||||
0:45 imageLoad ( temp 4-component vector of int)
|
0:45 imageLoad ( temp 4-component vector of int)
|
||||||
0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
|
0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
|
||||||
0:45 c1: direct index for structure (layout( offset=0) uniform int)
|
0:45 c1: direct index for structure ( uniform int)
|
||||||
0:45 '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})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 0 (const uint)
|
0:45 0 (const uint)
|
||||||
0:46 imageLoad ( temp 4-component vector of uint)
|
0:46 imageLoad ( temp 4-component vector of uint)
|
||||||
0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
|
0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
|
||||||
0:46 c1: direct index for structure (layout( offset=0) uniform int)
|
0:46 c1: direct index for structure ( uniform int)
|
||||||
0:46 '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})
|
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:46 Constant:
|
0:46 Constant:
|
||||||
0:46 0 (const uint)
|
0:46 0 (const uint)
|
||||||
0:49 imageLoad ( temp 4-component vector of float)
|
0:49 imageLoad ( temp 4-component vector of float)
|
||||||
0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
|
0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
|
||||||
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:49 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 1 (const uint)
|
0:49 1 (const uint)
|
||||||
0:50 imageLoad ( temp 4-component vector of int)
|
0:50 imageLoad ( temp 4-component vector of int)
|
||||||
0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
|
0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
|
||||||
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:50 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:50 '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})
|
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:50 Constant:
|
0:50 Constant:
|
||||||
0:50 1 (const uint)
|
0:50 1 (const uint)
|
||||||
0:51 imageLoad ( temp 4-component vector of uint)
|
0:51 imageLoad ( temp 4-component vector of uint)
|
||||||
0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
|
0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
|
||||||
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:51 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 1 (const uint)
|
0:51 1 (const uint)
|
||||||
0:54 imageLoad ( temp 4-component vector of float)
|
0:54 imageLoad ( temp 4-component vector of float)
|
||||||
0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
|
0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
|
||||||
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:54 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:54 Constant:
|
0:54 Constant:
|
||||||
0:54 2 (const uint)
|
0:54 2 (const uint)
|
||||||
0:55 imageLoad ( temp 4-component vector of int)
|
0:55 imageLoad ( temp 4-component vector of int)
|
||||||
0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
|
0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
|
||||||
0:55 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:55 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:55 '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})
|
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:55 Constant:
|
0:55 Constant:
|
||||||
0:55 2 (const uint)
|
0:55 2 (const uint)
|
||||||
0:56 imageLoad ( temp 4-component vector of uint)
|
0:56 imageLoad ( temp 4-component vector of uint)
|
||||||
0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
|
0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
|
||||||
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:56 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:56 '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})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 2 (const uint)
|
0:56 2 (const uint)
|
||||||
0:58 move second child to first child ( temp 4-component vector of float)
|
0:58 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -237,9 +237,9 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
||||||
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
||||||
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'Depth' ( out float FragDepth)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -9,14 +9,14 @@ gl_FragCoord origin is upper left
|
|||||||
0:13 Condition
|
0:13 Condition
|
||||||
0:13 logical-and ( temp bool)
|
0:13 logical-and ( temp bool)
|
||||||
0:13 Convert int to bool ( temp bool)
|
0:13 Convert int to bool ( temp bool)
|
||||||
0:13 ival: direct index for structure (layout( offset=0) uniform int)
|
0:13 ival: direct index for structure ( uniform int)
|
||||||
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 0 (const uint)
|
0:13 0 (const uint)
|
||||||
0:13 Convert int to bool ( temp bool)
|
0:13 Convert int to bool ( temp bool)
|
||||||
0:13 Convert float to int ( temp int)
|
0:13 Convert float to int ( temp int)
|
||||||
0:13 fval: direct index for structure (layout( offset=32) uniform float)
|
0:13 fval: direct index for structure ( uniform float)
|
||||||
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 2 (const uint)
|
0:13 2 (const uint)
|
||||||
0:13 true case is null
|
0:13 true case is null
|
||||||
@ -24,14 +24,14 @@ gl_FragCoord origin is upper left
|
|||||||
0:14 Condition
|
0:14 Condition
|
||||||
0:14 logical-or ( temp bool)
|
0:14 logical-or ( temp bool)
|
||||||
0:14 Convert int to bool ( temp bool)
|
0:14 Convert int to bool ( temp bool)
|
||||||
0:14 ival: direct index for structure (layout( offset=0) uniform int)
|
0:14 ival: direct index for structure ( uniform int)
|
||||||
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 0 (const uint)
|
0:14 0 (const uint)
|
||||||
0:14 Convert int to bool ( temp bool)
|
0:14 Convert int to bool ( temp bool)
|
||||||
0:14 Convert float to int ( temp int)
|
0:14 Convert float to int ( temp int)
|
||||||
0:14 fval: direct index for structure (layout( offset=32) uniform float)
|
0:14 fval: direct index for structure ( uniform float)
|
||||||
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 2 (const uint)
|
0:14 2 (const uint)
|
||||||
0:14 true case is null
|
0:14 true case is null
|
||||||
@ -58,8 +58,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:12 Constant:
|
0:12 Constant:
|
||||||
0:12 0 (const int)
|
0:12 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -75,14 +75,14 @@ gl_FragCoord origin is upper left
|
|||||||
0:13 Condition
|
0:13 Condition
|
||||||
0:13 logical-and ( temp bool)
|
0:13 logical-and ( temp bool)
|
||||||
0:13 Convert int to bool ( temp bool)
|
0:13 Convert int to bool ( temp bool)
|
||||||
0:13 ival: direct index for structure (layout( offset=0) uniform int)
|
0:13 ival: direct index for structure ( uniform int)
|
||||||
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 0 (const uint)
|
0:13 0 (const uint)
|
||||||
0:13 Convert int to bool ( temp bool)
|
0:13 Convert int to bool ( temp bool)
|
||||||
0:13 Convert float to int ( temp int)
|
0:13 Convert float to int ( temp int)
|
||||||
0:13 fval: direct index for structure (layout( offset=32) uniform float)
|
0:13 fval: direct index for structure ( uniform float)
|
||||||
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 2 (const uint)
|
0:13 2 (const uint)
|
||||||
0:13 true case is null
|
0:13 true case is null
|
||||||
@ -90,14 +90,14 @@ gl_FragCoord origin is upper left
|
|||||||
0:14 Condition
|
0:14 Condition
|
||||||
0:14 logical-or ( temp bool)
|
0:14 logical-or ( temp bool)
|
||||||
0:14 Convert int to bool ( temp bool)
|
0:14 Convert int to bool ( temp bool)
|
||||||
0:14 ival: direct index for structure (layout( offset=0) uniform int)
|
0:14 ival: direct index for structure ( uniform int)
|
||||||
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 0 (const uint)
|
0:14 0 (const uint)
|
||||||
0:14 Convert int to bool ( temp bool)
|
0:14 Convert int to bool ( temp bool)
|
||||||
0:14 Convert float to int ( temp int)
|
0:14 Convert float to int ( temp int)
|
||||||
0:14 fval: direct index for structure (layout( offset=32) uniform float)
|
0:14 fval: direct index for structure ( uniform float)
|
||||||
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 2 (const uint)
|
0:14 2 (const uint)
|
||||||
0:14 true case is null
|
0:14 true case is null
|
||||||
@ -124,8 +124,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:12 Constant:
|
0:12 Constant:
|
||||||
0:12 0 (const int)
|
0:12 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -9,84 +9,84 @@ gl_FragCoord origin is upper left
|
|||||||
0:11 move second child to first child ( temp 4-component vector of bool)
|
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 'r00' ( temp 4-component vector of bool)
|
||||||
0:11 Negate conditional ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:11 Constant:
|
0:11 Constant:
|
||||||
0:11 0 (const uint)
|
0:11 0 (const uint)
|
||||||
0:12 Sequence
|
0:12 Sequence
|
||||||
0:12 move second child to first child ( temp 4-component vector of bool)
|
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 'r01' ( temp 4-component vector of bool)
|
||||||
0:12 logical-and ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:12 Constant:
|
0:12 Constant:
|
||||||
0:12 0 (const uint)
|
0:12 0 (const uint)
|
||||||
0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:12 b4b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:12 Constant:
|
0:12 Constant:
|
||||||
0:12 1 (const uint)
|
0:12 1 (const uint)
|
||||||
0:13 Sequence
|
0:13 Sequence
|
||||||
0:13 move second child to first child ( temp 4-component vector of bool)
|
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 'r02' ( temp 4-component vector of bool)
|
||||||
0:13 logical-or ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 0 (const uint)
|
0:13 0 (const uint)
|
||||||
0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:13 b4b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 1 (const uint)
|
0:13 1 (const uint)
|
||||||
0:15 Sequence
|
0:15 Sequence
|
||||||
0:15 move second child to first child ( temp 4-component vector of bool)
|
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 'r10' ( temp 4-component vector of bool)
|
||||||
0:15 logical-and ( 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 Construct bvec4 ( uniform 4-component vector of bool)
|
||||||
0:15 b1a: direct index for structure (layout( offset=32) uniform bool)
|
0:15 b1a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 2 (const uint)
|
0:15 2 (const uint)
|
||||||
0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:15 b4b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 1 (const uint)
|
0:15 1 (const uint)
|
||||||
0:16 Sequence
|
0:16 Sequence
|
||||||
0:16 move second child to first child ( temp 4-component vector of bool)
|
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 'r11' ( temp 4-component vector of bool)
|
||||||
0:16 logical-or ( 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 Construct bvec4 ( uniform 4-component vector of bool)
|
||||||
0:16 b1a: direct index for structure (layout( offset=32) uniform bool)
|
0:16 b1a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 2 (const uint)
|
0:16 2 (const uint)
|
||||||
0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:16 b4b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 1 (const uint)
|
0:16 1 (const uint)
|
||||||
0:18 Sequence
|
0:18 Sequence
|
||||||
0:18 move second child to first child ( temp 4-component vector of bool)
|
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 'r20' ( temp 4-component vector of bool)
|
||||||
0:18 logical-and ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:18 Constant:
|
0:18 Constant:
|
||||||
0:18 0 (const uint)
|
0:18 0 (const uint)
|
||||||
0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
|
0:18 Construct bvec4 ( uniform 4-component vector of bool)
|
||||||
0:18 b1b: direct index for structure (layout( offset=36) uniform bool)
|
0:18 b1b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:18 Constant:
|
0:18 Constant:
|
||||||
0:18 3 (const uint)
|
0:18 3 (const uint)
|
||||||
0:19 Sequence
|
0:19 Sequence
|
||||||
0:19 move second child to first child ( temp 4-component vector of bool)
|
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 'r21' ( temp 4-component vector of bool)
|
||||||
0:19 logical-or ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 0 (const uint)
|
0:19 0 (const uint)
|
||||||
0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
|
0:19 Construct bvec4 ( uniform 4-component vector of bool)
|
||||||
0:19 b1b: direct index for structure (layout( offset=36) uniform bool)
|
0:19 b1b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 3 (const uint)
|
0:19 3 (const uint)
|
||||||
0:22 move second child to first child ( temp 4-component vector of float)
|
0:22 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -121,8 +121,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const int)
|
0:10 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
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:
|
Linked fragment stage:
|
||||||
@ -138,84 +138,84 @@ gl_FragCoord origin is upper left
|
|||||||
0:11 move second child to first child ( temp 4-component vector of bool)
|
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 'r00' ( temp 4-component vector of bool)
|
||||||
0:11 Negate conditional ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:11 Constant:
|
0:11 Constant:
|
||||||
0:11 0 (const uint)
|
0:11 0 (const uint)
|
||||||
0:12 Sequence
|
0:12 Sequence
|
||||||
0:12 move second child to first child ( temp 4-component vector of bool)
|
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 'r01' ( temp 4-component vector of bool)
|
||||||
0:12 logical-and ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:12 Constant:
|
0:12 Constant:
|
||||||
0:12 0 (const uint)
|
0:12 0 (const uint)
|
||||||
0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:12 b4b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:12 Constant:
|
0:12 Constant:
|
||||||
0:12 1 (const uint)
|
0:12 1 (const uint)
|
||||||
0:13 Sequence
|
0:13 Sequence
|
||||||
0:13 move second child to first child ( temp 4-component vector of bool)
|
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 'r02' ( temp 4-component vector of bool)
|
||||||
0:13 logical-or ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 0 (const uint)
|
0:13 0 (const uint)
|
||||||
0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:13 b4b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 1 (const uint)
|
0:13 1 (const uint)
|
||||||
0:15 Sequence
|
0:15 Sequence
|
||||||
0:15 move second child to first child ( temp 4-component vector of bool)
|
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 'r10' ( temp 4-component vector of bool)
|
||||||
0:15 logical-and ( 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 Construct bvec4 ( uniform 4-component vector of bool)
|
||||||
0:15 b1a: direct index for structure (layout( offset=32) uniform bool)
|
0:15 b1a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 2 (const uint)
|
0:15 2 (const uint)
|
||||||
0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:15 b4b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 1 (const uint)
|
0:15 1 (const uint)
|
||||||
0:16 Sequence
|
0:16 Sequence
|
||||||
0:16 move second child to first child ( temp 4-component vector of bool)
|
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 'r11' ( temp 4-component vector of bool)
|
||||||
0:16 logical-or ( 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 Construct bvec4 ( uniform 4-component vector of bool)
|
||||||
0:16 b1a: direct index for structure (layout( offset=32) uniform bool)
|
0:16 b1a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 2 (const uint)
|
0:16 2 (const uint)
|
||||||
0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:16 b4b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 1 (const uint)
|
0:16 1 (const uint)
|
||||||
0:18 Sequence
|
0:18 Sequence
|
||||||
0:18 move second child to first child ( temp 4-component vector of bool)
|
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 'r20' ( temp 4-component vector of bool)
|
||||||
0:18 logical-and ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:18 Constant:
|
0:18 Constant:
|
||||||
0:18 0 (const uint)
|
0:18 0 (const uint)
|
||||||
0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
|
0:18 Construct bvec4 ( uniform 4-component vector of bool)
|
||||||
0:18 b1b: direct index for structure (layout( offset=36) uniform bool)
|
0:18 b1b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:18 Constant:
|
0:18 Constant:
|
||||||
0:18 3 (const uint)
|
0:18 3 (const uint)
|
||||||
0:19 Sequence
|
0:19 Sequence
|
||||||
0:19 move second child to first child ( temp 4-component vector of bool)
|
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 'r21' ( temp 4-component vector of bool)
|
||||||
0:19 logical-or ( 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 b4a: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 0 (const uint)
|
0:19 0 (const uint)
|
||||||
0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
|
0:19 Construct bvec4 ( uniform 4-component vector of bool)
|
||||||
0:19 b1b: direct index for structure (layout( offset=36) uniform bool)
|
0:19 b1b: direct index for structure ( 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 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 3 (const uint)
|
0:19 3 (const uint)
|
||||||
0:22 move second child to first child ( temp 4-component vector of float)
|
0:22 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -250,8 +250,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const int)
|
0:10 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
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
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -7,39 +7,39 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:13 Negate conditional ( temp bool)
|
0:13 Negate conditional ( temp bool)
|
||||||
0:13 Convert int to bool ( temp bool)
|
0:13 Convert int to bool ( temp bool)
|
||||||
0:13 ival: direct index for structure (layout( offset=0) uniform int)
|
0:13 ival: direct index for structure ( uniform int)
|
||||||
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 0 (const uint)
|
0:13 0 (const uint)
|
||||||
0:14 Negate conditional ( temp 4-component vector of bool)
|
0:14 Negate conditional ( temp 4-component vector of bool)
|
||||||
0:14 Convert int to bool ( temp 4-component vector of bool)
|
0:14 Convert int to bool ( temp 4-component vector of bool)
|
||||||
0:14 ival4: direct index for structure (layout( offset=16) uniform 4-component vector of int)
|
0:14 ival4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 1 (const uint)
|
0:14 1 (const uint)
|
||||||
0:16 Negate conditional ( temp bool)
|
0:16 Negate conditional ( temp bool)
|
||||||
0:16 Convert float to bool ( temp bool)
|
0:16 Convert float to bool ( temp bool)
|
||||||
0:16 fval: direct index for structure (layout( offset=32) uniform float)
|
0:16 fval: direct index for structure ( uniform float)
|
||||||
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 2 (const uint)
|
0:16 2 (const uint)
|
||||||
0:17 Negate conditional ( temp 4-component vector of bool)
|
0:17 Negate conditional ( temp 4-component vector of bool)
|
||||||
0:17 Convert float to bool ( temp 4-component vector of bool)
|
0:17 Convert float to bool ( temp 4-component vector of bool)
|
||||||
0:17 fval4: direct index for structure (layout( offset=48) uniform 4-component vector of float)
|
0:17 fval4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:17 Constant:
|
0:17 Constant:
|
||||||
0:17 3 (const uint)
|
0:17 3 (const uint)
|
||||||
0:19 Test condition and select ( temp void)
|
0:19 Test condition and select ( temp void)
|
||||||
0:19 Condition
|
0:19 Condition
|
||||||
0:19 ival: direct index for structure (layout( offset=0) uniform int)
|
0:19 ival: direct index for structure ( uniform int)
|
||||||
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 0 (const uint)
|
0:19 0 (const uint)
|
||||||
0:19 true case is null
|
0:19 true case is null
|
||||||
0:20 Test condition and select ( temp void)
|
0:20 Test condition and select ( temp void)
|
||||||
0:20 Condition
|
0:20 Condition
|
||||||
0:20 fval: direct index for structure (layout( offset=32) uniform float)
|
0:20 fval: direct index for structure ( uniform float)
|
||||||
0:20 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:20 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:20 Constant:
|
0:20 Constant:
|
||||||
0:20 2 (const uint)
|
0:20 2 (const uint)
|
||||||
0:20 true case is null
|
0:20 true case is null
|
||||||
@ -47,8 +47,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:21 Condition
|
0:21 Condition
|
||||||
0:21 Negate conditional ( temp bool)
|
0:21 Negate conditional ( temp bool)
|
||||||
0:21 Convert int to bool ( temp bool)
|
0:21 Convert int to bool ( temp bool)
|
||||||
0:21 ival: direct index for structure (layout( offset=0) uniform int)
|
0:21 ival: direct index for structure ( uniform int)
|
||||||
0:21 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:21 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:21 Constant:
|
0:21 Constant:
|
||||||
0:21 0 (const uint)
|
0:21 0 (const uint)
|
||||||
0:21 true case is null
|
0:21 true case is null
|
||||||
@ -56,8 +56,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:22 Condition
|
0:22 Condition
|
||||||
0:22 Negate conditional ( temp bool)
|
0:22 Negate conditional ( temp bool)
|
||||||
0:22 Convert float to bool ( temp bool)
|
0:22 Convert float to bool ( temp bool)
|
||||||
0:22 fval: direct index for structure (layout( offset=32) uniform float)
|
0:22 fval: direct index for structure ( uniform float)
|
||||||
0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:22 Constant:
|
0:22 Constant:
|
||||||
0:22 2 (const uint)
|
0:22 2 (const uint)
|
||||||
0:22 true case is null
|
0:22 true case is null
|
||||||
@ -84,8 +84,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:12 Constant:
|
0:12 Constant:
|
||||||
0:12 0 (const int)
|
0:12 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -99,39 +99,39 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:13 Negate conditional ( temp bool)
|
0:13 Negate conditional ( temp bool)
|
||||||
0:13 Convert int to bool ( temp bool)
|
0:13 Convert int to bool ( temp bool)
|
||||||
0:13 ival: direct index for structure (layout( offset=0) uniform int)
|
0:13 ival: direct index for structure ( uniform int)
|
||||||
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:13 Constant:
|
0:13 Constant:
|
||||||
0:13 0 (const uint)
|
0:13 0 (const uint)
|
||||||
0:14 Negate conditional ( temp 4-component vector of bool)
|
0:14 Negate conditional ( temp 4-component vector of bool)
|
||||||
0:14 Convert int to bool ( temp 4-component vector of bool)
|
0:14 Convert int to bool ( temp 4-component vector of bool)
|
||||||
0:14 ival4: direct index for structure (layout( offset=16) uniform 4-component vector of int)
|
0:14 ival4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 1 (const uint)
|
0:14 1 (const uint)
|
||||||
0:16 Negate conditional ( temp bool)
|
0:16 Negate conditional ( temp bool)
|
||||||
0:16 Convert float to bool ( temp bool)
|
0:16 Convert float to bool ( temp bool)
|
||||||
0:16 fval: direct index for structure (layout( offset=32) uniform float)
|
0:16 fval: direct index for structure ( uniform float)
|
||||||
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 2 (const uint)
|
0:16 2 (const uint)
|
||||||
0:17 Negate conditional ( temp 4-component vector of bool)
|
0:17 Negate conditional ( temp 4-component vector of bool)
|
||||||
0:17 Convert float to bool ( temp 4-component vector of bool)
|
0:17 Convert float to bool ( temp 4-component vector of bool)
|
||||||
0:17 fval4: direct index for structure (layout( offset=48) uniform 4-component vector of float)
|
0:17 fval4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:17 Constant:
|
0:17 Constant:
|
||||||
0:17 3 (const uint)
|
0:17 3 (const uint)
|
||||||
0:19 Test condition and select ( temp void)
|
0:19 Test condition and select ( temp void)
|
||||||
0:19 Condition
|
0:19 Condition
|
||||||
0:19 ival: direct index for structure (layout( offset=0) uniform int)
|
0:19 ival: direct index for structure ( uniform int)
|
||||||
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 0 (const uint)
|
0:19 0 (const uint)
|
||||||
0:19 true case is null
|
0:19 true case is null
|
||||||
0:20 Test condition and select ( temp void)
|
0:20 Test condition and select ( temp void)
|
||||||
0:20 Condition
|
0:20 Condition
|
||||||
0:20 fval: direct index for structure (layout( offset=32) uniform float)
|
0:20 fval: direct index for structure ( uniform float)
|
||||||
0:20 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:20 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:20 Constant:
|
0:20 Constant:
|
||||||
0:20 2 (const uint)
|
0:20 2 (const uint)
|
||||||
0:20 true case is null
|
0:20 true case is null
|
||||||
@ -139,8 +139,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:21 Condition
|
0:21 Condition
|
||||||
0:21 Negate conditional ( temp bool)
|
0:21 Negate conditional ( temp bool)
|
||||||
0:21 Convert int to bool ( temp bool)
|
0:21 Convert int to bool ( temp bool)
|
||||||
0:21 ival: direct index for structure (layout( offset=0) uniform int)
|
0:21 ival: direct index for structure ( uniform int)
|
||||||
0:21 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:21 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:21 Constant:
|
0:21 Constant:
|
||||||
0:21 0 (const uint)
|
0:21 0 (const uint)
|
||||||
0:21 true case is null
|
0:21 true case is null
|
||||||
@ -148,8 +148,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:22 Condition
|
0:22 Condition
|
||||||
0:22 Negate conditional ( temp bool)
|
0:22 Negate conditional ( temp bool)
|
||||||
0:22 Convert float to bool ( temp bool)
|
0:22 Convert float to bool ( temp bool)
|
||||||
0:22 fval: direct index for structure (layout( offset=32) uniform float)
|
0:22 fval: direct index for structure ( uniform float)
|
||||||
0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:22 Constant:
|
0:22 Constant:
|
||||||
0:22 2 (const uint)
|
0:22 2 (const uint)
|
||||||
0:22 true case is null
|
0:22 true case is null
|
||||||
@ -176,8 +176,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:12 Constant:
|
0:12 Constant:
|
||||||
0:12 0 (const int)
|
0:12 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -10,7 +10,7 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Branch: Return with expression
|
0:10 Branch: Return with expression
|
||||||
0:10 'inFloat1' ( in 1-component vector of float)
|
0:10 'inFloat1' ( in 1-component vector of float)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 1-component vector of float f1, layout( offset=16) uniform 1X1 matrix of float fmat11, layout( offset=32) uniform 4X1 matrix of float fmat41, layout( offset=48) uniform 1X2 matrix of float fmat12, layout( offset=80) uniform 2X3 matrix of double dmat23, layout( offset=128) uniform 4X4 matrix of int int44})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 1-component vector of float f1, uniform 1X1 matrix of float fmat11, uniform 4X1 matrix of float fmat41, uniform 1X2 matrix of float fmat12, uniform 2X3 matrix of double dmat23, uniform 4X4 matrix of int int44})
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -28,7 +28,7 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Branch: Return with expression
|
0:10 Branch: Return with expression
|
||||||
0:10 'inFloat1' ( in 1-component vector of float)
|
0:10 'inFloat1' ( in 1-component vector of float)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 1-component vector of float f1, layout( offset=16) uniform 1X1 matrix of float fmat11, layout( offset=32) uniform 4X1 matrix of float fmat41, layout( offset=48) uniform 1X2 matrix of float fmat12, layout( offset=80) uniform 2X3 matrix of double dmat23, layout( offset=128) uniform 4X4 matrix of int int44})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 1-component vector of float f1, uniform 1X1 matrix of float fmat11, uniform 4X1 matrix of float fmat41, uniform 1X2 matrix of float fmat12, uniform 2X3 matrix of double dmat23, uniform 4X4 matrix of int int44})
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -94,20 +94,20 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 23.000000
|
0:43 23.000000
|
||||||
0:43 24.000000
|
0:43 24.000000
|
||||||
0:43 25.000000
|
0:43 25.000000
|
||||||
0:43 idx: direct index for structure (layout( offset=0) uniform int)
|
0:43 idx: direct index for structure ( uniform int)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 0 (const uint)
|
0:43 0 (const uint)
|
||||||
0:44 Sequence
|
0:44 Sequence
|
||||||
0:44 move second child to first child ( temp 2-component vector of float)
|
0:44 move second child to first child ( temp 2-component vector of float)
|
||||||
0:44 'r0c' ( temp 2-component vector of float)
|
0:44 'r0c' ( temp 2-component vector of float)
|
||||||
0:44 indirect index (layout( offset=16) temp 2-component vector of float)
|
0:44 indirect index ( temp 2-component vector of float)
|
||||||
0:44 um: direct index for structure (layout( offset=16) uniform 3X2 matrix of float)
|
0:44 um: direct index for structure ( uniform 3X2 matrix of float)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 1 (const uint)
|
0:44 1 (const uint)
|
||||||
0:44 idx: direct index for structure (layout( offset=0) uniform int)
|
0:44 idx: direct index for structure ( uniform int)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 0 (const uint)
|
0:44 0 (const uint)
|
||||||
0:47 move second child to first child ( temp 4-component vector of float)
|
0:47 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -130,8 +130,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const int)
|
0:10 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -232,20 +232,20 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 23.000000
|
0:43 23.000000
|
||||||
0:43 24.000000
|
0:43 24.000000
|
||||||
0:43 25.000000
|
0:43 25.000000
|
||||||
0:43 idx: direct index for structure (layout( offset=0) uniform int)
|
0:43 idx: direct index for structure ( uniform int)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 0 (const uint)
|
0:43 0 (const uint)
|
||||||
0:44 Sequence
|
0:44 Sequence
|
||||||
0:44 move second child to first child ( temp 2-component vector of float)
|
0:44 move second child to first child ( temp 2-component vector of float)
|
||||||
0:44 'r0c' ( temp 2-component vector of float)
|
0:44 'r0c' ( temp 2-component vector of float)
|
||||||
0:44 indirect index (layout( offset=16) temp 2-component vector of float)
|
0:44 indirect index ( temp 2-component vector of float)
|
||||||
0:44 um: direct index for structure (layout( offset=16) uniform 3X2 matrix of float)
|
0:44 um: direct index for structure ( uniform 3X2 matrix of float)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 1 (const uint)
|
0:44 1 (const uint)
|
||||||
0:44 idx: direct index for structure (layout( offset=0) uniform int)
|
0:44 idx: direct index for structure ( uniform int)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 0 (const uint)
|
0:44 0 (const uint)
|
||||||
0:47 move second child to first child ( temp 4-component vector of float)
|
0:47 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -268,8 +268,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:10 Constant:
|
0:10 Constant:
|
||||||
0:10 0 (const int)
|
0:10 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -43,8 +43,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:9 Constant:
|
0:9 Constant:
|
||||||
0:9 0 (const int)
|
0:9 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform mediump float b1a, uniform mediump float b1b})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform mediump float b1a, layout( offset=4) uniform mediump float b1b})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -94,8 +94,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:9 Constant:
|
0:9 Constant:
|
||||||
0:9 0 (const int)
|
0:9 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform mediump float b1a, uniform mediump float b1b})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform mediump float b1a, layout( offset=4) uniform mediump float b1b})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 101 (const int)
|
0:43 101 (const int)
|
||||||
0:43 101 (const int)
|
0:43 101 (const int)
|
||||||
0:43 101 (const int)
|
0:43 101 (const int)
|
||||||
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 0 (const uint)
|
0:43 0 (const uint)
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
@ -115,8 +115,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:44 102 (const int)
|
0:44 102 (const int)
|
||||||
0:44 102 (const int)
|
0:44 102 (const int)
|
||||||
0:44 102 (const int)
|
0:44 102 (const int)
|
||||||
0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:44 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 0 (const uint)
|
0:44 0 (const uint)
|
||||||
0:44 'myarray' ( temp 2-element array of int)
|
0:44 'myarray' ( temp 2-element array of int)
|
||||||
@ -128,8 +128,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:45 103 (const int)
|
0:45 103 (const int)
|
||||||
0:45 103 (const int)
|
0:45 103 (const int)
|
||||||
0:45 103 (const int)
|
0:45 103 (const int)
|
||||||
0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:45 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 0 (const uint)
|
0:45 0 (const uint)
|
||||||
0:45 'myarray' ( temp 2-element array of int)
|
0:45 'myarray' ( temp 2-element array of int)
|
||||||
@ -178,11 +178,11 @@ gl_FragCoord origin is upper left
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
0:36 Function Call: @main( ( temp 4-component vector of int)
|
0:36 Function Call: @main( ( temp 4-component vector of int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
|
||||||
0:? 'cia' ( const int)
|
0:? 'cia' ( const int)
|
||||||
0:? -4 (const int)
|
0:? -4 (const int)
|
||||||
0:? 'cib' ( const int)
|
0:? 'cib' ( const int)
|
||||||
0:? -42 (const int)
|
0:? -42 (const int)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
|
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
|
|
||||||
|
|
||||||
@ -290,8 +290,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:43 101 (const int)
|
0:43 101 (const int)
|
||||||
0:43 101 (const int)
|
0:43 101 (const int)
|
||||||
0:43 101 (const int)
|
0:43 101 (const int)
|
||||||
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 0 (const uint)
|
0:43 0 (const uint)
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:44 102 (const int)
|
0:44 102 (const int)
|
||||||
0:44 102 (const int)
|
0:44 102 (const int)
|
||||||
0:44 102 (const int)
|
0:44 102 (const int)
|
||||||
0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:44 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
|
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
|
||||||
0:44 Constant:
|
0:44 Constant:
|
||||||
0:44 0 (const uint)
|
0:44 0 (const uint)
|
||||||
0:44 'myarray' ( temp 2-element array of int)
|
0:44 'myarray' ( temp 2-element array of int)
|
||||||
@ -318,8 +318,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:45 103 (const int)
|
0:45 103 (const int)
|
||||||
0:45 103 (const int)
|
0:45 103 (const int)
|
||||||
0:45 103 (const int)
|
0:45 103 (const int)
|
||||||
0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:45 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
|
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
|
||||||
0:45 Constant:
|
0:45 Constant:
|
||||||
0:45 0 (const uint)
|
0:45 0 (const uint)
|
||||||
0:45 'myarray' ( temp 2-element array of int)
|
0:45 'myarray' ( temp 2-element array of int)
|
||||||
@ -368,11 +368,11 @@ gl_FragCoord origin is upper left
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
0:36 Function Call: @main( ( temp 4-component vector of int)
|
0:36 Function Call: @main( ( temp 4-component vector of int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
|
||||||
0:? 'cia' ( const int)
|
0:? 'cia' ( const int)
|
||||||
0:? -4 (const int)
|
0:? -4 (const int)
|
||||||
0:? 'cib' ( const int)
|
0:? 'cib' ( const int)
|
||||||
0:? -42 (const int)
|
0:? -42 (const int)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
|
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
|
@ -101,8 +101,8 @@ ERROR: node is still EOpNull!
|
|||||||
0:41 101 (const int)
|
0:41 101 (const int)
|
||||||
0:41 101 (const int)
|
0:41 101 (const int)
|
||||||
0:41 101 (const int)
|
0:41 101 (const int)
|
||||||
0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:41 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 0 (const uint)
|
0:41 0 (const uint)
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
@ -116,8 +116,8 @@ ERROR: node is still EOpNull!
|
|||||||
0:42 102 (const int)
|
0:42 102 (const int)
|
||||||
0:42 102 (const int)
|
0:42 102 (const int)
|
||||||
0:42 102 (const int)
|
0:42 102 (const int)
|
||||||
0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:42 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 0 (const uint)
|
0:42 0 (const uint)
|
||||||
0:42 'myarray' ( temp 2-element array of int)
|
0:42 'myarray' ( temp 2-element array of int)
|
||||||
@ -129,8 +129,8 @@ ERROR: node is still EOpNull!
|
|||||||
0:43 103 (const int)
|
0:43 103 (const int)
|
||||||
0:43 103 (const int)
|
0:43 103 (const int)
|
||||||
0:43 103 (const int)
|
0:43 103 (const int)
|
||||||
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 0 (const uint)
|
0:43 0 (const uint)
|
||||||
0:43 'myarray' ( temp 2-element array of int)
|
0:43 'myarray' ( temp 2-element array of int)
|
||||||
@ -185,11 +185,11 @@ ERROR: node is still EOpNull!
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
0:37 Function Call: @main( ( temp 4-component vector of int)
|
0:37 Function Call: @main( ( temp 4-component vector of int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
|
||||||
0:? 'cia' ( const int)
|
0:? 'cia' ( const int)
|
||||||
0:? -4 (const int)
|
0:? -4 (const int)
|
||||||
0:? 'cib' ( const int)
|
0:? 'cib' ( const int)
|
||||||
0:? -42 (const int)
|
0:? -42 (const int)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
|
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
|
|
||||||
|
|
||||||
@ -291,8 +291,8 @@ ERROR: node is still EOpNull!
|
|||||||
0:41 101 (const int)
|
0:41 101 (const int)
|
||||||
0:41 101 (const int)
|
0:41 101 (const int)
|
||||||
0:41 101 (const int)
|
0:41 101 (const int)
|
||||||
0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:41 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
|
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
|
||||||
0:41 Constant:
|
0:41 Constant:
|
||||||
0:41 0 (const uint)
|
0:41 0 (const uint)
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
@ -306,8 +306,8 @@ ERROR: node is still EOpNull!
|
|||||||
0:42 102 (const int)
|
0:42 102 (const int)
|
||||||
0:42 102 (const int)
|
0:42 102 (const int)
|
||||||
0:42 102 (const int)
|
0:42 102 (const int)
|
||||||
0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:42 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 0 (const uint)
|
0:42 0 (const uint)
|
||||||
0:42 'myarray' ( temp 2-element array of int)
|
0:42 'myarray' ( temp 2-element array of int)
|
||||||
@ -319,8 +319,8 @@ ERROR: node is still EOpNull!
|
|||||||
0:43 103 (const int)
|
0:43 103 (const int)
|
||||||
0:43 103 (const int)
|
0:43 103 (const int)
|
||||||
0:43 103 (const int)
|
0:43 103 (const int)
|
||||||
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
|
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
|
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
|
||||||
0:43 Constant:
|
0:43 Constant:
|
||||||
0:43 0 (const uint)
|
0:43 0 (const uint)
|
||||||
0:43 'myarray' ( temp 2-element array of int)
|
0:43 'myarray' ( temp 2-element array of int)
|
||||||
@ -375,11 +375,11 @@ ERROR: node is still EOpNull!
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
0:37 Function Call: @main( ( temp 4-component vector of int)
|
0:37 Function Call: @main( ( temp 4-component vector of int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
|
||||||
0:? 'cia' ( const int)
|
0:? 'cia' ( const int)
|
||||||
0:? -4 (const int)
|
0:? -4 (const int)
|
||||||
0:? 'cib' ( const int)
|
0:? 'cib' ( const int)
|
||||||
0:? -42 (const int)
|
0:? -42 (const int)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
|
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
|
||||||
|
|
||||||
SPIR-V is not generated for failed compile or link
|
SPIR-V is not generated for failed compile or link
|
||||||
|
@ -7,42 +7,42 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:15 mod ( temp float)
|
0:15 mod ( temp float)
|
||||||
0:15 Convert int to float ( temp float)
|
0:15 Convert int to float ( temp float)
|
||||||
0:15 ival: direct index for structure (layout( offset=32) uniform int)
|
0:15 ival: direct index for structure ( uniform int)
|
||||||
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 2 (const uint)
|
0:15 2 (const uint)
|
||||||
0:15 fval: direct index for structure (layout( offset=64) uniform float)
|
0:15 fval: direct index for structure ( uniform float)
|
||||||
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 4 (const uint)
|
0:15 4 (const uint)
|
||||||
0:16 mod ( temp 4-component vector of float)
|
0:16 mod ( temp 4-component vector of float)
|
||||||
0:16 Convert int to float ( temp 4-component vector of float)
|
0:16 Convert int to float ( temp 4-component vector of float)
|
||||||
0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int)
|
0:16 ival4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 3 (const uint)
|
0:16 3 (const uint)
|
||||||
0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
|
0:16 fval4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 5 (const uint)
|
0:16 5 (const uint)
|
||||||
0:18 mod ( temp float)
|
0:18 mod ( temp float)
|
||||||
0:18 Convert bool to float ( temp float)
|
0:18 Convert bool to float ( temp float)
|
||||||
0:18 bval: direct index for structure (layout( offset=0) uniform bool)
|
0:18 bval: direct index for structure ( uniform bool)
|
||||||
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:18 Constant:
|
0:18 Constant:
|
||||||
0:18 0 (const uint)
|
0:18 0 (const uint)
|
||||||
0:18 fval: direct index for structure (layout( offset=64) uniform float)
|
0:18 fval: direct index for structure ( uniform float)
|
||||||
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:18 Constant:
|
0:18 Constant:
|
||||||
0:18 4 (const uint)
|
0:18 4 (const uint)
|
||||||
0:19 mod ( temp 4-component vector of float)
|
0:19 mod ( temp 4-component vector of float)
|
||||||
0:19 Convert bool to float ( temp 4-component vector of float)
|
0:19 Convert bool to float ( temp 4-component vector of float)
|
||||||
0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:19 bval4: direct index for structure ( uniform 4-component vector of bool)
|
||||||
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 1 (const uint)
|
0:19 1 (const uint)
|
||||||
0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
|
0:19 fval4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 5 (const uint)
|
0:19 5 (const uint)
|
||||||
0:21 Sequence
|
0:21 Sequence
|
||||||
@ -53,8 +53,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:22 mod second child into first child ( temp int)
|
0:22 mod second child into first child ( temp int)
|
||||||
0:22 'l_int' ( temp int)
|
0:22 'l_int' ( temp int)
|
||||||
0:22 Convert float to int ( temp int)
|
0:22 Convert float to int ( temp int)
|
||||||
0:22 fval: direct index for structure (layout( offset=64) uniform float)
|
0:22 fval: direct index for structure ( uniform float)
|
||||||
0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:22 Constant:
|
0:22 Constant:
|
||||||
0:22 4 (const uint)
|
0:22 4 (const uint)
|
||||||
0:25 move second child to first child ( temp 4-component vector of float)
|
0:25 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -80,8 +80,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 0 (const int)
|
0:14 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -95,42 +95,42 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:15 mod ( temp float)
|
0:15 mod ( temp float)
|
||||||
0:15 Convert int to float ( temp float)
|
0:15 Convert int to float ( temp float)
|
||||||
0:15 ival: direct index for structure (layout( offset=32) uniform int)
|
0:15 ival: direct index for structure ( uniform int)
|
||||||
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 2 (const uint)
|
0:15 2 (const uint)
|
||||||
0:15 fval: direct index for structure (layout( offset=64) uniform float)
|
0:15 fval: direct index for structure ( uniform float)
|
||||||
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 4 (const uint)
|
0:15 4 (const uint)
|
||||||
0:16 mod ( temp 4-component vector of float)
|
0:16 mod ( temp 4-component vector of float)
|
||||||
0:16 Convert int to float ( temp 4-component vector of float)
|
0:16 Convert int to float ( temp 4-component vector of float)
|
||||||
0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int)
|
0:16 ival4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 3 (const uint)
|
0:16 3 (const uint)
|
||||||
0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
|
0:16 fval4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:16 Constant:
|
0:16 Constant:
|
||||||
0:16 5 (const uint)
|
0:16 5 (const uint)
|
||||||
0:18 mod ( temp float)
|
0:18 mod ( temp float)
|
||||||
0:18 Convert bool to float ( temp float)
|
0:18 Convert bool to float ( temp float)
|
||||||
0:18 bval: direct index for structure (layout( offset=0) uniform bool)
|
0:18 bval: direct index for structure ( uniform bool)
|
||||||
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:18 Constant:
|
0:18 Constant:
|
||||||
0:18 0 (const uint)
|
0:18 0 (const uint)
|
||||||
0:18 fval: direct index for structure (layout( offset=64) uniform float)
|
0:18 fval: direct index for structure ( uniform float)
|
||||||
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:18 Constant:
|
0:18 Constant:
|
||||||
0:18 4 (const uint)
|
0:18 4 (const uint)
|
||||||
0:19 mod ( temp 4-component vector of float)
|
0:19 mod ( temp 4-component vector of float)
|
||||||
0:19 Convert bool to float ( temp 4-component vector of float)
|
0:19 Convert bool to float ( temp 4-component vector of float)
|
||||||
0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
|
0:19 bval4: direct index for structure ( uniform 4-component vector of bool)
|
||||||
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 1 (const uint)
|
0:19 1 (const uint)
|
||||||
0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
|
0:19 fval4: direct index for structure ( uniform 4-component vector of float)
|
||||||
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:19 Constant:
|
0:19 Constant:
|
||||||
0:19 5 (const uint)
|
0:19 5 (const uint)
|
||||||
0:21 Sequence
|
0:21 Sequence
|
||||||
@ -141,8 +141,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:22 mod second child into first child ( temp int)
|
0:22 mod second child into first child ( temp int)
|
||||||
0:22 'l_int' ( temp int)
|
0:22 'l_int' ( temp int)
|
||||||
0:22 Convert float to int ( temp int)
|
0:22 Convert float to int ( temp int)
|
||||||
0:22 fval: direct index for structure (layout( offset=64) uniform float)
|
0:22 fval: direct index for structure ( uniform float)
|
||||||
0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:22 Constant:
|
0:22 Constant:
|
||||||
0:22 4 (const uint)
|
0:22 4 (const uint)
|
||||||
0:25 move second child to first child ( temp 4-component vector of float)
|
0:25 move second child to first child ( temp 4-component vector of float)
|
||||||
@ -168,8 +168,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:14 Constant:
|
0:14 Constant:
|
||||||
0:14 0 (const int)
|
0:14 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -29,8 +29,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:16 0 (const int)
|
0:16 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'TestTexture' ( uniform texture2D)
|
0:? 'TestTexture' ( uniform texture2D)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
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 float TestUF})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -66,8 +66,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:16 0 (const int)
|
0:16 0 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'TestTexture' ( uniform texture2D)
|
0:? 'TestTexture' ( uniform texture2D)
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
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 float TestUF})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -113,11 +113,11 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'input' ( temp 4-component vector of float)
|
0:? 'input' ( temp 4-component vector of float)
|
||||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
|
||||||
0:? 's2' ( global structure{ temp 4-component vector of float i})
|
0:? 's2' ( global structure{ temp 4-component vector of float i})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||||
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
|
|
||||||
0:? 's_ff1' ( in bool Face)
|
0:? 's_ff1' ( in bool Face)
|
||||||
|
|
||||||
|
|
||||||
@ -234,11 +234,11 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'input' ( temp 4-component vector of float)
|
0:? 'input' ( temp 4-component vector of float)
|
||||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
|
||||||
0:? 's2' ( global structure{ temp 4-component vector of float i})
|
0:? 's2' ( global structure{ temp 4-component vector of float i})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||||
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
|
|
||||||
0:? 's_ff1' ( in bool Face)
|
0:? 's_ff1' ( in bool Face)
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
|
@ -45,13 +45,13 @@ using depth_greater
|
|||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 3 (const int)
|
0:15 3 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
|
||||||
|
0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
|
||||||
0:? 'f' (layout( location=0) out float)
|
0:? 'f' (layout( location=0) out float)
|
||||||
0:? 'g' (layout( location=1) out float)
|
0:? 'g' (layout( location=1) out float)
|
||||||
0:? 'd' ( out float FragDepth)
|
0:? 'd' ( out float FragDepth)
|
||||||
0:? 'normal' (layout( location=2) out 4-component vector of float)
|
0:? 'normal' (layout( location=2) out 4-component vector of float)
|
||||||
0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal})
|
0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal})
|
||||||
0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
|
|
||||||
|
|
||||||
|
|
||||||
Linked fragment stage:
|
Linked fragment stage:
|
||||||
@ -103,13 +103,13 @@ using depth_greater
|
|||||||
0:15 Constant:
|
0:15 Constant:
|
||||||
0:15 3 (const int)
|
0:15 3 (const int)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
|
||||||
|
0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
|
||||||
0:? 'f' (layout( location=0) out float)
|
0:? 'f' (layout( location=0) out float)
|
||||||
0:? 'g' (layout( location=1) out float)
|
0:? 'g' (layout( location=1) out float)
|
||||||
0:? 'd' ( out float FragDepth)
|
0:? 'd' ( out float FragDepth)
|
||||||
0:? 'normal' (layout( location=2) out 4-component vector of float)
|
0:? 'normal' (layout( location=2) out 4-component vector of float)
|
||||||
0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal})
|
0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal})
|
||||||
0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
@ -148,16 +148,16 @@ using depth_greater
|
|||||||
MemberName 56(T) 1 "g"
|
MemberName 56(T) 1 "g"
|
||||||
MemberName 56(T) 2 "d"
|
MemberName 56(T) 2 "d"
|
||||||
MemberName 56(T) 3 "normal"
|
MemberName 56(T) 3 "normal"
|
||||||
Name 57 "buff"
|
Name 57 "$Global"
|
||||||
MemberName 57(buff) 0 "t"
|
MemberName 57($Global) 0 "s"
|
||||||
Name 59 ""
|
Name 59 ""
|
||||||
Name 60 "T"
|
Name 60 "T"
|
||||||
MemberName 60(T) 0 "f"
|
MemberName 60(T) 0 "f"
|
||||||
MemberName 60(T) 1 "g"
|
MemberName 60(T) 1 "g"
|
||||||
MemberName 60(T) 2 "d"
|
MemberName 60(T) 2 "d"
|
||||||
MemberName 60(T) 3 "normal"
|
MemberName 60(T) 3 "normal"
|
||||||
Name 61 "$Global"
|
Name 61 "buff"
|
||||||
MemberName 61($Global) 0 "s"
|
MemberName 61(buff) 0 "t"
|
||||||
Name 63 ""
|
Name 63 ""
|
||||||
MemberDecorate 19(T) 1 Centroid
|
MemberDecorate 19(T) 1 Centroid
|
||||||
Decorate 21(t) Location 0
|
Decorate 21(t) Location 0
|
||||||
@ -165,19 +165,19 @@ using depth_greater
|
|||||||
Decorate 46(g) Location 1
|
Decorate 46(g) Location 1
|
||||||
Decorate 49(d) BuiltIn FragDepth
|
Decorate 49(d) BuiltIn FragDepth
|
||||||
Decorate 53(normal) Location 2
|
Decorate 53(normal) Location 2
|
||||||
MemberDecorate 56(T) 0 Offset 0
|
MemberDecorate 56(T) 0 Offset 68
|
||||||
MemberDecorate 56(T) 1 Offset 4
|
MemberDecorate 56(T) 1 Offset 72
|
||||||
MemberDecorate 56(T) 2 Offset 8
|
MemberDecorate 56(T) 2 Offset 76
|
||||||
MemberDecorate 56(T) 3 Offset 16
|
MemberDecorate 56(T) 3 Offset 80
|
||||||
MemberDecorate 57(buff) 0 Offset 96
|
MemberDecorate 57($Global) 0 Offset 0
|
||||||
Decorate 57(buff) Block
|
Decorate 57($Global) Block
|
||||||
Decorate 59 DescriptorSet 0
|
Decorate 59 DescriptorSet 0
|
||||||
MemberDecorate 60(T) 0 Offset 68
|
MemberDecorate 60(T) 0 Offset 0
|
||||||
MemberDecorate 60(T) 1 Offset 72
|
MemberDecorate 60(T) 1 Offset 4
|
||||||
MemberDecorate 60(T) 2 Offset 76
|
MemberDecorate 60(T) 2 Offset 8
|
||||||
MemberDecorate 60(T) 3 Offset 80
|
MemberDecorate 60(T) 3 Offset 16
|
||||||
MemberDecorate 61($Global) 0 Offset 0
|
MemberDecorate 61(buff) 0 Offset 96
|
||||||
Decorate 61($Global) Block
|
Decorate 61(buff) Block
|
||||||
Decorate 63 DescriptorSet 0
|
Decorate 63 DescriptorSet 0
|
||||||
2: TypeVoid
|
2: TypeVoid
|
||||||
3: TypeFunction 2
|
3: TypeFunction 2
|
||||||
@ -203,12 +203,12 @@ using depth_greater
|
|||||||
52: TypePointer Output 7(fvec4)
|
52: TypePointer Output 7(fvec4)
|
||||||
53(normal): 52(ptr) Variable Output
|
53(normal): 52(ptr) Variable Output
|
||||||
56(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
|
56(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
|
||||||
57(buff): TypeStruct 56(T)
|
57($Global): TypeStruct 56(T)
|
||||||
58: TypePointer Uniform 57(buff)
|
58: TypePointer Uniform 57($Global)
|
||||||
59: 58(ptr) Variable Uniform
|
59: 58(ptr) Variable Uniform
|
||||||
60(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
|
60(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
|
||||||
61($Global): TypeStruct 60(T)
|
61(buff): TypeStruct 60(T)
|
||||||
62: TypePointer Uniform 61($Global)
|
62: TypePointer Uniform 61(buff)
|
||||||
63: 62(ptr) Variable Uniform
|
63: 62(ptr) Variable Uniform
|
||||||
4(main): 2 Function None 3
|
4(main): 2 Function None 3
|
||||||
5: Label
|
5: Label
|
||||||
|
@ -25,8 +25,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:42 Branch: Return with expression
|
0:42 Branch: Return with expression
|
||||||
0:42 Convert int to float ( temp 4-component vector of float)
|
0:42 Convert int to float ( temp 4-component vector of float)
|
||||||
0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:42 c4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:42 '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})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 3 (const uint)
|
0:42 3 (const uint)
|
||||||
0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
|
0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
|
||||||
@ -34,8 +34,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:49 textureFetch ( temp 4-component vector of float)
|
0:49 textureFetch ( temp 4-component vector of float)
|
||||||
0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:49 c1: direct index for structure (layout( offset=0) uniform int)
|
0:49 c1: direct index for structure ( uniform int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 0 (const uint)
|
0:49 0 (const uint)
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
@ -45,8 +45,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:51 'r00' ( temp 4-component vector of float)
|
0:51 'r00' ( temp 4-component vector of float)
|
||||||
0:51 textureFetch ( temp 4-component vector of float)
|
0:51 textureFetch ( temp 4-component vector of float)
|
||||||
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:51 c1: direct index for structure (layout( offset=0) uniform int)
|
0:51 c1: direct index for structure ( uniform int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 0 (const uint)
|
0:51 0 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -56,8 +56,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 'r01' ( temp 4-component vector of int)
|
0:52 'r01' ( temp 4-component vector of int)
|
||||||
0:52 textureFetch ( temp 4-component vector of int)
|
0:52 textureFetch ( temp 4-component vector of int)
|
||||||
0:52 'g_tTex1di4' ( uniform itexture1D)
|
0:52 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:52 c1: direct index for structure (layout( offset=0) uniform int)
|
0:52 c1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 0 (const uint)
|
0:52 0 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -67,8 +67,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 'r02' ( temp 4-component vector of uint)
|
0:53 'r02' ( temp 4-component vector of uint)
|
||||||
0:53 textureFetch ( temp 4-component vector of uint)
|
0:53 textureFetch ( temp 4-component vector of uint)
|
||||||
0:53 'g_tTex1du4' ( uniform utexture1D)
|
0:53 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:53 c1: direct index for structure (layout( offset=0) uniform int)
|
0:53 c1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 0 (const uint)
|
0:53 0 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -78,8 +78,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:56 'r10' ( temp 4-component vector of float)
|
0:56 'r10' ( temp 4-component vector of float)
|
||||||
0:56 textureFetch ( temp 4-component vector of float)
|
0:56 textureFetch ( temp 4-component vector of float)
|
||||||
0:56 'g_tTex2df4' ( uniform texture2D)
|
0:56 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:56 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:56 '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})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 1 (const uint)
|
0:56 1 (const uint)
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
@ -89,8 +89,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 'r11' ( temp 4-component vector of int)
|
0:57 'r11' ( temp 4-component vector of int)
|
||||||
0:57 textureFetch ( temp 4-component vector of int)
|
0:57 textureFetch ( temp 4-component vector of int)
|
||||||
0:57 'g_tTex2di4' ( uniform itexture2D)
|
0:57 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:57 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:57 c2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 1 (const uint)
|
0:57 1 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 'r12' ( temp 4-component vector of uint)
|
0:58 'r12' ( temp 4-component vector of uint)
|
||||||
0:58 textureFetch ( temp 4-component vector of uint)
|
0:58 textureFetch ( temp 4-component vector of uint)
|
||||||
0:58 'g_tTex2du4' ( uniform utexture2D)
|
0:58 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:58 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:58 c2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 1 (const uint)
|
0:58 1 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -111,8 +111,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:61 'r20' ( temp 4-component vector of float)
|
0:61 'r20' ( temp 4-component vector of float)
|
||||||
0:61 textureFetch ( temp 4-component vector of float)
|
0:61 textureFetch ( temp 4-component vector of float)
|
||||||
0:61 'g_tTex3df4' ( uniform texture3D)
|
0:61 'g_tTex3df4' ( uniform texture3D)
|
||||||
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:61 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:61 '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})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 2 (const uint)
|
0:61 2 (const uint)
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
@ -122,8 +122,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 'r21' ( temp 4-component vector of int)
|
0:62 'r21' ( temp 4-component vector of int)
|
||||||
0:62 textureFetch ( temp 4-component vector of int)
|
0:62 textureFetch ( temp 4-component vector of int)
|
||||||
0:62 'g_tTex3di4' ( uniform itexture3D)
|
0:62 'g_tTex3di4' ( uniform itexture3D)
|
||||||
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:62 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const uint)
|
0:62 2 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
@ -133,8 +133,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 'r22' ( temp 4-component vector of uint)
|
0:63 'r22' ( temp 4-component vector of uint)
|
||||||
0:63 textureFetch ( temp 4-component vector of uint)
|
0:63 textureFetch ( temp 4-component vector of uint)
|
||||||
0:63 'g_tTex3du4' ( uniform utexture3D)
|
0:63 'g_tTex3du4' ( uniform utexture3D)
|
||||||
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:63 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const uint)
|
0:63 2 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
|
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
|
||||||
0:66 textureFetch ( temp 4-component vector of float)
|
0:66 textureFetch ( temp 4-component vector of float)
|
||||||
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:66 c1: direct index for structure (layout( offset=0) uniform int)
|
0:66 c1: direct index for structure ( uniform int)
|
||||||
0:66 '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})
|
0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:66 Constant:
|
0:66 Constant:
|
||||||
0:66 0 (const uint)
|
0:66 0 (const uint)
|
||||||
0:66 Constant:
|
0:66 Constant:
|
||||||
@ -151,8 +151,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
|
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
|
||||||
0:67 textureFetch ( temp 4-component vector of int)
|
0:67 textureFetch ( temp 4-component vector of int)
|
||||||
0:67 'g_tTex1di4' ( uniform itexture1D)
|
0:67 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:67 c1: direct index for structure (layout( offset=0) uniform int)
|
0:67 c1: direct index for structure ( uniform int)
|
||||||
0:67 '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})
|
0:67 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:67 Constant:
|
0:67 Constant:
|
||||||
0:67 0 (const uint)
|
0:67 0 (const uint)
|
||||||
0:67 Constant:
|
0:67 Constant:
|
||||||
@ -160,8 +160,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
|
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
|
||||||
0:68 textureFetch ( temp 4-component vector of uint)
|
0:68 textureFetch ( temp 4-component vector of uint)
|
||||||
0:68 'g_tTex1du4' ( uniform utexture1D)
|
0:68 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:68 c1: direct index for structure (layout( offset=0) uniform int)
|
0:68 c1: direct index for structure ( uniform int)
|
||||||
0:68 '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})
|
0:68 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:68 Constant:
|
0:68 Constant:
|
||||||
0:68 0 (const uint)
|
0:68 0 (const uint)
|
||||||
0:68 Constant:
|
0:68 Constant:
|
||||||
@ -205,7 +205,7 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTex2df4a' ( uniform texture2DArray)
|
0:? 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
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:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
|
|
||||||
|
|
||||||
@ -238,8 +238,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:42 Branch: Return with expression
|
0:42 Branch: Return with expression
|
||||||
0:42 Convert int to float ( temp 4-component vector of float)
|
0:42 Convert int to float ( temp 4-component vector of float)
|
||||||
0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
|
0:42 c4: direct index for structure ( uniform 4-component vector of int)
|
||||||
0:42 '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})
|
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:42 Constant:
|
0:42 Constant:
|
||||||
0:42 3 (const uint)
|
0:42 3 (const uint)
|
||||||
0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
|
0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
|
||||||
@ -247,8 +247,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:? Sequence
|
0:? Sequence
|
||||||
0:49 textureFetch ( temp 4-component vector of float)
|
0:49 textureFetch ( temp 4-component vector of float)
|
||||||
0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:49 c1: direct index for structure (layout( offset=0) uniform int)
|
0:49 c1: direct index for structure ( uniform int)
|
||||||
0:49 '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})
|
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
0:49 0 (const uint)
|
0:49 0 (const uint)
|
||||||
0:49 Constant:
|
0:49 Constant:
|
||||||
@ -258,8 +258,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:51 'r00' ( temp 4-component vector of float)
|
0:51 'r00' ( temp 4-component vector of float)
|
||||||
0:51 textureFetch ( temp 4-component vector of float)
|
0:51 textureFetch ( temp 4-component vector of float)
|
||||||
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:51 c1: direct index for structure (layout( offset=0) uniform int)
|
0:51 c1: direct index for structure ( uniform int)
|
||||||
0:51 '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})
|
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
0:51 0 (const uint)
|
0:51 0 (const uint)
|
||||||
0:51 Constant:
|
0:51 Constant:
|
||||||
@ -269,8 +269,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:52 'r01' ( temp 4-component vector of int)
|
0:52 'r01' ( temp 4-component vector of int)
|
||||||
0:52 textureFetch ( temp 4-component vector of int)
|
0:52 textureFetch ( temp 4-component vector of int)
|
||||||
0:52 'g_tTex1di4' ( uniform itexture1D)
|
0:52 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:52 c1: direct index for structure (layout( offset=0) uniform int)
|
0:52 c1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
0:52 0 (const uint)
|
0:52 0 (const uint)
|
||||||
0:52 Constant:
|
0:52 Constant:
|
||||||
@ -280,8 +280,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:53 'r02' ( temp 4-component vector of uint)
|
0:53 'r02' ( temp 4-component vector of uint)
|
||||||
0:53 textureFetch ( temp 4-component vector of uint)
|
0:53 textureFetch ( temp 4-component vector of uint)
|
||||||
0:53 'g_tTex1du4' ( uniform utexture1D)
|
0:53 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:53 c1: direct index for structure (layout( offset=0) uniform int)
|
0:53 c1: direct index for structure ( uniform 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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
0:53 0 (const uint)
|
0:53 0 (const uint)
|
||||||
0:53 Constant:
|
0:53 Constant:
|
||||||
@ -291,8 +291,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:56 'r10' ( temp 4-component vector of float)
|
0:56 'r10' ( temp 4-component vector of float)
|
||||||
0:56 textureFetch ( temp 4-component vector of float)
|
0:56 textureFetch ( temp 4-component vector of float)
|
||||||
0:56 'g_tTex2df4' ( uniform texture2D)
|
0:56 'g_tTex2df4' ( uniform texture2D)
|
||||||
0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:56 c2: direct index for structure ( uniform 2-component vector of int)
|
||||||
0:56 '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})
|
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
0:56 1 (const uint)
|
0:56 1 (const uint)
|
||||||
0:56 Constant:
|
0:56 Constant:
|
||||||
@ -302,8 +302,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:57 'r11' ( temp 4-component vector of int)
|
0:57 'r11' ( temp 4-component vector of int)
|
||||||
0:57 textureFetch ( temp 4-component vector of int)
|
0:57 textureFetch ( temp 4-component vector of int)
|
||||||
0:57 'g_tTex2di4' ( uniform itexture2D)
|
0:57 'g_tTex2di4' ( uniform itexture2D)
|
||||||
0:57 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:57 c2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
0:57 1 (const uint)
|
0:57 1 (const uint)
|
||||||
0:57 Constant:
|
0:57 Constant:
|
||||||
@ -313,8 +313,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:58 'r12' ( temp 4-component vector of uint)
|
0:58 'r12' ( temp 4-component vector of uint)
|
||||||
0:58 textureFetch ( temp 4-component vector of uint)
|
0:58 textureFetch ( temp 4-component vector of uint)
|
||||||
0:58 'g_tTex2du4' ( uniform utexture2D)
|
0:58 'g_tTex2du4' ( uniform utexture2D)
|
||||||
0:58 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
|
0:58 c2: direct index for structure ( uniform 2-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
0:58 1 (const uint)
|
0:58 1 (const uint)
|
||||||
0:58 Constant:
|
0:58 Constant:
|
||||||
@ -324,8 +324,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:61 'r20' ( temp 4-component vector of float)
|
0:61 'r20' ( temp 4-component vector of float)
|
||||||
0:61 textureFetch ( temp 4-component vector of float)
|
0:61 textureFetch ( temp 4-component vector of float)
|
||||||
0:61 'g_tTex3df4' ( uniform texture3D)
|
0:61 'g_tTex3df4' ( uniform texture3D)
|
||||||
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:61 c3: direct index for structure ( uniform 3-component vector of int)
|
||||||
0:61 '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})
|
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
0:61 2 (const uint)
|
0:61 2 (const uint)
|
||||||
0:61 Constant:
|
0:61 Constant:
|
||||||
@ -335,8 +335,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:62 'r21' ( temp 4-component vector of int)
|
0:62 'r21' ( temp 4-component vector of int)
|
||||||
0:62 textureFetch ( temp 4-component vector of int)
|
0:62 textureFetch ( temp 4-component vector of int)
|
||||||
0:62 'g_tTex3di4' ( uniform itexture3D)
|
0:62 'g_tTex3di4' ( uniform itexture3D)
|
||||||
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:62 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
0:62 2 (const uint)
|
0:62 2 (const uint)
|
||||||
0:62 Constant:
|
0:62 Constant:
|
||||||
@ -346,8 +346,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:63 'r22' ( temp 4-component vector of uint)
|
0:63 'r22' ( temp 4-component vector of uint)
|
||||||
0:63 textureFetch ( temp 4-component vector of uint)
|
0:63 textureFetch ( temp 4-component vector of uint)
|
||||||
0:63 'g_tTex3du4' ( uniform utexture3D)
|
0:63 'g_tTex3du4' ( uniform utexture3D)
|
||||||
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
0:63 c3: direct index for structure ( uniform 3-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 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
0:63 2 (const uint)
|
0:63 2 (const uint)
|
||||||
0:63 Constant:
|
0:63 Constant:
|
||||||
@ -355,8 +355,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
|
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
|
||||||
0:66 textureFetch ( temp 4-component vector of float)
|
0:66 textureFetch ( temp 4-component vector of float)
|
||||||
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
|
||||||
0:66 c1: direct index for structure (layout( offset=0) uniform int)
|
0:66 c1: direct index for structure ( uniform int)
|
||||||
0:66 '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})
|
0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:66 Constant:
|
0:66 Constant:
|
||||||
0:66 0 (const uint)
|
0:66 0 (const uint)
|
||||||
0:66 Constant:
|
0:66 Constant:
|
||||||
@ -364,8 +364,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
|
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
|
||||||
0:67 textureFetch ( temp 4-component vector of int)
|
0:67 textureFetch ( temp 4-component vector of int)
|
||||||
0:67 'g_tTex1di4' ( uniform itexture1D)
|
0:67 'g_tTex1di4' ( uniform itexture1D)
|
||||||
0:67 c1: direct index for structure (layout( offset=0) uniform int)
|
0:67 c1: direct index for structure ( uniform int)
|
||||||
0:67 '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})
|
0:67 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:67 Constant:
|
0:67 Constant:
|
||||||
0:67 0 (const uint)
|
0:67 0 (const uint)
|
||||||
0:67 Constant:
|
0:67 Constant:
|
||||||
@ -373,8 +373,8 @@ gl_FragCoord origin is upper left
|
|||||||
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
|
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
|
||||||
0:68 textureFetch ( temp 4-component vector of uint)
|
0:68 textureFetch ( temp 4-component vector of uint)
|
||||||
0:68 'g_tTex1du4' ( uniform utexture1D)
|
0:68 'g_tTex1du4' ( uniform utexture1D)
|
||||||
0:68 c1: direct index for structure (layout( offset=0) uniform int)
|
0:68 c1: direct index for structure ( uniform int)
|
||||||
0:68 '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})
|
0:68 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:68 Constant:
|
0:68 Constant:
|
||||||
0:68 0 (const uint)
|
0:68 0 (const uint)
|
||||||
0:68 Constant:
|
0:68 Constant:
|
||||||
@ -418,7 +418,7 @@ gl_FragCoord origin is upper left
|
|||||||
0:? 'g_tTex2df4a' ( uniform texture2DArray)
|
0:? 'g_tTex2df4a' ( uniform texture2DArray)
|
||||||
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
|
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||||
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
|
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||||
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:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
|
||||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
|
@ -8,8 +8,8 @@ Shader version: 450
|
|||||||
0:23 b: direct index for structure ( temp float)
|
0:23 b: direct index for structure ( temp float)
|
||||||
0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b})
|
0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b})
|
||||||
0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2})
|
0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2})
|
||||||
0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
|
0:23 foo: direct index for structure ( uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
|
||||||
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
|
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
|
||||||
0:23 Constant:
|
0:23 Constant:
|
||||||
0:23 0 (const uint)
|
0:23 0 (const uint)
|
||||||
0:23 Constant:
|
0:23 Constant:
|
||||||
@ -25,8 +25,8 @@ Shader version: 450
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out float)
|
0:? '@entryPointOutput' (layout( location=0) out float)
|
||||||
0:22 Function Call: @main( ( temp float)
|
0:22 Function Call: @main( ( temp float)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out float)
|
0:? '@entryPointOutput' (layout( location=0) out float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
|
|
||||||
|
|
||||||
|
|
||||||
Linked vertex stage:
|
Linked vertex stage:
|
||||||
@ -41,8 +41,8 @@ Shader version: 450
|
|||||||
0:23 b: direct index for structure ( temp float)
|
0:23 b: direct index for structure ( temp float)
|
||||||
0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b})
|
0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b})
|
||||||
0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2})
|
0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2})
|
||||||
0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
|
0:23 foo: direct index for structure ( uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
|
||||||
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
|
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
|
||||||
0:23 Constant:
|
0:23 Constant:
|
||||||
0:23 0 (const uint)
|
0:23 0 (const uint)
|
||||||
0:23 Constant:
|
0:23 Constant:
|
||||||
@ -58,8 +58,8 @@ Shader version: 450
|
|||||||
0:? '@entryPointOutput' (layout( location=0) out float)
|
0:? '@entryPointOutput' (layout( location=0) out float)
|
||||||
0:22 Function Call: @main( ( temp float)
|
0:22 Function Call: @main( ( temp float)
|
||||||
0:? Linker Objects
|
0:? Linker Objects
|
||||||
|
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
|
||||||
0:? '@entryPointOutput' (layout( location=0) out float)
|
0:? '@entryPointOutput' (layout( location=0) out float)
|
||||||
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
|
|
||||||
|
|
||||||
// Module Version 10000
|
// Module Version 10000
|
||||||
// Generated by (magic number): 80001
|
// Generated by (magic number): 80001
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
float4 a;
|
float4 a;
|
||||||
float b;
|
float b;
|
||||||
|
static float4 m = a * b;
|
||||||
void f1()
|
void f1()
|
||||||
{
|
{
|
||||||
a * b;
|
a * b;
|
||||||
|
@ -2,5 +2,5 @@
|
|||||||
// For the version, it uses the latest git tag followed by the number of commits.
|
// For the version, it uses the latest git tag followed by the number of commits.
|
||||||
// For the date, it uses the current date (when then script is run).
|
// For the date, it uses the current date (when then script is run).
|
||||||
|
|
||||||
#define GLSLANG_REVISION "Overload400-PrecQual.1930"
|
#define GLSLANG_REVISION "Overload400-PrecQual.1931"
|
||||||
#define GLSLANG_DATE "22-Mar-2017"
|
#define GLSLANG_DATE "22-Mar-2017"
|
||||||
|
@ -226,7 +226,8 @@ void TParseContextBase::rValueErrorCheck(const TSourceLoc& loc, const char* op,
|
|||||||
// Add 'symbol' to the list of deferred linkage symbols, which
|
// Add 'symbol' to the list of deferred linkage symbols, which
|
||||||
// are later processed in finish(), at which point the symbol
|
// are later processed in finish(), at which point the symbol
|
||||||
// must still be valid.
|
// must still be valid.
|
||||||
// It is okay if the symbol's type will be subsequently edited.
|
// It is okay if the symbol's type will be subsequently edited;
|
||||||
|
// the modifications will be tracked.
|
||||||
void TParseContextBase::trackLinkage(TSymbol& symbol)
|
void TParseContextBase::trackLinkage(TSymbol& symbol)
|
||||||
{
|
{
|
||||||
if (!parsingBuiltins)
|
if (!parsingBuiltins)
|
||||||
@ -532,19 +533,18 @@ void TParseContextBase::parseSwizzleSelector(const TSourceLoc& loc, const TStrin
|
|||||||
//
|
//
|
||||||
void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberType, TString& memberName, TTypeList* typeList)
|
void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberType, TString& memberName, TTypeList* typeList)
|
||||||
{
|
{
|
||||||
// make the global block, if not yet made
|
// Make the global block, if not yet made.
|
||||||
if (globalUniformBlock == nullptr) {
|
if (globalUniformBlock == nullptr) {
|
||||||
TString& blockName = *NewPoolTString(getGlobalUniformBlockName());
|
|
||||||
TQualifier blockQualifier;
|
TQualifier blockQualifier;
|
||||||
blockQualifier.clear();
|
blockQualifier.clear();
|
||||||
blockQualifier.storage = EvqUniform;
|
blockQualifier.storage = EvqUniform;
|
||||||
TType blockType(new TTypeList, blockName, blockQualifier);
|
TType blockType(new TTypeList, *NewPoolTString(getGlobalUniformBlockName()), blockQualifier);
|
||||||
TString* instanceName = NewPoolTString("");
|
setUniformBlockDefaults(blockType);
|
||||||
globalUniformBlock = new TVariable(instanceName, blockType, true);
|
globalUniformBlock = new TVariable(NewPoolTString(""), blockType, true);
|
||||||
firstNewMember = 0;
|
firstNewMember = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// add the requested member as a member to the block
|
// Add the requested member as a member to the global block.
|
||||||
TType* type = new TType;
|
TType* type = new TType;
|
||||||
type->shallowCopy(memberType);
|
type->shallowCopy(memberType);
|
||||||
type->setFieldName(memberName);
|
type->setFieldName(memberName);
|
||||||
@ -552,36 +552,20 @@ void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberTyp
|
|||||||
type->setStruct(typeList);
|
type->setStruct(typeList);
|
||||||
TTypeLoc typeLoc = {type, loc};
|
TTypeLoc typeLoc = {type, loc};
|
||||||
globalUniformBlock->getType().getWritableStruct()->push_back(typeLoc);
|
globalUniformBlock->getType().getWritableStruct()->push_back(typeLoc);
|
||||||
}
|
|
||||||
|
|
||||||
//
|
// Insert into the symbol table.
|
||||||
// Insert into the symbol table the global uniform block created in
|
|
||||||
// growGlobalUniformBlock(). The variables added as members won't be
|
|
||||||
// found unless this is done.
|
|
||||||
//
|
|
||||||
bool TParseContextBase::insertGlobalUniformBlock()
|
|
||||||
{
|
|
||||||
if (globalUniformBlock == nullptr)
|
|
||||||
return true;
|
|
||||||
|
|
||||||
int numMembers = (int)globalUniformBlock->getType().getStruct()->size();
|
|
||||||
bool inserted = false;
|
|
||||||
if (firstNewMember == 0) {
|
if (firstNewMember == 0) {
|
||||||
// This is the first request; we need a normal symbol table insert
|
// This is the first request; we need a normal symbol table insert
|
||||||
inserted = symbolTable.insert(*globalUniformBlock);
|
if (symbolTable.insert(*globalUniformBlock))
|
||||||
if (inserted)
|
|
||||||
trackLinkage(*globalUniformBlock);
|
trackLinkage(*globalUniformBlock);
|
||||||
} else if (firstNewMember <= numMembers) {
|
else
|
||||||
|
error(loc, "failed to insert the global constant buffer", "uniform", "");
|
||||||
|
} else {
|
||||||
// This is a follow-on request; we need to amend the first insert
|
// This is a follow-on request; we need to amend the first insert
|
||||||
inserted = symbolTable.amend(*globalUniformBlock, firstNewMember);
|
symbolTable.amend(*globalUniformBlock, firstNewMember);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (inserted) {
|
++firstNewMember;
|
||||||
finalizeGlobalUniformBlockLayout(*globalUniformBlock);
|
|
||||||
firstNewMember = numMembers;
|
|
||||||
}
|
|
||||||
|
|
||||||
return inserted;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TParseContextBase::finish()
|
void TParseContextBase::finish()
|
||||||
|
@ -136,11 +136,7 @@ public:
|
|||||||
TSymbolTable& symbolTable; // symbol table that goes with the current language, version, and profile
|
TSymbolTable& symbolTable; // symbol table that goes with the current language, version, and profile
|
||||||
|
|
||||||
// Manage the global uniform block (default uniforms in GLSL, $Global in HLSL)
|
// Manage the global uniform block (default uniforms in GLSL, $Global in HLSL)
|
||||||
// TODO: This could perhaps get its own object, but the current design doesn't work
|
|
||||||
// yet when new uniform variables are declared between function definitions, so
|
|
||||||
// this is pending getting a fully functional design.
|
|
||||||
virtual void growGlobalUniformBlock(TSourceLoc&, TType&, TString& memberName, TTypeList* typeList = nullptr);
|
virtual void growGlobalUniformBlock(TSourceLoc&, TType&, TString& memberName, TTypeList* typeList = nullptr);
|
||||||
virtual bool insertGlobalUniformBlock();
|
|
||||||
|
|
||||||
virtual bool lValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*);
|
virtual bool lValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*);
|
||||||
virtual void rValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*);
|
virtual void rValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*);
|
||||||
@ -177,7 +173,8 @@ protected:
|
|||||||
TVariable* globalUniformBlock; // the actual block, inserted into the symbol table
|
TVariable* globalUniformBlock; // the actual block, inserted into the symbol table
|
||||||
int firstNewMember; // the index of the first member not yet inserted into the symbol table
|
int firstNewMember; // the index of the first member not yet inserted into the symbol table
|
||||||
// override this to set the language-specific name
|
// override this to set the language-specific name
|
||||||
virtual const char* getGlobalUniformBlockName() { return ""; }
|
virtual const char* getGlobalUniformBlockName() const { return ""; }
|
||||||
|
virtual void setUniformBlockDefaults(TType& block) const { }
|
||||||
virtual void finalizeGlobalUniformBlockLayout(TVariable&) { }
|
virtual void finalizeGlobalUniformBlockLayout(TVariable&) { }
|
||||||
virtual void outputMessage(const TSourceLoc&, const char* szReason, const char* szToken,
|
virtual void outputMessage(const TSourceLoc&, const char* szReason, const char* szToken,
|
||||||
const char* szExtraInfoFormat, TPrefixType prefix,
|
const char* szExtraInfoFormat, TPrefixType prefix,
|
||||||
|
@ -1513,11 +1513,6 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l
|
|||||||
// rest of this function doesn't care.
|
// rest of this function doesn't care.
|
||||||
entryPointTree = transformEntryPoint(loc, function, attributes);
|
entryPointTree = transformEntryPoint(loc, function, attributes);
|
||||||
|
|
||||||
// Insert the $Global constant buffer.
|
|
||||||
// TODO: this design fails if new members are declared between function definitions.
|
|
||||||
if (! insertGlobalUniformBlock())
|
|
||||||
error(loc, "failed to insert the global constant buffer", "uniform", "");
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// New symbol table scope for body of function plus its arguments
|
// New symbol table scope for body of function plus its arguments
|
||||||
//
|
//
|
||||||
@ -6701,13 +6696,6 @@ void HlslParseContext::declareBlock(const TSourceLoc& loc, TType& type, const TS
|
|||||||
trackLinkage(variable);
|
trackLinkage(variable);
|
||||||
}
|
}
|
||||||
|
|
||||||
void HlslParseContext::finalizeGlobalUniformBlockLayout(TVariable& block)
|
|
||||||
{
|
|
||||||
block.getWritableType().getQualifier().layoutPacking = ElpStd140;
|
|
||||||
block.getWritableType().getQualifier().layoutMatrix = ElmRowMajor;
|
|
||||||
fixBlockUniformOffsets(block.getType().getQualifier(), *block.getWritableType().getWritableStruct());
|
|
||||||
}
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// "For a block, this process applies to the entire block, or until the first member
|
// "For a block, this process applies to the entire block, or until the first member
|
||||||
// is reached that has a location layout qualifier. When a block member is declared with a location
|
// is reached that has a location layout qualifier. When a block member is declared with a location
|
||||||
|
@ -54,7 +54,12 @@ public:
|
|||||||
|
|
||||||
void setLimits(const TBuiltInResource&) override;
|
void setLimits(const TBuiltInResource&) override;
|
||||||
bool parseShaderStrings(TPpContext&, TInputScanner& input, bool versionWillBeError = false) override;
|
bool parseShaderStrings(TPpContext&, TInputScanner& input, bool versionWillBeError = false) override;
|
||||||
virtual const char* getGlobalUniformBlockName() override { return "$Global"; }
|
virtual const char* getGlobalUniformBlockName() const override { return "$Global"; }
|
||||||
|
virtual void setUniformBlockDefaults(TType& block) const override
|
||||||
|
{
|
||||||
|
block.getQualifier().layoutPacking = ElpStd140;
|
||||||
|
block.getQualifier().layoutMatrix = ElmRowMajor;
|
||||||
|
}
|
||||||
|
|
||||||
void reservedPpErrorCheck(const TSourceLoc&, const char* /*name*/, const char* /*op*/) override { }
|
void reservedPpErrorCheck(const TSourceLoc&, const char* /*name*/, const char* /*op*/) override { }
|
||||||
bool lineContinuationCheck(const TSourceLoc&, bool /*endOfComment*/) override { return true; }
|
bool lineContinuationCheck(const TSourceLoc&, bool /*endOfComment*/) override { return true; }
|
||||||
@ -140,7 +145,6 @@ public:
|
|||||||
TIntermTyped* constructAggregate(TIntermNode*, const TType&, int, const TSourceLoc&);
|
TIntermTyped* constructAggregate(TIntermNode*, const TType&, int, const TSourceLoc&);
|
||||||
TIntermTyped* constructBuiltIn(const TType&, TOperator, TIntermTyped*, const TSourceLoc&, bool subset);
|
TIntermTyped* constructBuiltIn(const TType&, TOperator, TIntermTyped*, const TSourceLoc&, bool subset);
|
||||||
void declareBlock(const TSourceLoc&, TType&, const TString* instanceName = 0, TArraySizes* arraySizes = 0);
|
void declareBlock(const TSourceLoc&, TType&, const TString* instanceName = 0, TArraySizes* arraySizes = 0);
|
||||||
void finalizeGlobalUniformBlockLayout(TVariable& block) override;
|
|
||||||
void fixBlockLocations(const TSourceLoc&, TQualifier&, TTypeList&, bool memberWithLocation, bool memberWithoutLocation);
|
void fixBlockLocations(const TSourceLoc&, TQualifier&, TTypeList&, bool memberWithLocation, bool memberWithoutLocation);
|
||||||
void fixBlockXfbOffsets(TQualifier&, TTypeList&);
|
void fixBlockXfbOffsets(TQualifier&, TTypeList&);
|
||||||
void fixBlockUniformOffsets(const TQualifier&, TTypeList&);
|
void fixBlockUniformOffsets(const TQualifier&, TTypeList&);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user