GLSL output: Removed fixed-size buffer; fixes #769.
Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
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@@ -1,27 +1,27 @@
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es-link1.frag
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Shader version: 100
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0:? Sequence
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0:5 Function Definition: main( (global void)
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0:5 Function Definition: main( ( global void)
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0:5 Function Parameters:
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0:7 Sequence
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0:7 move second child to first child (temp mediump 4-component vector of float)
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0:7 'gl_FragColor' (fragColor mediump 4-component vector of float FragColor)
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0:7 Function Call: calculateColor( (global mediump 4-component vector of float)
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0:7 move second child to first child ( temp mediump 4-component vector of float)
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0:7 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor)
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0:7 Function Call: calculateColor( ( global mediump 4-component vector of float)
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0:? Linker Objects
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es-link2.frag
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Shader version: 100
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0:? Sequence
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0:5 Function Definition: calculateColor( (global mediump 4-component vector of float)
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0:5 Function Definition: calculateColor( ( global mediump 4-component vector of float)
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0:5 Function Parameters:
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0:7 Sequence
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0:7 Branch: Return with expression
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0:7 vector-scale (temp mediump 4-component vector of float)
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0:7 'varyingColor' (smooth in mediump 4-component vector of float)
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0:7 vector-scale ( temp mediump 4-component vector of float)
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0:7 'varyingColor' ( smooth in mediump 4-component vector of float)
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0:7 Constant:
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0:7 0.500000
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0:? Linker Objects
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0:? 'varyingColor' (smooth in mediump 4-component vector of float)
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0:? 'varyingColor' ( smooth in mediump 4-component vector of float)
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ERROR: Cannot attach multiple ES shaders of the same type to a single program
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