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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@@ -5,19 +5,19 @@ WARNING: 0:6: 'register' : ignoring shader_profile
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
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0:9 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float)
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0:9 Function Parameters:
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0:9 'input' (in 4-component vector of float)
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0:9 'input' ( in 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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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})
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0:10 component-wise multiply ( temp 4-component vector of float)
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0:10 'input' ( in 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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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})
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0:10 Constant:
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0:10 0 (const uint)
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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 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})
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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})
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Linked fragment stage:
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@@ -27,19 +27,19 @@ WARNING: Linking fragment stage: Entry point not found
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
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0:9 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float)
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0:9 Function Parameters:
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0:9 'input' (in 4-component vector of float)
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0:9 'input' ( in 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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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})
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0:10 component-wise multiply ( temp 4-component vector of float)
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0:10 'input' ( in 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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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})
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0:10 Constant:
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0:10 0 (const uint)
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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 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})
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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})
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// Module Version 10000
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// Generated by (magic number): 80001
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