GLSL output: Removed fixed-size buffer; fixes #769.
Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
This commit is contained in:
@@ -2,81 +2,81 @@ hlsl.gather.array.dx10.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:29 Sequence
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 'txval20' (temp 4-component vector of float)
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0:29 textureGather (temp 4-component vector of float)
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0:29 Construct combined texture-sampler (temp sampler2DArray)
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0:29 'g_tTex2df4a' (uniform texture2DArray)
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0:29 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:29 move second child to first child ( temp 4-component vector of float)
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0:29 'txval20' ( temp 4-component vector of float)
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0:29 textureGather ( temp 4-component vector of float)
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0:29 Construct combined texture-sampler ( temp sampler2DArray)
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0:29 'g_tTex2df4a' ( uniform texture2DArray)
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0:29 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:? 0.300000
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0:30 Sequence
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0:30 move second child to first child (temp 4-component vector of int)
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0:30 'txval21' (temp 4-component vector of int)
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0:30 textureGather (temp 4-component vector of int)
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0:30 Construct combined texture-sampler (temp isampler2DArray)
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0:30 'g_tTex2di4a' (uniform itexture2DArray)
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0:30 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:30 move second child to first child ( temp 4-component vector of int)
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0:30 'txval21' ( temp 4-component vector of int)
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0:30 textureGather ( temp 4-component vector of int)
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0:30 Construct combined texture-sampler ( temp isampler2DArray)
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0:30 'g_tTex2di4a' ( uniform itexture2DArray)
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0:30 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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0:? 0.500000
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0:31 Sequence
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0:31 move second child to first child (temp 4-component vector of uint)
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0:31 'txval22' (temp 4-component vector of uint)
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0:31 textureGather (temp 4-component vector of uint)
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0:31 Construct combined texture-sampler (temp usampler2DArray)
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0:31 'g_tTex2du4a' (uniform utexture2DArray)
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0:31 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:31 move second child to first child ( temp 4-component vector of uint)
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0:31 'txval22' ( temp 4-component vector of uint)
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0:31 textureGather ( temp 4-component vector of uint)
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0:31 Construct combined texture-sampler ( temp usampler2DArray)
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0:31 'g_tTex2du4a' ( uniform utexture2DArray)
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0:31 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.700000
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0:35 Sequence
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0:35 move second child to first child (temp 4-component vector of float)
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0:35 'txval40' (temp 4-component vector of float)
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0:35 textureGather (temp 4-component vector of float)
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0:35 Construct combined texture-sampler (temp samplerCubeArray)
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0:35 'g_tTexcdf4a' (uniform textureCubeArray)
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0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:35 move second child to first child ( temp 4-component vector of float)
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0:35 'txval40' ( temp 4-component vector of float)
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0:35 textureGather ( temp 4-component vector of float)
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0:35 Construct combined texture-sampler ( temp samplerCubeArray)
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0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:35 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:? 0.300000
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0:? 0.400000
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0:36 Sequence
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0:36 move second child to first child (temp 4-component vector of int)
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0:36 'txval41' (temp 4-component vector of int)
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0:36 textureGather (temp 4-component vector of int)
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0:36 Construct combined texture-sampler (temp isamplerCubeArray)
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0:36 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:36 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:36 move second child to first child ( temp 4-component vector of int)
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0:36 'txval41' ( temp 4-component vector of int)
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0:36 textureGather ( temp 4-component vector of int)
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0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
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0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:36 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.400000
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0:? 0.500000
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0:? 0.600000
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0:? 0.700000
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0:37 Sequence
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0:37 move second child to first child (temp 4-component vector of uint)
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0:37 'txval42' (temp 4-component vector of uint)
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0:37 textureGather (temp 4-component vector of uint)
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0:37 Construct combined texture-sampler (temp usamplerCubeArray)
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0:37 'g_tTexcdu4a' (uniform utextureCubeArray)
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0:37 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:37 move second child to first child ( temp 4-component vector of uint)
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0:37 'txval42' ( temp 4-component vector of uint)
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0:37 textureGather ( temp 4-component vector of uint)
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0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
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0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
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0:37 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.700000
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0:? 0.800000
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0:? 0.900000
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0:? 1.000000
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0:39 move second child to first child (temp 4-component vector of float)
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0:39 Color: direct index for structure (temp 4-component vector of float)
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0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:39 move second child to first child ( temp 4-component vector of float)
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0:39 Color: direct index for structure ( temp 4-component vector of float)
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0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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@@ -84,48 +84,48 @@ gl_FragCoord origin is upper left
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0:39 1.000000
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0:39 1.000000
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0:39 1.000000
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0:40 move second child to first child (temp float)
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0:40 Depth: direct index for structure (temp float)
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0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 move second child to first child ( temp float)
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0:40 Depth: direct index for structure ( temp float)
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0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 1 (const int)
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0:40 Constant:
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0:40 1.000000
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0:42 Branch: Return with expression
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0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( (temp void)
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0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( ( temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:24 Color: direct index for structure (temp 4-component vector of float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:24 Depth: direct index for structure (temp float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
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0:? 'g_tTex1di4a' (uniform itexture1DArray)
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0:? 'g_tTex1du4a' (uniform utexture1DArray)
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0:? 'g_tTex2df4a' (uniform texture2DArray)
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0:? 'g_tTex2di4a' (uniform itexture2DArray)
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0:? 'g_tTex2du4a' (uniform utexture2DArray)
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4a' ( uniform itexture1DArray)
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0:? 'g_tTex1du4a' ( uniform utexture1DArray)
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0:? 'g_tTex2df4a' ( uniform texture2DArray)
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0:? 'g_tTex2di4a' ( uniform itexture2DArray)
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0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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Linked fragment stage:
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@@ -134,81 +134,81 @@ Linked fragment stage:
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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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0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:29 Sequence
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 'txval20' (temp 4-component vector of float)
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0:29 textureGather (temp 4-component vector of float)
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0:29 Construct combined texture-sampler (temp sampler2DArray)
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0:29 'g_tTex2df4a' (uniform texture2DArray)
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0:29 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:29 move second child to first child ( temp 4-component vector of float)
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0:29 'txval20' ( temp 4-component vector of float)
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0:29 textureGather ( temp 4-component vector of float)
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0:29 Construct combined texture-sampler ( temp sampler2DArray)
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0:29 'g_tTex2df4a' ( uniform texture2DArray)
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0:29 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:? 0.300000
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0:30 Sequence
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0:30 move second child to first child (temp 4-component vector of int)
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0:30 'txval21' (temp 4-component vector of int)
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0:30 textureGather (temp 4-component vector of int)
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0:30 Construct combined texture-sampler (temp isampler2DArray)
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0:30 'g_tTex2di4a' (uniform itexture2DArray)
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0:30 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:30 move second child to first child ( temp 4-component vector of int)
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0:30 'txval21' ( temp 4-component vector of int)
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0:30 textureGather ( temp 4-component vector of int)
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0:30 Construct combined texture-sampler ( temp isampler2DArray)
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0:30 'g_tTex2di4a' ( uniform itexture2DArray)
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0:30 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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0:? 0.500000
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0:31 Sequence
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0:31 move second child to first child (temp 4-component vector of uint)
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0:31 'txval22' (temp 4-component vector of uint)
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0:31 textureGather (temp 4-component vector of uint)
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0:31 Construct combined texture-sampler (temp usampler2DArray)
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0:31 'g_tTex2du4a' (uniform utexture2DArray)
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0:31 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:31 move second child to first child ( temp 4-component vector of uint)
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0:31 'txval22' ( temp 4-component vector of uint)
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0:31 textureGather ( temp 4-component vector of uint)
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0:31 Construct combined texture-sampler ( temp usampler2DArray)
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0:31 'g_tTex2du4a' ( uniform utexture2DArray)
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0:31 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.700000
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0:35 Sequence
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0:35 move second child to first child (temp 4-component vector of float)
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0:35 'txval40' (temp 4-component vector of float)
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0:35 textureGather (temp 4-component vector of float)
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0:35 Construct combined texture-sampler (temp samplerCubeArray)
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0:35 'g_tTexcdf4a' (uniform textureCubeArray)
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0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:35 move second child to first child ( temp 4-component vector of float)
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0:35 'txval40' ( temp 4-component vector of float)
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0:35 textureGather ( temp 4-component vector of float)
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0:35 Construct combined texture-sampler ( temp samplerCubeArray)
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0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:35 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
|
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0:? 0.100000
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0:? 0.200000
|
||||
0:? 0.300000
|
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0:? 0.400000
|
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0:36 Sequence
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0:36 move second child to first child (temp 4-component vector of int)
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0:36 'txval41' (temp 4-component vector of int)
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0:36 textureGather (temp 4-component vector of int)
|
||||
0:36 Construct combined texture-sampler (temp isamplerCubeArray)
|
||||
0:36 'g_tTexcdi4a' (uniform itextureCubeArray)
|
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0:36 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:36 move second child to first child ( temp 4-component vector of int)
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0:36 'txval41' ( temp 4-component vector of int)
|
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0:36 textureGather ( temp 4-component vector of int)
|
||||
0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
|
||||
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||
0:? Constant:
|
||||
0:? 0.400000
|
||||
0:? 0.500000
|
||||
0:? 0.600000
|
||||
0:? 0.700000
|
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0:37 Sequence
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0:37 move second child to first child (temp 4-component vector of uint)
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||||
0:37 'txval42' (temp 4-component vector of uint)
|
||||
0:37 textureGather (temp 4-component vector of uint)
|
||||
0:37 Construct combined texture-sampler (temp usamplerCubeArray)
|
||||
0:37 'g_tTexcdu4a' (uniform utextureCubeArray)
|
||||
0:37 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:37 move second child to first child ( temp 4-component vector of uint)
|
||||
0:37 'txval42' ( temp 4-component vector of uint)
|
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0:37 textureGather ( temp 4-component vector of uint)
|
||||
0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
|
||||
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||
0:? Constant:
|
||||
0:? 0.700000
|
||||
0:? 0.800000
|
||||
0:? 0.900000
|
||||
0:? 1.000000
|
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0:39 move second child to first child (temp 4-component vector of float)
|
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0:39 Color: direct index for structure (temp 4-component vector of float)
|
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0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
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0:39 move second child to first child ( temp 4-component vector of float)
|
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0:39 Color: direct index for structure ( temp 4-component vector of float)
|
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0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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@@ -216,48 +216,48 @@ gl_FragCoord origin is upper left
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0:39 1.000000
|
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0:39 1.000000
|
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0:39 1.000000
|
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0:40 move second child to first child (temp float)
|
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0:40 Depth: direct index for structure (temp float)
|
||||
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 move second child to first child ( temp float)
|
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0:40 Depth: direct index for structure ( temp float)
|
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0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
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0:40 Constant:
|
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0:40 1 (const int)
|
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0:40 Constant:
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0:40 1.000000
|
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0:42 Branch: Return with expression
|
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0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
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0:24 Function Definition: main( (temp void)
|
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0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 Function Definition: main( ( temp void)
|
||||
0:24 Function Parameters:
|
||||
0:? Sequence
|
||||
0:24 Sequence
|
||||
0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:24 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:24 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 Constant:
|
||||
0:24 0 (const int)
|
||||
0:24 move second child to first child (temp float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:24 Depth: direct index for structure (temp float)
|
||||
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 move second child to first child ( temp float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
0:24 Depth: direct index for structure ( temp float)
|
||||
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:24 Constant:
|
||||
0:24 1 (const int)
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
|
||||
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
|
||||
0:? 'g_tTex1di4a' (uniform itexture1DArray)
|
||||
0:? 'g_tTex1du4a' (uniform utexture1DArray)
|
||||
0:? 'g_tTex2df4a' (uniform texture2DArray)
|
||||
0:? 'g_tTex2di4a' (uniform itexture2DArray)
|
||||
0:? 'g_tTex2du4a' (uniform utexture2DArray)
|
||||
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
|
||||
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
|
||||
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
|
||||
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
|
||||
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
|
||||
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
|
||||
0:? 'g_tTex2df4a' ( uniform texture2DArray)
|
||||
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
|
||||
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
|
||||
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
|
||||
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
|
||||
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
|
||||
Reference in New Issue
Block a user