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:
@@ -2,107 +2,107 @@ hlsl.if.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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0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (in 4-component vector of float)
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0:2 'input' ( in 4-component vector of float)
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0:? Sequence
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0:3 Test condition and select (temp void)
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0:3 Test condition and select ( temp void)
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0:3 Condition
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0:3 all (temp bool)
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0:3 Equal (temp 4-component vector of bool)
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0:3 'input' (in 4-component vector of float)
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0:3 'input' (in 4-component vector of float)
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0:3 all ( temp bool)
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0:3 Equal ( temp 4-component vector of bool)
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0:3 'input' ( in 4-component vector of float)
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0:3 'input' ( in 4-component vector of float)
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0:3 true case
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0:4 Branch: Return with expression
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0:4 'input' (in 4-component vector of float)
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0:6 Test condition and select (temp void)
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0:4 'input' ( in 4-component vector of float)
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0:6 Test condition and select ( temp void)
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0:6 Condition
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0:6 all (temp bool)
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0:6 Equal (temp 4-component vector of bool)
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0:6 'input' (in 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 all ( temp bool)
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0:6 Equal ( temp 4-component vector of bool)
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0:6 'input' ( in 4-component vector of float)
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0:6 'input' ( in 4-component vector of float)
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0:6 true case
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0:7 Branch: Return with expression
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0:7 'input' (in 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:6 false case
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0:9 Branch: Return with expression
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0:9 Negate value (temp 4-component vector of float)
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0:9 'input' (in 4-component vector of float)
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0:11 Test condition and select (temp void)
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0:9 Negate value ( temp 4-component vector of float)
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0:9 'input' ( in 4-component vector of float)
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0:11 Test condition and select ( temp void)
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0:11 Condition
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0:11 all (temp bool)
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0:11 Equal (temp 4-component vector of bool)
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0:11 'input' (in 4-component vector of float)
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0:11 'input' (in 4-component vector of float)
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0:11 all ( temp bool)
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0:11 Equal ( temp 4-component vector of bool)
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0:11 'input' ( in 4-component vector of float)
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0:11 'input' ( in 4-component vector of float)
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0:11 true case is null
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0:14 Test condition and select (temp void)
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0:14 Test condition and select ( temp void)
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0:14 Condition
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0:14 all (temp bool)
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0:14 Equal (temp 4-component vector of bool)
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0:14 'input' (in 4-component vector of float)
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0:14 'input' (in 4-component vector of float)
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0:14 all ( temp bool)
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0:14 Equal ( temp 4-component vector of bool)
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0:14 'input' ( in 4-component vector of float)
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0:14 'input' ( in 4-component vector of float)
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0:14 true case is null
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0:19 Test condition and select (temp void)
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0:19 Test condition and select ( temp void)
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0:19 Condition
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0:19 all (temp bool)
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0:19 Equal (temp 4-component vector of bool)
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0:19 'input' (in 4-component vector of float)
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0:19 'input' (in 4-component vector of float)
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0:19 all ( temp bool)
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0:19 Equal ( temp 4-component vector of bool)
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0:19 'input' ( in 4-component vector of float)
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0:19 'input' ( in 4-component vector of float)
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0:19 true case
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0:? Sequence
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0:20 Branch: Return with expression
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0:20 'input' (in 4-component vector of float)
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0:23 Test condition and select (temp void)
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0:20 'input' ( in 4-component vector of float)
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0:23 Test condition and select ( temp void)
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0:23 Condition
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0:23 all (temp bool)
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0:23 Equal (temp 4-component vector of bool)
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0:23 'input' (in 4-component vector of float)
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0:23 'input' (in 4-component vector of float)
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0:23 all ( temp bool)
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0:23 Equal ( temp 4-component vector of bool)
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0:23 'input' ( in 4-component vector of float)
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0:23 'input' ( in 4-component vector of float)
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0:23 true case
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0:? Sequence
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0:24 Branch: Return with expression
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0:24 'input' (in 4-component vector of float)
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0:24 'input' ( in 4-component vector of float)
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0:23 false case
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0:? Sequence
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0:26 Branch: Return with expression
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0:26 Negate value (temp 4-component vector of float)
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0:26 'input' (in 4-component vector of float)
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0:30 Test condition and select (temp void)
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0:26 Negate value ( temp 4-component vector of float)
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0:26 'input' ( in 4-component vector of float)
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0:30 Test condition and select ( temp void)
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0:30 Condition
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0:30 move second child to first child (temp float)
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0:30 'ii' (temp float)
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0:30 direct index (temp float)
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0:30 'input' (in 4-component vector of float)
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0:30 move second child to first child ( temp float)
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0:30 'ii' ( temp float)
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0:30 direct index ( temp float)
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0:30 'input' ( in 4-component vector of float)
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0:30 Constant:
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0:30 2 (const int)
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0:30 true case
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0:31 Pre-Increment (temp float)
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0:31 'ii' (temp float)
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0:32 Pre-Increment (temp int)
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0:32 'ii' (temp int)
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0:33 Test condition and select (temp void)
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0:31 Pre-Increment ( temp float)
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0:31 'ii' ( temp float)
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0:32 Pre-Increment ( temp int)
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0:32 'ii' ( temp int)
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0:33 Test condition and select ( temp void)
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0:33 Condition
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0:33 Compare Equal (temp bool)
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0:33 Convert int to float (temp float)
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0:33 'ii' (temp int)
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0:33 Compare Equal ( temp bool)
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0:33 Convert int to float ( temp float)
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0:33 'ii' ( temp int)
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0:33 Constant:
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0:33 1.000000
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0:33 true case
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0:34 Pre-Increment (temp int)
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0:34 'ii' (temp int)
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:34 Pre-Increment ( temp int)
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0:34 'ii' ( temp int)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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Linked fragment stage:
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@@ -111,107 +111,107 @@ 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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0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (in 4-component vector of float)
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0:2 'input' ( in 4-component vector of float)
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0:? Sequence
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0:3 Test condition and select (temp void)
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0:3 Test condition and select ( temp void)
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0:3 Condition
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0:3 all (temp bool)
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0:3 Equal (temp 4-component vector of bool)
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0:3 'input' (in 4-component vector of float)
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0:3 'input' (in 4-component vector of float)
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0:3 all ( temp bool)
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0:3 Equal ( temp 4-component vector of bool)
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0:3 'input' ( in 4-component vector of float)
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0:3 'input' ( in 4-component vector of float)
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0:3 true case
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0:4 Branch: Return with expression
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0:4 'input' (in 4-component vector of float)
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0:6 Test condition and select (temp void)
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0:4 'input' ( in 4-component vector of float)
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0:6 Test condition and select ( temp void)
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0:6 Condition
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0:6 all (temp bool)
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0:6 Equal (temp 4-component vector of bool)
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0:6 'input' (in 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 all ( temp bool)
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0:6 Equal ( temp 4-component vector of bool)
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0:6 'input' ( in 4-component vector of float)
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0:6 'input' ( in 4-component vector of float)
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0:6 true case
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0:7 Branch: Return with expression
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0:7 'input' (in 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:6 false case
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0:9 Branch: Return with expression
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0:9 Negate value (temp 4-component vector of float)
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0:9 'input' (in 4-component vector of float)
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0:11 Test condition and select (temp void)
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0:9 Negate value ( temp 4-component vector of float)
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0:9 'input' ( in 4-component vector of float)
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0:11 Test condition and select ( temp void)
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0:11 Condition
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0:11 all (temp bool)
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0:11 Equal (temp 4-component vector of bool)
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0:11 'input' (in 4-component vector of float)
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0:11 'input' (in 4-component vector of float)
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0:11 all ( temp bool)
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0:11 Equal ( temp 4-component vector of bool)
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0:11 'input' ( in 4-component vector of float)
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0:11 'input' ( in 4-component vector of float)
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0:11 true case is null
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0:14 Test condition and select (temp void)
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0:14 Test condition and select ( temp void)
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0:14 Condition
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0:14 all (temp bool)
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0:14 Equal (temp 4-component vector of bool)
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0:14 'input' (in 4-component vector of float)
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0:14 'input' (in 4-component vector of float)
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0:14 all ( temp bool)
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0:14 Equal ( temp 4-component vector of bool)
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0:14 'input' ( in 4-component vector of float)
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0:14 'input' ( in 4-component vector of float)
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0:14 true case is null
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0:19 Test condition and select (temp void)
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0:19 Test condition and select ( temp void)
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0:19 Condition
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0:19 all (temp bool)
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0:19 Equal (temp 4-component vector of bool)
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0:19 'input' (in 4-component vector of float)
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0:19 'input' (in 4-component vector of float)
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0:19 all ( temp bool)
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0:19 Equal ( temp 4-component vector of bool)
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0:19 'input' ( in 4-component vector of float)
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0:19 'input' ( in 4-component vector of float)
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0:19 true case
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0:? Sequence
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0:20 Branch: Return with expression
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0:20 'input' (in 4-component vector of float)
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0:23 Test condition and select (temp void)
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0:20 'input' ( in 4-component vector of float)
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0:23 Test condition and select ( temp void)
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0:23 Condition
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0:23 all (temp bool)
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0:23 Equal (temp 4-component vector of bool)
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0:23 'input' (in 4-component vector of float)
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0:23 'input' (in 4-component vector of float)
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0:23 all ( temp bool)
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0:23 Equal ( temp 4-component vector of bool)
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0:23 'input' ( in 4-component vector of float)
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0:23 'input' ( in 4-component vector of float)
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0:23 true case
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0:? Sequence
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0:24 Branch: Return with expression
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0:24 'input' (in 4-component vector of float)
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0:24 'input' ( in 4-component vector of float)
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0:23 false case
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0:? Sequence
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0:26 Branch: Return with expression
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0:26 Negate value (temp 4-component vector of float)
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0:26 'input' (in 4-component vector of float)
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0:30 Test condition and select (temp void)
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0:26 Negate value ( temp 4-component vector of float)
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0:26 'input' ( in 4-component vector of float)
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0:30 Test condition and select ( temp void)
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0:30 Condition
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0:30 move second child to first child (temp float)
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0:30 'ii' (temp float)
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0:30 direct index (temp float)
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0:30 'input' (in 4-component vector of float)
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0:30 move second child to first child ( temp float)
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0:30 'ii' ( temp float)
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0:30 direct index ( temp float)
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0:30 'input' ( in 4-component vector of float)
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0:30 Constant:
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0:30 2 (const int)
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0:30 true case
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0:31 Pre-Increment (temp float)
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0:31 'ii' (temp float)
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0:32 Pre-Increment (temp int)
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0:32 'ii' (temp int)
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0:33 Test condition and select (temp void)
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0:31 Pre-Increment ( temp float)
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0:31 'ii' ( temp float)
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0:32 Pre-Increment ( temp int)
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0:32 'ii' ( temp int)
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0:33 Test condition and select ( temp void)
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0:33 Condition
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0:33 Compare Equal (temp bool)
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0:33 Convert int to float (temp float)
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0:33 'ii' (temp int)
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0:33 Compare Equal ( temp bool)
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0:33 Convert int to float ( temp float)
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0:33 'ii' ( temp int)
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0:33 Constant:
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0:33 1.000000
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0:33 true case
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0:34 Pre-Increment (temp int)
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0:34 'ii' (temp int)
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:34 Pre-Increment ( temp int)
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0:34 'ii' ( temp int)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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Block a user