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:
@@ -2,55 +2,55 @@ hlsl.intrinsics.negative.comp
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Shader version: 450
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local_size = (1, 1, 1)
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0:? Sequence
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0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp float)
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0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; ( temp float)
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0:2 Function Parameters:
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0:2 'inF0' (in float)
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0:2 'inF1' (in float)
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0:2 'inF2' (in float)
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0:2 'inI0' (in int)
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0:2 'inF0' ( in float)
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0:2 'inF1' ( in float)
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0:2 'inF2' ( in float)
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0:2 'inI0' ( in int)
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0:? Sequence
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0:53 Branch: Return with expression
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0:53 Constant:
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0:53 0.000000
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0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
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0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
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0:57 Function Parameters:
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0:57 'inF0' (in 1-component vector of float)
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0:57 'inF1' (in 1-component vector of float)
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0:57 'inF2' (in 1-component vector of float)
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0:57 'inI0' (in 1-component vector of int)
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0:57 'inF0' ( in 1-component vector of float)
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0:57 'inF1' ( in 1-component vector of float)
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0:57 'inF2' ( in 1-component vector of float)
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0:57 'inI0' ( in 1-component vector of int)
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0:? Sequence
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0:62 Branch: Return with expression
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0:62 Constant:
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0:62 0.000000
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0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
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0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
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0:66 Function Parameters:
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0:66 'inF0' (in 2-component vector of float)
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0:66 'inF1' (in 2-component vector of float)
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0:66 'inF2' (in 2-component vector of float)
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0:66 'inI0' (in 2-component vector of int)
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0:66 'inF0' ( in 2-component vector of float)
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0:66 'inF1' ( in 2-component vector of float)
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0:66 'inF2' ( in 2-component vector of float)
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0:66 'inI0' ( in 2-component vector of int)
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0:? Sequence
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0:109 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
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0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
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0:113 Function Parameters:
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0:113 'inF0' (in 3-component vector of float)
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0:113 'inF1' (in 3-component vector of float)
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0:113 'inF2' (in 3-component vector of float)
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0:113 'inI0' (in 3-component vector of int)
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0:113 'inF0' ( in 3-component vector of float)
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0:113 'inF1' ( in 3-component vector of float)
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0:113 'inF2' ( in 3-component vector of float)
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0:113 'inI0' ( in 3-component vector of int)
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0:? Sequence
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0:154 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
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0:158 Function Parameters:
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0:158 'inF0' (in 4-component vector of float)
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0:158 'inF1' (in 4-component vector of float)
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0:158 'inF2' (in 4-component vector of float)
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0:158 'inI0' (in 4-component vector of int)
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0:158 'inF0' ( in 4-component vector of float)
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0:158 'inF1' ( in 4-component vector of float)
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0:158 'inF2' ( in 4-component vector of float)
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0:158 'inI0' ( in 4-component vector of int)
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0:? Sequence
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0:199 Branch: Return with expression
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0:? Constant:
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@@ -58,34 +58,34 @@ local_size = (1, 1, 1)
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:158 Function Definition: ComputeShaderFunction( (temp void)
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0:158 Function Definition: ComputeShaderFunction( ( temp void)
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0:158 Function Parameters:
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0:? Sequence
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0:158 move second child to first child (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:158 move second child to first child (temp 4-component vector of float)
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0:? 'inF1' (temp 4-component vector of float)
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0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:158 move second child to first child (temp 4-component vector of float)
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0:? 'inF2' (temp 4-component vector of float)
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0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:158 move second child to first child (temp 4-component vector of int)
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0:? 'inI0' (temp 4-component vector of int)
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0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:158 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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0:158 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF1' (temp 4-component vector of float)
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0:? 'inF2' (temp 4-component vector of float)
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0:? 'inI0' (temp 4-component vector of int)
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0:158 move second child to first child ( temp 4-component vector of float)
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0:? 'inF0' ( temp 4-component vector of float)
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0:? 'inF0' (layout( location=0) in 4-component vector of float)
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0:158 move second child to first child ( temp 4-component vector of float)
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0:? 'inF1' ( temp 4-component vector of float)
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0:? 'inF1' (layout( location=1) in 4-component vector of float)
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0:158 move second child to first child ( temp 4-component vector of float)
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0:? 'inF2' ( temp 4-component vector of float)
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0:? 'inF2' (layout( location=2) in 4-component vector of float)
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0:158 move second child to first child ( temp 4-component vector of int)
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0:? 'inI0' ( temp 4-component vector of int)
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0:? 'inI0' (layout( location=3) in 4-component vector of int)
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0:158 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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0:158 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
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0:? 'inF0' ( temp 4-component vector of float)
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0:? 'inF1' ( temp 4-component vector of float)
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0:? 'inF2' ( temp 4-component vector of float)
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0:? 'inI0' ( temp 4-component vector of int)
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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:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'inF0' (layout( location=0) in 4-component vector of float)
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0:? 'inF1' (layout( location=1) in 4-component vector of float)
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0:? 'inF2' (layout( location=2) in 4-component vector of float)
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0:? 'inI0' (layout( location=3) in 4-component vector of int)
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Linked compute stage:
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@@ -94,55 +94,55 @@ Linked compute stage:
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Shader version: 450
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local_size = (1, 1, 1)
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0:? Sequence
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0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp float)
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0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; ( temp float)
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0:2 Function Parameters:
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0:2 'inF0' (in float)
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0:2 'inF1' (in float)
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0:2 'inF2' (in float)
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0:2 'inI0' (in int)
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0:2 'inF0' ( in float)
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0:2 'inF1' ( in float)
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0:2 'inF2' ( in float)
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0:2 'inI0' ( in int)
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0:? Sequence
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0:53 Branch: Return with expression
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0:53 Constant:
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0:53 0.000000
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0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
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0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
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0:57 Function Parameters:
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0:57 'inF0' (in 1-component vector of float)
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0:57 'inF1' (in 1-component vector of float)
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0:57 'inF2' (in 1-component vector of float)
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0:57 'inI0' (in 1-component vector of int)
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0:57 'inF0' ( in 1-component vector of float)
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0:57 'inF1' ( in 1-component vector of float)
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0:57 'inF2' ( in 1-component vector of float)
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0:57 'inI0' ( in 1-component vector of int)
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0:? Sequence
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0:62 Branch: Return with expression
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0:62 Constant:
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0:62 0.000000
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0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
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0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
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0:66 Function Parameters:
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0:66 'inF0' (in 2-component vector of float)
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0:66 'inF1' (in 2-component vector of float)
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0:66 'inF2' (in 2-component vector of float)
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0:66 'inI0' (in 2-component vector of int)
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0:66 'inF0' ( in 2-component vector of float)
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0:66 'inF1' ( in 2-component vector of float)
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0:66 'inF2' ( in 2-component vector of float)
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0:66 'inI0' ( in 2-component vector of int)
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0:? Sequence
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0:109 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
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0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
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0:113 Function Parameters:
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0:113 'inF0' (in 3-component vector of float)
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0:113 'inF1' (in 3-component vector of float)
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0:113 'inF2' (in 3-component vector of float)
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0:113 'inI0' (in 3-component vector of int)
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0:113 'inF0' ( in 3-component vector of float)
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0:113 'inF1' ( in 3-component vector of float)
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0:113 'inF2' ( in 3-component vector of float)
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0:113 'inI0' ( in 3-component vector of int)
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0:? Sequence
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0:154 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
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0:158 Function Parameters:
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0:158 'inF0' (in 4-component vector of float)
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0:158 'inF1' (in 4-component vector of float)
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0:158 'inF2' (in 4-component vector of float)
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0:158 'inI0' (in 4-component vector of int)
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0:158 'inF0' ( in 4-component vector of float)
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0:158 'inF1' ( in 4-component vector of float)
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0:158 'inF2' ( in 4-component vector of float)
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0:158 'inI0' ( in 4-component vector of int)
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0:? Sequence
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0:199 Branch: Return with expression
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0:? Constant:
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@@ -150,34 +150,34 @@ local_size = (1, 1, 1)
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:158 Function Definition: ComputeShaderFunction( (temp void)
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0:158 Function Definition: ComputeShaderFunction( ( temp void)
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0:158 Function Parameters:
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0:? Sequence
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0:158 move second child to first child (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:158 move second child to first child (temp 4-component vector of float)
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0:? 'inF1' (temp 4-component vector of float)
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0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:158 move second child to first child (temp 4-component vector of float)
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0:? 'inF2' (temp 4-component vector of float)
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0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:158 move second child to first child (temp 4-component vector of int)
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0:? 'inI0' (temp 4-component vector of int)
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0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:158 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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0:158 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF1' (temp 4-component vector of float)
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0:? 'inF2' (temp 4-component vector of float)
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0:? 'inI0' (temp 4-component vector of int)
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0:158 move second child to first child ( temp 4-component vector of float)
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0:? 'inF0' ( temp 4-component vector of float)
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0:? 'inF0' (layout( location=0) in 4-component vector of float)
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0:158 move second child to first child ( temp 4-component vector of float)
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0:? 'inF1' ( temp 4-component vector of float)
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0:? 'inF1' (layout( location=1) in 4-component vector of float)
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0:158 move second child to first child ( temp 4-component vector of float)
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0:? 'inF2' ( temp 4-component vector of float)
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0:? 'inF2' (layout( location=2) in 4-component vector of float)
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0:158 move second child to first child ( temp 4-component vector of int)
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0:? 'inI0' ( temp 4-component vector of int)
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0:? 'inI0' (layout( location=3) in 4-component vector of int)
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0:158 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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0:158 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
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0:? 'inF0' ( temp 4-component vector of float)
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0:? 'inF1' ( temp 4-component vector of float)
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0:? 'inF2' ( temp 4-component vector of float)
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0:? 'inI0' ( temp 4-component vector of int)
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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:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'inF0' (layout( location=0) in 4-component vector of float)
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0:? 'inF1' (layout( location=1) in 4-component vector of float)
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0:? 'inF2' (layout( location=2) in 4-component vector of float)
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0:? 'inI0' (layout( location=3) in 4-component vector of int)
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// Module Version 10000
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// Generated by (magic number): 80001
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Block a user