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:
@@ -2,33 +2,33 @@ hlsl.max.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;vf4; (temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input1' (in 4-component vector of float)
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0:2 'input2' (in 4-component vector of float)
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0:2 'input1' ( in 4-component vector of float)
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0:2 'input2' ( in 4-component vector of float)
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0:? Sequence
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0:3 Branch: Return with expression
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0:3 max (temp 4-component vector of float)
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0:3 'input1' (in 4-component vector of float)
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0:3 'input2' (in 4-component vector of float)
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:3 max ( temp 4-component vector of float)
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0:3 'input1' ( in 4-component vector of float)
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0:3 'input2' ( in 4-component vector of float)
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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:? 'input1' (temp 4-component vector of float)
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0:? 'input1' (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:? 'input2' (temp 4-component vector of float)
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0:? 'input2' (layout(location=1 ) 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;vf4; (temp 4-component vector of float)
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0:? 'input1' (temp 4-component vector of float)
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0:? 'input2' (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:? 'input1' ( temp 4-component vector of float)
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0:? 'input1' (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:? 'input2' ( temp 4-component vector of float)
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0:? 'input2' (layout( location=1) 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;vf4; ( temp 4-component vector of float)
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0:? 'input1' ( temp 4-component vector of float)
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0:? 'input2' ( 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:? 'input1' (layout(location=0 ) in 4-component vector of float)
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0:? 'input2' (layout(location=1 ) 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:? 'input1' (layout( location=0) in 4-component vector of float)
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0:? 'input2' (layout( location=1) in 4-component vector of float)
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Linked fragment stage:
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@@ -37,33 +37,33 @@ 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;vf4; (temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input1' (in 4-component vector of float)
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0:2 'input2' (in 4-component vector of float)
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0:2 'input1' ( in 4-component vector of float)
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0:2 'input2' ( in 4-component vector of float)
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0:? Sequence
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0:3 Branch: Return with expression
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0:3 max (temp 4-component vector of float)
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0:3 'input1' (in 4-component vector of float)
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0:3 'input2' (in 4-component vector of float)
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:3 max ( temp 4-component vector of float)
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0:3 'input1' ( in 4-component vector of float)
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0:3 'input2' ( in 4-component vector of float)
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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:? 'input1' (temp 4-component vector of float)
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0:? 'input1' (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:? 'input2' (temp 4-component vector of float)
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0:? 'input2' (layout(location=1 ) 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;vf4; (temp 4-component vector of float)
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0:? 'input1' (temp 4-component vector of float)
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0:? 'input2' (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:? 'input1' ( temp 4-component vector of float)
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0:? 'input1' (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:? 'input2' ( temp 4-component vector of float)
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0:? 'input2' (layout( location=1) 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;vf4; ( temp 4-component vector of float)
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0:? 'input1' ( temp 4-component vector of float)
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0:? 'input2' ( 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:? 'input1' (layout(location=0 ) in 4-component vector of float)
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0:? 'input2' (layout(location=1 ) 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:? 'input1' (layout( location=0) in 4-component vector of float)
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0:? 'input2' (layout( location=1) 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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