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:
@@ -6,27 +6,27 @@ Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child (temp 4-component vector of float)
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0:8 'gv' (global 4-component vector of float)
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 'gv' ( global 4-component vector of float)
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0:8 Constant:
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0:8 0.000000
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0:8 0.000000
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0:8 1.000000
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0:8 0.000000
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0:9 Sequence
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0:9 move second child to first child (temp 3-element array of float)
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0:9 'gfa' (global 3-element array of float)
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0:9 move second child to first child ( temp 3-element array of float)
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0:9 'gfa' ( global 3-element array of float)
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:18 Function Definition: @PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Parameters:
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0:18 'input' (in 4-component vector of float)
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0:18 'input' ( in 4-component vector of float)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 3 (const int)
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0:19 0.000000
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@@ -35,20 +35,20 @@ gl_FragCoord origin is upper left
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0:19 0.000000
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0:19 0.000000
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0:19 0.000000
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0:21 move second child to first child (temp 4-component vector of float)
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0:21 v: direct index for structure (temp 4-component vector of float)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 move second child to first child ( temp 4-component vector of float)
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0:21 v: direct index for structure ( temp 4-component vector of float)
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0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 3 (const int)
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0:21 vector-scale (temp 4-component vector of float)
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0:21 'gv' (global 4-component vector of float)
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0:21 direct index (temp float)
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0:21 'gfa' (global 3-element array of float)
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0:21 vector-scale ( temp 4-component vector of float)
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0:21 'gv' ( global 4-component vector of float)
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0:21 direct index ( temp float)
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0:21 'gfa' ( global 3-element array of float)
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0:21 Constant:
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0:21 2 (const int)
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0:22 Sequence
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0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:22 Constant:
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0:22 0 (const int)
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0:22 0.000000
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@@ -58,8 +58,8 @@ gl_FragCoord origin is upper left
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0:22 0.000000
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0:22 0.000000
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0:23 Sequence
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0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:23 Constant:
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0:23 0 (const int)
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0:23 0.000000
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@@ -68,8 +68,8 @@ gl_FragCoord origin is upper left
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0:23 0.000000
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0:23 0.000000
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0:23 0.000000
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0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:24 Constant:
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0:24 0 (const int)
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0:24 0.000000
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@@ -78,18 +78,18 @@ gl_FragCoord origin is upper left
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0:24 0.000000
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0:24 0.000000
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0:24 0.000000
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0:25 move second child to first child (temp bool)
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0:25 c: direct index for structure (temp bool)
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0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 move second child to first child ( temp bool)
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0:25 c: direct index for structure ( temp bool)
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0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:25 c: direct index for structure (temp bool)
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0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 c: direct index for structure ( temp bool)
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0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:25 Constant:
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0:25 2 (const int)
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0:26 Sequence
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0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
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0:26 Constant:
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0:26 0.000000
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0:26 0.000000
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@@ -112,8 +112,8 @@ gl_FragCoord origin is upper left
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0:26 0.000000
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0:26 false (const bool)
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0:28 Sequence
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0:28 move second child to first child (temp 4-element array of 2-component vector of float)
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0:28 'gf2a' (temp 4-element array of 2-component vector of float)
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0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
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0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
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0:28 Constant:
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0:28 0.000000
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0:28 0.000000
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@@ -124,78 +124,78 @@ gl_FragCoord origin is upper left
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0:28 0.000000
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0:28 0.000000
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0:29 Sequence
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0:29 move second child to first child (temp int)
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0:29 'cgi' (temp int)
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0:29 move second child to first child ( temp int)
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0:29 'cgi' ( temp int)
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0:29 Constant:
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0:29 0 (const int)
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0:30 move second child to first child (temp float)
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0:30 b: direct index for structure (temp float)
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0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:30 move second child to first child ( temp float)
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0:30 b: direct index for structure ( temp float)
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0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:30 Constant:
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0:30 1 (const int)
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0:30 component-wise multiply (temp float)
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0:30 direct index (temp float)
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0:30 direct index (temp 2-component vector of float)
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0:30 'gf2a' (temp 4-element array of 2-component vector of float)
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0:30 component-wise multiply ( temp float)
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0:30 direct index ( temp float)
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0:30 direct index ( temp 2-component vector of float)
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0:30 'gf2a' ( temp 4-element array of 2-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 Constant:
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0:30 1 (const int)
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0:30 Convert int to float (temp float)
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0:30 'cgi' (temp int)
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0:30 Convert int to float ( temp float)
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0:30 'cgi' ( temp int)
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0:32 Branch: Return with expression
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0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Definition: PixelShaderFunction( (temp void)
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0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Definition: PixelShaderFunction( ( temp void)
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0:18 Function Parameters:
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0:? Sequence
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0:18 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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0:18 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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0:18 Sequence
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0:18 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Call: @PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:? 'input' (temp 4-component vector of float)
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0:18 move second child to first child (temp int)
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0:? 'a' (layout(location=0 ) out int)
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0:18 a: direct index for structure (temp int)
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0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:? 'input' ( temp 4-component vector of float)
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0:18 move second child to first child ( temp int)
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0:? 'a' (layout( location=0) out int)
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0:18 a: direct index for structure ( temp int)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 0 (const int)
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0:18 move second child to first child (temp float)
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0:? 'b' (layout(location=1 ) out float)
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0:18 b: direct index for structure (temp float)
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0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 move second child to first child ( temp float)
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0:? 'b' (layout( location=1) out float)
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0:18 b: direct index for structure ( temp float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 1 (const int)
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0:18 move second child to first child (temp bool)
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0:? 'c' (layout(location=2 ) out bool)
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0:18 c: direct index for structure (temp bool)
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0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 move second child to first child ( temp bool)
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0:? 'c' (layout( location=2) out bool)
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0:18 c: direct index for structure ( temp bool)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 2 (const int)
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0:18 move second child to first child (temp 4-component vector of float)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:18 v: direct index for structure (temp 4-component vector of float)
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0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 move second child to first child ( temp 4-component vector of float)
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0:? 'v' (layout( location=3) out 4-component vector of float)
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0:18 v: direct index for structure ( temp 4-component vector of float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 3 (const int)
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0:? Linker Objects
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0:? 'gv' (global 4-component vector of float)
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0:? 'gfa' (global 3-element array of float)
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0:? 'a' (layout(location=0 ) out int)
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0:? 'b' (layout(location=1 ) out float)
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0:? 'c' (layout(location=2 ) out bool)
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0:? 'v' (layout(location=3 ) 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:? 'cgf2a' (const 3-element array of 2-component vector of float)
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0:? 'gv' ( global 4-component vector of float)
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0:? 'gfa' ( global 3-element array of float)
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0:? 'a' (layout( location=0) out int)
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0:? 'b' (layout( location=1) out float)
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0:? 'c' (layout( location=2) out bool)
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0:? 'v' (layout( location=3) 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:? 'cgf2a' ( const 3-element array of 2-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'ci' (const int)
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0:? 'ci' ( const int)
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0:? 0 (const int)
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@@ -206,27 +206,27 @@ Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child (temp 4-component vector of float)
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0:8 'gv' (global 4-component vector of float)
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 'gv' ( global 4-component vector of float)
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0:8 Constant:
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0:8 0.000000
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0:8 0.000000
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0:8 1.000000
|
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0:8 0.000000
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0:9 Sequence
|
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0:9 move second child to first child (temp 3-element array of float)
|
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0:9 'gfa' (global 3-element array of float)
|
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0:9 move second child to first child ( temp 3-element array of float)
|
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0:9 'gfa' ( global 3-element array of float)
|
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0:9 Constant:
|
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0:9 0.000000
|
||||
0:9 0.000000
|
||||
0:9 0.000000
|
||||
0:18 Function Definition: @PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:18 Function Parameters:
|
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0:18 'input' (in 4-component vector of float)
|
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0:18 'input' ( in 4-component vector of float)
|
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0:? Sequence
|
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0:19 Sequence
|
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0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:19 Constant:
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0:19 3 (const int)
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||||
0:19 0.000000
|
||||
@@ -235,20 +235,20 @@ gl_FragCoord origin is upper left
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0:19 0.000000
|
||||
0:19 0.000000
|
||||
0:19 0.000000
|
||||
0:21 move second child to first child (temp 4-component vector of float)
|
||||
0:21 v: direct index for structure (temp 4-component vector of float)
|
||||
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:21 move second child to first child ( temp 4-component vector of float)
|
||||
0:21 v: direct index for structure ( temp 4-component vector of float)
|
||||
0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:21 Constant:
|
||||
0:21 3 (const int)
|
||||
0:21 vector-scale (temp 4-component vector of float)
|
||||
0:21 'gv' (global 4-component vector of float)
|
||||
0:21 direct index (temp float)
|
||||
0:21 'gfa' (global 3-element array of float)
|
||||
0:21 vector-scale ( temp 4-component vector of float)
|
||||
0:21 'gv' ( global 4-component vector of float)
|
||||
0:21 direct index ( temp float)
|
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0:21 'gfa' ( global 3-element array of float)
|
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0:21 Constant:
|
||||
0:21 2 (const int)
|
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0:22 Sequence
|
||||
0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
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0:22 Constant:
|
||||
0:22 0 (const int)
|
||||
0:22 0.000000
|
||||
@@ -258,8 +258,8 @@ gl_FragCoord origin is upper left
|
||||
0:22 0.000000
|
||||
0:22 0.000000
|
||||
0:23 Sequence
|
||||
0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:23 Constant:
|
||||
0:23 0 (const int)
|
||||
0:23 0.000000
|
||||
@@ -268,8 +268,8 @@ gl_FragCoord origin is upper left
|
||||
0:23 0.000000
|
||||
0:23 0.000000
|
||||
0:23 0.000000
|
||||
0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:24 Constant:
|
||||
0:24 0 (const int)
|
||||
0:24 0.000000
|
||||
@@ -278,18 +278,18 @@ gl_FragCoord origin is upper left
|
||||
0:24 0.000000
|
||||
0:24 0.000000
|
||||
0:24 0.000000
|
||||
0:25 move second child to first child (temp bool)
|
||||
0:25 c: direct index for structure (temp bool)
|
||||
0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:25 move second child to first child ( temp bool)
|
||||
0:25 c: direct index for structure ( temp bool)
|
||||
0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:25 Constant:
|
||||
0:25 2 (const int)
|
||||
0:25 c: direct index for structure (temp bool)
|
||||
0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:25 c: direct index for structure ( temp bool)
|
||||
0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:25 Constant:
|
||||
0:25 2 (const int)
|
||||
0:26 Sequence
|
||||
0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
|
||||
0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
|
||||
0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
|
||||
0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
|
||||
0:26 Constant:
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
@@ -312,8 +312,8 @@ gl_FragCoord origin is upper left
|
||||
0:26 0.000000
|
||||
0:26 false (const bool)
|
||||
0:28 Sequence
|
||||
0:28 move second child to first child (temp 4-element array of 2-component vector of float)
|
||||
0:28 'gf2a' (temp 4-element array of 2-component vector of float)
|
||||
0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
|
||||
0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
|
||||
0:28 Constant:
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
@@ -324,78 +324,78 @@ gl_FragCoord origin is upper left
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:29 Sequence
|
||||
0:29 move second child to first child (temp int)
|
||||
0:29 'cgi' (temp int)
|
||||
0:29 move second child to first child ( temp int)
|
||||
0:29 'cgi' ( temp int)
|
||||
0:29 Constant:
|
||||
0:29 0 (const int)
|
||||
0:30 move second child to first child (temp float)
|
||||
0:30 b: direct index for structure (temp float)
|
||||
0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:30 move second child to first child ( temp float)
|
||||
0:30 b: direct index for structure ( temp float)
|
||||
0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:30 Constant:
|
||||
0:30 1 (const int)
|
||||
0:30 component-wise multiply (temp float)
|
||||
0:30 direct index (temp float)
|
||||
0:30 direct index (temp 2-component vector of float)
|
||||
0:30 'gf2a' (temp 4-element array of 2-component vector of float)
|
||||
0:30 component-wise multiply ( temp float)
|
||||
0:30 direct index ( temp float)
|
||||
0:30 direct index ( temp 2-component vector of float)
|
||||
0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
|
||||
0:30 Constant:
|
||||
0:30 2 (const int)
|
||||
0:30 Constant:
|
||||
0:30 1 (const int)
|
||||
0:30 Convert int to float (temp float)
|
||||
0:30 'cgi' (temp int)
|
||||
0:30 Convert int to float ( temp float)
|
||||
0:30 'cgi' ( temp int)
|
||||
0:32 Branch: Return with expression
|
||||
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Definition: PixelShaderFunction( (temp void)
|
||||
0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Definition: PixelShaderFunction( ( temp void)
|
||||
0:18 Function Parameters:
|
||||
0:? Sequence
|
||||
0:18 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'input' (temp 4-component vector of float)
|
||||
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
||||
0:18 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'input' ( temp 4-component vector of float)
|
||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
0:18 Sequence
|
||||
0:18 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Call: @PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:? 'input' (temp 4-component vector of float)
|
||||
0:18 move second child to first child (temp int)
|
||||
0:? 'a' (layout(location=0 ) out int)
|
||||
0:18 a: direct index for structure (temp int)
|
||||
0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:? 'input' ( temp 4-component vector of float)
|
||||
0:18 move second child to first child ( temp int)
|
||||
0:? 'a' (layout( location=0) out int)
|
||||
0:18 a: direct index for structure ( temp int)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 0 (const int)
|
||||
0:18 move second child to first child (temp float)
|
||||
0:? 'b' (layout(location=1 ) out float)
|
||||
0:18 b: direct index for structure (temp float)
|
||||
0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 move second child to first child ( temp float)
|
||||
0:? 'b' (layout( location=1) out float)
|
||||
0:18 b: direct index for structure ( temp float)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 1 (const int)
|
||||
0:18 move second child to first child (temp bool)
|
||||
0:? 'c' (layout(location=2 ) out bool)
|
||||
0:18 c: direct index for structure (temp bool)
|
||||
0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 move second child to first child ( temp bool)
|
||||
0:? 'c' (layout( location=2) out bool)
|
||||
0:18 c: direct index for structure ( temp bool)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 2 (const int)
|
||||
0:18 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'v' (layout(location=3 ) out 4-component vector of float)
|
||||
0:18 v: direct index for structure (temp 4-component vector of float)
|
||||
0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'v' (layout( location=3) out 4-component vector of float)
|
||||
0:18 v: direct index for structure ( temp 4-component vector of float)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 3 (const int)
|
||||
0:? Linker Objects
|
||||
0:? 'gv' (global 4-component vector of float)
|
||||
0:? 'gfa' (global 3-element array of float)
|
||||
0:? 'a' (layout(location=0 ) out int)
|
||||
0:? 'b' (layout(location=1 ) out float)
|
||||
0:? 'c' (layout(location=2 ) out bool)
|
||||
0:? 'v' (layout(location=3 ) out 4-component vector of float)
|
||||
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
||||
0:? 'cgf2a' (const 3-element array of 2-component vector of float)
|
||||
0:? 'gv' ( global 4-component vector of float)
|
||||
0:? 'gfa' ( global 3-element array of float)
|
||||
0:? 'a' (layout( location=0) out int)
|
||||
0:? 'b' (layout( location=1) out float)
|
||||
0:? 'c' (layout( location=2) out bool)
|
||||
0:? 'v' (layout( location=3) out 4-component vector of float)
|
||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 'ci' (const int)
|
||||
0:? 'ci' ( const int)
|
||||
0:? 0 (const int)
|
||||
|
||||
// Module Version 10000
|
||||
|
||||
Reference in New Issue
Block a user