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:
@@ -2,26 +2,26 @@ hlsl.precedence.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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0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
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0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'a1' (in 4-component vector of float)
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0:7 'a2' (in 4-component vector of float)
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0:7 'a3' (in 4-component vector of float)
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0:7 'a4' (in 4-component vector of float)
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0:7 'a1' ( in 4-component vector of float)
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0:7 'a2' ( in 4-component vector of float)
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0:7 'a3' ( in 4-component vector of float)
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0:7 'a4' ( in 4-component vector of float)
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 add (temp 4-component vector of float)
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0:8 add (temp 4-component vector of float)
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0:8 add (temp 4-component vector of float)
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0:8 'a1' (in 4-component vector of float)
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0:8 component-wise multiply (temp 4-component vector of float)
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0:8 'a2' (in 4-component vector of float)
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0:8 'a3' (in 4-component vector of float)
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0:8 'a4' (in 4-component vector of float)
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0:? Construct vec4 (temp 4-component vector of float)
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0:8 component-wise multiply (temp 3-component vector of float)
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0:8 vector swizzle (temp 3-component vector of float)
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0:8 'a1' (in 4-component vector of float)
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0:8 add ( temp 4-component vector of float)
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0:8 add ( temp 4-component vector of float)
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0:8 add ( temp 4-component vector of float)
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0:8 'a1' ( in 4-component vector of float)
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0:8 component-wise multiply ( temp 4-component vector of float)
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0:8 'a2' ( in 4-component vector of float)
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0:8 'a3' ( in 4-component vector of float)
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0:8 'a4' ( in 4-component vector of float)
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0:? Construct vec4 ( temp 4-component vector of float)
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0:8 component-wise multiply ( temp 3-component vector of float)
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0:8 vector swizzle ( temp 3-component vector of float)
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0:8 'a1' ( in 4-component vector of float)
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0:8 Sequence
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0:8 Constant:
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0:8 0 (const int)
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@@ -29,8 +29,8 @@ gl_FragCoord origin is upper left
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0:8 1 (const int)
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0:8 Constant:
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0:8 2 (const int)
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0:8 vector swizzle (temp 3-component vector of float)
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0:8 'a2' (in 4-component vector of float)
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0:8 vector swizzle ( temp 3-component vector of float)
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0:8 'a2' ( in 4-component vector of float)
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0:8 Sequence
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0:8 Constant:
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0:8 0 (const int)
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@@ -38,38 +38,38 @@ gl_FragCoord origin is upper left
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0:8 1 (const int)
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0:8 Constant:
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0:8 2 (const int)
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0:8 direct index (temp float)
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0:8 'a3' (in 4-component vector of float)
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0:8 direct index ( temp float)
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0:8 'a3' ( in 4-component vector of float)
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0:8 Constant:
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0:8 3 (const int)
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0:7 Function Definition: PixelShaderFunction( (temp void)
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0:7 Function Definition: PixelShaderFunction( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp 4-component vector of float)
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0:? 'a1' (temp 4-component vector of float)
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0:? 'a1' (layout(location=0 ) in 4-component vector of float)
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0:7 move second child to first child (temp 4-component vector of float)
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0:? 'a2' (temp 4-component vector of float)
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0:? 'a2' (layout(location=1 ) in 4-component vector of float)
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0:7 move second child to first child (temp 4-component vector of float)
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0:? 'a3' (temp 4-component vector of float)
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0:? 'a3' (layout(location=2 ) in 4-component vector of float)
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0:7 move second child to first child (temp 4-component vector of float)
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0:? 'a4' (temp 4-component vector of float)
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0:? 'a4' (layout(location=3 ) in 4-component vector of float)
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0:7 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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0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
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0:? 'a1' (temp 4-component vector of float)
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0:? 'a2' (temp 4-component vector of float)
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0:? 'a3' (temp 4-component vector of float)
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0:? 'a4' (temp 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a1' ( temp 4-component vector of float)
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0:? 'a1' (layout( location=0) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a2' ( temp 4-component vector of float)
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0:? 'a2' (layout( location=1) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a3' ( temp 4-component vector of float)
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0:? 'a3' (layout( location=2) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a4' ( temp 4-component vector of float)
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0:? 'a4' (layout( location=3) in 4-component vector of float)
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0:7 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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0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
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0:? 'a1' ( temp 4-component vector of float)
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0:? 'a2' ( temp 4-component vector of float)
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0:? 'a3' ( temp 4-component vector of float)
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0:? 'a4' ( 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:? 'a1' (layout(location=0 ) in 4-component vector of float)
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0:? 'a2' (layout(location=1 ) in 4-component vector of float)
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0:? 'a3' (layout(location=2 ) in 4-component vector of float)
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0:? 'a4' (layout(location=3 ) 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:? 'a1' (layout( location=0) in 4-component vector of float)
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0:? 'a2' (layout( location=1) in 4-component vector of float)
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0:? 'a3' (layout( location=2) in 4-component vector of float)
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0:? 'a4' (layout( location=3) in 4-component vector of float)
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Linked fragment stage:
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@@ -78,26 +78,26 @@ 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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0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
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0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'a1' (in 4-component vector of float)
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0:7 'a2' (in 4-component vector of float)
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0:7 'a3' (in 4-component vector of float)
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0:7 'a4' (in 4-component vector of float)
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0:7 'a1' ( in 4-component vector of float)
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0:7 'a2' ( in 4-component vector of float)
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0:7 'a3' ( in 4-component vector of float)
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0:7 'a4' ( in 4-component vector of float)
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 add (temp 4-component vector of float)
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0:8 add (temp 4-component vector of float)
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0:8 add (temp 4-component vector of float)
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0:8 'a1' (in 4-component vector of float)
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0:8 component-wise multiply (temp 4-component vector of float)
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0:8 'a2' (in 4-component vector of float)
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0:8 'a3' (in 4-component vector of float)
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0:8 'a4' (in 4-component vector of float)
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0:? Construct vec4 (temp 4-component vector of float)
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0:8 component-wise multiply (temp 3-component vector of float)
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0:8 vector swizzle (temp 3-component vector of float)
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0:8 'a1' (in 4-component vector of float)
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0:8 add ( temp 4-component vector of float)
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0:8 add ( temp 4-component vector of float)
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0:8 add ( temp 4-component vector of float)
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0:8 'a1' ( in 4-component vector of float)
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0:8 component-wise multiply ( temp 4-component vector of float)
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0:8 'a2' ( in 4-component vector of float)
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0:8 'a3' ( in 4-component vector of float)
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0:8 'a4' ( in 4-component vector of float)
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0:? Construct vec4 ( temp 4-component vector of float)
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0:8 component-wise multiply ( temp 3-component vector of float)
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0:8 vector swizzle ( temp 3-component vector of float)
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0:8 'a1' ( in 4-component vector of float)
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0:8 Sequence
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0:8 Constant:
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0:8 0 (const int)
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@@ -105,8 +105,8 @@ gl_FragCoord origin is upper left
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0:8 1 (const int)
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0:8 Constant:
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0:8 2 (const int)
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0:8 vector swizzle (temp 3-component vector of float)
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0:8 'a2' (in 4-component vector of float)
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0:8 vector swizzle ( temp 3-component vector of float)
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0:8 'a2' ( in 4-component vector of float)
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0:8 Sequence
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0:8 Constant:
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0:8 0 (const int)
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@@ -114,38 +114,38 @@ gl_FragCoord origin is upper left
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0:8 1 (const int)
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0:8 Constant:
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0:8 2 (const int)
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0:8 direct index (temp float)
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0:8 'a3' (in 4-component vector of float)
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0:8 direct index ( temp float)
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0:8 'a3' ( in 4-component vector of float)
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0:8 Constant:
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0:8 3 (const int)
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0:7 Function Definition: PixelShaderFunction( (temp void)
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0:7 Function Definition: PixelShaderFunction( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp 4-component vector of float)
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0:? 'a1' (temp 4-component vector of float)
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0:? 'a1' (layout(location=0 ) in 4-component vector of float)
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0:7 move second child to first child (temp 4-component vector of float)
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0:? 'a2' (temp 4-component vector of float)
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0:? 'a2' (layout(location=1 ) in 4-component vector of float)
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0:7 move second child to first child (temp 4-component vector of float)
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0:? 'a3' (temp 4-component vector of float)
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0:? 'a3' (layout(location=2 ) in 4-component vector of float)
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0:7 move second child to first child (temp 4-component vector of float)
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0:? 'a4' (temp 4-component vector of float)
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0:? 'a4' (layout(location=3 ) in 4-component vector of float)
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0:7 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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0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
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0:? 'a1' (temp 4-component vector of float)
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0:? 'a2' (temp 4-component vector of float)
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0:? 'a3' (temp 4-component vector of float)
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0:? 'a4' (temp 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a1' ( temp 4-component vector of float)
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0:? 'a1' (layout( location=0) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a2' ( temp 4-component vector of float)
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0:? 'a2' (layout( location=1) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a3' ( temp 4-component vector of float)
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0:? 'a3' (layout( location=2) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a4' ( temp 4-component vector of float)
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0:? 'a4' (layout( location=3) in 4-component vector of float)
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0:7 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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0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
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0:? 'a1' ( temp 4-component vector of float)
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0:? 'a2' ( temp 4-component vector of float)
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0:? 'a3' ( temp 4-component vector of float)
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0:? 'a4' ( 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:? 'a1' (layout(location=0 ) in 4-component vector of float)
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0:? 'a2' (layout(location=1 ) in 4-component vector of float)
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0:? 'a3' (layout(location=2 ) in 4-component vector of float)
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0:? 'a4' (layout(location=3 ) 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:? 'a1' (layout( location=0) in 4-component vector of float)
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0:? 'a2' (layout( location=1) in 4-component vector of float)
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0:? 'a3' (layout( location=2) in 4-component vector of float)
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0:? 'a4' (layout( location=3) 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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