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:
John Kessenich
2017-03-14 19:43:13 -06:00
parent c08fb8ab9c
commit 71c100d7c0
332 changed files with 62136 additions and 62097 deletions

View File

@@ -2,64 +2,64 @@ hlsl.promote.binary.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Function Parameters:
0:? Sequence
0:15 mod (temp float)
0:15 Convert int to float (temp float)
0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:15 mod ( temp float)
0:15 Convert int to float ( temp float)
0:15 ival: direct index for structure (layout( offset=32) uniform int)
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:15 Constant:
0:15 2 (const uint)
0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:15 fval: direct index for structure (layout( offset=64) uniform float)
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:15 Constant:
0:15 4 (const uint)
0:16 mod (temp 4-component vector of float)
0:16 Convert int to float (temp 4-component vector of float)
0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:16 mod ( temp 4-component vector of float)
0:16 Convert int to float ( temp 4-component vector of float)
0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:16 Constant:
0:16 3 (const uint)
0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:16 Constant:
0:16 5 (const uint)
0:18 mod (temp float)
0:18 Convert bool to float (temp float)
0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:18 mod ( temp float)
0:18 Convert bool to float ( temp float)
0:18 bval: direct index for structure (layout( offset=0) uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:18 Constant:
0:18 0 (const uint)
0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:18 fval: direct index for structure (layout( offset=64) uniform float)
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:18 Constant:
0:18 4 (const uint)
0:19 mod (temp 4-component vector of float)
0:19 Convert bool to float (temp 4-component vector of float)
0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:19 mod ( temp 4-component vector of float)
0:19 Convert bool to float ( temp 4-component vector of float)
0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:19 Constant:
0:19 1 (const uint)
0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:19 Constant:
0:19 5 (const uint)
0:21 Sequence
0:21 move second child to first child (temp int)
0:21 'l_int' (temp int)
0:21 move second child to first child ( temp int)
0:21 'l_int' ( temp int)
0:21 Constant:
0:21 1 (const int)
0:22 mod second child into first child (temp int)
0:22 'l_int' (temp int)
0:22 Convert float to int (temp int)
0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:22 mod second child into first child ( temp int)
0:22 'l_int' ( temp int)
0:22 Convert float to int ( temp int)
0:22 fval: direct index for structure (layout( offset=64) uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:22 Constant:
0:22 4 (const uint)
0:25 move second child to first child (temp 4-component vector of float)
0:25 Color: direct index for structure (temp 4-component vector of float)
0:25 'psout' (temp structure{temp 4-component vector of float Color})
0:25 move second child to first child ( temp 4-component vector of float)
0:25 Color: direct index for structure ( temp 4-component vector of float)
0:25 'psout' ( temp structure{ temp 4-component vector of float Color})
0:25 Constant:
0:25 0 (const int)
0:25 Constant:
@@ -68,20 +68,20 @@ gl_FragCoord origin is upper left
0:25 0.000000
0:25 0.000000
0:26 Branch: Return with expression
0:26 'psout' (temp structure{temp 4-component vector of float Color})
0:14 Function Definition: main( (temp void)
0:26 'psout' ( temp structure{ temp 4-component vector of float Color})
0:14 Function Definition: main( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:14 Color: direct index for structure (temp 4-component vector of float)
0:14 Function Call: @main( (temp structure{temp 4-component vector of float Color})
0:14 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:14 Color: direct index for structure ( temp 4-component vector of float)
0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Constant:
0:14 0 (const int)
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
Linked fragment stage:
@@ -90,64 +90,64 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Function Parameters:
0:? Sequence
0:15 mod (temp float)
0:15 Convert int to float (temp float)
0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:15 mod ( temp float)
0:15 Convert int to float ( temp float)
0:15 ival: direct index for structure (layout( offset=32) uniform int)
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:15 Constant:
0:15 2 (const uint)
0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:15 fval: direct index for structure (layout( offset=64) uniform float)
0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:15 Constant:
0:15 4 (const uint)
0:16 mod (temp 4-component vector of float)
0:16 Convert int to float (temp 4-component vector of float)
0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:16 mod ( temp 4-component vector of float)
0:16 Convert int to float ( temp 4-component vector of float)
0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:16 Constant:
0:16 3 (const uint)
0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:16 Constant:
0:16 5 (const uint)
0:18 mod (temp float)
0:18 Convert bool to float (temp float)
0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:18 mod ( temp float)
0:18 Convert bool to float ( temp float)
0:18 bval: direct index for structure (layout( offset=0) uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:18 Constant:
0:18 0 (const uint)
0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:18 fval: direct index for structure (layout( offset=64) uniform float)
0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:18 Constant:
0:18 4 (const uint)
0:19 mod (temp 4-component vector of float)
0:19 Convert bool to float (temp 4-component vector of float)
0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:19 mod ( temp 4-component vector of float)
0:19 Convert bool to float ( temp 4-component vector of float)
0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:19 Constant:
0:19 1 (const uint)
0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:19 Constant:
0:19 5 (const uint)
0:21 Sequence
0:21 move second child to first child (temp int)
0:21 'l_int' (temp int)
0:21 move second child to first child ( temp int)
0:21 'l_int' ( temp int)
0:21 Constant:
0:21 1 (const int)
0:22 mod second child into first child (temp int)
0:22 'l_int' (temp int)
0:22 Convert float to int (temp int)
0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:22 mod second child into first child ( temp int)
0:22 'l_int' ( temp int)
0:22 Convert float to int ( temp int)
0:22 fval: direct index for structure (layout( offset=64) uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
0:22 Constant:
0:22 4 (const uint)
0:25 move second child to first child (temp 4-component vector of float)
0:25 Color: direct index for structure (temp 4-component vector of float)
0:25 'psout' (temp structure{temp 4-component vector of float Color})
0:25 move second child to first child ( temp 4-component vector of float)
0:25 Color: direct index for structure ( temp 4-component vector of float)
0:25 'psout' ( temp structure{ temp 4-component vector of float Color})
0:25 Constant:
0:25 0 (const int)
0:25 Constant:
@@ -156,20 +156,20 @@ gl_FragCoord origin is upper left
0:25 0.000000
0:25 0.000000
0:26 Branch: Return with expression
0:26 'psout' (temp structure{temp 4-component vector of float Color})
0:14 Function Definition: main( (temp void)
0:26 'psout' ( temp structure{ temp 4-component vector of float Color})
0:14 Function Definition: main( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:14 Color: direct index for structure (temp 4-component vector of float)
0:14 Function Call: @main( (temp structure{temp 4-component vector of float Color})
0:14 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:14 Color: direct index for structure ( temp 4-component vector of float)
0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Constant:
0:14 0 (const int)
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4})
// Module Version 10000
// Generated by (magic number): 80001