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

@@ -2,17 +2,17 @@ hlsl.samplecmp.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
0:42 move second child to first child (temp float)
0:42 'r11' (temp float)
0:42 textureOffset (temp float)
0:42 Construct combined texture-sampler (temp sampler1DArrayShadow)
0:42 'g_tTex1df4a' (uniform texture1DArray)
0:42 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:42 Construct vec3 (temp 3-component vector of float)
0:42 move second child to first child ( temp float)
0:42 'r11' ( temp float)
0:42 textureOffset ( temp float)
0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow)
0:42 'g_tTex1df4a' ( uniform texture1DArray)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -21,13 +21,13 @@ gl_FragCoord origin is upper left
0:42 Constant:
0:42 2 (const int)
0:43 Sequence
0:43 move second child to first child (temp float)
0:43 'r13' (temp float)
0:43 textureOffset (temp float)
0:43 Construct combined texture-sampler (temp isampler1DArrayShadow)
0:43 'g_tTex1di4a' (uniform itexture1DArray)
0:43 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:43 Construct vec3 (temp 3-component vector of float)
0:43 move second child to first child ( temp float)
0:43 'r13' ( temp float)
0:43 textureOffset ( temp float)
0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow)
0:43 'g_tTex1di4a' ( uniform itexture1DArray)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -36,13 +36,13 @@ gl_FragCoord origin is upper left
0:43 Constant:
0:43 2 (const int)
0:44 Sequence
0:44 move second child to first child (temp float)
0:44 'r15' (temp float)
0:44 textureOffset (temp float)
0:44 Construct combined texture-sampler (temp usampler1DArrayShadow)
0:44 'g_tTex1du4a' (uniform utexture1DArray)
0:44 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:44 Construct vec3 (temp 3-component vector of float)
0:44 move second child to first child ( temp float)
0:44 'r15' ( temp float)
0:44 textureOffset ( temp float)
0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow)
0:44 'g_tTex1du4a' ( uniform utexture1DArray)
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -51,13 +51,13 @@ gl_FragCoord origin is upper left
0:44 Constant:
0:44 2 (const int)
0:47 Sequence
0:47 move second child to first child (temp float)
0:47 'r31' (temp float)
0:47 textureOffset (temp float)
0:47 Construct combined texture-sampler (temp sampler2DArrayShadow)
0:47 'g_tTex2df4a' (uniform texture2DArray)
0:47 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:47 Construct vec4 (temp 4-component vector of float)
0:47 move second child to first child ( temp float)
0:47 'r31' ( temp float)
0:47 textureOffset ( temp float)
0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow)
0:47 'g_tTex2df4a' ( uniform texture2DArray)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -68,13 +68,13 @@ gl_FragCoord origin is upper left
0:? 2 (const int)
0:? 3 (const int)
0:48 Sequence
0:48 move second child to first child (temp float)
0:48 'r33' (temp float)
0:48 textureOffset (temp float)
0:48 Construct combined texture-sampler (temp isampler2DArrayShadow)
0:48 'g_tTex2di4a' (uniform itexture2DArray)
0:48 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:48 Construct vec4 (temp 4-component vector of float)
0:48 move second child to first child ( temp float)
0:48 'r33' ( temp float)
0:48 textureOffset ( temp float)
0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow)
0:48 'g_tTex2di4a' ( uniform itexture2DArray)
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -85,13 +85,13 @@ gl_FragCoord origin is upper left
0:? 2 (const int)
0:? 3 (const int)
0:49 Sequence
0:49 move second child to first child (temp float)
0:49 'r35' (temp float)
0:49 textureOffset (temp float)
0:49 Construct combined texture-sampler (temp usampler2DArrayShadow)
0:49 'g_tTex2du4a' (uniform utexture2DArray)
0:49 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:49 Construct vec4 (temp 4-component vector of float)
0:49 move second child to first child ( temp float)
0:49 'r35' ( temp float)
0:49 textureOffset ( temp float)
0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow)
0:49 'g_tTex2du4a' ( uniform utexture2DArray)
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -101,9 +101,9 @@ gl_FragCoord origin is upper left
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:63 move second child to first child (temp 4-component vector of float)
0:63 Color: direct index for structure (temp 4-component vector of float)
0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:63 move second child to first child ( temp 4-component vector of float)
0:63 Color: direct index for structure ( temp 4-component vector of float)
0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
@@ -111,59 +111,59 @@ gl_FragCoord origin is upper left
0:63 1.000000
0:63 1.000000
0:63 1.000000
0:64 move second child to first child (temp float)
0:64 Depth: direct index for structure (temp float)
0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:64 move second child to first child ( temp float)
0:64 Depth: direct index for structure ( temp float)
0:64 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:64 Constant:
0:64 1 (const int)
0:64 Constant:
0:64 1.000000
0:66 Branch: Return with expression
0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp void)
0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( ( temp void)
0:38 Function Parameters:
0:? Sequence
0:38 Sequence
0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:38 Color: direct index for structure (temp 4-component vector of float)
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:38 Depth: direct index for structure (temp float)
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTex1du4' (uniform utexture1D)
0:? 'g_tTex2df4' (uniform texture2D)
0:? 'g_tTex2di4' (uniform itexture2D)
0:? 'g_tTex2du4' (uniform utexture2D)
0:? 'g_tTex3df4' (uniform texture3D)
0:? 'g_tTex3di4' (uniform itexture3D)
0:? 'g_tTex3du4' (uniform utexture3D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
0:? 'g_tTex1df4a' (uniform texture1DArray)
0:? 'g_tTex1di4a' (uniform itexture1DArray)
0:? 'g_tTex1du4a' (uniform utexture1DArray)
0:? 'g_tTex2df4a' (uniform texture2DArray)
0:? 'g_tTex2di4a' (uniform itexture2DArray)
0:? 'g_tTex2du4a' (uniform utexture2DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'g_tTex1df4a' ( uniform texture1DArray)
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
Linked fragment stage:
@@ -172,17 +172,17 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
0:42 move second child to first child (temp float)
0:42 'r11' (temp float)
0:42 textureOffset (temp float)
0:42 Construct combined texture-sampler (temp sampler1DArrayShadow)
0:42 'g_tTex1df4a' (uniform texture1DArray)
0:42 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:42 Construct vec3 (temp 3-component vector of float)
0:42 move second child to first child ( temp float)
0:42 'r11' ( temp float)
0:42 textureOffset ( temp float)
0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow)
0:42 'g_tTex1df4a' ( uniform texture1DArray)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -191,13 +191,13 @@ gl_FragCoord origin is upper left
0:42 Constant:
0:42 2 (const int)
0:43 Sequence
0:43 move second child to first child (temp float)
0:43 'r13' (temp float)
0:43 textureOffset (temp float)
0:43 Construct combined texture-sampler (temp isampler1DArrayShadow)
0:43 'g_tTex1di4a' (uniform itexture1DArray)
0:43 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:43 Construct vec3 (temp 3-component vector of float)
0:43 move second child to first child ( temp float)
0:43 'r13' ( temp float)
0:43 textureOffset ( temp float)
0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow)
0:43 'g_tTex1di4a' ( uniform itexture1DArray)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -206,13 +206,13 @@ gl_FragCoord origin is upper left
0:43 Constant:
0:43 2 (const int)
0:44 Sequence
0:44 move second child to first child (temp float)
0:44 'r15' (temp float)
0:44 textureOffset (temp float)
0:44 Construct combined texture-sampler (temp usampler1DArrayShadow)
0:44 'g_tTex1du4a' (uniform utexture1DArray)
0:44 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:44 Construct vec3 (temp 3-component vector of float)
0:44 move second child to first child ( temp float)
0:44 'r15' ( temp float)
0:44 textureOffset ( temp float)
0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow)
0:44 'g_tTex1du4a' ( uniform utexture1DArray)
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -221,13 +221,13 @@ gl_FragCoord origin is upper left
0:44 Constant:
0:44 2 (const int)
0:47 Sequence
0:47 move second child to first child (temp float)
0:47 'r31' (temp float)
0:47 textureOffset (temp float)
0:47 Construct combined texture-sampler (temp sampler2DArrayShadow)
0:47 'g_tTex2df4a' (uniform texture2DArray)
0:47 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:47 Construct vec4 (temp 4-component vector of float)
0:47 move second child to first child ( temp float)
0:47 'r31' ( temp float)
0:47 textureOffset ( temp float)
0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow)
0:47 'g_tTex2df4a' ( uniform texture2DArray)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -238,13 +238,13 @@ gl_FragCoord origin is upper left
0:? 2 (const int)
0:? 3 (const int)
0:48 Sequence
0:48 move second child to first child (temp float)
0:48 'r33' (temp float)
0:48 textureOffset (temp float)
0:48 Construct combined texture-sampler (temp isampler2DArrayShadow)
0:48 'g_tTex2di4a' (uniform itexture2DArray)
0:48 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:48 Construct vec4 (temp 4-component vector of float)
0:48 move second child to first child ( temp float)
0:48 'r33' ( temp float)
0:48 textureOffset ( temp float)
0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow)
0:48 'g_tTex2di4a' ( uniform itexture2DArray)
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -255,13 +255,13 @@ gl_FragCoord origin is upper left
0:? 2 (const int)
0:? 3 (const int)
0:49 Sequence
0:49 move second child to first child (temp float)
0:49 'r35' (temp float)
0:49 textureOffset (temp float)
0:49 Construct combined texture-sampler (temp usampler2DArrayShadow)
0:49 'g_tTex2du4a' (uniform utexture2DArray)
0:49 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:49 Construct vec4 (temp 4-component vector of float)
0:49 move second child to first child ( temp float)
0:49 'r35' ( temp float)
0:49 textureOffset ( temp float)
0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow)
0:49 'g_tTex2du4a' ( uniform utexture2DArray)
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -271,9 +271,9 @@ gl_FragCoord origin is upper left
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:63 move second child to first child (temp 4-component vector of float)
0:63 Color: direct index for structure (temp 4-component vector of float)
0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:63 move second child to first child ( temp 4-component vector of float)
0:63 Color: direct index for structure ( temp 4-component vector of float)
0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
@@ -281,59 +281,59 @@ gl_FragCoord origin is upper left
0:63 1.000000
0:63 1.000000
0:63 1.000000
0:64 move second child to first child (temp float)
0:64 Depth: direct index for structure (temp float)
0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:64 move second child to first child ( temp float)
0:64 Depth: direct index for structure ( temp float)
0:64 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:64 Constant:
0:64 1 (const int)
0:64 Constant:
0:64 1.000000
0:66 Branch: Return with expression
0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp void)
0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( ( temp void)
0:38 Function Parameters:
0:? Sequence
0:38 Sequence
0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:38 Color: direct index for structure (temp 4-component vector of float)
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:38 Depth: direct index for structure (temp float)
0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTex1du4' (uniform utexture1D)
0:? 'g_tTex2df4' (uniform texture2D)
0:? 'g_tTex2di4' (uniform itexture2D)
0:? 'g_tTex2du4' (uniform utexture2D)
0:? 'g_tTex3df4' (uniform texture3D)
0:? 'g_tTex3di4' (uniform itexture3D)
0:? 'g_tTex3du4' (uniform utexture3D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
0:? 'g_tTex1df4a' (uniform texture1DArray)
0:? 'g_tTex1di4a' (uniform itexture1DArray)
0:? 'g_tTex1du4a' (uniform utexture1DArray)
0:? 'g_tTex2df4a' (uniform texture2DArray)
0:? 'g_tTex2di4a' (uniform itexture2DArray)
0:? 'g_tTex2du4a' (uniform utexture2DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'g_tTex1df4a' ( uniform texture1DArray)
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001