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.samplecmplevelzero.array.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 'r10' (temp float)
0:42 textureLod (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 'r10' ( temp float)
0:42 textureLod ( 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 0.000000
0:43 Sequence
0:43 move second child to first child (temp float)
0:43 'r12' (temp float)
0:43 textureLod (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 'r12' ( temp float)
0:43 textureLod ( 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 0.000000
0:44 Sequence
0:44 move second child to first child (temp float)
0:44 'r14' (temp float)
0:44 textureLod (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 'r14' ( temp float)
0:44 textureLod ( 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 0.000000
0:47 Sequence
0:47 move second child to first child (temp float)
0:47 'r30' (temp float)
0:47 textureLod (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 'r30' ( temp float)
0:47 textureLod ( 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
@@ -67,13 +67,13 @@ gl_FragCoord origin is upper left
0:47 Constant:
0:47 0.000000
0:48 Sequence
0:48 move second child to first child (temp float)
0:48 'r32' (temp float)
0:48 textureLod (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 'r32' ( temp float)
0:48 textureLod ( 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
@@ -83,13 +83,13 @@ gl_FragCoord origin is upper left
0:48 Constant:
0:48 0.000000
0:49 Sequence
0:49 move second child to first child (temp float)
0:49 'r34' (temp float)
0:49 textureLod (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 'r34' ( temp float)
0:49 textureLod ( 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
@@ -99,13 +99,13 @@ gl_FragCoord origin is upper left
0:49 Constant:
0:49 0.000000
0:52 Sequence
0:52 move second child to first child (temp float)
0:52 'r60' (temp float)
0:52 textureLod (temp float)
0:52 Construct combined texture-sampler (temp samplerCubeArrayShadow)
0:52 'g_tTexcdf4a' (uniform textureCubeArray)
0:52 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:52 Construct vec4 (temp 4-component vector of float)
0:52 move second child to first child ( temp float)
0:52 'r60' ( temp float)
0:52 textureLod ( temp float)
0:52 Construct combined texture-sampler ( temp samplerCubeArrayShadow)
0:52 'g_tTexcdf4a' ( uniform textureCubeArray)
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -116,13 +116,13 @@ gl_FragCoord origin is upper left
0:52 Constant:
0:52 0.000000
0:53 Sequence
0:53 move second child to first child (temp float)
0:53 'r62' (temp float)
0:53 textureLod (temp float)
0:53 Construct combined texture-sampler (temp isamplerCubeArrayShadow)
0:53 'g_tTexcdi4a' (uniform itextureCubeArray)
0:53 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:53 Construct vec4 (temp 4-component vector of float)
0:53 move second child to first child ( temp float)
0:53 'r62' ( temp float)
0:53 textureLod ( temp float)
0:53 Construct combined texture-sampler ( temp isamplerCubeArrayShadow)
0:53 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -133,13 +133,13 @@ gl_FragCoord origin is upper left
0:53 Constant:
0:53 0.000000
0:54 Sequence
0:54 move second child to first child (temp float)
0:54 'r64' (temp float)
0:54 textureLod (temp float)
0:54 Construct combined texture-sampler (temp usamplerCubeArrayShadow)
0:54 'g_tTexcdu4a' (uniform utextureCubeArray)
0:54 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:54 Construct vec4 (temp 4-component vector of float)
0:54 move second child to first child ( temp float)
0:54 'r64' ( temp float)
0:54 textureLod ( temp float)
0:54 Construct combined texture-sampler ( temp usamplerCubeArrayShadow)
0:54 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -149,9 +149,9 @@ gl_FragCoord origin is upper left
0:54 0.750000
0:54 Constant:
0:54 0.000000
0:56 move second child to first child (temp 4-component vector of float)
0:56 Color: direct index for structure (temp 4-component vector of float)
0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:56 move second child to first child ( temp 4-component vector of float)
0:56 Color: direct index for structure ( temp 4-component vector of float)
0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
@@ -159,59 +159,59 @@ gl_FragCoord origin is upper left
0:56 1.000000
0:56 1.000000
0:56 1.000000
0:57 move second child to first child (temp float)
0:57 Depth: direct index for structure (temp float)
0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:57 move second child to first child ( temp float)
0:57 Depth: direct index for structure ( temp float)
0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 1.000000
0:59 Branch: Return with expression
0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp void)
0:59 '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:
@@ -220,17 +220,17 @@ 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 'r10' (temp float)
0:42 textureLod (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 'r10' ( temp float)
0:42 textureLod ( 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
@@ -239,13 +239,13 @@ gl_FragCoord origin is upper left
0:42 Constant:
0:42 0.000000
0:43 Sequence
0:43 move second child to first child (temp float)
0:43 'r12' (temp float)
0:43 textureLod (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 'r12' ( temp float)
0:43 textureLod ( 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
@@ -254,13 +254,13 @@ gl_FragCoord origin is upper left
0:43 Constant:
0:43 0.000000
0:44 Sequence
0:44 move second child to first child (temp float)
0:44 'r14' (temp float)
0:44 textureLod (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 'r14' ( temp float)
0:44 textureLod ( 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
@@ -269,13 +269,13 @@ gl_FragCoord origin is upper left
0:44 Constant:
0:44 0.000000
0:47 Sequence
0:47 move second child to first child (temp float)
0:47 'r30' (temp float)
0:47 textureLod (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 'r30' ( temp float)
0:47 textureLod ( 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
@@ -285,13 +285,13 @@ gl_FragCoord origin is upper left
0:47 Constant:
0:47 0.000000
0:48 Sequence
0:48 move second child to first child (temp float)
0:48 'r32' (temp float)
0:48 textureLod (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 'r32' ( temp float)
0:48 textureLod ( 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
@@ -301,13 +301,13 @@ gl_FragCoord origin is upper left
0:48 Constant:
0:48 0.000000
0:49 Sequence
0:49 move second child to first child (temp float)
0:49 'r34' (temp float)
0:49 textureLod (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 'r34' ( temp float)
0:49 textureLod ( 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
@@ -317,13 +317,13 @@ gl_FragCoord origin is upper left
0:49 Constant:
0:49 0.000000
0:52 Sequence
0:52 move second child to first child (temp float)
0:52 'r60' (temp float)
0:52 textureLod (temp float)
0:52 Construct combined texture-sampler (temp samplerCubeArrayShadow)
0:52 'g_tTexcdf4a' (uniform textureCubeArray)
0:52 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:52 Construct vec4 (temp 4-component vector of float)
0:52 move second child to first child ( temp float)
0:52 'r60' ( temp float)
0:52 textureLod ( temp float)
0:52 Construct combined texture-sampler ( temp samplerCubeArrayShadow)
0:52 'g_tTexcdf4a' ( uniform textureCubeArray)
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -334,13 +334,13 @@ gl_FragCoord origin is upper left
0:52 Constant:
0:52 0.000000
0:53 Sequence
0:53 move second child to first child (temp float)
0:53 'r62' (temp float)
0:53 textureLod (temp float)
0:53 Construct combined texture-sampler (temp isamplerCubeArrayShadow)
0:53 'g_tTexcdi4a' (uniform itextureCubeArray)
0:53 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:53 Construct vec4 (temp 4-component vector of float)
0:53 move second child to first child ( temp float)
0:53 'r62' ( temp float)
0:53 textureLod ( temp float)
0:53 Construct combined texture-sampler ( temp isamplerCubeArrayShadow)
0:53 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -351,13 +351,13 @@ gl_FragCoord origin is upper left
0:53 Constant:
0:53 0.000000
0:54 Sequence
0:54 move second child to first child (temp float)
0:54 'r64' (temp float)
0:54 textureLod (temp float)
0:54 Construct combined texture-sampler (temp usamplerCubeArrayShadow)
0:54 'g_tTexcdu4a' (uniform utextureCubeArray)
0:54 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:54 Construct vec4 (temp 4-component vector of float)
0:54 move second child to first child ( temp float)
0:54 'r64' ( temp float)
0:54 textureLod ( temp float)
0:54 Construct combined texture-sampler ( temp usamplerCubeArrayShadow)
0:54 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -367,9 +367,9 @@ gl_FragCoord origin is upper left
0:54 0.750000
0:54 Constant:
0:54 0.000000
0:56 move second child to first child (temp 4-component vector of float)
0:56 Color: direct index for structure (temp 4-component vector of float)
0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:56 move second child to first child ( temp 4-component vector of float)
0:56 Color: direct index for structure ( temp 4-component vector of float)
0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
@@ -377,59 +377,59 @@ gl_FragCoord origin is upper left
0:56 1.000000
0:56 1.000000
0:56 1.000000
0:57 move second child to first child (temp float)
0:57 Depth: direct index for structure (temp float)
0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:57 move second child to first child ( temp float)
0:57 Depth: direct index for structure ( temp float)
0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 1.000000
0:59 Branch: Return with expression
0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp void)
0:59 '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