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

@@ -2,173 +2,173 @@ hlsl.tx.bracket.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: Fn1(vi4; (temp 4-component vector of int)
0:38 Function Definition: Fn1(vi4; ( temp 4-component vector of int)
0:38 Function Parameters:
0:38 'x' (in 4-component vector of int)
0:38 'x' ( in 4-component vector of int)
0:? Sequence
0:38 Branch: Return with expression
0:38 'x' (in 4-component vector of int)
0:39 Function Definition: Fn1(vu4; (temp 4-component vector of uint)
0:38 'x' ( in 4-component vector of int)
0:39 Function Definition: Fn1(vu4; ( temp 4-component vector of uint)
0:39 Function Parameters:
0:39 'x' (in 4-component vector of uint)
0:39 'x' ( in 4-component vector of uint)
0:? Sequence
0:39 Branch: Return with expression
0:39 'x' (in 4-component vector of uint)
0:40 Function Definition: Fn1(vf4; (temp 4-component vector of float)
0:39 'x' ( in 4-component vector of uint)
0:40 Function Definition: Fn1(vf4; ( temp 4-component vector of float)
0:40 Function Parameters:
0:40 'x' (in 4-component vector of float)
0:40 'x' ( in 4-component vector of float)
0:? Sequence
0:40 Branch: Return with expression
0:40 'x' (in 4-component vector of float)
0:42 Function Definition: SomeValue( (temp 4-component vector of float)
0:40 'x' ( in 4-component vector of float)
0:42 Function Definition: SomeValue( ( temp 4-component vector of float)
0:42 Function Parameters:
0:? Sequence
0:42 Branch: Return with expression
0:42 Convert int to float (temp 4-component vector of float)
0:42 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:42 Convert int to float ( temp 4-component vector of float)
0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:42 Constant:
0:42 3 (const uint)
0:45 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:45 Function Parameters:
0:? Sequence
0:49 textureFetch (temp 4-component vector of float)
0:49 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:49 c1: direct index for structure (layout(offset=0 ) uniform int)
0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:49 textureFetch ( temp 4-component vector of float)
0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:49 c1: direct index for structure (layout( offset=0) uniform int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 Constant:
0:49 0 (const uint)
0:49 Constant:
0:49 0 (const int)
0:51 Sequence
0:51 move second child to first child (temp 4-component vector of float)
0:51 'r00' (temp 4-component vector of float)
0:51 textureFetch (temp 4-component vector of float)
0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:51 c1: direct index for structure (layout(offset=0 ) uniform int)
0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:51 move second child to first child ( temp 4-component vector of float)
0:51 'r00' ( temp 4-component vector of float)
0:51 textureFetch ( temp 4-component vector of float)
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:51 c1: direct index for structure (layout( offset=0) uniform int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 Constant:
0:51 0 (const uint)
0:51 Constant:
0:51 0 (const int)
0:52 Sequence
0:52 move second child to first child (temp 4-component vector of int)
0:52 'r01' (temp 4-component vector of int)
0:52 textureFetch (temp 4-component vector of int)
0:52 'g_tTex1di4' (uniform itexture1D)
0:52 c1: direct index for structure (layout(offset=0 ) uniform int)
0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:52 move second child to first child ( temp 4-component vector of int)
0:52 'r01' ( temp 4-component vector of int)
0:52 textureFetch ( temp 4-component vector of int)
0:52 'g_tTex1di4' ( uniform itexture1D)
0:52 c1: direct index for structure (layout( offset=0) uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 Constant:
0:52 0 (const uint)
0:52 Constant:
0:52 0 (const int)
0:53 Sequence
0:53 move second child to first child (temp 4-component vector of uint)
0:53 'r02' (temp 4-component vector of uint)
0:53 textureFetch (temp 4-component vector of uint)
0:53 'g_tTex1du4' (uniform utexture1D)
0:53 c1: direct index for structure (layout(offset=0 ) uniform int)
0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:53 move second child to first child ( temp 4-component vector of uint)
0:53 'r02' ( temp 4-component vector of uint)
0:53 textureFetch ( temp 4-component vector of uint)
0:53 'g_tTex1du4' ( uniform utexture1D)
0:53 c1: direct index for structure (layout( offset=0) uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 Constant:
0:53 0 (const uint)
0:53 Constant:
0:53 0 (const int)
0:56 Sequence
0:56 move second child to first child (temp 4-component vector of float)
0:56 'r10' (temp 4-component vector of float)
0:56 textureFetch (temp 4-component vector of float)
0:56 'g_tTex2df4' (uniform texture2D)
0:56 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:56 move second child to first child ( temp 4-component vector of float)
0:56 'r10' ( temp 4-component vector of float)
0:56 textureFetch ( temp 4-component vector of float)
0:56 'g_tTex2df4' ( uniform texture2D)
0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 Constant:
0:56 1 (const uint)
0:56 Constant:
0:56 0 (const int)
0:57 Sequence
0:57 move second child to first child (temp 4-component vector of int)
0:57 'r11' (temp 4-component vector of int)
0:57 textureFetch (temp 4-component vector of int)
0:57 'g_tTex2di4' (uniform itexture2D)
0:57 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:57 move second child to first child ( temp 4-component vector of int)
0:57 'r11' ( temp 4-component vector of int)
0:57 textureFetch ( temp 4-component vector of int)
0:57 'g_tTex2di4' ( uniform itexture2D)
0:57 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 Constant:
0:57 1 (const uint)
0:57 Constant:
0:57 0 (const int)
0:58 Sequence
0:58 move second child to first child (temp 4-component vector of uint)
0:58 'r12' (temp 4-component vector of uint)
0:58 textureFetch (temp 4-component vector of uint)
0:58 'g_tTex2du4' (uniform utexture2D)
0:58 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:58 move second child to first child ( temp 4-component vector of uint)
0:58 'r12' ( temp 4-component vector of uint)
0:58 textureFetch ( temp 4-component vector of uint)
0:58 'g_tTex2du4' ( uniform utexture2D)
0:58 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 Constant:
0:58 1 (const uint)
0:58 Constant:
0:58 0 (const int)
0:61 Sequence
0:61 move second child to first child (temp 4-component vector of float)
0:61 'r20' (temp 4-component vector of float)
0:61 textureFetch (temp 4-component vector of float)
0:61 'g_tTex3df4' (uniform texture3D)
0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:61 move second child to first child ( temp 4-component vector of float)
0:61 'r20' ( temp 4-component vector of float)
0:61 textureFetch ( temp 4-component vector of float)
0:61 'g_tTex3df4' ( uniform texture3D)
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:61 Constant:
0:61 2 (const uint)
0:61 Constant:
0:61 0 (const int)
0:62 Sequence
0:62 move second child to first child (temp 4-component vector of int)
0:62 'r21' (temp 4-component vector of int)
0:62 textureFetch (temp 4-component vector of int)
0:62 'g_tTex3di4' (uniform itexture3D)
0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:62 move second child to first child ( temp 4-component vector of int)
0:62 'r21' ( temp 4-component vector of int)
0:62 textureFetch ( temp 4-component vector of int)
0:62 'g_tTex3di4' ( uniform itexture3D)
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 Constant:
0:62 2 (const uint)
0:62 Constant:
0:62 0 (const int)
0:63 Sequence
0:63 move second child to first child (temp 4-component vector of uint)
0:63 'r22' (temp 4-component vector of uint)
0:63 textureFetch (temp 4-component vector of uint)
0:63 'g_tTex3du4' (uniform utexture3D)
0:63 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:63 move second child to first child ( temp 4-component vector of uint)
0:63 'r22' ( temp 4-component vector of uint)
0:63 textureFetch ( temp 4-component vector of uint)
0:63 'g_tTex3du4' ( uniform utexture3D)
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 Constant:
0:63 2 (const uint)
0:63 Constant:
0:63 0 (const int)
0:66 Function Call: Fn1(vf4; (temp 4-component vector of float)
0:66 textureFetch (temp 4-component vector of float)
0:66 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:66 c1: direct index for structure (layout(offset=0 ) uniform int)
0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
0:66 textureFetch ( temp 4-component vector of float)
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:66 c1: direct index for structure (layout( offset=0) uniform int)
0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:66 Constant:
0:66 0 (const uint)
0:66 Constant:
0:66 0 (const int)
0:67 Function Call: Fn1(vi4; (temp 4-component vector of int)
0:67 textureFetch (temp 4-component vector of int)
0:67 'g_tTex1di4' (uniform itexture1D)
0:67 c1: direct index for structure (layout(offset=0 ) uniform int)
0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
0:67 textureFetch ( temp 4-component vector of int)
0:67 'g_tTex1di4' ( uniform itexture1D)
0:67 c1: direct index for structure (layout( offset=0) uniform int)
0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:67 Constant:
0:67 0 (const uint)
0:67 Constant:
0:67 0 (const int)
0:68 Function Call: Fn1(vu4; (temp 4-component vector of uint)
0:68 textureFetch (temp 4-component vector of uint)
0:68 'g_tTex1du4' (uniform utexture1D)
0:68 c1: direct index for structure (layout(offset=0 ) uniform int)
0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
0:68 textureFetch ( temp 4-component vector of uint)
0:68 'g_tTex1du4' ( uniform utexture1D)
0:68 c1: direct index for structure (layout( offset=0) uniform int)
0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:68 Constant:
0:68 0 (const uint)
0:68 Constant:
0:68 0 (const int)
0:70 move second child to first child (temp 4-component vector of float)
0:70 Color: direct index for structure (temp 4-component vector of float)
0:70 'psout' (temp structure{temp 4-component vector of float Color})
0:70 move second child to first child ( temp 4-component vector of float)
0:70 Color: direct index for structure ( temp 4-component vector of float)
0:70 'psout' ( temp structure{ temp 4-component vector of float Color})
0:70 Constant:
0:70 0 (const int)
0:70 Constant:
@@ -177,36 +177,36 @@ gl_FragCoord origin is upper left
0:70 1.000000
0:70 1.000000
0:72 Branch: Return with expression
0:72 'psout' (temp structure{temp 4-component vector of float Color})
0:45 Function Definition: main( (temp void)
0:72 'psout' ( temp structure{ temp 4-component vector of float Color})
0:45 Function Definition: main( ( temp void)
0:45 Function Parameters:
0:? Sequence
0:45 Sequence
0:45 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:45 Color: direct index for structure (temp 4-component vector of float)
0:45 Function Call: @main( (temp structure{temp 4-component vector of float Color})
0:45 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:45 Constant:
0:45 0 (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_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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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_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:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@@ -215,173 +215,173 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: Fn1(vi4; (temp 4-component vector of int)
0:38 Function Definition: Fn1(vi4; ( temp 4-component vector of int)
0:38 Function Parameters:
0:38 'x' (in 4-component vector of int)
0:38 'x' ( in 4-component vector of int)
0:? Sequence
0:38 Branch: Return with expression
0:38 'x' (in 4-component vector of int)
0:39 Function Definition: Fn1(vu4; (temp 4-component vector of uint)
0:38 'x' ( in 4-component vector of int)
0:39 Function Definition: Fn1(vu4; ( temp 4-component vector of uint)
0:39 Function Parameters:
0:39 'x' (in 4-component vector of uint)
0:39 'x' ( in 4-component vector of uint)
0:? Sequence
0:39 Branch: Return with expression
0:39 'x' (in 4-component vector of uint)
0:40 Function Definition: Fn1(vf4; (temp 4-component vector of float)
0:39 'x' ( in 4-component vector of uint)
0:40 Function Definition: Fn1(vf4; ( temp 4-component vector of float)
0:40 Function Parameters:
0:40 'x' (in 4-component vector of float)
0:40 'x' ( in 4-component vector of float)
0:? Sequence
0:40 Branch: Return with expression
0:40 'x' (in 4-component vector of float)
0:42 Function Definition: SomeValue( (temp 4-component vector of float)
0:40 'x' ( in 4-component vector of float)
0:42 Function Definition: SomeValue( ( temp 4-component vector of float)
0:42 Function Parameters:
0:? Sequence
0:42 Branch: Return with expression
0:42 Convert int to float (temp 4-component vector of float)
0:42 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:42 Convert int to float ( temp 4-component vector of float)
0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:42 Constant:
0:42 3 (const uint)
0:45 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:45 Function Parameters:
0:? Sequence
0:49 textureFetch (temp 4-component vector of float)
0:49 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:49 c1: direct index for structure (layout(offset=0 ) uniform int)
0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:49 textureFetch ( temp 4-component vector of float)
0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:49 c1: direct index for structure (layout( offset=0) uniform int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 Constant:
0:49 0 (const uint)
0:49 Constant:
0:49 0 (const int)
0:51 Sequence
0:51 move second child to first child (temp 4-component vector of float)
0:51 'r00' (temp 4-component vector of float)
0:51 textureFetch (temp 4-component vector of float)
0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:51 c1: direct index for structure (layout(offset=0 ) uniform int)
0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:51 move second child to first child ( temp 4-component vector of float)
0:51 'r00' ( temp 4-component vector of float)
0:51 textureFetch ( temp 4-component vector of float)
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:51 c1: direct index for structure (layout( offset=0) uniform int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 Constant:
0:51 0 (const uint)
0:51 Constant:
0:51 0 (const int)
0:52 Sequence
0:52 move second child to first child (temp 4-component vector of int)
0:52 'r01' (temp 4-component vector of int)
0:52 textureFetch (temp 4-component vector of int)
0:52 'g_tTex1di4' (uniform itexture1D)
0:52 c1: direct index for structure (layout(offset=0 ) uniform int)
0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:52 move second child to first child ( temp 4-component vector of int)
0:52 'r01' ( temp 4-component vector of int)
0:52 textureFetch ( temp 4-component vector of int)
0:52 'g_tTex1di4' ( uniform itexture1D)
0:52 c1: direct index for structure (layout( offset=0) uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 Constant:
0:52 0 (const uint)
0:52 Constant:
0:52 0 (const int)
0:53 Sequence
0:53 move second child to first child (temp 4-component vector of uint)
0:53 'r02' (temp 4-component vector of uint)
0:53 textureFetch (temp 4-component vector of uint)
0:53 'g_tTex1du4' (uniform utexture1D)
0:53 c1: direct index for structure (layout(offset=0 ) uniform int)
0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:53 move second child to first child ( temp 4-component vector of uint)
0:53 'r02' ( temp 4-component vector of uint)
0:53 textureFetch ( temp 4-component vector of uint)
0:53 'g_tTex1du4' ( uniform utexture1D)
0:53 c1: direct index for structure (layout( offset=0) uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 Constant:
0:53 0 (const uint)
0:53 Constant:
0:53 0 (const int)
0:56 Sequence
0:56 move second child to first child (temp 4-component vector of float)
0:56 'r10' (temp 4-component vector of float)
0:56 textureFetch (temp 4-component vector of float)
0:56 'g_tTex2df4' (uniform texture2D)
0:56 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:56 move second child to first child ( temp 4-component vector of float)
0:56 'r10' ( temp 4-component vector of float)
0:56 textureFetch ( temp 4-component vector of float)
0:56 'g_tTex2df4' ( uniform texture2D)
0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 Constant:
0:56 1 (const uint)
0:56 Constant:
0:56 0 (const int)
0:57 Sequence
0:57 move second child to first child (temp 4-component vector of int)
0:57 'r11' (temp 4-component vector of int)
0:57 textureFetch (temp 4-component vector of int)
0:57 'g_tTex2di4' (uniform itexture2D)
0:57 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:57 move second child to first child ( temp 4-component vector of int)
0:57 'r11' ( temp 4-component vector of int)
0:57 textureFetch ( temp 4-component vector of int)
0:57 'g_tTex2di4' ( uniform itexture2D)
0:57 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 Constant:
0:57 1 (const uint)
0:57 Constant:
0:57 0 (const int)
0:58 Sequence
0:58 move second child to first child (temp 4-component vector of uint)
0:58 'r12' (temp 4-component vector of uint)
0:58 textureFetch (temp 4-component vector of uint)
0:58 'g_tTex2du4' (uniform utexture2D)
0:58 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:58 move second child to first child ( temp 4-component vector of uint)
0:58 'r12' ( temp 4-component vector of uint)
0:58 textureFetch ( temp 4-component vector of uint)
0:58 'g_tTex2du4' ( uniform utexture2D)
0:58 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 Constant:
0:58 1 (const uint)
0:58 Constant:
0:58 0 (const int)
0:61 Sequence
0:61 move second child to first child (temp 4-component vector of float)
0:61 'r20' (temp 4-component vector of float)
0:61 textureFetch (temp 4-component vector of float)
0:61 'g_tTex3df4' (uniform texture3D)
0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:61 move second child to first child ( temp 4-component vector of float)
0:61 'r20' ( temp 4-component vector of float)
0:61 textureFetch ( temp 4-component vector of float)
0:61 'g_tTex3df4' ( uniform texture3D)
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:61 Constant:
0:61 2 (const uint)
0:61 Constant:
0:61 0 (const int)
0:62 Sequence
0:62 move second child to first child (temp 4-component vector of int)
0:62 'r21' (temp 4-component vector of int)
0:62 textureFetch (temp 4-component vector of int)
0:62 'g_tTex3di4' (uniform itexture3D)
0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:62 move second child to first child ( temp 4-component vector of int)
0:62 'r21' ( temp 4-component vector of int)
0:62 textureFetch ( temp 4-component vector of int)
0:62 'g_tTex3di4' ( uniform itexture3D)
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 Constant:
0:62 2 (const uint)
0:62 Constant:
0:62 0 (const int)
0:63 Sequence
0:63 move second child to first child (temp 4-component vector of uint)
0:63 'r22' (temp 4-component vector of uint)
0:63 textureFetch (temp 4-component vector of uint)
0:63 'g_tTex3du4' (uniform utexture3D)
0:63 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:63 move second child to first child ( temp 4-component vector of uint)
0:63 'r22' ( temp 4-component vector of uint)
0:63 textureFetch ( temp 4-component vector of uint)
0:63 'g_tTex3du4' ( uniform utexture3D)
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 Constant:
0:63 2 (const uint)
0:63 Constant:
0:63 0 (const int)
0:66 Function Call: Fn1(vf4; (temp 4-component vector of float)
0:66 textureFetch (temp 4-component vector of float)
0:66 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:66 c1: direct index for structure (layout(offset=0 ) uniform int)
0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
0:66 textureFetch ( temp 4-component vector of float)
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:66 c1: direct index for structure (layout( offset=0) uniform int)
0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:66 Constant:
0:66 0 (const uint)
0:66 Constant:
0:66 0 (const int)
0:67 Function Call: Fn1(vi4; (temp 4-component vector of int)
0:67 textureFetch (temp 4-component vector of int)
0:67 'g_tTex1di4' (uniform itexture1D)
0:67 c1: direct index for structure (layout(offset=0 ) uniform int)
0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
0:67 textureFetch ( temp 4-component vector of int)
0:67 'g_tTex1di4' ( uniform itexture1D)
0:67 c1: direct index for structure (layout( offset=0) uniform int)
0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:67 Constant:
0:67 0 (const uint)
0:67 Constant:
0:67 0 (const int)
0:68 Function Call: Fn1(vu4; (temp 4-component vector of uint)
0:68 textureFetch (temp 4-component vector of uint)
0:68 'g_tTex1du4' (uniform utexture1D)
0:68 c1: direct index for structure (layout(offset=0 ) uniform int)
0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
0:68 textureFetch ( temp 4-component vector of uint)
0:68 'g_tTex1du4' ( uniform utexture1D)
0:68 c1: direct index for structure (layout( offset=0) uniform int)
0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:68 Constant:
0:68 0 (const uint)
0:68 Constant:
0:68 0 (const int)
0:70 move second child to first child (temp 4-component vector of float)
0:70 Color: direct index for structure (temp 4-component vector of float)
0:70 'psout' (temp structure{temp 4-component vector of float Color})
0:70 move second child to first child ( temp 4-component vector of float)
0:70 Color: direct index for structure ( temp 4-component vector of float)
0:70 'psout' ( temp structure{ temp 4-component vector of float Color})
0:70 Constant:
0:70 0 (const int)
0:70 Constant:
@@ -390,36 +390,36 @@ gl_FragCoord origin is upper left
0:70 1.000000
0:70 1.000000
0:72 Branch: Return with expression
0:72 'psout' (temp structure{temp 4-component vector of float Color})
0:45 Function Definition: main( (temp void)
0:72 'psout' ( temp structure{ temp 4-component vector of float Color})
0:45 Function Definition: main( ( temp void)
0:45 Function Parameters:
0:? Sequence
0:45 Sequence
0:45 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:45 Color: direct index for structure (temp 4-component vector of float)
0:45 Function Call: @main( (temp structure{temp 4-component vector of float Color})
0:45 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:45 Constant:
0:45 0 (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_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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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_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:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001