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:
@@ -1,33 +1,33 @@
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whileLoop.frag
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Shader version: 110
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0:? Sequence
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0:7 Function Definition: main( (global void)
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0:7 Function Definition: main( ( global void)
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0:7 Function Parameters:
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0:9 Sequence
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0:9 Sequence
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0:9 move second child to first child (temp 4-component vector of float)
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0:9 'color' (temp 4-component vector of float)
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0:9 'BaseColor' (smooth in 4-component vector of float)
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0:9 move second child to first child ( temp 4-component vector of float)
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0:9 'color' ( temp 4-component vector of float)
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0:9 'BaseColor' ( smooth in 4-component vector of float)
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0:11 Loop with condition tested first
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0:11 Loop Condition
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0:11 Compare Less Than (temp bool)
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0:11 direct index (temp float)
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0:11 'color' (temp 4-component vector of float)
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0:11 Compare Less Than ( temp bool)
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0:11 direct index ( temp float)
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0:11 'color' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 0 (const int)
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0:11 'd' (uniform float)
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0:11 'd' ( uniform float)
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0:11 Loop Body
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0:12 Sequence
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0:12 add second child into first child (temp 4-component vector of float)
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0:12 'color' (temp 4-component vector of float)
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0:12 'bigColor' (uniform 4-component vector of float)
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0:15 move second child to first child (temp 4-component vector of float)
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0:15 'gl_FragColor' (fragColor 4-component vector of float FragColor)
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0:15 'color' (temp 4-component vector of float)
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0:12 add second child into first child ( temp 4-component vector of float)
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0:12 'color' ( temp 4-component vector of float)
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0:12 'bigColor' ( uniform 4-component vector of float)
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0:15 move second child to first child ( temp 4-component vector of float)
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0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:15 'color' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'bigColor' (uniform 4-component vector of float)
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0:? 'BaseColor' (smooth in 4-component vector of float)
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0:? 'd' (uniform float)
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0:? 'bigColor' ( uniform 4-component vector of float)
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0:? 'BaseColor' ( smooth in 4-component vector of float)
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0:? 'd' ( uniform float)
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Linked fragment stage:
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@@ -35,31 +35,31 @@ Linked fragment stage:
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Shader version: 110
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0:? Sequence
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0:7 Function Definition: main( (global void)
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0:7 Function Definition: main( ( global void)
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0:7 Function Parameters:
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0:9 Sequence
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0:9 Sequence
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0:9 move second child to first child (temp 4-component vector of float)
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0:9 'color' (temp 4-component vector of float)
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0:9 'BaseColor' (smooth in 4-component vector of float)
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0:9 move second child to first child ( temp 4-component vector of float)
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0:9 'color' ( temp 4-component vector of float)
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0:9 'BaseColor' ( smooth in 4-component vector of float)
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0:11 Loop with condition tested first
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0:11 Loop Condition
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0:11 Compare Less Than (temp bool)
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0:11 direct index (temp float)
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0:11 'color' (temp 4-component vector of float)
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0:11 Compare Less Than ( temp bool)
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0:11 direct index ( temp float)
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0:11 'color' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 0 (const int)
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0:11 'd' (uniform float)
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0:11 'd' ( uniform float)
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0:11 Loop Body
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0:12 Sequence
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0:12 add second child into first child (temp 4-component vector of float)
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0:12 'color' (temp 4-component vector of float)
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0:12 'bigColor' (uniform 4-component vector of float)
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0:15 move second child to first child (temp 4-component vector of float)
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0:15 'gl_FragColor' (fragColor 4-component vector of float FragColor)
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0:15 'color' (temp 4-component vector of float)
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0:12 add second child into first child ( temp 4-component vector of float)
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0:12 'color' ( temp 4-component vector of float)
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0:12 'bigColor' ( uniform 4-component vector of float)
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0:15 move second child to first child ( temp 4-component vector of float)
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0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:15 'color' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'bigColor' (uniform 4-component vector of float)
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0:? 'BaseColor' (smooth in 4-component vector of float)
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0:? 'd' (uniform float)
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0:? 'bigColor' ( uniform 4-component vector of float)
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0:? 'BaseColor' ( smooth in 4-component vector of float)
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0:? 'd' ( uniform float)
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