Add a new shader-versioning infrastructure capable of handling multiple profiles, desktop/ES, many versions, features coming and going in different versions across different profiles, and extensions.
NB: *Use* of this infrastructure is so far only skeletal. Fixed a few typos and minor issues along the way. git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@19951 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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Test/sample.vert.out
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20
Test/sample.vert.out
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#### BEGIN COMPILER 0 INFO LOG ####
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0:? Sequence
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0:37 Function Definition: main( (void)
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0:37 Function Parameters:
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0:39 Sequence
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0:39 move second child to first child (3-component vector of float)
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0:39 'color' (varying out 3-component vector of float)
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0:39 1.000000 (const float)
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0:39 1.000000 (const float)
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0:39 1.000000 (const float)
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0:41 move second child to first child (4-component vector of float)
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0:41 'gl_Position' (Position 4-component vector of float)
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0:41 matrix-times-vector (4-component vector of float)
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0:41 'gl_ModelViewProjectionMatrix' (uniform 4X4 matrix of float)
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0:41 'gl_Vertex' (attribute 4-component vector of float)
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#### END COMPILER 0 INFO LOG ####
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#### BEGIN LINKER INFO LOG ####
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#### END LINKER INFO LOG ####
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