fix error message for hlslGrammar::acceptConstructor

Fix the error message for when an erroneous HLSL constructor statement
is detected.

Prior to this change, such error messages would not show correct file
path and line number information.

Additionally, update test data to account for updated error messages.
This commit is contained in:
tgfrerer
2021-05-11 09:42:11 +01:00
parent 9431c53c84
commit adfa0938a2
117 changed files with 6243 additions and 6243 deletions

View File

@@ -23,9 +23,9 @@ gl_FragCoord origin is upper left
0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex}) 0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex})
0:13 Constant: 0:13 Constant:
0:13 0 (const int) 0:13 0 (const int)
0:? Constant: 0:13 Constant:
0:? 0.200000 0:13 0.200000
0:? 0.300000 0:13 0.300000
0:17 Function Definition: @main( ( temp 4-component vector of float) 0:17 Function Definition: @main( ( temp 4-component vector of float)
0:17 Function Parameters: 0:17 Function Parameters:
0:? Sequence 0:? Sequence
@@ -96,9 +96,9 @@ gl_FragCoord origin is upper left
0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex}) 0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex})
0:13 Constant: 0:13 Constant:
0:13 0 (const int) 0:13 0 (const int)
0:? Constant: 0:13 Constant:
0:? 0.200000 0:13 0.200000
0:? 0.300000 0:13 0.300000
0:17 Function Definition: @main( ( temp 4-component vector of float) 0:17 Function Definition: @main( ( temp 4-component vector of float)
0:17 Function Parameters: 0:17 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -5,21 +5,21 @@ gl_FragCoord origin is upper left
0:7 Sequence 0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float) 0:7 move second child to first child ( temp 4-component vector of float)
0:7 'C' ( global 4-component vector of float) 0:7 'C' ( global 4-component vector of float)
0:? Constant: 0:7 Constant:
0:? 1.000000 0:7 1.000000
0:? 2.000000 0:7 2.000000
0:? 3.000000 0:7 3.000000
0:? 4.000000 0:7 4.000000
0:11 Sequence 0:11 Sequence
0:11 move second child to first child ( temp 2-element array of 4-component vector of float) 0:11 move second child to first child ( temp 2-element array of 4-component vector of float)
0:11 'c2' ( global 2-element array of 4-component vector of float) 0:11 'c2' ( global 2-element array of 4-component vector of float)
0:11 Construct vec4 ( temp 2-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 2-element array of 4-component vector of float)
0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float)
0:? Constant: 0:11 Constant:
0:? 1.000000 0:11 1.000000
0:? 2.000000 0:11 2.000000
0:? 3.000000 0:11 3.000000
0:? 4.000000 0:11 4.000000
0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:14 Function Parameters: 0:14 Function Parameters:
0:14 'i' ( in int) 0:14 'i' ( in int)
@@ -152,21 +152,21 @@ gl_FragCoord origin is upper left
0:7 Sequence 0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float) 0:7 move second child to first child ( temp 4-component vector of float)
0:7 'C' ( global 4-component vector of float) 0:7 'C' ( global 4-component vector of float)
0:? Constant: 0:7 Constant:
0:? 1.000000 0:7 1.000000
0:? 2.000000 0:7 2.000000
0:? 3.000000 0:7 3.000000
0:? 4.000000 0:7 4.000000
0:11 Sequence 0:11 Sequence
0:11 move second child to first child ( temp 2-element array of 4-component vector of float) 0:11 move second child to first child ( temp 2-element array of 4-component vector of float)
0:11 'c2' ( global 2-element array of 4-component vector of float) 0:11 'c2' ( global 2-element array of 4-component vector of float)
0:11 Construct vec4 ( temp 2-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 2-element array of 4-component vector of float)
0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float)
0:? Constant: 0:11 Constant:
0:? 1.000000 0:11 1.000000
0:? 2.000000 0:11 2.000000
0:? 3.000000 0:11 3.000000
0:? 4.000000 0:11 4.000000
0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:14 Function Parameters: 0:14 Function Parameters:
0:14 'i' ( in int) 0:14 'i' ( in int)

View File

@@ -23,11 +23,11 @@ local_size = (4, 6, 8)
0:11 Pre-Increment ( temp int) 0:11 Pre-Increment ( temp int)
0:11 'x' ( temp int) 0:11 'x' ( temp int)
0:14 Branch: Return with expression 0:14 Branch: Return with expression
0:? Constant: 0:14 Constant:
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:9 Function Definition: main( ( temp void) 0:9 Function Definition: main( ( temp void)
0:9 Function Parameters: 0:9 Function Parameters:
0:? Sequence 0:? Sequence
@@ -66,11 +66,11 @@ local_size = (4, 6, 8)
0:11 Pre-Increment ( temp int) 0:11 Pre-Increment ( temp int)
0:11 'x' ( temp int) 0:11 'x' ( temp int)
0:14 Branch: Return with expression 0:14 Branch: Return with expression
0:? Constant: 0:14 Constant:
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:9 Function Definition: main( ( temp void) 0:9 Function Definition: main( ( temp void)
0:9 Function Parameters: 0:9 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -50,9 +50,9 @@ using depth_any
0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 Construct combined texture-sampler ( temp sampler2DArray)
0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.100000 0:32 0.100000
0:? 0.200000 0:32 0.200000
0:32 Constant: 0:32 Constant:
0:32 0 (const int) 0:32 0 (const int)
0:33 Sequence 0:33 Sequence
@@ -63,9 +63,9 @@ using depth_any
0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 Construct combined texture-sampler ( temp isampler2DArray)
0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.300000 0:33 0.300000
0:? 0.400000 0:33 0.400000
0:33 Constant: 0:33 Constant:
0:33 0 (const int) 0:33 0 (const int)
0:34 Sequence 0:34 Sequence
@@ -76,9 +76,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 Construct combined texture-sampler ( temp usampler2DArray)
0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.500000 0:34 0.500000
0:? 0.600000 0:34 0.600000
0:34 Constant: 0:34 Constant:
0:34 0 (const int) 0:34 0 (const int)
0:36 Sequence 0:36 Sequence
@@ -89,10 +89,10 @@ using depth_any
0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 Construct combined texture-sampler ( temp samplerCubeArray)
0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:? 0.300000 0:36 0.300000
0:36 Constant: 0:36 Constant:
0:36 0 (const int) 0:36 0 (const int)
0:37 Sequence 0:37 Sequence
@@ -103,10 +103,10 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.400000 0:37 0.400000
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:37 Constant: 0:37 Constant:
0:37 0 (const int) 0:37 0 (const int)
0:38 Sequence 0:38 Sequence
@@ -117,10 +117,10 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.700000 0:38 0.700000
0:? 0.800000 0:38 0.800000
0:? 0.900000 0:38 0.900000
0:38 Constant: 0:38 Constant:
0:38 0 (const int) 0:38 0 (const int)
0:40 move second child to first child ( temp 4-component vector of float) 0:40 move second child to first child ( temp 4-component vector of float)
@@ -231,9 +231,9 @@ using depth_any
0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 Construct combined texture-sampler ( temp sampler2DArray)
0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.100000 0:32 0.100000
0:? 0.200000 0:32 0.200000
0:32 Constant: 0:32 Constant:
0:32 0 (const int) 0:32 0 (const int)
0:33 Sequence 0:33 Sequence
@@ -244,9 +244,9 @@ using depth_any
0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 Construct combined texture-sampler ( temp isampler2DArray)
0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.300000 0:33 0.300000
0:? 0.400000 0:33 0.400000
0:33 Constant: 0:33 Constant:
0:33 0 (const int) 0:33 0 (const int)
0:34 Sequence 0:34 Sequence
@@ -257,9 +257,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 Construct combined texture-sampler ( temp usampler2DArray)
0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.500000 0:34 0.500000
0:? 0.600000 0:34 0.600000
0:34 Constant: 0:34 Constant:
0:34 0 (const int) 0:34 0 (const int)
0:36 Sequence 0:36 Sequence
@@ -270,10 +270,10 @@ using depth_any
0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 Construct combined texture-sampler ( temp samplerCubeArray)
0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:? 0.300000 0:36 0.300000
0:36 Constant: 0:36 Constant:
0:36 0 (const int) 0:36 0 (const int)
0:37 Sequence 0:37 Sequence
@@ -284,10 +284,10 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.400000 0:37 0.400000
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:37 Constant: 0:37 Constant:
0:37 0 (const int) 0:37 0 (const int)
0:38 Sequence 0:38 Sequence
@@ -298,10 +298,10 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.700000 0:38 0.700000
0:? 0.800000 0:38 0.800000
0:? 0.900000 0:38 0.900000
0:38 Constant: 0:38 Constant:
0:38 0 (const int) 0:38 0 (const int)
0:40 move second child to first child ( temp 4-component vector of float) 0:40 move second child to first child ( temp 4-component vector of float)

View File

@@ -50,9 +50,9 @@ using depth_any
0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 Construct combined texture-sampler ( temp sampler2DArray)
0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.100000 0:32 0.100000
0:? 0.200000 0:32 0.200000
0:32 Constant: 0:32 Constant:
0:32 1 (const int) 0:32 1 (const int)
0:33 Sequence 0:33 Sequence
@@ -63,9 +63,9 @@ using depth_any
0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 Construct combined texture-sampler ( temp isampler2DArray)
0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.300000 0:33 0.300000
0:? 0.400000 0:33 0.400000
0:33 Constant: 0:33 Constant:
0:33 1 (const int) 0:33 1 (const int)
0:34 Sequence 0:34 Sequence
@@ -76,9 +76,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 Construct combined texture-sampler ( temp usampler2DArray)
0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.500000 0:34 0.500000
0:? 0.600000 0:34 0.600000
0:34 Constant: 0:34 Constant:
0:34 1 (const int) 0:34 1 (const int)
0:36 Sequence 0:36 Sequence
@@ -89,10 +89,10 @@ using depth_any
0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 Construct combined texture-sampler ( temp samplerCubeArray)
0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:? 0.300000 0:36 0.300000
0:36 Constant: 0:36 Constant:
0:36 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
@@ -103,10 +103,10 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.400000 0:37 0.400000
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:37 Constant: 0:37 Constant:
0:37 1 (const int) 0:37 1 (const int)
0:38 Sequence 0:38 Sequence
@@ -117,10 +117,10 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.700000 0:38 0.700000
0:? 0.800000 0:38 0.800000
0:? 0.900000 0:38 0.900000
0:38 Constant: 0:38 Constant:
0:38 1 (const int) 0:38 1 (const int)
0:40 move second child to first child ( temp 4-component vector of float) 0:40 move second child to first child ( temp 4-component vector of float)
@@ -231,9 +231,9 @@ using depth_any
0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 Construct combined texture-sampler ( temp sampler2DArray)
0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.100000 0:32 0.100000
0:? 0.200000 0:32 0.200000
0:32 Constant: 0:32 Constant:
0:32 1 (const int) 0:32 1 (const int)
0:33 Sequence 0:33 Sequence
@@ -244,9 +244,9 @@ using depth_any
0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 Construct combined texture-sampler ( temp isampler2DArray)
0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.300000 0:33 0.300000
0:? 0.400000 0:33 0.400000
0:33 Constant: 0:33 Constant:
0:33 1 (const int) 0:33 1 (const int)
0:34 Sequence 0:34 Sequence
@@ -257,9 +257,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 Construct combined texture-sampler ( temp usampler2DArray)
0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.500000 0:34 0.500000
0:? 0.600000 0:34 0.600000
0:34 Constant: 0:34 Constant:
0:34 1 (const int) 0:34 1 (const int)
0:36 Sequence 0:36 Sequence
@@ -270,10 +270,10 @@ using depth_any
0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 Construct combined texture-sampler ( temp samplerCubeArray)
0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:? 0.300000 0:36 0.300000
0:36 Constant: 0:36 Constant:
0:36 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
@@ -284,10 +284,10 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.400000 0:37 0.400000
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:37 Constant: 0:37 Constant:
0:37 1 (const int) 0:37 1 (const int)
0:38 Sequence 0:38 Sequence
@@ -298,10 +298,10 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.700000 0:38 0.700000
0:? 0.800000 0:38 0.800000
0:? 0.900000 0:38 0.900000
0:38 Constant: 0:38 Constant:
0:38 1 (const int) 0:38 1 (const int)
0:40 move second child to first child ( temp 4-component vector of float) 0:40 move second child to first child ( temp 4-component vector of float)

View File

@@ -9,11 +9,11 @@ gl_FragCoord origin is upper left
0:5 Sequence 0:5 Sequence
0:5 move second child to first child ( temp 4-component vector of float) 0:5 move second child to first child ( temp 4-component vector of float)
0:5 'v04' ( temp 4-component vector of float) 0:5 'v04' ( temp 4-component vector of float)
0:? Constant: 0:5 Constant:
0:? 0.000000 0:5 0.000000
0:? 0.000000 0:5 0.000000
0:? 0.000000 0:5 0.000000
0:? 0.000000 0:5 0.000000
0:6 Sequence 0:6 Sequence
0:6 move second child to first child ( temp float) 0:6 move second child to first child ( temp float)
0:6 'v01' ( temp float) 0:6 'v01' ( temp float)
@@ -142,11 +142,11 @@ gl_FragCoord origin is upper left
0:5 Sequence 0:5 Sequence
0:5 move second child to first child ( temp 4-component vector of float) 0:5 move second child to first child ( temp 4-component vector of float)
0:5 'v04' ( temp 4-component vector of float) 0:5 'v04' ( temp 4-component vector of float)
0:? Constant: 0:5 Constant:
0:? 0.000000 0:5 0.000000
0:? 0.000000 0:5 0.000000
0:? 0.000000 0:5 0.000000
0:? 0.000000 0:5 0.000000
0:6 Sequence 0:6 Sequence
0:6 move second child to first child ( temp float) 0:6 move second child to first child ( temp float)
0:6 'v01' ( temp float) 0:6 'v01' ( temp float)

View File

@@ -228,17 +228,17 @@ gl_FragCoord origin is upper left
0:40 'f' ( temp 4-component vector of float) 0:40 'f' ( temp 4-component vector of float)
0:40 Function Call: vectorCond( ( temp 4-component vector of float) 0:40 Function Call: vectorCond( ( temp 4-component vector of float)
0:40 Function Call: scalarCond( ( temp 4-component vector of float) 0:40 Function Call: scalarCond( ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:41 Construct vec4 ( temp 4-component vector of float)
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:? Constant: 0:41 Constant:
0:? true (const bool) 0:41 true (const bool)
0:? false (const bool) 0:41 false (const bool)
0:? Constant: 0:41 Constant:
0:? 1.000000 0:41 1.000000
0:? 2.000000 0:41 2.000000
0:? Constant: 0:41 Constant:
0:? 3.000000 0:41 3.000000
0:? 4.000000 0:41 4.000000
0:41 Constant: 0:41 Constant:
0:41 10.000000 0:41 10.000000
0:41 Constant: 0:41 Constant:
@@ -491,17 +491,17 @@ gl_FragCoord origin is upper left
0:40 'f' ( temp 4-component vector of float) 0:40 'f' ( temp 4-component vector of float)
0:40 Function Call: vectorCond( ( temp 4-component vector of float) 0:40 Function Call: vectorCond( ( temp 4-component vector of float)
0:40 Function Call: scalarCond( ( temp 4-component vector of float) 0:40 Function Call: scalarCond( ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:41 Construct vec4 ( temp 4-component vector of float)
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:? Constant: 0:41 Constant:
0:? true (const bool) 0:41 true (const bool)
0:? false (const bool) 0:41 false (const bool)
0:? Constant: 0:41 Constant:
0:? 1.000000 0:41 1.000000
0:? 2.000000 0:41 2.000000
0:? Constant: 0:41 Constant:
0:? 3.000000 0:41 3.000000
0:? 4.000000 0:41 4.000000
0:41 Constant: 0:41 Constant:
0:41 10.000000 0:41 10.000000
0:41 Constant: 0:41 Constant:

View File

@@ -18,12 +18,12 @@ gl_FragCoord origin is upper left
0:11 Constant: 0:11 Constant:
0:11 8 (const int) 0:11 8 (const int)
0:12 Comma ( temp 2-component vector of float) 0:12 Comma ( temp 2-component vector of float)
0:? Constant: 0:12 Constant:
0:? 9.000000 0:12 9.000000
0:? 10.000000 0:12 10.000000
0:? Constant: 0:12 Constant:
0:? 11.000000 0:12 11.000000
0:? 12.000000 0:12 12.000000
0:15 move second child to first child ( temp 4-component vector of float) 0:15 move second child to first child ( temp 4-component vector of float)
0:15 color: direct index for structure ( temp 4-component vector of float) 0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 'ps_output' ( temp structure{ temp 4-component vector of float color})
@@ -72,12 +72,12 @@ gl_FragCoord origin is upper left
0:11 Constant: 0:11 Constant:
0:11 8 (const int) 0:11 8 (const int)
0:12 Comma ( temp 2-component vector of float) 0:12 Comma ( temp 2-component vector of float)
0:? Constant: 0:12 Constant:
0:? 9.000000 0:12 9.000000
0:? 10.000000 0:12 10.000000
0:? Constant: 0:12 Constant:
0:? 11.000000 0:12 11.000000
0:? 12.000000 0:12 12.000000
0:15 move second child to first child ( temp 4-component vector of float) 0:15 move second child to first child ( temp 4-component vector of float)
0:15 color: direct index for structure ( temp 4-component vector of float) 0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 'ps_output' ( temp structure{ temp 4-component vector of float color})

View File

@@ -28,23 +28,23 @@ gl_FragCoord origin is upper left
0:7 Sequence 0:7 Sequence
0:7 move second child to first child ( temp 4X4 matrix of int) 0:7 move second child to first child ( temp 4X4 matrix of int)
0:7 'var444' ( temp 4X4 matrix of int) 0:7 'var444' ( temp 4X4 matrix of int)
0:? Constant: 0:7 Constant:
0:? 0 (const int) 0:7 0 (const int)
0:? 1 (const int) 0:7 1 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 1 (const int) 0:7 1 (const int)
0:? 1 (const int) 0:7 1 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 1 (const int) 0:7 1 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:11 Sequence 0:11 Sequence
0:11 move second child to first child ( temp 4X2 matrix of int) 0:11 move second child to first child ( temp 4X2 matrix of int)
0:11 'var423' ( temp 4X2 matrix of int) 0:11 'var423' ( temp 4X2 matrix of int)
@@ -60,15 +60,15 @@ gl_FragCoord origin is upper left
0:12 Sequence 0:12 Sequence
0:12 move second child to first child ( temp 4X2 matrix of int) 0:12 move second child to first child ( temp 4X2 matrix of int)
0:12 'var424' ( temp 4X2 matrix of int) 0:12 'var424' ( temp 4X2 matrix of int)
0:? Constant: 0:12 Constant:
0:? 0 (const int) 0:12 0 (const int)
0:? 1 (const int) 0:12 1 (const int)
0:? 1 (const int) 0:12 1 (const int)
0:? 1 (const int) 0:12 1 (const int)
0:? 1 (const int) 0:12 1 (const int)
0:? 0 (const int) 0:12 0 (const int)
0:? 0 (const int) 0:12 0 (const int)
0:? 0 (const int) 0:12 0 (const int)
0:16 Sequence 0:16 Sequence
0:16 move second child to first child ( temp 3X2 matrix of int) 0:16 move second child to first child ( temp 3X2 matrix of int)
0:16 'var323' ( temp 3X2 matrix of int) 0:16 'var323' ( temp 3X2 matrix of int)
@@ -82,13 +82,13 @@ gl_FragCoord origin is upper left
0:17 Sequence 0:17 Sequence
0:17 move second child to first child ( temp 3X2 matrix of int) 0:17 move second child to first child ( temp 3X2 matrix of int)
0:17 'var234' ( temp 3X2 matrix of int) 0:17 'var234' ( temp 3X2 matrix of int)
0:? Constant: 0:17 Constant:
0:? 0 (const int) 0:17 0 (const int)
0:? 1 (const int) 0:17 1 (const int)
0:? 1 (const int) 0:17 1 (const int)
0:? 1 (const int) 0:17 1 (const int)
0:? 1 (const int) 0:17 1 (const int)
0:? 0 (const int) 0:17 0 (const int)
0:22 Sequence 0:22 Sequence
0:22 move second child to first child ( temp 4X4 matrix of uint) 0:22 move second child to first child ( temp 4X4 matrix of uint)
0:22 'uvar443' ( temp 4X4 matrix of uint) 0:22 'uvar443' ( temp 4X4 matrix of uint)
@@ -112,23 +112,23 @@ gl_FragCoord origin is upper left
0:23 Sequence 0:23 Sequence
0:23 move second child to first child ( temp 4X4 matrix of uint) 0:23 move second child to first child ( temp 4X4 matrix of uint)
0:23 'uvar444' ( temp 4X4 matrix of uint) 0:23 'uvar444' ( temp 4X4 matrix of uint)
0:? Constant: 0:23 Constant:
0:? 0 (const uint) 0:23 0 (const uint)
0:? 1 (const uint) 0:23 1 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 1 (const uint) 0:23 1 (const uint)
0:? 1 (const uint) 0:23 1 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 1 (const uint) 0:23 1 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:27 Sequence 0:27 Sequence
0:27 move second child to first child ( temp 4X2 matrix of uint) 0:27 move second child to first child ( temp 4X2 matrix of uint)
0:27 'uvar423' ( temp 4X2 matrix of uint) 0:27 'uvar423' ( temp 4X2 matrix of uint)
@@ -144,15 +144,15 @@ gl_FragCoord origin is upper left
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4X2 matrix of uint) 0:28 move second child to first child ( temp 4X2 matrix of uint)
0:28 'uvar424' ( temp 4X2 matrix of uint) 0:28 'uvar424' ( temp 4X2 matrix of uint)
0:? Constant: 0:28 Constant:
0:? 0 (const uint) 0:28 0 (const uint)
0:? 1 (const uint) 0:28 1 (const uint)
0:? 1 (const uint) 0:28 1 (const uint)
0:? 1 (const uint) 0:28 1 (const uint)
0:? 1 (const uint) 0:28 1 (const uint)
0:? 0 (const uint) 0:28 0 (const uint)
0:? 0 (const uint) 0:28 0 (const uint)
0:? 0 (const uint) 0:28 0 (const uint)
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp 3X2 matrix of uint) 0:32 move second child to first child ( temp 3X2 matrix of uint)
0:32 'uvar323' ( temp 3X2 matrix of uint) 0:32 'uvar323' ( temp 3X2 matrix of uint)
@@ -166,13 +166,13 @@ gl_FragCoord origin is upper left
0:33 Sequence 0:33 Sequence
0:33 move second child to first child ( temp 3X2 matrix of uint) 0:33 move second child to first child ( temp 3X2 matrix of uint)
0:33 'uvar234' ( temp 3X2 matrix of uint) 0:33 'uvar234' ( temp 3X2 matrix of uint)
0:? Constant: 0:33 Constant:
0:? 0 (const uint) 0:33 0 (const uint)
0:? 1 (const uint) 0:33 1 (const uint)
0:? 1 (const uint) 0:33 1 (const uint)
0:? 1 (const uint) 0:33 1 (const uint)
0:? 1 (const uint) 0:33 1 (const uint)
0:? 0 (const uint) 0:33 0 (const uint)
0:38 Sequence 0:38 Sequence
0:38 move second child to first child ( temp 4X4 matrix of bool) 0:38 move second child to first child ( temp 4X4 matrix of bool)
0:38 'bvar443' ( temp 4X4 matrix of bool) 0:38 'bvar443' ( temp 4X4 matrix of bool)
@@ -196,23 +196,23 @@ gl_FragCoord origin is upper left
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4X4 matrix of bool) 0:39 move second child to first child ( temp 4X4 matrix of bool)
0:39 'bvar444' ( temp 4X4 matrix of bool) 0:39 'bvar444' ( temp 4X4 matrix of bool)
0:? Constant: 0:39 Constant:
0:? false (const bool) 0:39 false (const bool)
0:? true (const bool) 0:39 true (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? true (const bool) 0:39 true (const bool)
0:? true (const bool) 0:39 true (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? true (const bool) 0:39 true (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:43 Sequence 0:43 Sequence
0:43 move second child to first child ( temp 4X2 matrix of bool) 0:43 move second child to first child ( temp 4X2 matrix of bool)
0:43 'bvar423' ( temp 4X2 matrix of bool) 0:43 'bvar423' ( temp 4X2 matrix of bool)
@@ -228,15 +228,15 @@ gl_FragCoord origin is upper left
0:44 Sequence 0:44 Sequence
0:44 move second child to first child ( temp 4X2 matrix of bool) 0:44 move second child to first child ( temp 4X2 matrix of bool)
0:44 'bvar424' ( temp 4X2 matrix of bool) 0:44 'bvar424' ( temp 4X2 matrix of bool)
0:? Constant: 0:44 Constant:
0:? false (const bool) 0:44 false (const bool)
0:? true (const bool) 0:44 true (const bool)
0:? true (const bool) 0:44 true (const bool)
0:? true (const bool) 0:44 true (const bool)
0:? true (const bool) 0:44 true (const bool)
0:? false (const bool) 0:44 false (const bool)
0:? false (const bool) 0:44 false (const bool)
0:? false (const bool) 0:44 false (const bool)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp 3X2 matrix of bool) 0:48 move second child to first child ( temp 3X2 matrix of bool)
0:48 'bvar323' ( temp 3X2 matrix of bool) 0:48 'bvar323' ( temp 3X2 matrix of bool)
@@ -250,13 +250,13 @@ gl_FragCoord origin is upper left
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp 3X2 matrix of bool) 0:49 move second child to first child ( temp 3X2 matrix of bool)
0:49 'bvar234' ( temp 3X2 matrix of bool) 0:49 'bvar234' ( temp 3X2 matrix of bool)
0:? Constant: 0:49 Constant:
0:? false (const bool) 0:49 false (const bool)
0:? true (const bool) 0:49 true (const bool)
0:? true (const bool) 0:49 true (const bool)
0:? true (const bool) 0:49 true (const bool)
0:? true (const bool) 0:49 true (const bool)
0:? false (const bool) 0:49 false (const bool)
0:51 Branch: Return with expression 0:51 Branch: Return with expression
0:51 Constant: 0:51 Constant:
0:51 0 (const int) 0:51 0 (const int)
@@ -302,23 +302,23 @@ gl_FragCoord origin is upper left
0:7 Sequence 0:7 Sequence
0:7 move second child to first child ( temp 4X4 matrix of int) 0:7 move second child to first child ( temp 4X4 matrix of int)
0:7 'var444' ( temp 4X4 matrix of int) 0:7 'var444' ( temp 4X4 matrix of int)
0:? Constant: 0:7 Constant:
0:? 0 (const int) 0:7 0 (const int)
0:? 1 (const int) 0:7 1 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 1 (const int) 0:7 1 (const int)
0:? 1 (const int) 0:7 1 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 1 (const int) 0:7 1 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:? 0 (const int) 0:7 0 (const int)
0:11 Sequence 0:11 Sequence
0:11 move second child to first child ( temp 4X2 matrix of int) 0:11 move second child to first child ( temp 4X2 matrix of int)
0:11 'var423' ( temp 4X2 matrix of int) 0:11 'var423' ( temp 4X2 matrix of int)
@@ -334,15 +334,15 @@ gl_FragCoord origin is upper left
0:12 Sequence 0:12 Sequence
0:12 move second child to first child ( temp 4X2 matrix of int) 0:12 move second child to first child ( temp 4X2 matrix of int)
0:12 'var424' ( temp 4X2 matrix of int) 0:12 'var424' ( temp 4X2 matrix of int)
0:? Constant: 0:12 Constant:
0:? 0 (const int) 0:12 0 (const int)
0:? 1 (const int) 0:12 1 (const int)
0:? 1 (const int) 0:12 1 (const int)
0:? 1 (const int) 0:12 1 (const int)
0:? 1 (const int) 0:12 1 (const int)
0:? 0 (const int) 0:12 0 (const int)
0:? 0 (const int) 0:12 0 (const int)
0:? 0 (const int) 0:12 0 (const int)
0:16 Sequence 0:16 Sequence
0:16 move second child to first child ( temp 3X2 matrix of int) 0:16 move second child to first child ( temp 3X2 matrix of int)
0:16 'var323' ( temp 3X2 matrix of int) 0:16 'var323' ( temp 3X2 matrix of int)
@@ -356,13 +356,13 @@ gl_FragCoord origin is upper left
0:17 Sequence 0:17 Sequence
0:17 move second child to first child ( temp 3X2 matrix of int) 0:17 move second child to first child ( temp 3X2 matrix of int)
0:17 'var234' ( temp 3X2 matrix of int) 0:17 'var234' ( temp 3X2 matrix of int)
0:? Constant: 0:17 Constant:
0:? 0 (const int) 0:17 0 (const int)
0:? 1 (const int) 0:17 1 (const int)
0:? 1 (const int) 0:17 1 (const int)
0:? 1 (const int) 0:17 1 (const int)
0:? 1 (const int) 0:17 1 (const int)
0:? 0 (const int) 0:17 0 (const int)
0:22 Sequence 0:22 Sequence
0:22 move second child to first child ( temp 4X4 matrix of uint) 0:22 move second child to first child ( temp 4X4 matrix of uint)
0:22 'uvar443' ( temp 4X4 matrix of uint) 0:22 'uvar443' ( temp 4X4 matrix of uint)
@@ -386,23 +386,23 @@ gl_FragCoord origin is upper left
0:23 Sequence 0:23 Sequence
0:23 move second child to first child ( temp 4X4 matrix of uint) 0:23 move second child to first child ( temp 4X4 matrix of uint)
0:23 'uvar444' ( temp 4X4 matrix of uint) 0:23 'uvar444' ( temp 4X4 matrix of uint)
0:? Constant: 0:23 Constant:
0:? 0 (const uint) 0:23 0 (const uint)
0:? 1 (const uint) 0:23 1 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 1 (const uint) 0:23 1 (const uint)
0:? 1 (const uint) 0:23 1 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 1 (const uint) 0:23 1 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:? 0 (const uint) 0:23 0 (const uint)
0:27 Sequence 0:27 Sequence
0:27 move second child to first child ( temp 4X2 matrix of uint) 0:27 move second child to first child ( temp 4X2 matrix of uint)
0:27 'uvar423' ( temp 4X2 matrix of uint) 0:27 'uvar423' ( temp 4X2 matrix of uint)
@@ -418,15 +418,15 @@ gl_FragCoord origin is upper left
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4X2 matrix of uint) 0:28 move second child to first child ( temp 4X2 matrix of uint)
0:28 'uvar424' ( temp 4X2 matrix of uint) 0:28 'uvar424' ( temp 4X2 matrix of uint)
0:? Constant: 0:28 Constant:
0:? 0 (const uint) 0:28 0 (const uint)
0:? 1 (const uint) 0:28 1 (const uint)
0:? 1 (const uint) 0:28 1 (const uint)
0:? 1 (const uint) 0:28 1 (const uint)
0:? 1 (const uint) 0:28 1 (const uint)
0:? 0 (const uint) 0:28 0 (const uint)
0:? 0 (const uint) 0:28 0 (const uint)
0:? 0 (const uint) 0:28 0 (const uint)
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp 3X2 matrix of uint) 0:32 move second child to first child ( temp 3X2 matrix of uint)
0:32 'uvar323' ( temp 3X2 matrix of uint) 0:32 'uvar323' ( temp 3X2 matrix of uint)
@@ -440,13 +440,13 @@ gl_FragCoord origin is upper left
0:33 Sequence 0:33 Sequence
0:33 move second child to first child ( temp 3X2 matrix of uint) 0:33 move second child to first child ( temp 3X2 matrix of uint)
0:33 'uvar234' ( temp 3X2 matrix of uint) 0:33 'uvar234' ( temp 3X2 matrix of uint)
0:? Constant: 0:33 Constant:
0:? 0 (const uint) 0:33 0 (const uint)
0:? 1 (const uint) 0:33 1 (const uint)
0:? 1 (const uint) 0:33 1 (const uint)
0:? 1 (const uint) 0:33 1 (const uint)
0:? 1 (const uint) 0:33 1 (const uint)
0:? 0 (const uint) 0:33 0 (const uint)
0:38 Sequence 0:38 Sequence
0:38 move second child to first child ( temp 4X4 matrix of bool) 0:38 move second child to first child ( temp 4X4 matrix of bool)
0:38 'bvar443' ( temp 4X4 matrix of bool) 0:38 'bvar443' ( temp 4X4 matrix of bool)
@@ -470,23 +470,23 @@ gl_FragCoord origin is upper left
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4X4 matrix of bool) 0:39 move second child to first child ( temp 4X4 matrix of bool)
0:39 'bvar444' ( temp 4X4 matrix of bool) 0:39 'bvar444' ( temp 4X4 matrix of bool)
0:? Constant: 0:39 Constant:
0:? false (const bool) 0:39 false (const bool)
0:? true (const bool) 0:39 true (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? true (const bool) 0:39 true (const bool)
0:? true (const bool) 0:39 true (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? true (const bool) 0:39 true (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:? false (const bool) 0:39 false (const bool)
0:43 Sequence 0:43 Sequence
0:43 move second child to first child ( temp 4X2 matrix of bool) 0:43 move second child to first child ( temp 4X2 matrix of bool)
0:43 'bvar423' ( temp 4X2 matrix of bool) 0:43 'bvar423' ( temp 4X2 matrix of bool)
@@ -502,15 +502,15 @@ gl_FragCoord origin is upper left
0:44 Sequence 0:44 Sequence
0:44 move second child to first child ( temp 4X2 matrix of bool) 0:44 move second child to first child ( temp 4X2 matrix of bool)
0:44 'bvar424' ( temp 4X2 matrix of bool) 0:44 'bvar424' ( temp 4X2 matrix of bool)
0:? Constant: 0:44 Constant:
0:? false (const bool) 0:44 false (const bool)
0:? true (const bool) 0:44 true (const bool)
0:? true (const bool) 0:44 true (const bool)
0:? true (const bool) 0:44 true (const bool)
0:? true (const bool) 0:44 true (const bool)
0:? false (const bool) 0:44 false (const bool)
0:? false (const bool) 0:44 false (const bool)
0:? false (const bool) 0:44 false (const bool)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp 3X2 matrix of bool) 0:48 move second child to first child ( temp 3X2 matrix of bool)
0:48 'bvar323' ( temp 3X2 matrix of bool) 0:48 'bvar323' ( temp 3X2 matrix of bool)
@@ -524,13 +524,13 @@ gl_FragCoord origin is upper left
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp 3X2 matrix of bool) 0:49 move second child to first child ( temp 3X2 matrix of bool)
0:49 'bvar234' ( temp 3X2 matrix of bool) 0:49 'bvar234' ( temp 3X2 matrix of bool)
0:? Constant: 0:49 Constant:
0:? false (const bool) 0:49 false (const bool)
0:? true (const bool) 0:49 true (const bool)
0:? true (const bool) 0:49 true (const bool)
0:? true (const bool) 0:49 true (const bool)
0:? true (const bool) 0:49 true (const bool)
0:? false (const bool) 0:49 false (const bool)
0:51 Branch: Return with expression 0:51 Branch: Return with expression
0:51 Constant: 0:51 Constant:
0:51 0 (const int) 0:51 0 (const int)

View File

@@ -11,11 +11,11 @@ gl_FragCoord origin is upper left
0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) 0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask})
0:17 Constant: 0:17 Constant:
0:17 0 (const int) 0:17 0 (const int)
0:? Constant: 0:17 Constant:
0:? 1.000000 0:17 1.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 1.000000 0:17 1.000000
0:18 move second child to first child ( temp uint) 0:18 move second child to first child ( temp uint)
0:18 nCoverageMask: direct index for structure ( temp uint) 0:18 nCoverageMask: direct index for structure ( temp uint)
0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) 0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask})
@@ -72,11 +72,11 @@ gl_FragCoord origin is upper left
0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) 0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask})
0:17 Constant: 0:17 Constant:
0:17 0 (const int) 0:17 0 (const int)
0:? Constant: 0:17 Constant:
0:? 1.000000 0:17 1.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 1.000000 0:17 1.000000
0:18 move second child to first child ( temp uint) 0:18 move second child to first child ( temp uint)
0:18 nCoverageMask: direct index for structure ( temp uint) 0:18 nCoverageMask: direct index for structure ( temp uint)
0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) 0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask})

View File

@@ -11,7 +11,7 @@ using early_fragment_tests
0:10 'oldVal' ( temp uint) 0:10 'oldVal' ( temp uint)
0:10 imageAtomicExchange ( temp uint) 0:10 imageAtomicExchange ( temp uint)
0:10 'Values' (layout( r32ui) uniform uimage2D) 0:10 'Values' (layout( r32ui) uniform uimage2D)
0:? Construct uvec2 ( temp 2-component vector of uint) 0:10 Construct uvec2 ( temp 2-component vector of uint)
0:10 Convert float to uint ( temp uint) 0:10 Convert float to uint ( temp uint)
0:10 direct index ( temp float) 0:10 direct index ( temp float)
0:10 Position: direct index for structure ( temp 4-component vector of float) 0:10 Position: direct index for structure ( temp 4-component vector of float)
@@ -67,7 +67,7 @@ using early_fragment_tests
0:10 'oldVal' ( temp uint) 0:10 'oldVal' ( temp uint)
0:10 imageAtomicExchange ( temp uint) 0:10 imageAtomicExchange ( temp uint)
0:10 'Values' (layout( r32ui) uniform uimage2D) 0:10 'Values' (layout( r32ui) uniform uimage2D)
0:? Construct uvec2 ( temp 2-component vector of uint) 0:10 Construct uvec2 ( temp 2-component vector of uint)
0:10 Convert float to uint ( temp uint) 0:10 Convert float to uint ( temp uint)
0:10 direct index ( temp float) 0:10 direct index ( temp float)
0:10 Position: direct index for structure ( temp 4-component vector of float) 0:10 Position: direct index for structure ( temp 4-component vector of float)

View File

@@ -6,14 +6,14 @@ gl_FragCoord origin is upper left
0:11 Function Parameters: 0:11 Function Parameters:
0:? Sequence 0:? Sequence
0:12 Branch: Return with expression 0:12 Branch: Return with expression
0:? Constant: 0:12 Constant:
0:? 1.000000 0:12 1.000000
0:? 1.000000 0:12 1.000000
0:? 1.000000 0:12 1.000000
0:? 1.000000 0:12 1.000000
0:? 2.000000 0:12 2.000000
0:? 3.000000 0:12 3.000000
0:? 4.000000 0:12 4.000000
0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3})
0:16 Function Parameters: 0:16 Function Parameters:
0:? Sequence 0:? Sequence
@@ -67,14 +67,14 @@ gl_FragCoord origin is upper left
0:11 Function Parameters: 0:11 Function Parameters:
0:? Sequence 0:? Sequence
0:12 Branch: Return with expression 0:12 Branch: Return with expression
0:? Constant: 0:12 Constant:
0:? 1.000000 0:12 1.000000
0:? 1.000000 0:12 1.000000
0:? 1.000000 0:12 1.000000
0:? 1.000000 0:12 1.000000
0:? 2.000000 0:12 2.000000
0:? 3.000000 0:12 3.000000
0:? 4.000000 0:12 4.000000
0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3})
0:16 Function Parameters: 0:16 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -15,9 +15,9 @@ gl_FragCoord origin is upper left
0:16 's' ( in structure{ temp sampler s2D}) 0:16 's' ( in structure{ temp sampler s2D})
0:16 Constant: 0:16 Constant:
0:16 0 (const int) 0:16 0 (const int)
0:? Constant: 0:16 Constant:
0:? 0.200000 0:16 0.200000
0:? 0.300000 0:16 0.300000
0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float) 0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float)
0:20 Function Parameters: 0:20 Function Parameters:
0:20 's' ( in structure{ temp sampler s2D}) 0:20 's' ( in structure{ temp sampler s2D})
@@ -47,9 +47,9 @@ gl_FragCoord origin is upper left
0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex}) 0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex})
0:26 Constant: 0:26 Constant:
0:26 0 (const int) 0:26 0 (const int)
0:? Constant: 0:26 Constant:
0:? 0.200000 0:26 0.200000
0:? 0.300000 0:26 0.300000
0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float) 0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float)
0:30 Function Parameters: 0:30 Function Parameters:
0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex}) 0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex})
@@ -94,9 +94,9 @@ gl_FragCoord origin is upper left
0:37 0 (const int) 0:37 0 (const int)
0:? 's.s2D' ( uniform sampler) 0:? 's.s2D' ( uniform sampler)
0:37 'aggShadow' ( temp structure{ temp sampler s2D}) 0:37 'aggShadow' ( temp structure{ temp sampler s2D})
0:? Constant: 0:37 Constant:
0:? 0.200000 0:37 0.200000
0:? 0.300000 0:37 0.300000
0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float) 0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float)
0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex}) 0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex})
0:38 Sequence 0:38 Sequence
@@ -129,9 +129,9 @@ gl_FragCoord origin is upper left
0:39 1 (const int) 0:39 1 (const int)
0:? 's2.tex' ( uniform texture2D) 0:? 's2.tex' ( uniform texture2D)
0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex}) 0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex})
0:? Constant: 0:39 Constant:
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:35 Function Definition: main( ( temp void) 0:35 Function Definition: main( ( temp void)
0:35 Function Parameters: 0:35 Function Parameters:
0:? Sequence 0:? Sequence
@@ -164,9 +164,9 @@ gl_FragCoord origin is upper left
0:16 's' ( in structure{ temp sampler s2D}) 0:16 's' ( in structure{ temp sampler s2D})
0:16 Constant: 0:16 Constant:
0:16 0 (const int) 0:16 0 (const int)
0:? Constant: 0:16 Constant:
0:? 0.200000 0:16 0.200000
0:? 0.300000 0:16 0.300000
0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float) 0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float)
0:20 Function Parameters: 0:20 Function Parameters:
0:20 's' ( in structure{ temp sampler s2D}) 0:20 's' ( in structure{ temp sampler s2D})
@@ -196,9 +196,9 @@ gl_FragCoord origin is upper left
0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex}) 0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex})
0:26 Constant: 0:26 Constant:
0:26 0 (const int) 0:26 0 (const int)
0:? Constant: 0:26 Constant:
0:? 0.200000 0:26 0.200000
0:? 0.300000 0:26 0.300000
0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float) 0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float)
0:30 Function Parameters: 0:30 Function Parameters:
0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex}) 0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex})
@@ -243,9 +243,9 @@ gl_FragCoord origin is upper left
0:37 0 (const int) 0:37 0 (const int)
0:? 's.s2D' ( uniform sampler) 0:? 's.s2D' ( uniform sampler)
0:37 'aggShadow' ( temp structure{ temp sampler s2D}) 0:37 'aggShadow' ( temp structure{ temp sampler s2D})
0:? Constant: 0:37 Constant:
0:? 0.200000 0:37 0.200000
0:? 0.300000 0:37 0.300000
0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float) 0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float)
0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex}) 0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex})
0:38 Sequence 0:38 Sequence
@@ -278,9 +278,9 @@ gl_FragCoord origin is upper left
0:39 1 (const int) 0:39 1 (const int)
0:? 's2.tex' ( uniform texture2D) 0:? 's2.tex' ( uniform texture2D)
0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex}) 0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex})
0:? Constant: 0:39 Constant:
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:35 Function Definition: main( ( temp void) 0:35 Function Definition: main( ( temp void)
0:35 Function Parameters: 0:35 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -17,9 +17,9 @@ Shader version: 500
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex}) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex})
0:6 Constant: 0:6 Constant:
0:6 0 (const int) 0:6 0 (const int)
0:? Constant: 0:6 Constant:
0:? 0.300000 0:6 0.300000
0:? 0.400000 0:6 0.400000
0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex}) 0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex})
0:10 Function Parameters: 0:10 Function Parameters:
0:? Sequence 0:? Sequence
@@ -101,9 +101,9 @@ Shader version: 500
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex}) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex})
0:6 Constant: 0:6 Constant:
0:6 0 (const int) 0:6 0 (const int)
0:? Constant: 0:6 Constant:
0:? 0.300000 0:6 0.300000
0:? 0.400000 0:6 0.400000
0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex}) 0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex})
0:10 Function Parameters: 0:10 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -17,7 +17,7 @@ Shader version: 500
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f})
0:6 Constant: 0:6 Constant:
0:6 0 (const int) 0:6 0 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:6 Construct vec2 ( temp 2-component vector of float)
0:6 f: direct index for structure ( temp float) 0:6 f: direct index for structure ( temp float)
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f})
0:6 Constant: 0:6 Constant:
@@ -72,7 +72,7 @@ Shader version: 500
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f})
0:6 Constant: 0:6 Constant:
0:6 0 (const int) 0:6 0 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:6 Construct vec2 ( temp 2-component vector of float)
0:6 f: direct index for structure ( temp float) 0:6 f: direct index for structure ( temp float)
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f})
0:6 Constant: 0:6 Constant:

View File

@@ -52,11 +52,11 @@ gl_FragCoord origin is upper left
0:21 Constant: 0:21 Constant:
0:21 1.000000 0:21 1.000000
0:23 Branch: Return with expression 0:23 Branch: Return with expression
0:? Constant: 0:23 Constant:
0:? 0.000000 0:23 0.000000
0:? 0.000000 0:23 0.000000
0:? 0.000000 0:23 0.000000
0:? 0.000000 0:23 0.000000
0:8 Function Definition: main( ( temp void) 0:8 Function Definition: main( ( temp void)
0:8 Function Parameters: 0:8 Function Parameters:
0:? Sequence 0:? Sequence
@@ -128,11 +128,11 @@ gl_FragCoord origin is upper left
0:21 Constant: 0:21 Constant:
0:21 1.000000 0:21 1.000000
0:23 Branch: Return with expression 0:23 Branch: Return with expression
0:? Constant: 0:23 Constant:
0:? 0.000000 0:23 0.000000
0:? 0.000000 0:23 0.000000
0:? 0.000000 0:23 0.000000
0:? 0.000000 0:23 0.000000
0:8 Function Definition: main( ( temp void) 0:8 Function Definition: main( ( temp void)
0:8 Function Parameters: 0:8 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -13,10 +13,10 @@ using depth_any
0:29 Construct combined texture-sampler ( temp sampler2DArray) 0:29 Construct combined texture-sampler ( temp sampler2DArray)
0:29 'g_tTex2df4a' ( uniform texture2DArray) 0:29 'g_tTex2df4a' ( uniform texture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.100000 0:29 0.100000
0:? 0.200000 0:29 0.200000
0:? 0.300000 0:29 0.300000
0:30 Sequence 0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of int) 0:30 move second child to first child ( temp 4-component vector of int)
0:30 'txval21' ( temp 4-component vector of int) 0:30 'txval21' ( temp 4-component vector of int)
@@ -24,10 +24,10 @@ using depth_any
0:30 Construct combined texture-sampler ( temp isampler2DArray) 0:30 Construct combined texture-sampler ( temp isampler2DArray)
0:30 'g_tTex2di4a' ( uniform itexture2DArray) 0:30 'g_tTex2di4a' ( uniform itexture2DArray)
0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:30 Constant:
0:? 0.300000 0:30 0.300000
0:? 0.400000 0:30 0.400000
0:? 0.500000 0:30 0.500000
0:31 Sequence 0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of uint) 0:31 move second child to first child ( temp 4-component vector of uint)
0:31 'txval22' ( temp 4-component vector of uint) 0:31 'txval22' ( temp 4-component vector of uint)
@@ -35,10 +35,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp usampler2DArray) 0:31 Construct combined texture-sampler ( temp usampler2DArray)
0:31 'g_tTex2du4a' ( uniform utexture2DArray) 0:31 'g_tTex2du4a' ( uniform utexture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.500000 0:31 0.500000
0:? 0.600000 0:31 0.600000
0:? 0.700000 0:31 0.700000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float)
@@ -46,11 +46,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int)
@@ -58,11 +58,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.400000 0:36 0.400000
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? 0.700000 0:36 0.700000
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint)
@@ -70,11 +70,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.700000 0:37 0.700000
0:? 0.800000 0:37 0.800000
0:? 0.900000 0:37 0.900000
0:? 1.000000 0:37 1.000000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -146,10 +146,10 @@ using depth_any
0:29 Construct combined texture-sampler ( temp sampler2DArray) 0:29 Construct combined texture-sampler ( temp sampler2DArray)
0:29 'g_tTex2df4a' ( uniform texture2DArray) 0:29 'g_tTex2df4a' ( uniform texture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.100000 0:29 0.100000
0:? 0.200000 0:29 0.200000
0:? 0.300000 0:29 0.300000
0:30 Sequence 0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of int) 0:30 move second child to first child ( temp 4-component vector of int)
0:30 'txval21' ( temp 4-component vector of int) 0:30 'txval21' ( temp 4-component vector of int)
@@ -157,10 +157,10 @@ using depth_any
0:30 Construct combined texture-sampler ( temp isampler2DArray) 0:30 Construct combined texture-sampler ( temp isampler2DArray)
0:30 'g_tTex2di4a' ( uniform itexture2DArray) 0:30 'g_tTex2di4a' ( uniform itexture2DArray)
0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:30 Constant:
0:? 0.300000 0:30 0.300000
0:? 0.400000 0:30 0.400000
0:? 0.500000 0:30 0.500000
0:31 Sequence 0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of uint) 0:31 move second child to first child ( temp 4-component vector of uint)
0:31 'txval22' ( temp 4-component vector of uint) 0:31 'txval22' ( temp 4-component vector of uint)
@@ -168,10 +168,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp usampler2DArray) 0:31 Construct combined texture-sampler ( temp usampler2DArray)
0:31 'g_tTex2du4a' ( uniform utexture2DArray) 0:31 'g_tTex2du4a' ( uniform utexture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.500000 0:31 0.500000
0:? 0.600000 0:31 0.600000
0:? 0.700000 0:31 0.700000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float)
@@ -179,11 +179,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int)
@@ -191,11 +191,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.400000 0:36 0.400000
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? 0.700000 0:36 0.700000
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint)
@@ -203,11 +203,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.700000 0:37 0.700000
0:? 0.800000 0:37 0.800000
0:? 0.900000 0:37 0.900000
0:? 1.000000 0:37 1.000000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,9 +13,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 Construct combined texture-sampler ( temp sampler2D)
0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_tTex2df4' ( uniform texture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.100000 0:34 0.100000
0:? 0.200000 0:34 0.200000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of int) 0:35 move second child to first child ( temp 4-component vector of int)
0:35 'txval21' ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int)
@@ -23,9 +23,9 @@ using depth_any
0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 Construct combined texture-sampler ( temp isampler2D)
0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_tTex2di4' ( uniform itexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of uint) 0:36 move second child to first child ( temp 4-component vector of uint)
0:36 'txval22' ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint)
@@ -33,9 +33,9 @@ using depth_any
0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 Construct combined texture-sampler ( temp usampler2D)
0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_tTex2du4' ( uniform utexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of float) 0:40 move second child to first child ( temp 4-component vector of float)
0:40 'txval40' ( temp 4-component vector of float) 0:40 'txval40' ( temp 4-component vector of float)
@@ -43,10 +43,10 @@ using depth_any
0:40 Construct combined texture-sampler ( temp samplerCube) 0:40 Construct combined texture-sampler ( temp samplerCube)
0:40 'g_tTexcdf4' ( uniform textureCube) 0:40 'g_tTexcdf4' ( uniform textureCube)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.100000 0:40 0.100000
0:? 0.200000 0:40 0.200000
0:? 0.300000 0:40 0.300000
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of int) 0:41 move second child to first child ( temp 4-component vector of int)
0:41 'txval41' ( temp 4-component vector of int) 0:41 'txval41' ( temp 4-component vector of int)
@@ -54,10 +54,10 @@ using depth_any
0:41 Construct combined texture-sampler ( temp isamplerCube) 0:41 Construct combined texture-sampler ( temp isamplerCube)
0:41 'g_tTexcdi4' ( uniform itextureCube) 0:41 'g_tTexcdi4' ( uniform itextureCube)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.400000 0:41 0.400000
0:? 0.500000 0:41 0.500000
0:? 0.600000 0:41 0.600000
0:42 Sequence 0:42 Sequence
0:42 move second child to first child ( temp 4-component vector of uint) 0:42 move second child to first child ( temp 4-component vector of uint)
0:42 'txval42' ( temp 4-component vector of uint) 0:42 'txval42' ( temp 4-component vector of uint)
@@ -65,10 +65,10 @@ using depth_any
0:42 Construct combined texture-sampler ( temp usamplerCube) 0:42 Construct combined texture-sampler ( temp usamplerCube)
0:42 'g_tTexcdu4' ( uniform utextureCube) 0:42 'g_tTexcdu4' ( uniform utextureCube)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:42 Constant:
0:? 0.700000 0:42 0.700000
0:? 0.800000 0:42 0.800000
0:? 0.900000 0:42 0.900000
0:44 move second child to first child ( temp 4-component vector of float) 0:44 move second child to first child ( temp 4-component vector of float)
0:44 Color: direct index for structure ( temp 4-component vector of float) 0:44 Color: direct index for structure ( temp 4-component vector of float)
0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -144,9 +144,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 Construct combined texture-sampler ( temp sampler2D)
0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_tTex2df4' ( uniform texture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.100000 0:34 0.100000
0:? 0.200000 0:34 0.200000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of int) 0:35 move second child to first child ( temp 4-component vector of int)
0:35 'txval21' ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int)
@@ -154,9 +154,9 @@ using depth_any
0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 Construct combined texture-sampler ( temp isampler2D)
0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_tTex2di4' ( uniform itexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of uint) 0:36 move second child to first child ( temp 4-component vector of uint)
0:36 'txval22' ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint)
@@ -164,9 +164,9 @@ using depth_any
0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 Construct combined texture-sampler ( temp usampler2D)
0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_tTex2du4' ( uniform utexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of float) 0:40 move second child to first child ( temp 4-component vector of float)
0:40 'txval40' ( temp 4-component vector of float) 0:40 'txval40' ( temp 4-component vector of float)
@@ -174,10 +174,10 @@ using depth_any
0:40 Construct combined texture-sampler ( temp samplerCube) 0:40 Construct combined texture-sampler ( temp samplerCube)
0:40 'g_tTexcdf4' ( uniform textureCube) 0:40 'g_tTexcdf4' ( uniform textureCube)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.100000 0:40 0.100000
0:? 0.200000 0:40 0.200000
0:? 0.300000 0:40 0.300000
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of int) 0:41 move second child to first child ( temp 4-component vector of int)
0:41 'txval41' ( temp 4-component vector of int) 0:41 'txval41' ( temp 4-component vector of int)
@@ -185,10 +185,10 @@ using depth_any
0:41 Construct combined texture-sampler ( temp isamplerCube) 0:41 Construct combined texture-sampler ( temp isamplerCube)
0:41 'g_tTexcdi4' ( uniform itextureCube) 0:41 'g_tTexcdi4' ( uniform itextureCube)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.400000 0:41 0.400000
0:? 0.500000 0:41 0.500000
0:? 0.600000 0:41 0.600000
0:42 Sequence 0:42 Sequence
0:42 move second child to first child ( temp 4-component vector of uint) 0:42 move second child to first child ( temp 4-component vector of uint)
0:42 'txval42' ( temp 4-component vector of uint) 0:42 'txval42' ( temp 4-component vector of uint)
@@ -196,10 +196,10 @@ using depth_any
0:42 Construct combined texture-sampler ( temp usamplerCube) 0:42 Construct combined texture-sampler ( temp usamplerCube)
0:42 'g_tTexcdu4' ( uniform utextureCube) 0:42 'g_tTexcdu4' ( uniform utextureCube)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:42 Constant:
0:? 0.700000 0:42 0.700000
0:? 0.800000 0:42 0.800000
0:? 0.900000 0:42 0.900000
0:44 move second child to first child ( temp 4-component vector of float) 0:44 move second child to first child ( temp 4-component vector of float)
0:44 Color: direct index for structure ( temp 4-component vector of float) 0:44 Color: direct index for structure ( temp 4-component vector of float)
0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -11,9 +11,9 @@ Shader version: 500
0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.100000 0:33 0.100000
0:? 0.200000 0:33 0.200000
0:34 Sequence 0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int) 0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int)
@@ -21,9 +21,9 @@ Shader version: 500
0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.300000 0:34 0.300000
0:? 0.400000 0:34 0.400000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint) 0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint)
@@ -31,9 +31,9 @@ Shader version: 500
0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.500000 0:35 0.500000
0:? 0.600000 0:35 0.600000
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval40' ( temp 4-component vector of float) 0:39 'txval40' ( temp 4-component vector of float)
@@ -41,10 +41,10 @@ Shader version: 500
0:39 Construct combined texture-sampler ( temp samplerCube) 0:39 Construct combined texture-sampler ( temp samplerCube)
0:39 'g_tTexcdf4' ( uniform textureCube) 0:39 'g_tTexcdf4' ( uniform textureCube)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval41' ( temp 4-component vector of int) 0:40 'txval41' ( temp 4-component vector of int)
@@ -52,10 +52,10 @@ Shader version: 500
0:40 Construct combined texture-sampler ( temp isamplerCube) 0:40 Construct combined texture-sampler ( temp isamplerCube)
0:40 'g_tTexcdi4' ( uniform itextureCube) 0:40 'g_tTexcdi4' ( uniform itextureCube)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval42' ( temp 4-component vector of uint) 0:41 'txval42' ( temp 4-component vector of uint)
@@ -63,20 +63,20 @@ Shader version: 500
0:41 Construct combined texture-sampler ( temp usamplerCube) 0:41 Construct combined texture-sampler ( temp usamplerCube)
0:41 'g_tTexcdu4' ( uniform utextureCube) 0:41 'g_tTexcdu4' ( uniform utextureCube)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:43 move second child to first child ( temp 4-component vector of float) 0:43 move second child to first child ( temp 4-component vector of float)
0:43 Pos: direct index for structure ( temp 4-component vector of float) 0:43 Pos: direct index for structure ( temp 4-component vector of float)
0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:43 Constant: 0:43 Constant:
0:43 0 (const int) 0:43 0 (const int)
0:? Constant: 0:43 Constant:
0:? 0.000000 0:43 0.000000
0:? 0.000000 0:43 0.000000
0:? 0.000000 0:43 0.000000
0:? 0.000000 0:43 0.000000
0:45 Branch: Return with expression 0:45 Branch: Return with expression
0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:28 Function Definition: main( ( temp void) 0:28 Function Definition: main( ( temp void)
@@ -123,9 +123,9 @@ Shader version: 500
0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.100000 0:33 0.100000
0:? 0.200000 0:33 0.200000
0:34 Sequence 0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int) 0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int)
@@ -133,9 +133,9 @@ Shader version: 500
0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.300000 0:34 0.300000
0:? 0.400000 0:34 0.400000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint) 0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint)
@@ -143,9 +143,9 @@ Shader version: 500
0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.500000 0:35 0.500000
0:? 0.600000 0:35 0.600000
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval40' ( temp 4-component vector of float) 0:39 'txval40' ( temp 4-component vector of float)
@@ -153,10 +153,10 @@ Shader version: 500
0:39 Construct combined texture-sampler ( temp samplerCube) 0:39 Construct combined texture-sampler ( temp samplerCube)
0:39 'g_tTexcdf4' ( uniform textureCube) 0:39 'g_tTexcdf4' ( uniform textureCube)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval41' ( temp 4-component vector of int) 0:40 'txval41' ( temp 4-component vector of int)
@@ -164,10 +164,10 @@ Shader version: 500
0:40 Construct combined texture-sampler ( temp isamplerCube) 0:40 Construct combined texture-sampler ( temp isamplerCube)
0:40 'g_tTexcdi4' ( uniform itextureCube) 0:40 'g_tTexcdi4' ( uniform itextureCube)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval42' ( temp 4-component vector of uint) 0:41 'txval42' ( temp 4-component vector of uint)
@@ -175,20 +175,20 @@ Shader version: 500
0:41 Construct combined texture-sampler ( temp usamplerCube) 0:41 Construct combined texture-sampler ( temp usamplerCube)
0:41 'g_tTexcdu4' ( uniform utextureCube) 0:41 'g_tTexcdu4' ( uniform utextureCube)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:43 move second child to first child ( temp 4-component vector of float) 0:43 move second child to first child ( temp 4-component vector of float)
0:43 Pos: direct index for structure ( temp 4-component vector of float) 0:43 Pos: direct index for structure ( temp 4-component vector of float)
0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:43 Constant: 0:43 Constant:
0:43 0 (const int) 0:43 0 (const int)
0:? Constant: 0:43 Constant:
0:? 0.000000 0:43 0.000000
0:? 0.000000 0:43 0.000000
0:? 0.000000 0:43 0.000000
0:? 0.000000 0:43 0.000000
0:45 Branch: Return with expression 0:45 Branch: Return with expression
0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:28 Function Definition: main( ( temp void) 0:28 Function Definition: main( ( temp void)

View File

@@ -13,12 +13,12 @@ using depth_any
0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.100000 0:33 0.100000
0:? 0.200000 0:33 0.200000
0:? Constant: 0:33 Constant:
0:? 1 (const int) 0:33 1 (const int)
0:? 0 (const int) 0:33 0 (const int)
0:34 Sequence 0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int) 0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int)
@@ -26,12 +26,12 @@ using depth_any
0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.300000 0:34 0.300000
0:? 0.400000 0:34 0.400000
0:? Constant: 0:34 Constant:
0:? 1 (const int) 0:34 1 (const int)
0:? 1 (const int) 0:34 1 (const int)
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint) 0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint)
@@ -39,12 +39,12 @@ using depth_any
0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.500000 0:35 0.500000
0:? 0.600000 0:35 0.600000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? -1 (const int) 0:35 -1 (const int)
0:40 move second child to first child ( temp 4-component vector of float) 0:40 move second child to first child ( temp 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float) 0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -119,12 +119,12 @@ using depth_any
0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.100000 0:33 0.100000
0:? 0.200000 0:33 0.200000
0:? Constant: 0:33 Constant:
0:? 1 (const int) 0:33 1 (const int)
0:? 0 (const int) 0:33 0 (const int)
0:34 Sequence 0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int) 0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int)
@@ -132,12 +132,12 @@ using depth_any
0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.300000 0:34 0.300000
0:? 0.400000 0:34 0.400000
0:? Constant: 0:34 Constant:
0:? 1 (const int) 0:34 1 (const int)
0:? 1 (const int) 0:34 1 (const int)
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint) 0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint)
@@ -145,12 +145,12 @@ using depth_any
0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.500000 0:35 0.500000
0:? 0.600000 0:35 0.600000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? -1 (const int) 0:35 -1 (const int)
0:40 move second child to first child ( temp 4-component vector of float) 0:40 move second child to first child ( temp 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float) 0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,13 +13,13 @@ using depth_any
0:25 Construct combined texture-sampler ( temp sampler2DArray) 0:25 Construct combined texture-sampler ( temp sampler2DArray)
0:25 'g_tTex2df4' ( uniform texture2DArray) 0:25 'g_tTex2df4' ( uniform texture2DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:25 Constant:
0:? 0.100000 0:25 0.100000
0:? 0.200000 0:25 0.200000
0:? 0.300000 0:25 0.300000
0:? Constant: 0:25 Constant:
0:? 1 (const int) 0:25 1 (const int)
0:? 0 (const int) 0:25 0 (const int)
0:26 Sequence 0:26 Sequence
0:26 move second child to first child ( temp 4-component vector of int) 0:26 move second child to first child ( temp 4-component vector of int)
0:26 'txval21' ( temp 4-component vector of int) 0:26 'txval21' ( temp 4-component vector of int)
@@ -27,13 +27,13 @@ using depth_any
0:26 Construct combined texture-sampler ( temp isampler2DArray) 0:26 Construct combined texture-sampler ( temp isampler2DArray)
0:26 'g_tTex2di4' ( uniform itexture2DArray) 0:26 'g_tTex2di4' ( uniform itexture2DArray)
0:26 'g_sSamp' (layout( binding=0) uniform sampler) 0:26 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:26 Constant:
0:? 0.300000 0:26 0.300000
0:? 0.400000 0:26 0.400000
0:? 0.400000 0:26 0.400000
0:? Constant: 0:26 Constant:
0:? 1 (const int) 0:26 1 (const int)
0:? 1 (const int) 0:26 1 (const int)
0:27 Sequence 0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of uint) 0:27 move second child to first child ( temp 4-component vector of uint)
0:27 'txval22' ( temp 4-component vector of uint) 0:27 'txval22' ( temp 4-component vector of uint)
@@ -41,13 +41,13 @@ using depth_any
0:27 Construct combined texture-sampler ( temp usampler2DArray) 0:27 Construct combined texture-sampler ( temp usampler2DArray)
0:27 'g_tTex2du4' ( uniform utexture2DArray) 0:27 'g_tTex2du4' ( uniform utexture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.500000 0:27 0.500000
0:? 0.600000 0:27 0.600000
0:? 0.700000 0:27 0.700000
0:? Constant: 0:27 Constant:
0:? 1 (const int) 0:27 1 (const int)
0:? -1 (const int) 0:27 -1 (const int)
0:32 move second child to first child ( temp 4-component vector of float) 0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float) 0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -116,13 +116,13 @@ using depth_any
0:25 Construct combined texture-sampler ( temp sampler2DArray) 0:25 Construct combined texture-sampler ( temp sampler2DArray)
0:25 'g_tTex2df4' ( uniform texture2DArray) 0:25 'g_tTex2df4' ( uniform texture2DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:25 Constant:
0:? 0.100000 0:25 0.100000
0:? 0.200000 0:25 0.200000
0:? 0.300000 0:25 0.300000
0:? Constant: 0:25 Constant:
0:? 1 (const int) 0:25 1 (const int)
0:? 0 (const int) 0:25 0 (const int)
0:26 Sequence 0:26 Sequence
0:26 move second child to first child ( temp 4-component vector of int) 0:26 move second child to first child ( temp 4-component vector of int)
0:26 'txval21' ( temp 4-component vector of int) 0:26 'txval21' ( temp 4-component vector of int)
@@ -130,13 +130,13 @@ using depth_any
0:26 Construct combined texture-sampler ( temp isampler2DArray) 0:26 Construct combined texture-sampler ( temp isampler2DArray)
0:26 'g_tTex2di4' ( uniform itexture2DArray) 0:26 'g_tTex2di4' ( uniform itexture2DArray)
0:26 'g_sSamp' (layout( binding=0) uniform sampler) 0:26 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:26 Constant:
0:? 0.300000 0:26 0.300000
0:? 0.400000 0:26 0.400000
0:? 0.400000 0:26 0.400000
0:? Constant: 0:26 Constant:
0:? 1 (const int) 0:26 1 (const int)
0:? 1 (const int) 0:26 1 (const int)
0:27 Sequence 0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of uint) 0:27 move second child to first child ( temp 4-component vector of uint)
0:27 'txval22' ( temp 4-component vector of uint) 0:27 'txval22' ( temp 4-component vector of uint)
@@ -144,13 +144,13 @@ using depth_any
0:27 Construct combined texture-sampler ( temp usampler2DArray) 0:27 Construct combined texture-sampler ( temp usampler2DArray)
0:27 'g_tTex2du4' ( uniform utexture2DArray) 0:27 'g_tTex2du4' ( uniform utexture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.500000 0:27 0.500000
0:? 0.600000 0:27 0.600000
0:? 0.700000 0:27 0.700000
0:? Constant: 0:27 Constant:
0:? 1 (const int) 0:27 1 (const int)
0:? -1 (const int) 0:27 -1 (const int)
0:32 move second child to first child ( temp 4-component vector of float) 0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float) 0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -19,9 +19,9 @@ using depth_any
0:45 1 (const uint) 0:45 1 (const uint)
0:45 Constant: 0:45 Constant:
0:45 0.750000 0:45 0.750000
0:? Constant: 0:45 Constant:
0:? 1 (const int) 0:45 1 (const int)
0:? 0 (const int) 0:45 0 (const int)
0:46 Sequence 0:46 Sequence
0:46 move second child to first child ( temp 4-component vector of int) 0:46 move second child to first child ( temp 4-component vector of int)
0:46 'txval011' ( temp 4-component vector of int) 0:46 'txval011' ( temp 4-component vector of int)
@@ -35,9 +35,9 @@ using depth_any
0:46 1 (const uint) 0:46 1 (const uint)
0:46 Constant: 0:46 Constant:
0:46 0.750000 0:46 0.750000
0:? Constant: 0:46 Constant:
0:? 1 (const int) 0:46 1 (const int)
0:? -1 (const int) 0:46 -1 (const int)
0:47 Sequence 0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of uint) 0:47 move second child to first child ( temp 4-component vector of uint)
0:47 'txval021' ( temp 4-component vector of uint) 0:47 'txval021' ( temp 4-component vector of uint)
@@ -51,9 +51,9 @@ using depth_any
0:47 1 (const uint) 0:47 1 (const uint)
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:? Constant: 0:47 Constant:
0:? 1 (const int) 0:47 1 (const int)
0:? 1 (const int) 0:47 1 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp 4-component vector of float) 0:49 move second child to first child ( temp 4-component vector of float)
0:49 'txval004' ( temp 4-component vector of float) 0:49 'txval004' ( temp 4-component vector of float)
@@ -133,9 +133,9 @@ using depth_any
0:53 1 (const uint) 0:53 1 (const uint)
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:? Constant: 0:53 Constant:
0:? 1 (const int) 0:53 1 (const int)
0:? 0 (const int) 0:53 0 (const int)
0:54 Sequence 0:54 Sequence
0:54 move second child to first child ( temp 4-component vector of int) 0:54 move second child to first child ( temp 4-component vector of int)
0:54 'txval411' ( temp 4-component vector of int) 0:54 'txval411' ( temp 4-component vector of int)
@@ -149,9 +149,9 @@ using depth_any
0:54 1 (const uint) 0:54 1 (const uint)
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:? Constant: 0:54 Constant:
0:? 1 (const int) 0:54 1 (const int)
0:? -1 (const int) 0:54 -1 (const int)
0:55 Sequence 0:55 Sequence
0:55 move second child to first child ( temp 4-component vector of uint) 0:55 move second child to first child ( temp 4-component vector of uint)
0:55 'txval421' ( temp 4-component vector of uint) 0:55 'txval421' ( temp 4-component vector of uint)
@@ -165,9 +165,9 @@ using depth_any
0:55 1 (const uint) 0:55 1 (const uint)
0:55 Constant: 0:55 Constant:
0:55 0.750000 0:55 0.750000
0:? Constant: 0:55 Constant:
0:? 1 (const int) 0:55 1 (const int)
0:? 1 (const int) 0:55 1 (const int)
0:110 move second child to first child ( temp 4-component vector of float) 0:110 move second child to first child ( temp 4-component vector of float)
0:110 Color: direct index for structure ( temp 4-component vector of float) 0:110 Color: direct index for structure ( temp 4-component vector of float)
0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -249,9 +249,9 @@ using depth_any
0:45 1 (const uint) 0:45 1 (const uint)
0:45 Constant: 0:45 Constant:
0:45 0.750000 0:45 0.750000
0:? Constant: 0:45 Constant:
0:? 1 (const int) 0:45 1 (const int)
0:? 0 (const int) 0:45 0 (const int)
0:46 Sequence 0:46 Sequence
0:46 move second child to first child ( temp 4-component vector of int) 0:46 move second child to first child ( temp 4-component vector of int)
0:46 'txval011' ( temp 4-component vector of int) 0:46 'txval011' ( temp 4-component vector of int)
@@ -265,9 +265,9 @@ using depth_any
0:46 1 (const uint) 0:46 1 (const uint)
0:46 Constant: 0:46 Constant:
0:46 0.750000 0:46 0.750000
0:? Constant: 0:46 Constant:
0:? 1 (const int) 0:46 1 (const int)
0:? -1 (const int) 0:46 -1 (const int)
0:47 Sequence 0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of uint) 0:47 move second child to first child ( temp 4-component vector of uint)
0:47 'txval021' ( temp 4-component vector of uint) 0:47 'txval021' ( temp 4-component vector of uint)
@@ -281,9 +281,9 @@ using depth_any
0:47 1 (const uint) 0:47 1 (const uint)
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:? Constant: 0:47 Constant:
0:? 1 (const int) 0:47 1 (const int)
0:? 1 (const int) 0:47 1 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp 4-component vector of float) 0:49 move second child to first child ( temp 4-component vector of float)
0:49 'txval004' ( temp 4-component vector of float) 0:49 'txval004' ( temp 4-component vector of float)
@@ -363,9 +363,9 @@ using depth_any
0:53 1 (const uint) 0:53 1 (const uint)
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:? Constant: 0:53 Constant:
0:? 1 (const int) 0:53 1 (const int)
0:? 0 (const int) 0:53 0 (const int)
0:54 Sequence 0:54 Sequence
0:54 move second child to first child ( temp 4-component vector of int) 0:54 move second child to first child ( temp 4-component vector of int)
0:54 'txval411' ( temp 4-component vector of int) 0:54 'txval411' ( temp 4-component vector of int)
@@ -379,9 +379,9 @@ using depth_any
0:54 1 (const uint) 0:54 1 (const uint)
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:? Constant: 0:54 Constant:
0:? 1 (const int) 0:54 1 (const int)
0:? -1 (const int) 0:54 -1 (const int)
0:55 Sequence 0:55 Sequence
0:55 move second child to first child ( temp 4-component vector of uint) 0:55 move second child to first child ( temp 4-component vector of uint)
0:55 'txval421' ( temp 4-component vector of uint) 0:55 'txval421' ( temp 4-component vector of uint)
@@ -395,9 +395,9 @@ using depth_any
0:55 1 (const uint) 0:55 1 (const uint)
0:55 Constant: 0:55 Constant:
0:55 0.750000 0:55 0.750000
0:? Constant: 0:55 Constant:
0:? 1 (const int) 0:55 1 (const int)
0:? 1 (const int) 0:55 1 (const int)
0:110 move second child to first child ( temp 4-component vector of float) 0:110 move second child to first child ( temp 4-component vector of float)
0:110 Color: direct index for structure ( temp 4-component vector of float) 0:110 Color: direct index for structure ( temp 4-component vector of float)
0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -33,11 +33,11 @@ Shader version: 500
0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:24 Constant: 0:24 Constant:
0:24 0 (const int) 0:24 0 (const int)
0:? Constant: 0:24 Constant:
0:? 0.000000 0:24 0.000000
0:? 0.000000 0:24 0.000000
0:? 0.000000 0:24 0.000000
0:? 0.000000 0:24 0.000000
0:26 Branch: Return with expression 0:26 Branch: Return with expression
0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Definition: main( ( temp void) 0:11 Function Definition: main( ( temp void)
@@ -93,11 +93,11 @@ Shader version: 500
0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:24 Constant: 0:24 Constant:
0:24 0 (const int) 0:24 0 (const int)
0:? Constant: 0:24 Constant:
0:? 0.000000 0:24 0.000000
0:? 0.000000 0:24 0.000000
0:? 0.000000 0:24 0.000000
0:? 0.000000 0:24 0.000000
0:26 Branch: Return with expression 0:26 Branch: Return with expression
0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Definition: main( ( temp void) 0:11 Function Definition: main( ( temp void)

View File

@@ -9,11 +9,11 @@ local_size = (8, 8, 1)
0:8 Sequence 0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float) 0:8 move second child to first child ( temp 4-component vector of float)
0:8 'storeTemp' ( temp 4-component vector of float) 0:8 'storeTemp' ( temp 4-component vector of float)
0:? Constant: 0:8 Constant:
0:? 1.000000 0:8 1.000000
0:? 0.000000 0:8 0.000000
0:? 0.000000 0:8 0.000000
0:? 1.000000 0:8 1.000000
0:8 imageStore ( temp void) 0:8 imageStore ( temp void)
0:8 'OutputTexture' (layout( rgba32f) uniform image2D) 0:8 'OutputTexture' (layout( rgba32f) uniform image2D)
0:8 vector swizzle ( temp 2-component vector of uint) 0:8 vector swizzle ( temp 2-component vector of uint)
@@ -52,11 +52,11 @@ local_size = (8, 8, 1)
0:8 Sequence 0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float) 0:8 move second child to first child ( temp 4-component vector of float)
0:8 'storeTemp' ( temp 4-component vector of float) 0:8 'storeTemp' ( temp 4-component vector of float)
0:? Constant: 0:8 Constant:
0:? 1.000000 0:8 1.000000
0:? 0.000000 0:8 0.000000
0:? 0.000000 0:8 0.000000
0:? 1.000000 0:8 1.000000
0:8 imageStore ( temp void) 0:8 imageStore ( temp void)
0:8 'OutputTexture' (layout( rgba32f) uniform image2D) 0:8 'OutputTexture' (layout( rgba32f) uniform image2D)
0:8 vector swizzle ( temp 2-component vector of uint) 0:8 vector swizzle ( temp 2-component vector of uint)

View File

@@ -392,7 +392,7 @@ triangle order = ccw
0:95 move second child to first child ( temp 4-component vector of float) 0:95 move second child to first child ( temp 4-component vector of float)
0:95 'Q0' ( temp 4-component vector of float) 0:95 'Q0' ( temp 4-component vector of float)
0:95 vector-times-matrix ( temp 4-component vector of float) 0:95 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:95 Construct vec4 ( temp 4-component vector of float)
0:95 'P0' ( temp 3-component vector of float) 0:95 'P0' ( temp 3-component vector of float)
0:95 Constant: 0:95 Constant:
0:95 1.000000 0:95 1.000000
@@ -404,7 +404,7 @@ triangle order = ccw
0:96 move second child to first child ( temp 4-component vector of float) 0:96 move second child to first child ( temp 4-component vector of float)
0:96 'Q1' ( temp 4-component vector of float) 0:96 'Q1' ( temp 4-component vector of float)
0:96 vector-times-matrix ( temp 4-component vector of float) 0:96 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:96 Construct vec4 ( temp 4-component vector of float)
0:96 'P1' ( temp 3-component vector of float) 0:96 'P1' ( temp 3-component vector of float)
0:96 Constant: 0:96 Constant:
0:96 1.000000 0:96 1.000000
@@ -416,7 +416,7 @@ triangle order = ccw
0:97 move second child to first child ( temp 4-component vector of float) 0:97 move second child to first child ( temp 4-component vector of float)
0:97 'Q2' ( temp 4-component vector of float) 0:97 'Q2' ( temp 4-component vector of float)
0:97 vector-times-matrix ( temp 4-component vector of float) 0:97 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:97 Construct vec4 ( temp 4-component vector of float)
0:97 'P2' ( temp 3-component vector of float) 0:97 'P2' ( temp 3-component vector of float)
0:97 Constant: 0:97 Constant:
0:97 1.000000 0:97 1.000000
@@ -887,7 +887,7 @@ triangle order = ccw
0:95 move second child to first child ( temp 4-component vector of float) 0:95 move second child to first child ( temp 4-component vector of float)
0:95 'Q0' ( temp 4-component vector of float) 0:95 'Q0' ( temp 4-component vector of float)
0:95 vector-times-matrix ( temp 4-component vector of float) 0:95 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:95 Construct vec4 ( temp 4-component vector of float)
0:95 'P0' ( temp 3-component vector of float) 0:95 'P0' ( temp 3-component vector of float)
0:95 Constant: 0:95 Constant:
0:95 1.000000 0:95 1.000000
@@ -899,7 +899,7 @@ triangle order = ccw
0:96 move second child to first child ( temp 4-component vector of float) 0:96 move second child to first child ( temp 4-component vector of float)
0:96 'Q1' ( temp 4-component vector of float) 0:96 'Q1' ( temp 4-component vector of float)
0:96 vector-times-matrix ( temp 4-component vector of float) 0:96 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:96 Construct vec4 ( temp 4-component vector of float)
0:96 'P1' ( temp 3-component vector of float) 0:96 'P1' ( temp 3-component vector of float)
0:96 Constant: 0:96 Constant:
0:96 1.000000 0:96 1.000000
@@ -911,7 +911,7 @@ triangle order = ccw
0:97 move second child to first child ( temp 4-component vector of float) 0:97 move second child to first child ( temp 4-component vector of float)
0:97 'Q2' ( temp 4-component vector of float) 0:97 'Q2' ( temp 4-component vector of float)
0:97 vector-times-matrix ( temp 4-component vector of float) 0:97 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:97 Construct vec4 ( temp 4-component vector of float)
0:97 'P2' ( temp 3-component vector of float) 0:97 'P2' ( temp 3-component vector of float)
0:97 Constant: 0:97 Constant:
0:97 1.000000 0:97 1.000000

View File

@@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
0:15 Sequence 0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float) 0:15 move second child to first child ( temp 4-component vector of float)
0:15 'sample' ( temp 4-component vector of float) 0:15 'sample' ( temp 4-component vector of float)
0:? Constant: 0:15 Constant:
0:? 3.000000 0:15 3.000000
0:? 4.000000 0:15 4.000000
0:? 5.000000 0:15 5.000000
0:? 6.000000 0:15 6.000000
0:17 Branch: Return with expression 0:17 Branch: Return with expression
0:17 vector swizzle ( temp 4-component vector of float) 0:17 vector swizzle ( temp 4-component vector of float)
0:17 'sample' ( temp 4-component vector of float) 0:17 'sample' ( temp 4-component vector of float)
@@ -59,11 +59,11 @@ gl_FragCoord origin is upper left
0:15 Sequence 0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float) 0:15 move second child to first child ( temp 4-component vector of float)
0:15 'sample' ( temp 4-component vector of float) 0:15 'sample' ( temp 4-component vector of float)
0:? Constant: 0:15 Constant:
0:? 3.000000 0:15 3.000000
0:? 4.000000 0:15 4.000000
0:? 5.000000 0:15 5.000000
0:? 6.000000 0:15 6.000000
0:17 Branch: Return with expression 0:17 Branch: Return with expression
0:17 vector swizzle ( temp 4-component vector of float) 0:17 vector swizzle ( temp 4-component vector of float)
0:17 'sample' ( temp 4-component vector of float) 0:17 'sample' ( temp 4-component vector of float)

View File

@@ -8,11 +8,11 @@ gl_FragCoord origin is upper left
0:8 Sequence 0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float) 0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a' ( temp 4-component vector of float) 0:8 'a' ( temp 4-component vector of float)
0:? Constant: 0:8 Constant:
0:? 2.000000 0:8 2.000000
0:? 2.000000 0:8 2.000000
0:? 2.000000 0:8 2.000000
0:? 2.000000 0:8 2.000000
0:9 Test condition and select ( temp void) 0:9 Test condition and select ( temp void)
0:9 Condition 0:9 Condition
0:9 Convert int to bool ( temp bool) 0:9 Convert int to bool ( temp bool)
@@ -176,11 +176,11 @@ gl_FragCoord origin is upper left
0:8 Sequence 0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float) 0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a' ( temp 4-component vector of float) 0:8 'a' ( temp 4-component vector of float)
0:? Constant: 0:8 Constant:
0:? 2.000000 0:8 2.000000
0:? 2.000000 0:8 2.000000
0:? 2.000000 0:8 2.000000
0:? 2.000000 0:8 2.000000
0:9 Test condition and select ( temp void) 0:9 Test condition and select ( temp void)
0:9 Condition 0:9 Condition
0:9 Convert int to bool ( temp bool) 0:9 Convert int to bool ( temp bool)

View File

@@ -8,18 +8,18 @@ gl_FragCoord origin is upper left
0:1 Sequence 0:1 Sequence
0:1 move second child to first child ( temp 4-component vector of float) 0:1 move second child to first child ( temp 4-component vector of float)
0:1 'a1' ( global 4-component vector of float) 0:1 'a1' ( global 4-component vector of float)
0:? Constant: 0:1 Constant:
0:? 1.000000 0:1 1.000000
0:? 0.500000 0:1 0.500000
0:? 0.000000 0:1 0.000000
0:? 1.000000 0:1 1.000000
0:1 move second child to first child ( temp 4-component vector of float) 0:1 move second child to first child ( temp 4-component vector of float)
0:1 'b1' ( global 4-component vector of float) 0:1 'b1' ( global 4-component vector of float)
0:? Constant: 0:1 Constant:
0:? 2.000000 0:1 2.000000
0:? 2.500000 0:1 2.500000
0:? 2.100000 0:1 2.100000
0:? 2.200000 0:1 2.200000
0:2 Sequence 0:2 Sequence
0:2 move second child to first child ( temp 4-component vector of float) 0:2 move second child to first child ( temp 4-component vector of float)
0:2 'a1i' ( global 4-component vector of float) 0:2 'a1i' ( global 4-component vector of float)
@@ -88,11 +88,11 @@ gl_FragCoord origin is upper left
0:22 Sequence 0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float) 0:22 move second child to first child ( temp 4-component vector of float)
0:22 'a2' ( temp 4-component vector of float) 0:22 'a2' ( temp 4-component vector of float)
0:? Constant: 0:22 Constant:
0:? 0.200000 0:22 0.200000
0:? 0.300000 0:22 0.300000
0:? 0.400000 0:22 0.400000
0:? 0.500000 0:22 0.500000
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
@@ -108,11 +108,11 @@ gl_FragCoord origin is upper left
0:32 12 (const int) 0:32 12 (const int)
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Constant: 0:32 Constant:
0:32 9 (const int) 0:32 9 (const int)
0:32 'a5' ( global float) 0:32 'a5' ( global float)
0:? Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Construct structure ( temp structure{ temp float f, temp int i})
0:32 Comma ( temp float) 0:32 Comma ( temp float)
0:32 'a3' ( global float) 0:32 'a3' ( global float)
0:32 'a4' ( global float) 0:32 'a4' ( global float)
@@ -174,18 +174,18 @@ gl_FragCoord origin is upper left
0:1 Sequence 0:1 Sequence
0:1 move second child to first child ( temp 4-component vector of float) 0:1 move second child to first child ( temp 4-component vector of float)
0:1 'a1' ( global 4-component vector of float) 0:1 'a1' ( global 4-component vector of float)
0:? Constant: 0:1 Constant:
0:? 1.000000 0:1 1.000000
0:? 0.500000 0:1 0.500000
0:? 0.000000 0:1 0.000000
0:? 1.000000 0:1 1.000000
0:1 move second child to first child ( temp 4-component vector of float) 0:1 move second child to first child ( temp 4-component vector of float)
0:1 'b1' ( global 4-component vector of float) 0:1 'b1' ( global 4-component vector of float)
0:? Constant: 0:1 Constant:
0:? 2.000000 0:1 2.000000
0:? 2.500000 0:1 2.500000
0:? 2.100000 0:1 2.100000
0:? 2.200000 0:1 2.200000
0:2 Sequence 0:2 Sequence
0:2 move second child to first child ( temp 4-component vector of float) 0:2 move second child to first child ( temp 4-component vector of float)
0:2 'a1i' ( global 4-component vector of float) 0:2 'a1i' ( global 4-component vector of float)
@@ -254,11 +254,11 @@ gl_FragCoord origin is upper left
0:22 Sequence 0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float) 0:22 move second child to first child ( temp 4-component vector of float)
0:22 'a2' ( temp 4-component vector of float) 0:22 'a2' ( temp 4-component vector of float)
0:? Constant: 0:22 Constant:
0:? 0.200000 0:22 0.200000
0:? 0.300000 0:22 0.300000
0:? 0.400000 0:22 0.400000
0:? 0.500000 0:22 0.500000
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
@@ -274,11 +274,11 @@ gl_FragCoord origin is upper left
0:32 12 (const int) 0:32 12 (const int)
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Constant: 0:32 Constant:
0:32 9 (const int) 0:32 9 (const int)
0:32 'a5' ( global float) 0:32 'a5' ( global float)
0:? Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Construct structure ( temp structure{ temp float f, temp int i})
0:32 Comma ( temp float) 0:32 Comma ( temp float)
0:32 'a3' ( global float) 0:32 'a3' ( global float)
0:32 'a4' ( global float) 0:32 'a4' ( global float)

View File

@@ -41,73 +41,73 @@ gl_FragCoord origin is upper left
0:26 'a' ( const (read only) 8-element array of 3-component vector of float) 0:26 'a' ( const (read only) 8-element array of 3-component vector of float)
0:26 Construct vec3 ( temp 8-element array of 3-component vector of float) 0:26 Construct vec3 ( temp 8-element array of 3-component vector of float)
0:27 vector-scale ( temp 3-component vector of float) 0:27 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:27 Constant:
0:? 0.577350 0:27 0.577350
0:? 0.577350 0:27 0.577350
0:? 0.577350 0:27 0.577350
0:27 add second child into first child ( temp float) 0:27 add second child into first child ( temp float)
0:27 'n' ( temp float) 0:27 'n' ( temp float)
0:27 Constant: 0:27 Constant:
0:27 1.000000 0:27 1.000000
0:28 vector-scale ( temp 3-component vector of float) 0:28 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:28 Constant:
0:? -0.577350 0:28 -0.577350
0:? -0.577350 0:28 -0.577350
0:? -0.577350 0:28 -0.577350
0:28 add second child into first child ( temp float) 0:28 add second child into first child ( temp float)
0:28 'n' ( temp float) 0:28 'n' ( temp float)
0:28 Constant: 0:28 Constant:
0:28 1.000000 0:28 1.000000
0:29 vector-scale ( temp 3-component vector of float) 0:29 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:29 Constant:
0:? -0.577350 0:29 -0.577350
0:? -0.577350 0:29 -0.577350
0:? 0.577350 0:29 0.577350
0:29 add second child into first child ( temp float) 0:29 add second child into first child ( temp float)
0:29 'n' ( temp float) 0:29 'n' ( temp float)
0:29 Constant: 0:29 Constant:
0:29 1.000000 0:29 1.000000
0:30 vector-scale ( temp 3-component vector of float) 0:30 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:30 Constant:
0:? -0.577350 0:30 -0.577350
0:? 0.577350 0:30 0.577350
0:? -0.577350 0:30 -0.577350
0:30 add second child into first child ( temp float) 0:30 add second child into first child ( temp float)
0:30 'n' ( temp float) 0:30 'n' ( temp float)
0:30 Constant: 0:30 Constant:
0:30 1.000000 0:30 1.000000
0:31 vector-scale ( temp 3-component vector of float) 0:31 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:31 Constant:
0:? -0.577350 0:31 -0.577350
0:? 0.577350 0:31 0.577350
0:? 0.577350 0:31 0.577350
0:31 add second child into first child ( temp float) 0:31 add second child into first child ( temp float)
0:31 'n' ( temp float) 0:31 'n' ( temp float)
0:31 Constant: 0:31 Constant:
0:31 1.000000 0:31 1.000000
0:32 vector-scale ( temp 3-component vector of float) 0:32 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:32 Constant:
0:? 0.577350 0:32 0.577350
0:? -0.577350 0:32 -0.577350
0:? -0.577350 0:32 -0.577350
0:32 add second child into first child ( temp float) 0:32 add second child into first child ( temp float)
0:32 'n' ( temp float) 0:32 'n' ( temp float)
0:32 Constant: 0:32 Constant:
0:32 1.000000 0:32 1.000000
0:33 vector-scale ( temp 3-component vector of float) 0:33 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:33 Constant:
0:? 0.577350 0:33 0.577350
0:? -0.577350 0:33 -0.577350
0:? 0.577350 0:33 0.577350
0:33 add second child into first child ( temp float) 0:33 add second child into first child ( temp float)
0:33 'n' ( temp float) 0:33 'n' ( temp float)
0:33 Constant: 0:33 Constant:
0:33 1.000000 0:33 1.000000
0:34 vector-scale ( temp 3-component vector of float) 0:34 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:34 Constant:
0:? 0.577350 0:34 0.577350
0:? 0.577350 0:34 0.577350
0:? -0.577350 0:34 -0.577350
0:34 add second child into first child ( temp float) 0:34 add second child into first child ( temp float)
0:34 'n' ( temp float) 0:34 'n' ( temp float)
0:34 Constant: 0:34 Constant:
@@ -117,10 +117,10 @@ gl_FragCoord origin is upper left
0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a}) 0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a})
0:36 Construct structure ( temp structure{ temp 3-component vector of float a}) 0:36 Construct structure ( temp structure{ temp 3-component vector of float a})
0:36 vector-scale ( temp 3-component vector of float) 0:36 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:36 Constant:
0:? -0.577350 0:36 -0.577350
0:? 0.577350 0:36 0.577350
0:? 0.577350 0:36 0.577350
0:36 add second child into first child ( temp float) 0:36 add second child into first child ( temp float)
0:36 'n' ( temp float) 0:36 'n' ( temp float)
0:36 Constant: 0:36 Constant:
@@ -130,19 +130,19 @@ gl_FragCoord origin is upper left
0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b})
0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b})
0:38 vector-scale ( temp 3-component vector of float) 0:38 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:38 Constant:
0:? -0.577350 0:38 -0.577350
0:? 0.577350 0:38 0.577350
0:? 0.577350 0:38 0.577350
0:38 add second child into first child ( temp float) 0:38 add second child into first child ( temp float)
0:38 'n' ( temp float) 0:38 'n' ( temp float)
0:38 Constant: 0:38 Constant:
0:38 1.000000 0:38 1.000000
0:39 vector-scale ( temp 3-component vector of float) 0:39 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:39 Constant:
0:? -0.577350 0:39 -0.577350
0:? 0.577350 0:39 0.577350
0:? 0.577350 0:39 0.577350
0:39 add second child into first child ( temp float) 0:39 add second child into first child ( temp float)
0:39 'n' ( temp float) 0:39 'n' ( temp float)
0:39 Constant: 0:39 Constant:
@@ -222,73 +222,73 @@ gl_FragCoord origin is upper left
0:26 'a' ( const (read only) 8-element array of 3-component vector of float) 0:26 'a' ( const (read only) 8-element array of 3-component vector of float)
0:26 Construct vec3 ( temp 8-element array of 3-component vector of float) 0:26 Construct vec3 ( temp 8-element array of 3-component vector of float)
0:27 vector-scale ( temp 3-component vector of float) 0:27 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:27 Constant:
0:? 0.577350 0:27 0.577350
0:? 0.577350 0:27 0.577350
0:? 0.577350 0:27 0.577350
0:27 add second child into first child ( temp float) 0:27 add second child into first child ( temp float)
0:27 'n' ( temp float) 0:27 'n' ( temp float)
0:27 Constant: 0:27 Constant:
0:27 1.000000 0:27 1.000000
0:28 vector-scale ( temp 3-component vector of float) 0:28 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:28 Constant:
0:? -0.577350 0:28 -0.577350
0:? -0.577350 0:28 -0.577350
0:? -0.577350 0:28 -0.577350
0:28 add second child into first child ( temp float) 0:28 add second child into first child ( temp float)
0:28 'n' ( temp float) 0:28 'n' ( temp float)
0:28 Constant: 0:28 Constant:
0:28 1.000000 0:28 1.000000
0:29 vector-scale ( temp 3-component vector of float) 0:29 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:29 Constant:
0:? -0.577350 0:29 -0.577350
0:? -0.577350 0:29 -0.577350
0:? 0.577350 0:29 0.577350
0:29 add second child into first child ( temp float) 0:29 add second child into first child ( temp float)
0:29 'n' ( temp float) 0:29 'n' ( temp float)
0:29 Constant: 0:29 Constant:
0:29 1.000000 0:29 1.000000
0:30 vector-scale ( temp 3-component vector of float) 0:30 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:30 Constant:
0:? -0.577350 0:30 -0.577350
0:? 0.577350 0:30 0.577350
0:? -0.577350 0:30 -0.577350
0:30 add second child into first child ( temp float) 0:30 add second child into first child ( temp float)
0:30 'n' ( temp float) 0:30 'n' ( temp float)
0:30 Constant: 0:30 Constant:
0:30 1.000000 0:30 1.000000
0:31 vector-scale ( temp 3-component vector of float) 0:31 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:31 Constant:
0:? -0.577350 0:31 -0.577350
0:? 0.577350 0:31 0.577350
0:? 0.577350 0:31 0.577350
0:31 add second child into first child ( temp float) 0:31 add second child into first child ( temp float)
0:31 'n' ( temp float) 0:31 'n' ( temp float)
0:31 Constant: 0:31 Constant:
0:31 1.000000 0:31 1.000000
0:32 vector-scale ( temp 3-component vector of float) 0:32 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:32 Constant:
0:? 0.577350 0:32 0.577350
0:? -0.577350 0:32 -0.577350
0:? -0.577350 0:32 -0.577350
0:32 add second child into first child ( temp float) 0:32 add second child into first child ( temp float)
0:32 'n' ( temp float) 0:32 'n' ( temp float)
0:32 Constant: 0:32 Constant:
0:32 1.000000 0:32 1.000000
0:33 vector-scale ( temp 3-component vector of float) 0:33 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:33 Constant:
0:? 0.577350 0:33 0.577350
0:? -0.577350 0:33 -0.577350
0:? 0.577350 0:33 0.577350
0:33 add second child into first child ( temp float) 0:33 add second child into first child ( temp float)
0:33 'n' ( temp float) 0:33 'n' ( temp float)
0:33 Constant: 0:33 Constant:
0:33 1.000000 0:33 1.000000
0:34 vector-scale ( temp 3-component vector of float) 0:34 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:34 Constant:
0:? 0.577350 0:34 0.577350
0:? 0.577350 0:34 0.577350
0:? -0.577350 0:34 -0.577350
0:34 add second child into first child ( temp float) 0:34 add second child into first child ( temp float)
0:34 'n' ( temp float) 0:34 'n' ( temp float)
0:34 Constant: 0:34 Constant:
@@ -298,10 +298,10 @@ gl_FragCoord origin is upper left
0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a}) 0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a})
0:36 Construct structure ( temp structure{ temp 3-component vector of float a}) 0:36 Construct structure ( temp structure{ temp 3-component vector of float a})
0:36 vector-scale ( temp 3-component vector of float) 0:36 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:36 Constant:
0:? -0.577350 0:36 -0.577350
0:? 0.577350 0:36 0.577350
0:? 0.577350 0:36 0.577350
0:36 add second child into first child ( temp float) 0:36 add second child into first child ( temp float)
0:36 'n' ( temp float) 0:36 'n' ( temp float)
0:36 Constant: 0:36 Constant:
@@ -311,19 +311,19 @@ gl_FragCoord origin is upper left
0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b})
0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b})
0:38 vector-scale ( temp 3-component vector of float) 0:38 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:38 Constant:
0:? -0.577350 0:38 -0.577350
0:? 0.577350 0:38 0.577350
0:? 0.577350 0:38 0.577350
0:38 add second child into first child ( temp float) 0:38 add second child into first child ( temp float)
0:38 'n' ( temp float) 0:38 'n' ( temp float)
0:38 Constant: 0:38 Constant:
0:38 1.000000 0:38 1.000000
0:39 vector-scale ( temp 3-component vector of float) 0:39 vector-scale ( temp 3-component vector of float)
0:? Constant: 0:39 Constant:
0:? -0.577350 0:39 -0.577350
0:? 0.577350 0:39 0.577350
0:? 0.577350 0:39 0.577350
0:39 add second child into first child ( temp float) 0:39 add second child into first child ( temp float)
0:39 'n' ( temp float) 0:39 'n' ( temp float)
0:39 Constant: 0:39 Constant:

View File

@@ -51,7 +51,7 @@ using depth_any
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:22 Constant: 0:22 Constant:
0:22 0 (const int) 0:22 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float) 0:22 Construct vec4 ( temp 4-component vector of float)
0:22 'x' ( temp float) 0:22 'x' ( temp float)
0:22 'y' ( temp float) 0:22 'y' ( temp float)
0:22 'z' ( temp float) 0:22 'z' ( temp float)
@@ -160,7 +160,7 @@ using depth_any
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:22 Constant: 0:22 Constant:
0:22 0 (const int) 0:22 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float) 0:22 Construct vec4 ( temp 4-component vector of float)
0:22 'x' ( temp float) 0:22 'x' ( temp float)
0:22 'y' ( temp float) 0:22 'y' ( temp float)
0:22 'z' ( temp float) 0:22 'z' ( temp float)

View File

@@ -28,9 +28,9 @@ gl_FragCoord origin is upper left
0:10 'inF0' ( in 2-component vector of float) 0:10 'inF0' ( in 2-component vector of float)
0:10 'inF1' ( in 2-component vector of float) 0:10 'inF1' ( in 2-component vector of float)
0:11 Branch: Return with expression 0:11 Branch: Return with expression
0:? Constant: 0:11 Constant:
0:? 1.000000 0:11 1.000000
0:? 2.000000 0:11 2.000000
0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float)
0:15 Function Parameters: 0:15 Function Parameters:
0:15 'inF0' ( in 3-component vector of float) 0:15 'inF0' ( in 3-component vector of float)
@@ -43,10 +43,10 @@ gl_FragCoord origin is upper left
0:16 'inF0' ( in 3-component vector of float) 0:16 'inF0' ( in 3-component vector of float)
0:16 'inF1' ( in 3-component vector of float) 0:16 'inF1' ( in 3-component vector of float)
0:17 Branch: Return with expression 0:17 Branch: Return with expression
0:? Constant: 0:17 Constant:
0:? 1.000000 0:17 1.000000
0:? 2.000000 0:17 2.000000
0:? 3.000000 0:17 3.000000
0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float) 0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float)
0:21 Function Parameters: 0:21 Function Parameters:
0:21 'inF0' ( in 4-component vector of float) 0:21 'inF0' ( in 4-component vector of float)
@@ -59,11 +59,11 @@ gl_FragCoord origin is upper left
0:22 'inF0' ( in 4-component vector of float) 0:22 'inF0' ( in 4-component vector of float)
0:22 'inF1' ( in 4-component vector of float) 0:22 'inF1' ( in 4-component vector of float)
0:23 Branch: Return with expression 0:23 Branch: Return with expression
0:? Constant: 0:23 Constant:
0:? 1.000000 0:23 1.000000
0:? 2.000000 0:23 2.000000
0:? 3.000000 0:23 3.000000
0:? 4.000000 0:23 4.000000
0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:33 Function Parameters: 0:33 Function Parameters:
0:? Sequence 0:? Sequence
@@ -125,9 +125,9 @@ gl_FragCoord origin is upper left
0:10 'inF0' ( in 2-component vector of float) 0:10 'inF0' ( in 2-component vector of float)
0:10 'inF1' ( in 2-component vector of float) 0:10 'inF1' ( in 2-component vector of float)
0:11 Branch: Return with expression 0:11 Branch: Return with expression
0:? Constant: 0:11 Constant:
0:? 1.000000 0:11 1.000000
0:? 2.000000 0:11 2.000000
0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float)
0:15 Function Parameters: 0:15 Function Parameters:
0:15 'inF0' ( in 3-component vector of float) 0:15 'inF0' ( in 3-component vector of float)
@@ -140,10 +140,10 @@ gl_FragCoord origin is upper left
0:16 'inF0' ( in 3-component vector of float) 0:16 'inF0' ( in 3-component vector of float)
0:16 'inF1' ( in 3-component vector of float) 0:16 'inF1' ( in 3-component vector of float)
0:17 Branch: Return with expression 0:17 Branch: Return with expression
0:? Constant: 0:17 Constant:
0:? 1.000000 0:17 1.000000
0:? 2.000000 0:17 2.000000
0:? 3.000000 0:17 3.000000
0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float) 0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float)
0:21 Function Parameters: 0:21 Function Parameters:
0:21 'inF0' ( in 4-component vector of float) 0:21 'inF0' ( in 4-component vector of float)
@@ -156,11 +156,11 @@ gl_FragCoord origin is upper left
0:22 'inF0' ( in 4-component vector of float) 0:22 'inF0' ( in 4-component vector of float)
0:22 'inF1' ( in 4-component vector of float) 0:22 'inF1' ( in 4-component vector of float)
0:23 Branch: Return with expression 0:23 Branch: Return with expression
0:? Constant: 0:23 Constant:
0:? 1.000000 0:23 1.000000
0:? 2.000000 0:23 2.000000
0:? 3.000000 0:23 3.000000
0:? 4.000000 0:23 4.000000
0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:33 Function Parameters: 0:33 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -21,9 +21,9 @@ Shader version: 500
0:9 'inF0' ( in 2-component vector of float) 0:9 'inF0' ( in 2-component vector of float)
0:9 'inF1' ( in 2-component vector of float) 0:9 'inF1' ( in 2-component vector of float)
0:10 Branch: Return with expression 0:10 Branch: Return with expression
0:? Constant: 0:10 Constant:
0:? 1.000000 0:10 1.000000
0:? 2.000000 0:10 2.000000
0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float)
0:14 Function Parameters: 0:14 Function Parameters:
0:14 'inF0' ( in 3-component vector of float) 0:14 'inF0' ( in 3-component vector of float)
@@ -33,10 +33,10 @@ Shader version: 500
0:15 'inF0' ( in 3-component vector of float) 0:15 'inF0' ( in 3-component vector of float)
0:15 'inF1' ( in 3-component vector of float) 0:15 'inF1' ( in 3-component vector of float)
0:16 Branch: Return with expression 0:16 Branch: Return with expression
0:? Constant: 0:16 Constant:
0:? 1.000000 0:16 1.000000
0:? 2.000000 0:16 2.000000
0:? 3.000000 0:16 3.000000
0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float) 0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float)
0:20 Function Parameters: 0:20 Function Parameters:
0:20 'inF0' ( in 4-component vector of float) 0:20 'inF0' ( in 4-component vector of float)
@@ -46,11 +46,11 @@ Shader version: 500
0:21 'inF0' ( in 4-component vector of float) 0:21 'inF0' ( in 4-component vector of float)
0:21 'inF1' ( in 4-component vector of float) 0:21 'inF1' ( in 4-component vector of float)
0:22 Branch: Return with expression 0:22 Branch: Return with expression
0:? Constant: 0:22 Constant:
0:? 1.000000 0:22 1.000000
0:? 2.000000 0:22 2.000000
0:? 3.000000 0:22 3.000000
0:? 4.000000 0:22 4.000000
0:? Linker Objects 0:? Linker Objects
@@ -80,9 +80,9 @@ Shader version: 500
0:9 'inF0' ( in 2-component vector of float) 0:9 'inF0' ( in 2-component vector of float)
0:9 'inF1' ( in 2-component vector of float) 0:9 'inF1' ( in 2-component vector of float)
0:10 Branch: Return with expression 0:10 Branch: Return with expression
0:? Constant: 0:10 Constant:
0:? 1.000000 0:10 1.000000
0:? 2.000000 0:10 2.000000
0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float)
0:14 Function Parameters: 0:14 Function Parameters:
0:14 'inF0' ( in 3-component vector of float) 0:14 'inF0' ( in 3-component vector of float)
@@ -92,10 +92,10 @@ Shader version: 500
0:15 'inF0' ( in 3-component vector of float) 0:15 'inF0' ( in 3-component vector of float)
0:15 'inF1' ( in 3-component vector of float) 0:15 'inF1' ( in 3-component vector of float)
0:16 Branch: Return with expression 0:16 Branch: Return with expression
0:? Constant: 0:16 Constant:
0:? 1.000000 0:16 1.000000
0:? 2.000000 0:16 2.000000
0:? 3.000000 0:16 3.000000
0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float) 0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float)
0:20 Function Parameters: 0:20 Function Parameters:
0:20 'inF0' ( in 4-component vector of float) 0:20 'inF0' ( in 4-component vector of float)
@@ -105,11 +105,11 @@ Shader version: 500
0:21 'inF0' ( in 4-component vector of float) 0:21 'inF0' ( in 4-component vector of float)
0:21 'inF1' ( in 4-component vector of float) 0:21 'inF1' ( in 4-component vector of float)
0:22 Branch: Return with expression 0:22 Branch: Return with expression
0:? Constant: 0:22 Constant:
0:? 1.000000 0:22 1.000000
0:? 2.000000 0:22 2.000000
0:? 3.000000 0:22 3.000000
0:? 4.000000 0:22 4.000000
0:? Linker Objects 0:? Linker Objects
// Module Version 10000 // Module Version 10000

View File

@@ -155,9 +155,9 @@ local_size = (1, 1, 1)
0:71 'gs_ua2' ( shared 2-component vector of uint) 0:71 'gs_ua2' ( shared 2-component vector of uint)
0:71 'gs_ub2' ( shared 2-component vector of uint) 0:71 'gs_ub2' ( shared 2-component vector of uint)
0:74 Branch: Return with expression 0:74 Branch: Return with expression
0:? Constant: 0:74 Constant:
0:? 1.000000 0:74 1.000000
0:? 2.000000 0:74 2.000000
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:78 Function Parameters: 0:78 Function Parameters:
0:78 'inF0' ( in 3-component vector of float) 0:78 'inF0' ( in 3-component vector of float)
@@ -229,10 +229,10 @@ local_size = (1, 1, 1)
0:98 'gs_ua3' ( shared 3-component vector of uint) 0:98 'gs_ua3' ( shared 3-component vector of uint)
0:98 'gs_ub3' ( shared 3-component vector of uint) 0:98 'gs_ub3' ( shared 3-component vector of uint)
0:101 Branch: Return with expression 0:101 Branch: Return with expression
0:? Constant: 0:101 Constant:
0:? 1.000000 0:101 1.000000
0:? 2.000000 0:101 2.000000
0:? 3.000000 0:101 3.000000
0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:105 Function Parameters: 0:105 Function Parameters:
0:105 'inF0' ( in 4-component vector of float) 0:105 'inF0' ( in 4-component vector of float)
@@ -304,11 +304,11 @@ local_size = (1, 1, 1)
0:125 'gs_ua4' ( shared 4-component vector of uint) 0:125 'gs_ua4' ( shared 4-component vector of uint)
0:125 'gs_ub4' ( shared 4-component vector of uint) 0:125 'gs_ub4' ( shared 4-component vector of uint)
0:128 Branch: Return with expression 0:128 Branch: Return with expression
0:? Constant: 0:128 Constant:
0:? 1.000000 0:128 1.000000
0:? 2.000000 0:128 2.000000
0:? 3.000000 0:128 3.000000
0:? 4.000000 0:128 4.000000
0:105 Function Definition: ComputeShaderFunction( ( temp void) 0:105 Function Definition: ComputeShaderFunction( ( temp void)
0:105 Function Parameters: 0:105 Function Parameters:
0:? Sequence 0:? Sequence
@@ -515,9 +515,9 @@ local_size = (1, 1, 1)
0:71 'gs_ua2' ( shared 2-component vector of uint) 0:71 'gs_ua2' ( shared 2-component vector of uint)
0:71 'gs_ub2' ( shared 2-component vector of uint) 0:71 'gs_ub2' ( shared 2-component vector of uint)
0:74 Branch: Return with expression 0:74 Branch: Return with expression
0:? Constant: 0:74 Constant:
0:? 1.000000 0:74 1.000000
0:? 2.000000 0:74 2.000000
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:78 Function Parameters: 0:78 Function Parameters:
0:78 'inF0' ( in 3-component vector of float) 0:78 'inF0' ( in 3-component vector of float)
@@ -589,10 +589,10 @@ local_size = (1, 1, 1)
0:98 'gs_ua3' ( shared 3-component vector of uint) 0:98 'gs_ua3' ( shared 3-component vector of uint)
0:98 'gs_ub3' ( shared 3-component vector of uint) 0:98 'gs_ub3' ( shared 3-component vector of uint)
0:101 Branch: Return with expression 0:101 Branch: Return with expression
0:? Constant: 0:101 Constant:
0:? 1.000000 0:101 1.000000
0:? 2.000000 0:101 2.000000
0:? 3.000000 0:101 3.000000
0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:105 Function Parameters: 0:105 Function Parameters:
0:105 'inF0' ( in 4-component vector of float) 0:105 'inF0' ( in 4-component vector of float)
@@ -664,11 +664,11 @@ local_size = (1, 1, 1)
0:125 'gs_ua4' ( shared 4-component vector of uint) 0:125 'gs_ua4' ( shared 4-component vector of uint)
0:125 'gs_ub4' ( shared 4-component vector of uint) 0:125 'gs_ub4' ( shared 4-component vector of uint)
0:128 Branch: Return with expression 0:128 Branch: Return with expression
0:? Constant: 0:128 Constant:
0:? 1.000000 0:128 1.000000
0:? 2.000000 0:128 2.000000
0:? 3.000000 0:128 3.000000
0:? 4.000000 0:128 4.000000
0:105 Function Definition: ComputeShaderFunction( ( temp void) 0:105 Function Definition: ComputeShaderFunction( ( temp void)
0:105 Function Parameters: 0:105 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -472,10 +472,10 @@ gl_FragCoord origin is upper left
0:117 Sequence 0:117 Sequence
0:117 move second child to first child ( temp 2-component vector of int) 0:117 move second child to first child ( temp 2-component vector of int)
0:117 'r016' ( temp 2-component vector of int) 0:117 'r016' ( temp 2-component vector of int)
0:? bitCount ( temp 2-component vector of int) 0:117 bitCount ( temp 2-component vector of int)
0:? Constant: 0:117 Constant:
0:? 7 (const int) 0:117 7 (const int)
0:? 3 (const int) 0:117 3 (const int)
0:118 Sequence 0:118 Sequence
0:118 move second child to first child ( temp 2-component vector of float) 0:118 move second child to first child ( temp 2-component vector of float)
0:118 'r017' ( temp 2-component vector of float) 0:118 'r017' ( temp 2-component vector of float)
@@ -543,17 +543,17 @@ gl_FragCoord origin is upper left
0:136 Sequence 0:136 Sequence
0:136 move second child to first child ( temp 2-component vector of uint) 0:136 move second child to first child ( temp 2-component vector of uint)
0:136 'r031' ( temp 2-component vector of uint) 0:136 'r031' ( temp 2-component vector of uint)
0:? findMSB ( temp 2-component vector of uint) 0:136 findMSB ( temp 2-component vector of uint)
0:? Constant: 0:136 Constant:
0:? 7 (const uint) 0:136 7 (const uint)
0:? 8 (const uint) 0:136 8 (const uint)
0:137 Sequence 0:137 Sequence
0:137 move second child to first child ( temp 2-component vector of uint) 0:137 move second child to first child ( temp 2-component vector of uint)
0:137 'r032' ( temp 2-component vector of uint) 0:137 'r032' ( temp 2-component vector of uint)
0:? findLSB ( temp 2-component vector of uint) 0:137 findLSB ( temp 2-component vector of uint)
0:? Constant: 0:137 Constant:
0:? 7 (const uint) 0:137 7 (const uint)
0:? 8 (const uint) 0:137 8 (const uint)
0:138 Sequence 0:138 Sequence
0:138 move second child to first child ( temp 2-component vector of float) 0:138 move second child to first child ( temp 2-component vector of float)
0:138 'r033' ( temp 2-component vector of float) 0:138 'r033' ( temp 2-component vector of float)
@@ -673,10 +673,10 @@ gl_FragCoord origin is upper left
0:159 Sequence 0:159 Sequence
0:159 move second child to first child ( temp 2-component vector of uint) 0:159 move second child to first child ( temp 2-component vector of uint)
0:159 'r054' ( temp 2-component vector of uint) 0:159 'r054' ( temp 2-component vector of uint)
0:? bitFieldReverse ( temp 2-component vector of uint) 0:159 bitFieldReverse ( temp 2-component vector of uint)
0:? Constant: 0:159 Constant:
0:? 1 (const uint) 0:159 1 (const uint)
0:? 2 (const uint) 0:159 2 (const uint)
0:160 Sequence 0:160 Sequence
0:160 move second child to first child ( temp 2-component vector of float) 0:160 move second child to first child ( temp 2-component vector of float)
0:160 'r055' ( temp 2-component vector of float) 0:160 'r055' ( temp 2-component vector of float)
@@ -754,9 +754,9 @@ gl_FragCoord origin is upper left
0:173 trunc ( temp 2-component vector of float) 0:173 trunc ( temp 2-component vector of float)
0:173 'inF0' ( in 2-component vector of float) 0:173 'inF0' ( in 2-component vector of float)
0:176 Branch: Return with expression 0:176 Branch: Return with expression
0:? Constant: 0:176 Constant:
0:? 1.000000 0:176 1.000000
0:? 2.000000 0:176 2.000000
0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:180 Function Parameters: 0:180 Function Parameters:
0:180 'inF0' ( in 3-component vector of float) 0:180 'inF0' ( in 3-component vector of float)
@@ -865,11 +865,11 @@ gl_FragCoord origin is upper left
0:200 Sequence 0:200 Sequence
0:200 move second child to first child ( temp 3-component vector of uint) 0:200 move second child to first child ( temp 3-component vector of uint)
0:200 'r015' ( temp 3-component vector of uint) 0:200 'r015' ( temp 3-component vector of uint)
0:? bitCount ( temp 3-component vector of uint) 0:200 bitCount ( temp 3-component vector of uint)
0:? Constant: 0:200 Constant:
0:? 7 (const uint) 0:200 7 (const uint)
0:? 3 (const uint) 0:200 3 (const uint)
0:? 5 (const uint) 0:200 5 (const uint)
0:201 Sequence 0:201 Sequence
0:201 move second child to first child ( temp 3-component vector of float) 0:201 move second child to first child ( temp 3-component vector of float)
0:201 'r016' ( temp 3-component vector of float) 0:201 'r016' ( temp 3-component vector of float)
@@ -943,19 +943,19 @@ gl_FragCoord origin is upper left
0:217 Sequence 0:217 Sequence
0:217 move second child to first child ( temp 3-component vector of uint) 0:217 move second child to first child ( temp 3-component vector of uint)
0:217 'r032' ( temp 3-component vector of uint) 0:217 'r032' ( temp 3-component vector of uint)
0:? findMSB ( temp 3-component vector of uint) 0:217 findMSB ( temp 3-component vector of uint)
0:? Constant: 0:217 Constant:
0:? 2 (const uint) 0:217 2 (const uint)
0:? 3 (const uint) 0:217 3 (const uint)
0:? 4 (const uint) 0:217 4 (const uint)
0:218 Sequence 0:218 Sequence
0:218 move second child to first child ( temp 3-component vector of uint) 0:218 move second child to first child ( temp 3-component vector of uint)
0:218 'r033' ( temp 3-component vector of uint) 0:218 'r033' ( temp 3-component vector of uint)
0:? findLSB ( temp 3-component vector of uint) 0:218 findLSB ( temp 3-component vector of uint)
0:? Constant: 0:218 Constant:
0:? 2 (const uint) 0:218 2 (const uint)
0:? 3 (const uint) 0:218 3 (const uint)
0:? 4 (const uint) 0:218 4 (const uint)
0:219 Sequence 0:219 Sequence
0:219 move second child to first child ( temp 3-component vector of float) 0:219 move second child to first child ( temp 3-component vector of float)
0:219 'r034' ( temp 3-component vector of float) 0:219 'r034' ( temp 3-component vector of float)
@@ -1083,11 +1083,11 @@ gl_FragCoord origin is upper left
0:241 Sequence 0:241 Sequence
0:241 move second child to first child ( temp 3-component vector of uint) 0:241 move second child to first child ( temp 3-component vector of uint)
0:241 'r055' ( temp 3-component vector of uint) 0:241 'r055' ( temp 3-component vector of uint)
0:? bitFieldReverse ( temp 3-component vector of uint) 0:241 bitFieldReverse ( temp 3-component vector of uint)
0:? Constant: 0:241 Constant:
0:? 1 (const uint) 0:241 1 (const uint)
0:? 2 (const uint) 0:241 2 (const uint)
0:? 3 (const uint) 0:241 3 (const uint)
0:242 Sequence 0:242 Sequence
0:242 move second child to first child ( temp 3-component vector of float) 0:242 move second child to first child ( temp 3-component vector of float)
0:242 'r056' ( temp 3-component vector of float) 0:242 'r056' ( temp 3-component vector of float)
@@ -1165,10 +1165,10 @@ gl_FragCoord origin is upper left
0:255 trunc ( temp 3-component vector of float) 0:255 trunc ( temp 3-component vector of float)
0:255 'inF0' ( in 3-component vector of float) 0:255 'inF0' ( in 3-component vector of float)
0:258 Branch: Return with expression 0:258 Branch: Return with expression
0:? Constant: 0:258 Constant:
0:? 1.000000 0:258 1.000000
0:? 2.000000 0:258 2.000000
0:? 3.000000 0:258 3.000000
0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:262 Function Parameters: 0:262 Function Parameters:
0:262 'inF0' ( in 4-component vector of float) 0:262 'inF0' ( in 4-component vector of float)
@@ -1279,12 +1279,12 @@ gl_FragCoord origin is upper left
0:282 Sequence 0:282 Sequence
0:282 move second child to first child ( temp 4-component vector of uint) 0:282 move second child to first child ( temp 4-component vector of uint)
0:282 'r015' ( temp 4-component vector of uint) 0:282 'r015' ( temp 4-component vector of uint)
0:? bitCount ( temp 4-component vector of uint) 0:282 bitCount ( temp 4-component vector of uint)
0:? Constant: 0:282 Constant:
0:? 7 (const uint) 0:282 7 (const uint)
0:? 3 (const uint) 0:282 3 (const uint)
0:? 5 (const uint) 0:282 5 (const uint)
0:? 2 (const uint) 0:282 2 (const uint)
0:283 Sequence 0:283 Sequence
0:283 move second child to first child ( temp 4-component vector of float) 0:283 move second child to first child ( temp 4-component vector of float)
0:283 'r016' ( temp 4-component vector of float) 0:283 'r016' ( temp 4-component vector of float)
@@ -1375,21 +1375,21 @@ gl_FragCoord origin is upper left
0:299 Sequence 0:299 Sequence
0:299 move second child to first child ( temp 4-component vector of uint) 0:299 move second child to first child ( temp 4-component vector of uint)
0:299 'r032' ( temp 4-component vector of uint) 0:299 'r032' ( temp 4-component vector of uint)
0:? findMSB ( temp 4-component vector of uint) 0:299 findMSB ( temp 4-component vector of uint)
0:? Constant: 0:299 Constant:
0:? 7 (const uint) 0:299 7 (const uint)
0:? 8 (const uint) 0:299 8 (const uint)
0:? 9 (const uint) 0:299 9 (const uint)
0:? 10 (const uint) 0:299 10 (const uint)
0:300 Sequence 0:300 Sequence
0:300 move second child to first child ( temp 4-component vector of uint) 0:300 move second child to first child ( temp 4-component vector of uint)
0:300 'r033' ( temp 4-component vector of uint) 0:300 'r033' ( temp 4-component vector of uint)
0:? findLSB ( temp 4-component vector of uint) 0:300 findLSB ( temp 4-component vector of uint)
0:? Constant: 0:300 Constant:
0:? 7 (const uint) 0:300 7 (const uint)
0:? 8 (const uint) 0:300 8 (const uint)
0:? 9 (const uint) 0:300 9 (const uint)
0:? 10 (const uint) 0:300 10 (const uint)
0:301 Sequence 0:301 Sequence
0:301 move second child to first child ( temp 4-component vector of float) 0:301 move second child to first child ( temp 4-component vector of float)
0:301 'r034' ( temp 4-component vector of float) 0:301 'r034' ( temp 4-component vector of float)
@@ -1509,12 +1509,12 @@ gl_FragCoord origin is upper left
0:322 Sequence 0:322 Sequence
0:322 move second child to first child ( temp 4-component vector of uint) 0:322 move second child to first child ( temp 4-component vector of uint)
0:322 'r055' ( temp 4-component vector of uint) 0:322 'r055' ( temp 4-component vector of uint)
0:? bitFieldReverse ( temp 4-component vector of uint) 0:322 bitFieldReverse ( temp 4-component vector of uint)
0:? Constant: 0:322 Constant:
0:? 1 (const uint) 0:322 1 (const uint)
0:? 2 (const uint) 0:322 2 (const uint)
0:? 3 (const uint) 0:322 3 (const uint)
0:? 4 (const uint) 0:322 4 (const uint)
0:323 Sequence 0:323 Sequence
0:323 move second child to first child ( temp 4-component vector of float) 0:323 move second child to first child ( temp 4-component vector of float)
0:323 'r056' ( temp 4-component vector of float) 0:323 'r056' ( temp 4-component vector of float)
@@ -1592,11 +1592,11 @@ gl_FragCoord origin is upper left
0:336 trunc ( temp 4-component vector of float) 0:336 trunc ( temp 4-component vector of float)
0:336 'inF0' ( in 4-component vector of float) 0:336 'inF0' ( in 4-component vector of float)
0:339 Branch: Return with expression 0:339 Branch: Return with expression
0:? Constant: 0:339 Constant:
0:? 1.000000 0:339 1.000000
0:? 2.000000 0:339 2.000000
0:? 3.000000 0:339 3.000000
0:? 4.000000 0:339 4.000000
0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:402 Function Parameters: 0:402 Function Parameters:
0:402 'inF0' ( in 2X2 matrix of float) 0:402 'inF0' ( in 2X2 matrix of float)
@@ -1876,11 +1876,11 @@ gl_FragCoord origin is upper left
0:404 trunc ( temp 2X2 matrix of float) 0:404 trunc ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float) 0:404 'inF0' ( in 2X2 matrix of float)
0:407 Branch: Return with expression 0:407 Branch: Return with expression
0:? Constant: 0:407 Constant:
0:? 2.000000 0:407 2.000000
0:? 2.000000 0:407 2.000000
0:? 2.000000 0:407 2.000000
0:? 2.000000 0:407 2.000000
0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:411 Function Parameters: 0:411 Function Parameters:
0:411 'inF0' ( in 3X3 matrix of float) 0:411 'inF0' ( in 3X3 matrix of float)
@@ -2165,16 +2165,16 @@ gl_FragCoord origin is upper left
0:413 trunc ( temp 3X3 matrix of float) 0:413 trunc ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float) 0:413 'inF0' ( in 3X3 matrix of float)
0:416 Branch: Return with expression 0:416 Branch: Return with expression
0:? Constant: 0:416 Constant:
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:420 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:420 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:420 Function Parameters: 0:420 Function Parameters:
0:420 'inF0' ( in 4X4 matrix of float) 0:420 'inF0' ( in 4X4 matrix of float)
@@ -2466,23 +2466,23 @@ gl_FragCoord origin is upper left
0:422 trunc ( temp 4X4 matrix of float) 0:422 trunc ( temp 4X4 matrix of float)
0:422 'inF0' ( in 4X4 matrix of float) 0:422 'inF0' ( in 4X4 matrix of float)
0:425 Branch: Return with expression 0:425 Branch: Return with expression
0:? Constant: 0:425 Constant:
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:443 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:443 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:443 Function Parameters: 0:443 Function Parameters:
0:443 'inF0' ( in float) 0:443 'inF0' ( in float)
@@ -3303,10 +3303,10 @@ gl_FragCoord origin is upper left
0:117 Sequence 0:117 Sequence
0:117 move second child to first child ( temp 2-component vector of int) 0:117 move second child to first child ( temp 2-component vector of int)
0:117 'r016' ( temp 2-component vector of int) 0:117 'r016' ( temp 2-component vector of int)
0:? bitCount ( temp 2-component vector of int) 0:117 bitCount ( temp 2-component vector of int)
0:? Constant: 0:117 Constant:
0:? 7 (const int) 0:117 7 (const int)
0:? 3 (const int) 0:117 3 (const int)
0:118 Sequence 0:118 Sequence
0:118 move second child to first child ( temp 2-component vector of float) 0:118 move second child to first child ( temp 2-component vector of float)
0:118 'r017' ( temp 2-component vector of float) 0:118 'r017' ( temp 2-component vector of float)
@@ -3374,17 +3374,17 @@ gl_FragCoord origin is upper left
0:136 Sequence 0:136 Sequence
0:136 move second child to first child ( temp 2-component vector of uint) 0:136 move second child to first child ( temp 2-component vector of uint)
0:136 'r031' ( temp 2-component vector of uint) 0:136 'r031' ( temp 2-component vector of uint)
0:? findMSB ( temp 2-component vector of uint) 0:136 findMSB ( temp 2-component vector of uint)
0:? Constant: 0:136 Constant:
0:? 7 (const uint) 0:136 7 (const uint)
0:? 8 (const uint) 0:136 8 (const uint)
0:137 Sequence 0:137 Sequence
0:137 move second child to first child ( temp 2-component vector of uint) 0:137 move second child to first child ( temp 2-component vector of uint)
0:137 'r032' ( temp 2-component vector of uint) 0:137 'r032' ( temp 2-component vector of uint)
0:? findLSB ( temp 2-component vector of uint) 0:137 findLSB ( temp 2-component vector of uint)
0:? Constant: 0:137 Constant:
0:? 7 (const uint) 0:137 7 (const uint)
0:? 8 (const uint) 0:137 8 (const uint)
0:138 Sequence 0:138 Sequence
0:138 move second child to first child ( temp 2-component vector of float) 0:138 move second child to first child ( temp 2-component vector of float)
0:138 'r033' ( temp 2-component vector of float) 0:138 'r033' ( temp 2-component vector of float)
@@ -3504,10 +3504,10 @@ gl_FragCoord origin is upper left
0:159 Sequence 0:159 Sequence
0:159 move second child to first child ( temp 2-component vector of uint) 0:159 move second child to first child ( temp 2-component vector of uint)
0:159 'r054' ( temp 2-component vector of uint) 0:159 'r054' ( temp 2-component vector of uint)
0:? bitFieldReverse ( temp 2-component vector of uint) 0:159 bitFieldReverse ( temp 2-component vector of uint)
0:? Constant: 0:159 Constant:
0:? 1 (const uint) 0:159 1 (const uint)
0:? 2 (const uint) 0:159 2 (const uint)
0:160 Sequence 0:160 Sequence
0:160 move second child to first child ( temp 2-component vector of float) 0:160 move second child to first child ( temp 2-component vector of float)
0:160 'r055' ( temp 2-component vector of float) 0:160 'r055' ( temp 2-component vector of float)
@@ -3585,9 +3585,9 @@ gl_FragCoord origin is upper left
0:173 trunc ( temp 2-component vector of float) 0:173 trunc ( temp 2-component vector of float)
0:173 'inF0' ( in 2-component vector of float) 0:173 'inF0' ( in 2-component vector of float)
0:176 Branch: Return with expression 0:176 Branch: Return with expression
0:? Constant: 0:176 Constant:
0:? 1.000000 0:176 1.000000
0:? 2.000000 0:176 2.000000
0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:180 Function Parameters: 0:180 Function Parameters:
0:180 'inF0' ( in 3-component vector of float) 0:180 'inF0' ( in 3-component vector of float)
@@ -3696,11 +3696,11 @@ gl_FragCoord origin is upper left
0:200 Sequence 0:200 Sequence
0:200 move second child to first child ( temp 3-component vector of uint) 0:200 move second child to first child ( temp 3-component vector of uint)
0:200 'r015' ( temp 3-component vector of uint) 0:200 'r015' ( temp 3-component vector of uint)
0:? bitCount ( temp 3-component vector of uint) 0:200 bitCount ( temp 3-component vector of uint)
0:? Constant: 0:200 Constant:
0:? 7 (const uint) 0:200 7 (const uint)
0:? 3 (const uint) 0:200 3 (const uint)
0:? 5 (const uint) 0:200 5 (const uint)
0:201 Sequence 0:201 Sequence
0:201 move second child to first child ( temp 3-component vector of float) 0:201 move second child to first child ( temp 3-component vector of float)
0:201 'r016' ( temp 3-component vector of float) 0:201 'r016' ( temp 3-component vector of float)
@@ -3774,19 +3774,19 @@ gl_FragCoord origin is upper left
0:217 Sequence 0:217 Sequence
0:217 move second child to first child ( temp 3-component vector of uint) 0:217 move second child to first child ( temp 3-component vector of uint)
0:217 'r032' ( temp 3-component vector of uint) 0:217 'r032' ( temp 3-component vector of uint)
0:? findMSB ( temp 3-component vector of uint) 0:217 findMSB ( temp 3-component vector of uint)
0:? Constant: 0:217 Constant:
0:? 2 (const uint) 0:217 2 (const uint)
0:? 3 (const uint) 0:217 3 (const uint)
0:? 4 (const uint) 0:217 4 (const uint)
0:218 Sequence 0:218 Sequence
0:218 move second child to first child ( temp 3-component vector of uint) 0:218 move second child to first child ( temp 3-component vector of uint)
0:218 'r033' ( temp 3-component vector of uint) 0:218 'r033' ( temp 3-component vector of uint)
0:? findLSB ( temp 3-component vector of uint) 0:218 findLSB ( temp 3-component vector of uint)
0:? Constant: 0:218 Constant:
0:? 2 (const uint) 0:218 2 (const uint)
0:? 3 (const uint) 0:218 3 (const uint)
0:? 4 (const uint) 0:218 4 (const uint)
0:219 Sequence 0:219 Sequence
0:219 move second child to first child ( temp 3-component vector of float) 0:219 move second child to first child ( temp 3-component vector of float)
0:219 'r034' ( temp 3-component vector of float) 0:219 'r034' ( temp 3-component vector of float)
@@ -3914,11 +3914,11 @@ gl_FragCoord origin is upper left
0:241 Sequence 0:241 Sequence
0:241 move second child to first child ( temp 3-component vector of uint) 0:241 move second child to first child ( temp 3-component vector of uint)
0:241 'r055' ( temp 3-component vector of uint) 0:241 'r055' ( temp 3-component vector of uint)
0:? bitFieldReverse ( temp 3-component vector of uint) 0:241 bitFieldReverse ( temp 3-component vector of uint)
0:? Constant: 0:241 Constant:
0:? 1 (const uint) 0:241 1 (const uint)
0:? 2 (const uint) 0:241 2 (const uint)
0:? 3 (const uint) 0:241 3 (const uint)
0:242 Sequence 0:242 Sequence
0:242 move second child to first child ( temp 3-component vector of float) 0:242 move second child to first child ( temp 3-component vector of float)
0:242 'r056' ( temp 3-component vector of float) 0:242 'r056' ( temp 3-component vector of float)
@@ -3996,10 +3996,10 @@ gl_FragCoord origin is upper left
0:255 trunc ( temp 3-component vector of float) 0:255 trunc ( temp 3-component vector of float)
0:255 'inF0' ( in 3-component vector of float) 0:255 'inF0' ( in 3-component vector of float)
0:258 Branch: Return with expression 0:258 Branch: Return with expression
0:? Constant: 0:258 Constant:
0:? 1.000000 0:258 1.000000
0:? 2.000000 0:258 2.000000
0:? 3.000000 0:258 3.000000
0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:262 Function Parameters: 0:262 Function Parameters:
0:262 'inF0' ( in 4-component vector of float) 0:262 'inF0' ( in 4-component vector of float)
@@ -4110,12 +4110,12 @@ gl_FragCoord origin is upper left
0:282 Sequence 0:282 Sequence
0:282 move second child to first child ( temp 4-component vector of uint) 0:282 move second child to first child ( temp 4-component vector of uint)
0:282 'r015' ( temp 4-component vector of uint) 0:282 'r015' ( temp 4-component vector of uint)
0:? bitCount ( temp 4-component vector of uint) 0:282 bitCount ( temp 4-component vector of uint)
0:? Constant: 0:282 Constant:
0:? 7 (const uint) 0:282 7 (const uint)
0:? 3 (const uint) 0:282 3 (const uint)
0:? 5 (const uint) 0:282 5 (const uint)
0:? 2 (const uint) 0:282 2 (const uint)
0:283 Sequence 0:283 Sequence
0:283 move second child to first child ( temp 4-component vector of float) 0:283 move second child to first child ( temp 4-component vector of float)
0:283 'r016' ( temp 4-component vector of float) 0:283 'r016' ( temp 4-component vector of float)
@@ -4206,21 +4206,21 @@ gl_FragCoord origin is upper left
0:299 Sequence 0:299 Sequence
0:299 move second child to first child ( temp 4-component vector of uint) 0:299 move second child to first child ( temp 4-component vector of uint)
0:299 'r032' ( temp 4-component vector of uint) 0:299 'r032' ( temp 4-component vector of uint)
0:? findMSB ( temp 4-component vector of uint) 0:299 findMSB ( temp 4-component vector of uint)
0:? Constant: 0:299 Constant:
0:? 7 (const uint) 0:299 7 (const uint)
0:? 8 (const uint) 0:299 8 (const uint)
0:? 9 (const uint) 0:299 9 (const uint)
0:? 10 (const uint) 0:299 10 (const uint)
0:300 Sequence 0:300 Sequence
0:300 move second child to first child ( temp 4-component vector of uint) 0:300 move second child to first child ( temp 4-component vector of uint)
0:300 'r033' ( temp 4-component vector of uint) 0:300 'r033' ( temp 4-component vector of uint)
0:? findLSB ( temp 4-component vector of uint) 0:300 findLSB ( temp 4-component vector of uint)
0:? Constant: 0:300 Constant:
0:? 7 (const uint) 0:300 7 (const uint)
0:? 8 (const uint) 0:300 8 (const uint)
0:? 9 (const uint) 0:300 9 (const uint)
0:? 10 (const uint) 0:300 10 (const uint)
0:301 Sequence 0:301 Sequence
0:301 move second child to first child ( temp 4-component vector of float) 0:301 move second child to first child ( temp 4-component vector of float)
0:301 'r034' ( temp 4-component vector of float) 0:301 'r034' ( temp 4-component vector of float)
@@ -4340,12 +4340,12 @@ gl_FragCoord origin is upper left
0:322 Sequence 0:322 Sequence
0:322 move second child to first child ( temp 4-component vector of uint) 0:322 move second child to first child ( temp 4-component vector of uint)
0:322 'r055' ( temp 4-component vector of uint) 0:322 'r055' ( temp 4-component vector of uint)
0:? bitFieldReverse ( temp 4-component vector of uint) 0:322 bitFieldReverse ( temp 4-component vector of uint)
0:? Constant: 0:322 Constant:
0:? 1 (const uint) 0:322 1 (const uint)
0:? 2 (const uint) 0:322 2 (const uint)
0:? 3 (const uint) 0:322 3 (const uint)
0:? 4 (const uint) 0:322 4 (const uint)
0:323 Sequence 0:323 Sequence
0:323 move second child to first child ( temp 4-component vector of float) 0:323 move second child to first child ( temp 4-component vector of float)
0:323 'r056' ( temp 4-component vector of float) 0:323 'r056' ( temp 4-component vector of float)
@@ -4423,11 +4423,11 @@ gl_FragCoord origin is upper left
0:336 trunc ( temp 4-component vector of float) 0:336 trunc ( temp 4-component vector of float)
0:336 'inF0' ( in 4-component vector of float) 0:336 'inF0' ( in 4-component vector of float)
0:339 Branch: Return with expression 0:339 Branch: Return with expression
0:? Constant: 0:339 Constant:
0:? 1.000000 0:339 1.000000
0:? 2.000000 0:339 2.000000
0:? 3.000000 0:339 3.000000
0:? 4.000000 0:339 4.000000
0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:402 Function Parameters: 0:402 Function Parameters:
0:402 'inF0' ( in 2X2 matrix of float) 0:402 'inF0' ( in 2X2 matrix of float)
@@ -4707,11 +4707,11 @@ gl_FragCoord origin is upper left
0:404 trunc ( temp 2X2 matrix of float) 0:404 trunc ( temp 2X2 matrix of float)
0:404 'inF0' ( in 2X2 matrix of float) 0:404 'inF0' ( in 2X2 matrix of float)
0:407 Branch: Return with expression 0:407 Branch: Return with expression
0:? Constant: 0:407 Constant:
0:? 2.000000 0:407 2.000000
0:? 2.000000 0:407 2.000000
0:? 2.000000 0:407 2.000000
0:? 2.000000 0:407 2.000000
0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:411 Function Parameters: 0:411 Function Parameters:
0:411 'inF0' ( in 3X3 matrix of float) 0:411 'inF0' ( in 3X3 matrix of float)
@@ -4996,16 +4996,16 @@ gl_FragCoord origin is upper left
0:413 trunc ( temp 3X3 matrix of float) 0:413 trunc ( temp 3X3 matrix of float)
0:413 'inF0' ( in 3X3 matrix of float) 0:413 'inF0' ( in 3X3 matrix of float)
0:416 Branch: Return with expression 0:416 Branch: Return with expression
0:? Constant: 0:416 Constant:
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:? 3.000000 0:416 3.000000
0:420 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:420 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:420 Function Parameters: 0:420 Function Parameters:
0:420 'inF0' ( in 4X4 matrix of float) 0:420 'inF0' ( in 4X4 matrix of float)
@@ -5297,23 +5297,23 @@ gl_FragCoord origin is upper left
0:422 trunc ( temp 4X4 matrix of float) 0:422 trunc ( temp 4X4 matrix of float)
0:422 'inF0' ( in 4X4 matrix of float) 0:422 'inF0' ( in 4X4 matrix of float)
0:425 Branch: Return with expression 0:425 Branch: Return with expression
0:? Constant: 0:425 Constant:
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:? 4.000000 0:425 4.000000
0:443 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:443 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:443 Function Parameters: 0:443 Function Parameters:
0:443 'inF0' ( in float) 0:443 'inF0' ( in float)

View File

@@ -30,9 +30,9 @@ local_size = (1, 1, 1)
0:66 'inI0' ( in 2-component vector of int) 0:66 'inI0' ( in 2-component vector of int)
0:? Sequence 0:? Sequence
0:109 Branch: Return with expression 0:109 Branch: Return with expression
0:? Constant: 0:109 Constant:
0:? 1.000000 0:109 1.000000
0:? 2.000000 0:109 2.000000
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:113 Function Parameters: 0:113 Function Parameters:
0:113 'inF0' ( in 3-component vector of float) 0:113 'inF0' ( in 3-component vector of float)
@@ -41,10 +41,10 @@ local_size = (1, 1, 1)
0:113 'inI0' ( in 3-component vector of int) 0:113 'inI0' ( in 3-component vector of int)
0:? Sequence 0:? Sequence
0:154 Branch: Return with expression 0:154 Branch: Return with expression
0:? Constant: 0:154 Constant:
0:? 1.000000 0:154 1.000000
0:? 2.000000 0:154 2.000000
0:? 3.000000 0:154 3.000000
0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:158 Function Parameters: 0:158 Function Parameters:
0:158 'inF0' ( in 4-component vector of float) 0:158 'inF0' ( in 4-component vector of float)
@@ -53,11 +53,11 @@ local_size = (1, 1, 1)
0:158 'inI0' ( in 4-component vector of int) 0:158 'inI0' ( in 4-component vector of int)
0:? Sequence 0:? Sequence
0:199 Branch: Return with expression 0:199 Branch: Return with expression
0:? Constant: 0:199 Constant:
0:? 1.000000 0:199 1.000000
0:? 2.000000 0:199 2.000000
0:? 3.000000 0:199 3.000000
0:? 4.000000 0:199 4.000000
0:158 Function Definition: ComputeShaderFunction( ( temp void) 0:158 Function Definition: ComputeShaderFunction( ( temp void)
0:158 Function Parameters: 0:158 Function Parameters:
0:? Sequence 0:? Sequence
@@ -122,9 +122,9 @@ local_size = (1, 1, 1)
0:66 'inI0' ( in 2-component vector of int) 0:66 'inI0' ( in 2-component vector of int)
0:? Sequence 0:? Sequence
0:109 Branch: Return with expression 0:109 Branch: Return with expression
0:? Constant: 0:109 Constant:
0:? 1.000000 0:109 1.000000
0:? 2.000000 0:109 2.000000
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:113 Function Parameters: 0:113 Function Parameters:
0:113 'inF0' ( in 3-component vector of float) 0:113 'inF0' ( in 3-component vector of float)
@@ -133,10 +133,10 @@ local_size = (1, 1, 1)
0:113 'inI0' ( in 3-component vector of int) 0:113 'inI0' ( in 3-component vector of int)
0:? Sequence 0:? Sequence
0:154 Branch: Return with expression 0:154 Branch: Return with expression
0:? Constant: 0:154 Constant:
0:? 1.000000 0:154 1.000000
0:? 2.000000 0:154 2.000000
0:? 3.000000 0:154 3.000000
0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:158 Function Parameters: 0:158 Function Parameters:
0:158 'inF0' ( in 4-component vector of float) 0:158 'inF0' ( in 4-component vector of float)
@@ -145,11 +145,11 @@ local_size = (1, 1, 1)
0:158 'inI0' ( in 4-component vector of int) 0:158 'inI0' ( in 4-component vector of int)
0:? Sequence 0:? Sequence
0:199 Branch: Return with expression 0:199 Branch: Return with expression
0:? Constant: 0:199 Constant:
0:? 1.000000 0:199 1.000000
0:? 2.000000 0:199 2.000000
0:? 3.000000 0:199 3.000000
0:? 4.000000 0:199 4.000000
0:158 Function Definition: ComputeShaderFunction( ( temp void) 0:158 Function Definition: ComputeShaderFunction( ( temp void)
0:158 Function Parameters: 0:158 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -224,9 +224,9 @@ ERROR: node is still EOpNull!
0:57 Constant: 0:57 Constant:
0:57 0.000000 0:57 0.000000
0:59 Branch: Return with expression 0:59 Branch: Return with expression
0:? Constant: 0:59 Constant:
0:? 1.000000 0:59 1.000000
0:? 2.000000 0:59 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:63 Function Parameters: 0:63 Function Parameters:
0:63 'inF0' ( in 3-component vector of float) 0:63 'inF0' ( in 3-component vector of float)
@@ -283,10 +283,10 @@ ERROR: node is still EOpNull!
0:73 Constant: 0:73 Constant:
0:73 0.000000 0:73 0.000000
0:76 Branch: Return with expression 0:76 Branch: Return with expression
0:? Constant: 0:76 Constant:
0:? 1.000000 0:76 1.000000
0:? 2.000000 0:76 2.000000
0:? 3.000000 0:76 3.000000
0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:80 Function Parameters: 0:80 Function Parameters:
0:80 'inF0' ( in 4-component vector of float) 0:80 'inF0' ( in 4-component vector of float)
@@ -355,11 +355,11 @@ ERROR: node is still EOpNull!
0:90 Constant: 0:90 Constant:
0:90 0.000000 0:90 0.000000
0:92 Branch: Return with expression 0:92 Branch: Return with expression
0:? Constant: 0:92 Constant:
0:? 1.000000 0:92 1.000000
0:? 2.000000 0:92 2.000000
0:? 3.000000 0:92 3.000000
0:? 4.000000 0:92 4.000000
0:80 Function Definition: PixelShaderFunction( ( temp void) 0:80 Function Definition: PixelShaderFunction( ( temp void)
0:80 Function Parameters: 0:80 Function Parameters:
0:? Sequence 0:? Sequence
@@ -415,11 +415,11 @@ ERROR: node is still EOpNull!
0:117 Constant: 0:117 Constant:
0:117 0.000000 0:117 0.000000
0:119 Branch: Return with expression 0:119 Branch: Return with expression
0:? Constant: 0:119 Constant:
0:? 2.000000 0:119 2.000000
0:? 2.000000 0:119 2.000000
0:? 2.000000 0:119 2.000000
0:? 2.000000 0:119 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:123 Function Parameters: 0:123 Function Parameters:
0:123 'inF0' ( in 3X3 matrix of float) 0:123 'inF0' ( in 3X3 matrix of float)
@@ -453,16 +453,16 @@ ERROR: node is still EOpNull!
0:125 Constant: 0:125 Constant:
0:125 0.000000 0:125 0.000000
0:127 Branch: Return with expression 0:127 Branch: Return with expression
0:? Constant: 0:127 Constant:
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:131 Function Parameters: 0:131 Function Parameters:
0:131 'inF0' ( in 4X4 matrix of float) 0:131 'inF0' ( in 4X4 matrix of float)
@@ -496,23 +496,23 @@ ERROR: node is still EOpNull!
0:133 Constant: 0:133 Constant:
0:133 0.000000 0:133 0.000000
0:135 Branch: Return with expression 0:135 Branch: Return with expression
0:? Constant: 0:135 Constant:
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? Linker Objects 0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float) 0:? 'inF0' (layout( location=0) in 4-component vector of float)
@@ -687,9 +687,9 @@ ERROR: node is still EOpNull!
0:57 Constant: 0:57 Constant:
0:57 0.000000 0:57 0.000000
0:59 Branch: Return with expression 0:59 Branch: Return with expression
0:? Constant: 0:59 Constant:
0:? 1.000000 0:59 1.000000
0:? 2.000000 0:59 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:63 Function Parameters: 0:63 Function Parameters:
0:63 'inF0' ( in 3-component vector of float) 0:63 'inF0' ( in 3-component vector of float)
@@ -746,10 +746,10 @@ ERROR: node is still EOpNull!
0:73 Constant: 0:73 Constant:
0:73 0.000000 0:73 0.000000
0:76 Branch: Return with expression 0:76 Branch: Return with expression
0:? Constant: 0:76 Constant:
0:? 1.000000 0:76 1.000000
0:? 2.000000 0:76 2.000000
0:? 3.000000 0:76 3.000000
0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:80 Function Parameters: 0:80 Function Parameters:
0:80 'inF0' ( in 4-component vector of float) 0:80 'inF0' ( in 4-component vector of float)
@@ -818,11 +818,11 @@ ERROR: node is still EOpNull!
0:90 Constant: 0:90 Constant:
0:90 0.000000 0:90 0.000000
0:92 Branch: Return with expression 0:92 Branch: Return with expression
0:? Constant: 0:92 Constant:
0:? 1.000000 0:92 1.000000
0:? 2.000000 0:92 2.000000
0:? 3.000000 0:92 3.000000
0:? 4.000000 0:92 4.000000
0:80 Function Definition: PixelShaderFunction( ( temp void) 0:80 Function Definition: PixelShaderFunction( ( temp void)
0:80 Function Parameters: 0:80 Function Parameters:
0:? Sequence 0:? Sequence
@@ -878,11 +878,11 @@ ERROR: node is still EOpNull!
0:117 Constant: 0:117 Constant:
0:117 0.000000 0:117 0.000000
0:119 Branch: Return with expression 0:119 Branch: Return with expression
0:? Constant: 0:119 Constant:
0:? 2.000000 0:119 2.000000
0:? 2.000000 0:119 2.000000
0:? 2.000000 0:119 2.000000
0:? 2.000000 0:119 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:123 Function Parameters: 0:123 Function Parameters:
0:123 'inF0' ( in 3X3 matrix of float) 0:123 'inF0' ( in 3X3 matrix of float)
@@ -916,16 +916,16 @@ ERROR: node is still EOpNull!
0:125 Constant: 0:125 Constant:
0:125 0.000000 0:125 0.000000
0:127 Branch: Return with expression 0:127 Branch: Return with expression
0:? Constant: 0:127 Constant:
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:? 3.000000 0:127 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:131 Function Parameters: 0:131 Function Parameters:
0:131 'inF0' ( in 4X4 matrix of float) 0:131 'inF0' ( in 4X4 matrix of float)
@@ -959,23 +959,23 @@ ERROR: node is still EOpNull!
0:133 Constant: 0:133 Constant:
0:133 0.000000 0:133 0.000000
0:135 Branch: Return with expression 0:135 Branch: Return with expression
0:? Constant: 0:135 Constant:
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? 4.000000 0:135 4.000000
0:? Linker Objects 0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float) 0:? 'inF0' (layout( location=0) in 4-component vector of float)

View File

@@ -29,9 +29,9 @@ Shader version: 500
0:84 'inI0' ( in 2-component vector of int) 0:84 'inI0' ( in 2-component vector of int)
0:? Sequence 0:? Sequence
0:127 Branch: Return with expression 0:127 Branch: Return with expression
0:? Constant: 0:127 Constant:
0:? 1.000000 0:127 1.000000
0:? 2.000000 0:127 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:131 Function Parameters: 0:131 Function Parameters:
0:131 'inF0' ( in 3-component vector of float) 0:131 'inF0' ( in 3-component vector of float)
@@ -40,10 +40,10 @@ Shader version: 500
0:131 'inI0' ( in 3-component vector of int) 0:131 'inI0' ( in 3-component vector of int)
0:? Sequence 0:? Sequence
0:172 Branch: Return with expression 0:172 Branch: Return with expression
0:? Constant: 0:172 Constant:
0:? 1.000000 0:172 1.000000
0:? 2.000000 0:172 2.000000
0:? 3.000000 0:172 3.000000
0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:176 Function Parameters: 0:176 Function Parameters:
0:176 'inF0' ( in 4-component vector of float) 0:176 'inF0' ( in 4-component vector of float)
@@ -52,11 +52,11 @@ Shader version: 500
0:176 'inI0' ( in 4-component vector of int) 0:176 'inI0' ( in 4-component vector of int)
0:? Sequence 0:? Sequence
0:217 Branch: Return with expression 0:217 Branch: Return with expression
0:? Constant: 0:217 Constant:
0:? 1.000000 0:217 1.000000
0:? 2.000000 0:217 2.000000
0:? 3.000000 0:217 3.000000
0:? 4.000000 0:217 4.000000
0:176 Function Definition: VertexShaderFunction( ( temp void) 0:176 Function Definition: VertexShaderFunction( ( temp void)
0:176 Function Parameters: 0:176 Function Parameters:
0:? Sequence 0:? Sequence
@@ -86,11 +86,11 @@ Shader version: 500
0:226 'inF2' ( in 2X2 matrix of float) 0:226 'inF2' ( in 2X2 matrix of float)
0:? Sequence 0:? Sequence
0:230 Branch: Return with expression 0:230 Branch: Return with expression
0:? Constant: 0:230 Constant:
0:? 2.000000 0:230 2.000000
0:? 2.000000 0:230 2.000000
0:? 2.000000 0:230 2.000000
0:? 2.000000 0:230 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:234 Function Parameters: 0:234 Function Parameters:
0:234 'inF0' ( in 3X3 matrix of float) 0:234 'inF0' ( in 3X3 matrix of float)
@@ -98,16 +98,16 @@ Shader version: 500
0:234 'inF2' ( in 3X3 matrix of float) 0:234 'inF2' ( in 3X3 matrix of float)
0:? Sequence 0:? Sequence
0:238 Branch: Return with expression 0:238 Branch: Return with expression
0:? Constant: 0:238 Constant:
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:242 Function Parameters: 0:242 Function Parameters:
0:242 'inF0' ( in 4X4 matrix of float) 0:242 'inF0' ( in 4X4 matrix of float)
@@ -115,23 +115,23 @@ Shader version: 500
0:242 'inF2' ( in 4X4 matrix of float) 0:242 'inF2' ( in 4X4 matrix of float)
0:? Sequence 0:? Sequence
0:246 Branch: Return with expression 0:246 Branch: Return with expression
0:? Constant: 0:246 Constant:
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? Linker Objects 0:? Linker Objects
0:? 'gs_ua' ( global uint) 0:? 'gs_ua' ( global uint)
0:? 'gs_ub' ( global uint) 0:? 'gs_ub' ( global uint)
@@ -185,9 +185,9 @@ Shader version: 500
0:84 'inI0' ( in 2-component vector of int) 0:84 'inI0' ( in 2-component vector of int)
0:? Sequence 0:? Sequence
0:127 Branch: Return with expression 0:127 Branch: Return with expression
0:? Constant: 0:127 Constant:
0:? 1.000000 0:127 1.000000
0:? 2.000000 0:127 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:131 Function Parameters: 0:131 Function Parameters:
0:131 'inF0' ( in 3-component vector of float) 0:131 'inF0' ( in 3-component vector of float)
@@ -196,10 +196,10 @@ Shader version: 500
0:131 'inI0' ( in 3-component vector of int) 0:131 'inI0' ( in 3-component vector of int)
0:? Sequence 0:? Sequence
0:172 Branch: Return with expression 0:172 Branch: Return with expression
0:? Constant: 0:172 Constant:
0:? 1.000000 0:172 1.000000
0:? 2.000000 0:172 2.000000
0:? 3.000000 0:172 3.000000
0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:176 Function Parameters: 0:176 Function Parameters:
0:176 'inF0' ( in 4-component vector of float) 0:176 'inF0' ( in 4-component vector of float)
@@ -208,11 +208,11 @@ Shader version: 500
0:176 'inI0' ( in 4-component vector of int) 0:176 'inI0' ( in 4-component vector of int)
0:? Sequence 0:? Sequence
0:217 Branch: Return with expression 0:217 Branch: Return with expression
0:? Constant: 0:217 Constant:
0:? 1.000000 0:217 1.000000
0:? 2.000000 0:217 2.000000
0:? 3.000000 0:217 3.000000
0:? 4.000000 0:217 4.000000
0:176 Function Definition: VertexShaderFunction( ( temp void) 0:176 Function Definition: VertexShaderFunction( ( temp void)
0:176 Function Parameters: 0:176 Function Parameters:
0:? Sequence 0:? Sequence
@@ -242,11 +242,11 @@ Shader version: 500
0:226 'inF2' ( in 2X2 matrix of float) 0:226 'inF2' ( in 2X2 matrix of float)
0:? Sequence 0:? Sequence
0:230 Branch: Return with expression 0:230 Branch: Return with expression
0:? Constant: 0:230 Constant:
0:? 2.000000 0:230 2.000000
0:? 2.000000 0:230 2.000000
0:? 2.000000 0:230 2.000000
0:? 2.000000 0:230 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:234 Function Parameters: 0:234 Function Parameters:
0:234 'inF0' ( in 3X3 matrix of float) 0:234 'inF0' ( in 3X3 matrix of float)
@@ -254,16 +254,16 @@ Shader version: 500
0:234 'inF2' ( in 3X3 matrix of float) 0:234 'inF2' ( in 3X3 matrix of float)
0:? Sequence 0:? Sequence
0:238 Branch: Return with expression 0:238 Branch: Return with expression
0:? Constant: 0:238 Constant:
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:? 3.000000 0:238 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:242 Function Parameters: 0:242 Function Parameters:
0:242 'inF0' ( in 4X4 matrix of float) 0:242 'inF0' ( in 4X4 matrix of float)
@@ -271,23 +271,23 @@ Shader version: 500
0:242 'inF2' ( in 4X4 matrix of float) 0:242 'inF2' ( in 4X4 matrix of float)
0:? Sequence 0:? Sequence
0:246 Branch: Return with expression 0:246 Branch: Return with expression
0:? Constant: 0:246 Constant:
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? 4.000000 0:246 4.000000
0:? Linker Objects 0:? Linker Objects
0:? 'gs_ua' ( global uint) 0:? 'gs_ua' ( global uint)
0:? 'gs_ub' ( global uint) 0:? 'gs_ub' ( global uint)

View File

@@ -28,11 +28,11 @@ gl_FragCoord origin is upper left
0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Constant: 0:20 Constant:
0:20 0 (const int) 0:20 0 (const int)
0:? Constant: 0:20 Constant:
0:? 0.000000 0:20 0.000000
0:? 0.000000 0:20 0.000000
0:? 0.000000 0:20 0.000000
0:? 0.000000 0:20 0.000000
0:21 Branch: Return with expression 0:21 Branch: Return with expression
0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:15 Function Definition: main( ( temp void) 0:15 Function Definition: main( ( temp void)
@@ -82,11 +82,11 @@ gl_FragCoord origin is upper left
0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Constant: 0:20 Constant:
0:20 0 (const int) 0:20 0 (const int)
0:? Constant: 0:20 Constant:
0:? 0.000000 0:20 0.000000
0:? 0.000000 0:20 0.000000
0:? 0.000000 0:20 0.000000
0:? 0.000000 0:20 0.000000
0:21 Branch: Return with expression 0:21 Branch: Return with expression
0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:15 Function Definition: main( ( temp void) 0:15 Function Definition: main( ( temp void)

View File

@@ -191,10 +191,10 @@ Shader version: 500
0:83 'inF0' ( in 2-component vector of float) 0:83 'inF0' ( in 2-component vector of float)
0:84 hyp. cosine ( temp 2-component vector of float) 0:84 hyp. cosine ( temp 2-component vector of float)
0:84 'inF0' ( in 2-component vector of float) 0:84 'inF0' ( in 2-component vector of float)
0:? bitCount ( temp 2-component vector of int) 0:85 bitCount ( temp 2-component vector of int)
0:? Constant: 0:85 Constant:
0:? 7 (const int) 0:85 7 (const int)
0:? 3 (const int) 0:85 3 (const int)
0:86 degrees ( temp 2-component vector of float) 0:86 degrees ( temp 2-component vector of float)
0:86 'inF0' ( in 2-component vector of float) 0:86 'inF0' ( in 2-component vector of float)
0:87 distance ( temp float) 0:87 distance ( temp float)
@@ -267,10 +267,10 @@ Shader version: 500
0:116 'inF1' ( in 2-component vector of float) 0:116 'inF1' ( in 2-component vector of float)
0:116 Constant: 0:116 Constant:
0:116 2.000000 0:116 2.000000
0:? bitFieldReverse ( temp 2-component vector of int) 0:117 bitFieldReverse ( temp 2-component vector of int)
0:? Constant: 0:117 Constant:
0:? 1 (const int) 0:117 1 (const int)
0:? 2 (const int) 0:117 2 (const int)
0:118 roundEven ( temp 2-component vector of float) 0:118 roundEven ( temp 2-component vector of float)
0:118 'inF0' ( in 2-component vector of float) 0:118 'inF0' ( in 2-component vector of float)
0:119 inverse sqrt ( temp 2-component vector of float) 0:119 inverse sqrt ( temp 2-component vector of float)
@@ -312,9 +312,9 @@ Shader version: 500
0:131 trunc ( temp 2-component vector of float) 0:131 trunc ( temp 2-component vector of float)
0:131 'inF0' ( in 2-component vector of float) 0:131 'inF0' ( in 2-component vector of float)
0:134 Branch: Return with expression 0:134 Branch: Return with expression
0:? Constant: 0:134 Constant:
0:? 1.000000 0:134 1.000000
0:? 2.000000 0:134 2.000000
0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:138 Function Parameters: 0:138 Function Parameters:
0:138 'inF0' ( in 3-component vector of float) 0:138 'inF0' ( in 3-component vector of float)
@@ -356,11 +356,11 @@ Shader version: 500
0:152 'inF0' ( in 3-component vector of float) 0:152 'inF0' ( in 3-component vector of float)
0:153 hyp. cosine ( temp 3-component vector of float) 0:153 hyp. cosine ( temp 3-component vector of float)
0:153 'inF0' ( in 3-component vector of float) 0:153 'inF0' ( in 3-component vector of float)
0:? bitCount ( temp 3-component vector of int) 0:154 bitCount ( temp 3-component vector of int)
0:? Constant: 0:154 Constant:
0:? 7 (const int) 0:154 7 (const int)
0:? 3 (const int) 0:154 3 (const int)
0:? 5 (const int) 0:154 5 (const int)
0:155 cross-product ( temp 3-component vector of float) 0:155 cross-product ( temp 3-component vector of float)
0:155 'inF0' ( in 3-component vector of float) 0:155 'inF0' ( in 3-component vector of float)
0:155 'inF1' ( in 3-component vector of float) 0:155 'inF1' ( in 3-component vector of float)
@@ -436,11 +436,11 @@ Shader version: 500
0:186 'inF1' ( in 3-component vector of float) 0:186 'inF1' ( in 3-component vector of float)
0:186 Constant: 0:186 Constant:
0:186 2.000000 0:186 2.000000
0:? bitFieldReverse ( temp 3-component vector of int) 0:187 bitFieldReverse ( temp 3-component vector of int)
0:? Constant: 0:187 Constant:
0:? 1 (const int) 0:187 1 (const int)
0:? 2 (const int) 0:187 2 (const int)
0:? 3 (const int) 0:187 3 (const int)
0:188 roundEven ( temp 3-component vector of float) 0:188 roundEven ( temp 3-component vector of float)
0:188 'inF0' ( in 3-component vector of float) 0:188 'inF0' ( in 3-component vector of float)
0:189 inverse sqrt ( temp 3-component vector of float) 0:189 inverse sqrt ( temp 3-component vector of float)
@@ -482,10 +482,10 @@ Shader version: 500
0:201 trunc ( temp 3-component vector of float) 0:201 trunc ( temp 3-component vector of float)
0:201 'inF0' ( in 3-component vector of float) 0:201 'inF0' ( in 3-component vector of float)
0:204 Branch: Return with expression 0:204 Branch: Return with expression
0:? Constant: 0:204 Constant:
0:? 1.000000 0:204 1.000000
0:? 2.000000 0:204 2.000000
0:? 3.000000 0:204 3.000000
0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:208 Function Parameters: 0:208 Function Parameters:
0:208 'inF0' ( in 4-component vector of float) 0:208 'inF0' ( in 4-component vector of float)
@@ -527,12 +527,12 @@ Shader version: 500
0:222 'inF0' ( in 4-component vector of float) 0:222 'inF0' ( in 4-component vector of float)
0:223 hyp. cosine ( temp 4-component vector of float) 0:223 hyp. cosine ( temp 4-component vector of float)
0:223 'inF0' ( in 4-component vector of float) 0:223 'inF0' ( in 4-component vector of float)
0:? bitCount ( temp 4-component vector of int) 0:224 bitCount ( temp 4-component vector of int)
0:? Constant: 0:224 Constant:
0:? 7 (const int) 0:224 7 (const int)
0:? 3 (const int) 0:224 3 (const int)
0:? 5 (const int) 0:224 5 (const int)
0:? 2 (const int) 0:224 2 (const int)
0:225 degrees ( temp 4-component vector of float) 0:225 degrees ( temp 4-component vector of float)
0:225 'inF0' ( in 4-component vector of float) 0:225 'inF0' ( in 4-component vector of float)
0:226 distance ( temp float) 0:226 distance ( temp float)
@@ -625,12 +625,12 @@ Shader version: 500
0:256 'inF1' ( in 4-component vector of float) 0:256 'inF1' ( in 4-component vector of float)
0:256 Constant: 0:256 Constant:
0:256 2.000000 0:256 2.000000
0:? bitFieldReverse ( temp 4-component vector of int) 0:257 bitFieldReverse ( temp 4-component vector of int)
0:? Constant: 0:257 Constant:
0:? 1 (const int) 0:257 1 (const int)
0:? 2 (const int) 0:257 2 (const int)
0:? 3 (const int) 0:257 3 (const int)
0:? 4 (const int) 0:257 4 (const int)
0:258 roundEven ( temp 4-component vector of float) 0:258 roundEven ( temp 4-component vector of float)
0:258 'inF0' ( in 4-component vector of float) 0:258 'inF0' ( in 4-component vector of float)
0:259 inverse sqrt ( temp 4-component vector of float) 0:259 inverse sqrt ( temp 4-component vector of float)
@@ -672,11 +672,11 @@ Shader version: 500
0:271 trunc ( temp 4-component vector of float) 0:271 trunc ( temp 4-component vector of float)
0:271 'inF0' ( in 4-component vector of float) 0:271 'inF0' ( in 4-component vector of float)
0:274 Branch: Return with expression 0:274 Branch: Return with expression
0:? Constant: 0:274 Constant:
0:? 1.000000 0:274 1.000000
0:? 2.000000 0:274 2.000000
0:? 3.000000 0:274 3.000000
0:? 4.000000 0:274 4.000000
0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:331 Function Parameters: 0:331 Function Parameters:
0:331 'inF0' ( in 2X2 matrix of float) 0:331 'inF0' ( in 2X2 matrix of float)
@@ -801,11 +801,11 @@ Shader version: 500
0:333 trunc ( temp 2X2 matrix of float) 0:333 trunc ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float)
0:336 Branch: Return with expression 0:336 Branch: Return with expression
0:? Constant: 0:336 Constant:
0:? 2.000000 0:336 2.000000
0:? 2.000000 0:336 2.000000
0:? 2.000000 0:336 2.000000
0:? 2.000000 0:336 2.000000
0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:340 Function Parameters: 0:340 Function Parameters:
0:340 'inF0' ( in 3X3 matrix of float) 0:340 'inF0' ( in 3X3 matrix of float)
@@ -930,16 +930,16 @@ Shader version: 500
0:342 trunc ( temp 3X3 matrix of float) 0:342 trunc ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float)
0:345 Branch: Return with expression 0:345 Branch: Return with expression
0:? Constant: 0:345 Constant:
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:349 Function Parameters: 0:349 Function Parameters:
0:349 'inF0' ( in 4X4 matrix of float) 0:349 'inF0' ( in 4X4 matrix of float)
@@ -1064,23 +1064,23 @@ Shader version: 500
0:351 trunc ( temp 4X4 matrix of float) 0:351 trunc ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float)
0:354 Branch: Return with expression 0:354 Branch: Return with expression
0:? Constant: 0:354 Constant:
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:372 Function Parameters: 0:372 Function Parameters:
0:372 'inF0' ( in float) 0:372 'inF0' ( in float)
@@ -1583,10 +1583,10 @@ Shader version: 500
0:83 'inF0' ( in 2-component vector of float) 0:83 'inF0' ( in 2-component vector of float)
0:84 hyp. cosine ( temp 2-component vector of float) 0:84 hyp. cosine ( temp 2-component vector of float)
0:84 'inF0' ( in 2-component vector of float) 0:84 'inF0' ( in 2-component vector of float)
0:? bitCount ( temp 2-component vector of int) 0:85 bitCount ( temp 2-component vector of int)
0:? Constant: 0:85 Constant:
0:? 7 (const int) 0:85 7 (const int)
0:? 3 (const int) 0:85 3 (const int)
0:86 degrees ( temp 2-component vector of float) 0:86 degrees ( temp 2-component vector of float)
0:86 'inF0' ( in 2-component vector of float) 0:86 'inF0' ( in 2-component vector of float)
0:87 distance ( temp float) 0:87 distance ( temp float)
@@ -1659,10 +1659,10 @@ Shader version: 500
0:116 'inF1' ( in 2-component vector of float) 0:116 'inF1' ( in 2-component vector of float)
0:116 Constant: 0:116 Constant:
0:116 2.000000 0:116 2.000000
0:? bitFieldReverse ( temp 2-component vector of int) 0:117 bitFieldReverse ( temp 2-component vector of int)
0:? Constant: 0:117 Constant:
0:? 1 (const int) 0:117 1 (const int)
0:? 2 (const int) 0:117 2 (const int)
0:118 roundEven ( temp 2-component vector of float) 0:118 roundEven ( temp 2-component vector of float)
0:118 'inF0' ( in 2-component vector of float) 0:118 'inF0' ( in 2-component vector of float)
0:119 inverse sqrt ( temp 2-component vector of float) 0:119 inverse sqrt ( temp 2-component vector of float)
@@ -1704,9 +1704,9 @@ Shader version: 500
0:131 trunc ( temp 2-component vector of float) 0:131 trunc ( temp 2-component vector of float)
0:131 'inF0' ( in 2-component vector of float) 0:131 'inF0' ( in 2-component vector of float)
0:134 Branch: Return with expression 0:134 Branch: Return with expression
0:? Constant: 0:134 Constant:
0:? 1.000000 0:134 1.000000
0:? 2.000000 0:134 2.000000
0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:138 Function Parameters: 0:138 Function Parameters:
0:138 'inF0' ( in 3-component vector of float) 0:138 'inF0' ( in 3-component vector of float)
@@ -1748,11 +1748,11 @@ Shader version: 500
0:152 'inF0' ( in 3-component vector of float) 0:152 'inF0' ( in 3-component vector of float)
0:153 hyp. cosine ( temp 3-component vector of float) 0:153 hyp. cosine ( temp 3-component vector of float)
0:153 'inF0' ( in 3-component vector of float) 0:153 'inF0' ( in 3-component vector of float)
0:? bitCount ( temp 3-component vector of int) 0:154 bitCount ( temp 3-component vector of int)
0:? Constant: 0:154 Constant:
0:? 7 (const int) 0:154 7 (const int)
0:? 3 (const int) 0:154 3 (const int)
0:? 5 (const int) 0:154 5 (const int)
0:155 cross-product ( temp 3-component vector of float) 0:155 cross-product ( temp 3-component vector of float)
0:155 'inF0' ( in 3-component vector of float) 0:155 'inF0' ( in 3-component vector of float)
0:155 'inF1' ( in 3-component vector of float) 0:155 'inF1' ( in 3-component vector of float)
@@ -1828,11 +1828,11 @@ Shader version: 500
0:186 'inF1' ( in 3-component vector of float) 0:186 'inF1' ( in 3-component vector of float)
0:186 Constant: 0:186 Constant:
0:186 2.000000 0:186 2.000000
0:? bitFieldReverse ( temp 3-component vector of int) 0:187 bitFieldReverse ( temp 3-component vector of int)
0:? Constant: 0:187 Constant:
0:? 1 (const int) 0:187 1 (const int)
0:? 2 (const int) 0:187 2 (const int)
0:? 3 (const int) 0:187 3 (const int)
0:188 roundEven ( temp 3-component vector of float) 0:188 roundEven ( temp 3-component vector of float)
0:188 'inF0' ( in 3-component vector of float) 0:188 'inF0' ( in 3-component vector of float)
0:189 inverse sqrt ( temp 3-component vector of float) 0:189 inverse sqrt ( temp 3-component vector of float)
@@ -1874,10 +1874,10 @@ Shader version: 500
0:201 trunc ( temp 3-component vector of float) 0:201 trunc ( temp 3-component vector of float)
0:201 'inF0' ( in 3-component vector of float) 0:201 'inF0' ( in 3-component vector of float)
0:204 Branch: Return with expression 0:204 Branch: Return with expression
0:? Constant: 0:204 Constant:
0:? 1.000000 0:204 1.000000
0:? 2.000000 0:204 2.000000
0:? 3.000000 0:204 3.000000
0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:208 Function Parameters: 0:208 Function Parameters:
0:208 'inF0' ( in 4-component vector of float) 0:208 'inF0' ( in 4-component vector of float)
@@ -1919,12 +1919,12 @@ Shader version: 500
0:222 'inF0' ( in 4-component vector of float) 0:222 'inF0' ( in 4-component vector of float)
0:223 hyp. cosine ( temp 4-component vector of float) 0:223 hyp. cosine ( temp 4-component vector of float)
0:223 'inF0' ( in 4-component vector of float) 0:223 'inF0' ( in 4-component vector of float)
0:? bitCount ( temp 4-component vector of int) 0:224 bitCount ( temp 4-component vector of int)
0:? Constant: 0:224 Constant:
0:? 7 (const int) 0:224 7 (const int)
0:? 3 (const int) 0:224 3 (const int)
0:? 5 (const int) 0:224 5 (const int)
0:? 2 (const int) 0:224 2 (const int)
0:225 degrees ( temp 4-component vector of float) 0:225 degrees ( temp 4-component vector of float)
0:225 'inF0' ( in 4-component vector of float) 0:225 'inF0' ( in 4-component vector of float)
0:226 distance ( temp float) 0:226 distance ( temp float)
@@ -2017,12 +2017,12 @@ Shader version: 500
0:256 'inF1' ( in 4-component vector of float) 0:256 'inF1' ( in 4-component vector of float)
0:256 Constant: 0:256 Constant:
0:256 2.000000 0:256 2.000000
0:? bitFieldReverse ( temp 4-component vector of int) 0:257 bitFieldReverse ( temp 4-component vector of int)
0:? Constant: 0:257 Constant:
0:? 1 (const int) 0:257 1 (const int)
0:? 2 (const int) 0:257 2 (const int)
0:? 3 (const int) 0:257 3 (const int)
0:? 4 (const int) 0:257 4 (const int)
0:258 roundEven ( temp 4-component vector of float) 0:258 roundEven ( temp 4-component vector of float)
0:258 'inF0' ( in 4-component vector of float) 0:258 'inF0' ( in 4-component vector of float)
0:259 inverse sqrt ( temp 4-component vector of float) 0:259 inverse sqrt ( temp 4-component vector of float)
@@ -2064,11 +2064,11 @@ Shader version: 500
0:271 trunc ( temp 4-component vector of float) 0:271 trunc ( temp 4-component vector of float)
0:271 'inF0' ( in 4-component vector of float) 0:271 'inF0' ( in 4-component vector of float)
0:274 Branch: Return with expression 0:274 Branch: Return with expression
0:? Constant: 0:274 Constant:
0:? 1.000000 0:274 1.000000
0:? 2.000000 0:274 2.000000
0:? 3.000000 0:274 3.000000
0:? 4.000000 0:274 4.000000
0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:331 Function Parameters: 0:331 Function Parameters:
0:331 'inF0' ( in 2X2 matrix of float) 0:331 'inF0' ( in 2X2 matrix of float)
@@ -2193,11 +2193,11 @@ Shader version: 500
0:333 trunc ( temp 2X2 matrix of float) 0:333 trunc ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float)
0:336 Branch: Return with expression 0:336 Branch: Return with expression
0:? Constant: 0:336 Constant:
0:? 2.000000 0:336 2.000000
0:? 2.000000 0:336 2.000000
0:? 2.000000 0:336 2.000000
0:? 2.000000 0:336 2.000000
0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:340 Function Parameters: 0:340 Function Parameters:
0:340 'inF0' ( in 3X3 matrix of float) 0:340 'inF0' ( in 3X3 matrix of float)
@@ -2322,16 +2322,16 @@ Shader version: 500
0:342 trunc ( temp 3X3 matrix of float) 0:342 trunc ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float)
0:345 Branch: Return with expression 0:345 Branch: Return with expression
0:? Constant: 0:345 Constant:
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:? 3.000000 0:345 3.000000
0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:349 Function Parameters: 0:349 Function Parameters:
0:349 'inF0' ( in 4X4 matrix of float) 0:349 'inF0' ( in 4X4 matrix of float)
@@ -2456,23 +2456,23 @@ Shader version: 500
0:351 trunc ( temp 4X4 matrix of float) 0:351 trunc ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float)
0:354 Branch: Return with expression 0:354 Branch: Return with expression
0:? Constant: 0:354 Constant:
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:? 4.000000 0:354 4.000000
0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:372 Function Parameters: 0:372 Function Parameters:
0:372 'inF0' ( in float) 0:372 'inF0' ( in float)

View File

@@ -9,9 +9,9 @@ Shader version: 500
0:6 Construct combined texture-sampler ( temp sampler2D) 0:6 Construct combined texture-sampler ( temp sampler2D)
0:6 'tex' (layout( set=2 binding=0) uniform texture2D) 0:6 'tex' (layout( set=2 binding=0) uniform texture2D)
0:6 'samp' ( uniform sampler) 0:6 'samp' ( uniform sampler)
0:? Constant: 0:6 Constant:
0:? 0.200000 0:6 0.200000
0:? 0.300000 0:6 0.300000
0:5 Function Definition: main( ( temp void) 0:5 Function Definition: main( ( temp void)
0:5 Function Parameters: 0:5 Function Parameters:
0:? Sequence 0:? Sequence
@@ -37,9 +37,9 @@ Shader version: 500
0:6 Construct combined texture-sampler ( temp sampler2D) 0:6 Construct combined texture-sampler ( temp sampler2D)
0:6 'tex' (layout( set=2 binding=0) uniform texture2D) 0:6 'tex' (layout( set=2 binding=0) uniform texture2D)
0:6 'samp' ( uniform sampler) 0:6 'samp' ( uniform sampler)
0:? Constant: 0:6 Constant:
0:? 0.200000 0:6 0.200000
0:? 0.300000 0:6 0.300000
0:5 Function Definition: main( ( temp void) 0:5 Function Definition: main( ( temp void)
0:5 Function Parameters: 0:5 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -180,11 +180,11 @@ Shader version: 500
0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:67 Constant: 0:67 Constant:
0:67 0 (const int) 0:67 0 (const int)
0:? Constant: 0:67 Constant:
0:? 0.000000 0:67 0.000000
0:? 0.000000 0:67 0.000000
0:? 0.000000 0:67 0.000000
0:? 0.000000 0:67 0.000000
0:69 Branch: Return with expression 0:69 Branch: Return with expression
0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:47 Function Definition: main( ( temp void) 0:47 Function Definition: main( ( temp void)
@@ -408,11 +408,11 @@ Shader version: 500
0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:67 Constant: 0:67 Constant:
0:67 0 (const int) 0:67 0 (const int)
0:? Constant: 0:67 Constant:
0:? 0.000000 0:67 0.000000
0:? 0.000000 0:67 0.000000
0:? 0.000000 0:67 0.000000
0:? 0.000000 0:67 0.000000
0:69 Branch: Return with expression 0:69 Branch: Return with expression
0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:47 Function Definition: main( ( temp void) 0:47 Function Definition: main( ( temp void)

View File

@@ -93,11 +93,11 @@ gl_FragCoord origin is upper left
0:51 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:51 Constant: 0:51 Constant:
0:51 0 (const int) 0:51 0 (const int)
0:? Constant: 0:51 Constant:
0:? 0.000000 0:51 0.000000
0:? 0.000000 0:51 0.000000
0:? 0.000000 0:51 0.000000
0:? 0.000000 0:51 0.000000
0:52 Branch: Return with expression 0:52 Branch: Return with expression
0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:52 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:49 Function Definition: main( ( temp void) 0:49 Function Definition: main( ( temp void)
@@ -211,11 +211,11 @@ gl_FragCoord origin is upper left
0:51 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:51 Constant: 0:51 Constant:
0:51 0 (const int) 0:51 0 (const int)
0:? Constant: 0:51 Constant:
0:? 0.000000 0:51 0.000000
0:? 0.000000 0:51 0.000000
0:? 0.000000 0:51 0.000000
0:? 0.000000 0:51 0.000000
0:52 Branch: Return with expression 0:52 Branch: Return with expression
0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:52 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:49 Function Definition: main( ( temp void) 0:49 Function Definition: main( ( temp void)

View File

@@ -176,11 +176,11 @@ gl_FragCoord origin is upper left
0:95 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:95 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:95 Constant: 0:95 Constant:
0:95 0 (const int) 0:95 0 (const int)
0:? Constant: 0:95 Constant:
0:? 0.000000 0:95 0.000000
0:? 0.000000 0:95 0.000000
0:? 0.000000 0:95 0.000000
0:? 0.000000 0:95 0.000000
0:96 Branch: Return with expression 0:96 Branch: Return with expression
0:96 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:96 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:93 Function Definition: main( ( temp void) 0:93 Function Definition: main( ( temp void)
@@ -377,11 +377,11 @@ gl_FragCoord origin is upper left
0:95 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:95 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:95 Constant: 0:95 Constant:
0:95 0 (const int) 0:95 0 (const int)
0:? Constant: 0:95 Constant:
0:? 0.000000 0:95 0.000000
0:? 0.000000 0:95 0.000000
0:? 0.000000 0:95 0.000000
0:? 0.000000 0:95 0.000000
0:96 Branch: Return with expression 0:96 Branch: Return with expression
0:96 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:96 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:93 Function Definition: main( ( temp void) 0:93 Function Definition: main( ( temp void)

View File

@@ -9,11 +9,11 @@ ERROR: node is still EOpNull!
0:4 Function Definition: @main( ( temp 4-component vector of float) 0:4 Function Definition: @main( ( temp 4-component vector of float)
0:4 Function Parameters: 0:4 Function Parameters:
0:? Sequence 0:? Sequence
0:? textureFetch ( temp 4-component vector of float) 0:5 textureFetch ( temp 4-component vector of float)
0:5 'g_tTex2df4' ( uniform texture2D) 0:5 'g_tTex2df4' ( uniform texture2D)
0:? Constant: 0:5 Constant:
0:? 3 (const uint) 0:5 3 (const uint)
0:? 4 (const uint) 0:5 4 (const uint)
0:5 Constant: 0:5 Constant:
0:5 2 (const int) 0:5 2 (const int)
0:7 Branch: Return with expression 0:7 Branch: Return with expression
@@ -42,11 +42,11 @@ ERROR: node is still EOpNull!
0:4 Function Definition: @main( ( temp 4-component vector of float) 0:4 Function Definition: @main( ( temp 4-component vector of float)
0:4 Function Parameters: 0:4 Function Parameters:
0:? Sequence 0:? Sequence
0:? textureFetch ( temp 4-component vector of float) 0:5 textureFetch ( temp 4-component vector of float)
0:5 'g_tTex2df4' ( uniform texture2D) 0:5 'g_tTex2df4' ( uniform texture2D)
0:? Constant: 0:5 Constant:
0:? 3 (const uint) 0:5 3 (const uint)
0:? 4 (const uint) 0:5 4 (const uint)
0:5 Constant: 0:5 Constant:
0:5 2 (const int) 0:5 2 (const int)
0:7 Branch: Return with expression 0:7 Branch: Return with expression

View File

@@ -16,9 +16,9 @@ ERROR: node is still EOpNull!
0:5 2 (const int) 0:5 2 (const int)
0:5 Constant: 0:5 Constant:
0:5 0 (const int) 0:5 0 (const int)
0:? Constant: 0:5 Constant:
0:? 3 (const uint) 0:5 3 (const uint)
0:? 4 (const uint) 0:5 4 (const uint)
0:7 Branch: Return with expression 0:7 Branch: Return with expression
0:7 Constant: 0:7 Constant:
0:7 0.000000 0:7 0.000000
@@ -52,9 +52,9 @@ ERROR: node is still EOpNull!
0:5 2 (const int) 0:5 2 (const int)
0:5 Constant: 0:5 Constant:
0:5 0 (const int) 0:5 0 (const int)
0:? Constant: 0:5 Constant:
0:? 3 (const uint) 0:5 3 (const uint)
0:? 4 (const uint) 0:5 4 (const uint)
0:7 Branch: Return with expression 0:7 Branch: Return with expression
0:7 Constant: 0:7 Constant:
0:7 0.000000 0:7 0.000000

View File

@@ -8,30 +8,30 @@ gl_FragCoord origin is upper left
0:13 Branch: Return with expression 0:13 Branch: Return with expression
0:9 add ( temp 4-component vector of float) 0:9 add ( temp 4-component vector of float)
0:6 add ( temp 4-component vector of float) 0:6 add ( temp 4-component vector of float)
0:? textureFetch ( temp 4-component vector of float) 0:6 textureFetch ( temp 4-component vector of float)
0:6 'g_tTex2df4' ( uniform texture2D) 0:6 'g_tTex2df4' ( uniform texture2D)
0:? Constant: 0:6 Constant:
0:? 3 (const uint) 0:6 3 (const uint)
0:? 4 (const uint) 0:6 4 (const uint)
0:6 Constant: 0:6 Constant:
0:6 2 (const int) 0:6 2 (const int)
0:? textureFetch ( temp 4-component vector of float) 0:9 textureFetch ( temp 4-component vector of float)
0:9 'g_tTex2df4a' ( uniform texture2DArray) 0:9 'g_tTex2df4a' ( uniform texture2DArray)
0:? Constant: 0:9 Constant:
0:? 6 (const uint) 0:9 6 (const uint)
0:? 7 (const uint) 0:9 7 (const uint)
0:? 8 (const uint) 0:9 8 (const uint)
0:9 Constant: 0:9 Constant:
0:9 5 (const uint) 0:9 5 (const uint)
0:13 textureFetch ( temp 4-component vector of float) 0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D) 0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Convert float to uint ( temp 2-component vector of uint) 0:13 Convert float to uint ( temp 2-component vector of uint)
0:13 vector swizzle ( temp 2-component vector of float) 0:13 vector swizzle ( temp 2-component vector of float)
0:? textureFetch ( temp 4-component vector of float) 0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D) 0:13 'g_tTex2df4' ( uniform texture2D)
0:? Constant: 0:13 Constant:
0:? 14 (const uint) 0:13 14 (const uint)
0:? 15 (const uint) 0:13 15 (const uint)
0:13 Constant: 0:13 Constant:
0:13 13 (const int) 0:13 13 (const int)
0:13 Sequence 0:13 Sequence
@@ -41,11 +41,11 @@ gl_FragCoord origin is upper left
0:13 1 (const int) 0:13 1 (const int)
0:13 Convert float to uint ( temp uint) 0:13 Convert float to uint ( temp uint)
0:13 direct index ( temp float) 0:13 direct index ( temp float)
0:? textureFetch ( temp 4-component vector of float) 0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D) 0:13 'g_tTex2df4' ( uniform texture2D)
0:? Constant: 0:13 Constant:
0:? 10 (const uint) 0:13 10 (const uint)
0:? 11 (const uint) 0:13 11 (const uint)
0:13 Constant: 0:13 Constant:
0:13 9 (const int) 0:13 9 (const int)
0:13 Constant: 0:13 Constant:
@@ -74,30 +74,30 @@ gl_FragCoord origin is upper left
0:13 Branch: Return with expression 0:13 Branch: Return with expression
0:9 add ( temp 4-component vector of float) 0:9 add ( temp 4-component vector of float)
0:6 add ( temp 4-component vector of float) 0:6 add ( temp 4-component vector of float)
0:? textureFetch ( temp 4-component vector of float) 0:6 textureFetch ( temp 4-component vector of float)
0:6 'g_tTex2df4' ( uniform texture2D) 0:6 'g_tTex2df4' ( uniform texture2D)
0:? Constant: 0:6 Constant:
0:? 3 (const uint) 0:6 3 (const uint)
0:? 4 (const uint) 0:6 4 (const uint)
0:6 Constant: 0:6 Constant:
0:6 2 (const int) 0:6 2 (const int)
0:? textureFetch ( temp 4-component vector of float) 0:9 textureFetch ( temp 4-component vector of float)
0:9 'g_tTex2df4a' ( uniform texture2DArray) 0:9 'g_tTex2df4a' ( uniform texture2DArray)
0:? Constant: 0:9 Constant:
0:? 6 (const uint) 0:9 6 (const uint)
0:? 7 (const uint) 0:9 7 (const uint)
0:? 8 (const uint) 0:9 8 (const uint)
0:9 Constant: 0:9 Constant:
0:9 5 (const uint) 0:9 5 (const uint)
0:13 textureFetch ( temp 4-component vector of float) 0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D) 0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Convert float to uint ( temp 2-component vector of uint) 0:13 Convert float to uint ( temp 2-component vector of uint)
0:13 vector swizzle ( temp 2-component vector of float) 0:13 vector swizzle ( temp 2-component vector of float)
0:? textureFetch ( temp 4-component vector of float) 0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D) 0:13 'g_tTex2df4' ( uniform texture2D)
0:? Constant: 0:13 Constant:
0:? 14 (const uint) 0:13 14 (const uint)
0:? 15 (const uint) 0:13 15 (const uint)
0:13 Constant: 0:13 Constant:
0:13 13 (const int) 0:13 13 (const int)
0:13 Sequence 0:13 Sequence
@@ -107,11 +107,11 @@ gl_FragCoord origin is upper left
0:13 1 (const int) 0:13 1 (const int)
0:13 Convert float to uint ( temp uint) 0:13 Convert float to uint ( temp uint)
0:13 direct index ( temp float) 0:13 direct index ( temp float)
0:? textureFetch ( temp 4-component vector of float) 0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D) 0:13 'g_tTex2df4' ( uniform texture2D)
0:? Constant: 0:13 Constant:
0:? 10 (const uint) 0:13 10 (const uint)
0:? 11 (const uint) 0:13 11 (const uint)
0:13 Constant: 0:13 Constant:
0:13 9 (const int) 0:13 9 (const int)
0:13 Constant: 0:13 Constant:

View File

@@ -5,9 +5,9 @@ gl_FragCoord origin is upper left
0:1 Sequence 0:1 Sequence
0:1 move second child to first child ( temp 2-component vector of float) 0:1 move second child to first child ( temp 2-component vector of float)
0:1 'i' ( global 2-component vector of float) 0:1 'i' ( global 2-component vector of float)
0:? Constant: 0:1 Constant:
0:? 1.000000 0:1 1.000000
0:? 2.000000 0:1 2.000000
0:5 Function Definition: type1::setmem(vf4; ( temp void) 0:5 Function Definition: type1::setmem(vf4; ( temp void)
0:5 Function Parameters: 0:5 Function Parameters:
0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
@@ -85,11 +85,11 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:29 Function Call: type1::setmem(vf4; ( temp void) 0:29 Function Call: type1::setmem(vf4; ( temp void)
0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant: 0:29 Constant:
0:? 2.000000 0:29 2.000000
0:? 2.000000 0:29 2.000000
0:? 2.000000 0:29 2.000000
0:? 2.000000 0:29 2.000000
0:30 Function Call: type1::seti(i1; ( temp void) 0:30 Function Call: type1::seti(i1; ( temp void)
0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:30 Constant: 0:30 Constant:
@@ -97,20 +97,20 @@ gl_FragCoord origin is upper left
0:31 Sequence 0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float) 0:31 move second child to first child ( temp 4-component vector of float)
0:31 'f4' ( temp 4-component vector of float) 0:31 'f4' ( temp 4-component vector of float)
0:? Constant: 0:31 Constant:
0:? 1.000000 0:31 1.000000
0:? 1.000000 0:31 1.000000
0:? 1.000000 0:31 1.000000
0:? 1.000000 0:31 1.000000
0:32 add second child into first child ( temp 4-component vector of float) 0:32 add second child into first child ( temp 4-component vector of float)
0:32 'f4' ( temp 4-component vector of float) 0:32 'f4' ( temp 4-component vector of float)
0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float) 0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float)
0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant: 0:32 Constant:
0:? 5.000000 0:32 5.000000
0:? 5.000000 0:32 5.000000
0:? 5.000000 0:32 5.000000
0:? 5.000000 0:32 5.000000
0:33 add second child into first child ( temp 4-component vector of float) 0:33 add second child into first child ( temp 4-component vector of float)
0:33 'f4' ( temp 4-component vector of float) 0:33 'f4' ( temp 4-component vector of float)
0:33 Convert int to float ( temp float) 0:33 Convert int to float ( temp float)
@@ -141,9 +141,9 @@ gl_FragCoord origin is upper left
0:1 Sequence 0:1 Sequence
0:1 move second child to first child ( temp 2-component vector of float) 0:1 move second child to first child ( temp 2-component vector of float)
0:1 'i' ( global 2-component vector of float) 0:1 'i' ( global 2-component vector of float)
0:? Constant: 0:1 Constant:
0:? 1.000000 0:1 1.000000
0:? 2.000000 0:1 2.000000
0:5 Function Definition: type1::setmem(vf4; ( temp void) 0:5 Function Definition: type1::setmem(vf4; ( temp void)
0:5 Function Parameters: 0:5 Function Parameters:
0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
@@ -221,11 +221,11 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:29 Function Call: type1::setmem(vf4; ( temp void) 0:29 Function Call: type1::setmem(vf4; ( temp void)
0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant: 0:29 Constant:
0:? 2.000000 0:29 2.000000
0:? 2.000000 0:29 2.000000
0:? 2.000000 0:29 2.000000
0:? 2.000000 0:29 2.000000
0:30 Function Call: type1::seti(i1; ( temp void) 0:30 Function Call: type1::seti(i1; ( temp void)
0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:30 Constant: 0:30 Constant:
@@ -233,20 +233,20 @@ gl_FragCoord origin is upper left
0:31 Sequence 0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float) 0:31 move second child to first child ( temp 4-component vector of float)
0:31 'f4' ( temp 4-component vector of float) 0:31 'f4' ( temp 4-component vector of float)
0:? Constant: 0:31 Constant:
0:? 1.000000 0:31 1.000000
0:? 1.000000 0:31 1.000000
0:? 1.000000 0:31 1.000000
0:? 1.000000 0:31 1.000000
0:32 add second child into first child ( temp 4-component vector of float) 0:32 add second child into first child ( temp 4-component vector of float)
0:32 'f4' ( temp 4-component vector of float) 0:32 'f4' ( temp 4-component vector of float)
0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float) 0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float)
0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant: 0:32 Constant:
0:? 5.000000 0:32 5.000000
0:? 5.000000 0:32 5.000000
0:? 5.000000 0:32 5.000000
0:? 5.000000 0:32 5.000000
0:33 add second child into first child ( temp 4-component vector of float) 0:33 add second child into first child ( temp 4-component vector of float)
0:33 'f4' ( temp 4-component vector of float) 0:33 'f4' ( temp 4-component vector of float)
0:33 Convert int to float ( temp float) 0:33 Convert int to float ( temp float)

View File

@@ -330,8 +330,8 @@ gl_FragCoord origin is upper left
0:133 Construct vec3 ( temp 3-component vector of float) 0:133 Construct vec3 ( temp 3-component vector of float)
0:133 'f' ( temp float) 0:133 'f' ( temp float)
0:134 Function Call: foo16(vu2; ( temp void) 0:134 Function Call: foo16(vu2; ( temp void)
0:? Convert int to uint ( temp 2-component vector of uint) 0:134 Convert int to uint ( temp 2-component vector of uint)
0:? Construct ivec2 ( temp 2-component vector of int) 0:134 Construct ivec2 ( temp 2-component vector of int)
0:134 'i' ( temp int) 0:134 'i' ( temp int)
0:134 'i' ( temp int) 0:134 'i' ( temp int)
0:136 Function Call: foo13(vf3; ( temp void) 0:136 Function Call: foo13(vf3; ( temp void)
@@ -699,8 +699,8 @@ gl_FragCoord origin is upper left
0:133 Construct vec3 ( temp 3-component vector of float) 0:133 Construct vec3 ( temp 3-component vector of float)
0:133 'f' ( temp float) 0:133 'f' ( temp float)
0:134 Function Call: foo16(vu2; ( temp void) 0:134 Function Call: foo16(vu2; ( temp void)
0:? Convert int to uint ( temp 2-component vector of uint) 0:134 Convert int to uint ( temp 2-component vector of uint)
0:? Construct ivec2 ( temp 2-component vector of int) 0:134 Construct ivec2 ( temp 2-component vector of int)
0:134 'i' ( temp int) 0:134 'i' ( temp int)
0:134 'i' ( temp int) 0:134 'i' ( temp int)
0:136 Function Call: foo13(vf3; ( temp void) 0:136 Function Call: foo13(vf3; ( temp void)

View File

@@ -34,11 +34,11 @@ gl_FragCoord origin is upper left
0:23 'x' ( in int) 0:23 'x' ( in int)
0:? Sequence 0:? Sequence
0:24 Branch: Return with expression 0:24 Branch: Return with expression
0:? Constant: 0:24 Constant:
0:? 10 (const int) 0:24 10 (const int)
0:? 11 (const int) 0:24 11 (const int)
0:? 12 (const int) 0:24 12 (const int)
0:? 13 (const int) 0:24 13 (const int)
0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int) 0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int)
0:28 Function Parameters: 0:28 Function Parameters:
0:28 'p0' ( in 4-component vector of int) 0:28 'p0' ( in 4-component vector of int)
@@ -47,11 +47,11 @@ gl_FragCoord origin is upper left
0:29 Branch: Return with expression 0:29 Branch: Return with expression
0:29 add ( temp 4-component vector of int) 0:29 add ( temp 4-component vector of int)
0:29 'p0' ( in 4-component vector of int) 0:29 'p0' ( in 4-component vector of int)
0:? Constant: 0:29 Constant:
0:? 20 (const int) 0:29 20 (const int)
0:? 21 (const int) 0:29 21 (const int)
0:? 22 (const int) 0:29 22 (const int)
0:? 23 (const int) 0:29 23 (const int)
0:32 Function Definition: fn3(i1; ( temp void) 0:32 Function Definition: fn3(i1; ( temp void)
0:32 Function Parameters: 0:32 Function Parameters:
0:32 'p0' ( in int) 0:32 'p0' ( in int)
@@ -84,11 +84,11 @@ gl_FragCoord origin is upper left
0:42 100 (const int) 0:42 100 (const int)
0:42 100 (const int) 0:42 100 (const int)
0:42 100 (const int) 0:42 100 (const int)
0:? Constant: 0:14 Constant:
0:? -1 (const int) 0:14 -1 (const int)
0:? -2 (const int) 0:14 -2 (const int)
0:? -3 (const int) 0:14 -3 (const int)
0:? -4 (const int) 0:14 -4 (const int)
0:15 Constant: 0:15 Constant:
0:15 1 (const int) 0:15 1 (const int)
0:15 2 (const int) 0:15 2 (const int)
@@ -224,11 +224,11 @@ gl_FragCoord origin is upper left
0:23 'x' ( in int) 0:23 'x' ( in int)
0:? Sequence 0:? Sequence
0:24 Branch: Return with expression 0:24 Branch: Return with expression
0:? Constant: 0:24 Constant:
0:? 10 (const int) 0:24 10 (const int)
0:? 11 (const int) 0:24 11 (const int)
0:? 12 (const int) 0:24 12 (const int)
0:? 13 (const int) 0:24 13 (const int)
0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int) 0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int)
0:28 Function Parameters: 0:28 Function Parameters:
0:28 'p0' ( in 4-component vector of int) 0:28 'p0' ( in 4-component vector of int)
@@ -237,11 +237,11 @@ gl_FragCoord origin is upper left
0:29 Branch: Return with expression 0:29 Branch: Return with expression
0:29 add ( temp 4-component vector of int) 0:29 add ( temp 4-component vector of int)
0:29 'p0' ( in 4-component vector of int) 0:29 'p0' ( in 4-component vector of int)
0:? Constant: 0:29 Constant:
0:? 20 (const int) 0:29 20 (const int)
0:? 21 (const int) 0:29 21 (const int)
0:? 22 (const int) 0:29 22 (const int)
0:? 23 (const int) 0:29 23 (const int)
0:32 Function Definition: fn3(i1; ( temp void) 0:32 Function Definition: fn3(i1; ( temp void)
0:32 Function Parameters: 0:32 Function Parameters:
0:32 'p0' ( in int) 0:32 'p0' ( in int)
@@ -274,11 +274,11 @@ gl_FragCoord origin is upper left
0:42 100 (const int) 0:42 100 (const int)
0:42 100 (const int) 0:42 100 (const int)
0:42 100 (const int) 0:42 100 (const int)
0:? Constant: 0:14 Constant:
0:? -1 (const int) 0:14 -1 (const int)
0:? -2 (const int) 0:14 -2 (const int)
0:? -3 (const int) 0:14 -3 (const int)
0:? -4 (const int) 0:14 -4 (const int)
0:15 Constant: 0:15 Constant:
0:15 1 (const int) 0:15 1 (const int)
0:15 2 (const int) 0:15 2 (const int)

View File

@@ -14,11 +14,11 @@ ERROR: node is still EOpNull!
0:7 'p0' ( in 4-component vector of int) 0:7 'p0' ( in 4-component vector of int)
0:? Sequence 0:? Sequence
0:7 Branch: Return with expression 0:7 Branch: Return with expression
0:? Constant: 0:7 Constant:
0:? 1 (const int) 0:7 1 (const int)
0:? 2 (const int) 0:7 2 (const int)
0:? 3 (const int) 0:7 3 (const int)
0:? 4 (const int) 0:7 4 (const int)
0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int)
0:9 Function Parameters: 0:9 Function Parameters:
0:9 'p0' ( in 4-component vector of int) 0:9 'p0' ( in 4-component vector of int)
@@ -51,11 +51,11 @@ ERROR: node is still EOpNull!
0:23 'x' ( in int) 0:23 'x' ( in int)
0:? Sequence 0:? Sequence
0:24 Branch: Return with expression 0:24 Branch: Return with expression
0:? Constant: 0:24 Constant:
0:? 10 (const int) 0:24 10 (const int)
0:? 11 (const int) 0:24 11 (const int)
0:? 12 (const int) 0:24 12 (const int)
0:? 13 (const int) 0:24 13 (const int)
0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int) 0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int)
0:28 Function Parameters: 0:28 Function Parameters:
0:28 'p0' ( in 4-component vector of int) 0:28 'p0' ( in 4-component vector of int)
@@ -63,11 +63,11 @@ ERROR: node is still EOpNull!
0:29 Branch: Return with expression 0:29 Branch: Return with expression
0:29 add ( temp 4-component vector of int) 0:29 add ( temp 4-component vector of int)
0:29 'p0' ( in 4-component vector of int) 0:29 'p0' ( in 4-component vector of int)
0:? Constant: 0:29 Constant:
0:? 20 (const int) 0:29 20 (const int)
0:? 21 (const int) 0:29 21 (const int)
0:? 22 (const int) 0:29 22 (const int)
0:? 23 (const int) 0:29 23 (const int)
0:33 Function Definition: fn3(i1; ( temp void) 0:33 Function Definition: fn3(i1; ( temp void)
0:33 Function Parameters: 0:33 Function Parameters:
0:33 'p0' ( in int) 0:33 'p0' ( in int)
@@ -204,11 +204,11 @@ ERROR: node is still EOpNull!
0:7 'p0' ( in 4-component vector of int) 0:7 'p0' ( in 4-component vector of int)
0:? Sequence 0:? Sequence
0:7 Branch: Return with expression 0:7 Branch: Return with expression
0:? Constant: 0:7 Constant:
0:? 1 (const int) 0:7 1 (const int)
0:? 2 (const int) 0:7 2 (const int)
0:? 3 (const int) 0:7 3 (const int)
0:? 4 (const int) 0:7 4 (const int)
0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int)
0:9 Function Parameters: 0:9 Function Parameters:
0:9 'p0' ( in 4-component vector of int) 0:9 'p0' ( in 4-component vector of int)
@@ -241,11 +241,11 @@ ERROR: node is still EOpNull!
0:23 'x' ( in int) 0:23 'x' ( in int)
0:? Sequence 0:? Sequence
0:24 Branch: Return with expression 0:24 Branch: Return with expression
0:? Constant: 0:24 Constant:
0:? 10 (const int) 0:24 10 (const int)
0:? 11 (const int) 0:24 11 (const int)
0:? 12 (const int) 0:24 12 (const int)
0:? 13 (const int) 0:24 13 (const int)
0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int) 0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int)
0:28 Function Parameters: 0:28 Function Parameters:
0:28 'p0' ( in 4-component vector of int) 0:28 'p0' ( in 4-component vector of int)
@@ -253,11 +253,11 @@ ERROR: node is still EOpNull!
0:29 Branch: Return with expression 0:29 Branch: Return with expression
0:29 add ( temp 4-component vector of int) 0:29 add ( temp 4-component vector of int)
0:29 'p0' ( in 4-component vector of int) 0:29 'p0' ( in 4-component vector of int)
0:? Constant: 0:29 Constant:
0:? 20 (const int) 0:29 20 (const int)
0:? 21 (const int) 0:29 21 (const int)
0:? 22 (const int) 0:29 22 (const int)
0:? 23 (const int) 0:29 23 (const int)
0:33 Function Definition: fn3(i1; ( temp void) 0:33 Function Definition: fn3(i1; ( temp void)
0:33 Function Parameters: 0:33 Function Parameters:
0:33 'p0' ( in int) 0:33 'p0' ( in int)

View File

@@ -20,10 +20,10 @@ Shader version: 500
0:15 1 (const int) 0:15 1 (const int)
0:15 Constant: 0:15 Constant:
0:15 0 (const int) 0:15 0 (const int)
0:? Constant: 0:15 Constant:
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:16 move second child to first child ( temp 2-component vector of float) 0:16 move second child to first child ( temp 2-component vector of float)
0:16 direct index ( temp 2-component vector of float) 0:16 direct index ( temp 2-component vector of float)
0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float) 0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float)
@@ -32,9 +32,9 @@ Shader version: 500
0:16 2 (const int) 0:16 2 (const int)
0:16 Constant: 0:16 Constant:
0:16 0 (const int) 0:16 0 (const int)
0:? Constant: 0:16 Constant:
0:? 0.000000 0:16 0.000000
0:? 1.000000 0:16 1.000000
0:17 move second child to first child ( temp float) 0:17 move second child to first child ( temp float)
0:17 x: direct index for structure ( temp float) 0:17 x: direct index for structure ( temp float)
0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) 0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
@@ -91,7 +91,7 @@ Shader version: 500
0:26 Branch: Return with expression 0:26 Branch: Return with expression
0:26 add ( temp 4-component vector of float) 0:26 add ( temp 4-component vector of float)
0:26 'pos' ( in 4-component vector of float) 0:26 'pos' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:26 Construct vec4 ( temp 4-component vector of float)
0:26 direct index ( temp 3-component vector of float) 0:26 direct index ( temp 3-component vector of float)
0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float) 0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) 0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
@@ -140,10 +140,10 @@ Shader version: 500
0:15 1 (const int) 0:15 1 (const int)
0:15 Constant: 0:15 Constant:
0:15 0 (const int) 0:15 0 (const int)
0:? Constant: 0:15 Constant:
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:16 move second child to first child ( temp 2-component vector of float) 0:16 move second child to first child ( temp 2-component vector of float)
0:16 direct index ( temp 2-component vector of float) 0:16 direct index ( temp 2-component vector of float)
0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float) 0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float)
@@ -152,9 +152,9 @@ Shader version: 500
0:16 2 (const int) 0:16 2 (const int)
0:16 Constant: 0:16 Constant:
0:16 0 (const int) 0:16 0 (const int)
0:? Constant: 0:16 Constant:
0:? 0.000000 0:16 0.000000
0:? 1.000000 0:16 1.000000
0:17 move second child to first child ( temp float) 0:17 move second child to first child ( temp float)
0:17 x: direct index for structure ( temp float) 0:17 x: direct index for structure ( temp float)
0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) 0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
@@ -211,7 +211,7 @@ Shader version: 500
0:26 Branch: Return with expression 0:26 Branch: Return with expression
0:26 add ( temp 4-component vector of float) 0:26 add ( temp 4-component vector of float)
0:26 'pos' ( in 4-component vector of float) 0:26 'pos' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:26 Construct vec4 ( temp 4-component vector of float)
0:26 direct index ( temp 3-component vector of float) 0:26 direct index ( temp 3-component vector of float)
0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float) 0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) 0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})

View File

@@ -16,7 +16,7 @@ using depth_any
0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:126 Constant: 0:126 Constant:
0:126 0 (const int) 0:126 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float) 0:126 Construct vec4 ( temp 4-component vector of float)
0:126 Convert int to float ( temp float) 0:126 Convert int to float ( temp float)
0:126 'thisLineIs' ( temp int) 0:126 'thisLineIs' ( temp int)
0:126 Constant: 0:126 Constant:
@@ -78,7 +78,7 @@ using depth_any
0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:126 Constant: 0:126 Constant:
0:126 0 (const int) 0:126 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float) 0:126 Construct vec4 ( temp 4-component vector of float)
0:126 Convert int to float ( temp float) 0:126 Convert int to float ( temp float)
0:126 'thisLineIs' ( temp int) 0:126 'thisLineIs' ( temp int)
0:126 Constant: 0:126 Constant:

View File

@@ -18,7 +18,7 @@ gl_FragCoord origin is upper left
0:8 'a2' ( in 4-component vector of float) 0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float) 0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float) 0:8 'a4' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:8 Construct vec4 ( temp 4-component vector of float)
0:8 component-wise multiply ( temp 3-component vector of float) 0:8 component-wise multiply ( temp 3-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float) 0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a1' ( in 4-component vector of float) 0:8 'a1' ( in 4-component vector of float)
@@ -94,7 +94,7 @@ gl_FragCoord origin is upper left
0:8 'a2' ( in 4-component vector of float) 0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float) 0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float) 0:8 'a4' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:8 Construct vec4 ( temp 4-component vector of float)
0:8 component-wise multiply ( temp 3-component vector of float) 0:8 component-wise multiply ( temp 3-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float) 0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a1' ( in 4-component vector of float) 0:8 'a1' ( in 4-component vector of float)

View File

@@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
0:13 Convert int to uint ( temp uint) 0:13 Convert int to uint ( temp uint)
0:13 'Inc' ( temp int) 0:13 'Inc' ( temp int)
0:15 Branch: Return with expression 0:15 Branch: Return with expression
0:? Constant: 0:15 Constant:
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:5 Function Definition: main( ( temp void) 0:5 Function Definition: main( ( temp void)
0:5 Function Parameters: 0:5 Function Parameters:
0:? Sequence 0:? Sequence
@@ -48,11 +48,11 @@ gl_FragCoord origin is upper left
0:13 Convert int to uint ( temp uint) 0:13 Convert int to uint ( temp uint)
0:13 'Inc' ( temp int) 0:13 'Inc' ( temp int)
0:15 Branch: Return with expression 0:15 Branch: Return with expression
0:? Constant: 0:15 Constant:
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:5 Function Definition: main( ( temp void) 0:5 Function Definition: main( ( temp void)
0:5 Function Parameters: 0:5 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -23,11 +23,11 @@ gl_FragCoord origin is upper left
0:13 Construct float ( in float) 0:13 Construct float ( in float)
0:13 'f1b' ( temp 1-component vector of float) 0:13 'f1b' ( temp 1-component vector of float)
0:15 Branch: Return with expression 0:15 Branch: Return with expression
0:? Constant: 0:15 Constant:
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:3 Function Definition: main( ( temp void) 0:3 Function Definition: main( ( temp void)
0:3 Function Parameters: 0:3 Function Parameters:
0:? Sequence 0:? Sequence
@@ -65,11 +65,11 @@ gl_FragCoord origin is upper left
0:13 Construct float ( in float) 0:13 Construct float ( in float)
0:13 'f1b' ( temp 1-component vector of float) 0:13 'f1b' ( temp 1-component vector of float)
0:15 Branch: Return with expression 0:15 Branch: Return with expression
0:? Constant: 0:15 Constant:
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:? 0.000000 0:15 0.000000
0:3 Function Definition: main( ( temp void) 0:3 Function Definition: main( ( temp void)
0:3 Function Parameters: 0:3 Function Parameters:
0:? Sequence 0:? Sequence

View File

@@ -757,7 +757,7 @@ gl_FragCoord origin is upper left
0:196 Sequence 0:196 Sequence
0:196 move second child to first child ( temp 4-component vector of float) 0:196 move second child to first child ( temp 4-component vector of float)
0:196 'outval' ( temp 4-component vector of float) 0:196 'outval' ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:196 Construct vec4 ( temp 4-component vector of float)
0:196 Constant: 0:196 Constant:
0:196 3.600000 0:196 3.600000
0:196 Constant: 0:196 Constant:
@@ -1550,7 +1550,7 @@ gl_FragCoord origin is upper left
0:196 Sequence 0:196 Sequence
0:196 move second child to first child ( temp 4-component vector of float) 0:196 move second child to first child ( temp 4-component vector of float)
0:196 'outval' ( temp 4-component vector of float) 0:196 'outval' ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float) 0:196 Construct vec4 ( temp 4-component vector of float)
0:196 Constant: 0:196 Constant:
0:196 3.600000 0:196 3.600000
0:196 Constant: 0:196 Constant:

View File

@@ -183,11 +183,11 @@ gl_FragCoord origin is upper left
0:79 Sequence 0:79 Sequence
0:79 move second child to first child ( temp 4-component vector of int) 0:79 move second child to first child ( temp 4-component vector of int)
0:79 'storeTemp' ( temp 4-component vector of int) 0:79 'storeTemp' ( temp 4-component vector of int)
0:? Constant: 0:79 Constant:
0:? 2 (const int) 0:79 2 (const int)
0:? 2 (const int) 0:79 2 (const int)
0:? 3 (const int) 0:79 3 (const int)
0:? 4 (const int) 0:79 4 (const int)
0:79 imageStore ( temp void) 0:79 imageStore ( temp void)
0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:79 c1: direct index for structure ( uniform int) 0:79 c1: direct index for structure ( uniform int)
@@ -199,11 +199,11 @@ gl_FragCoord origin is upper left
0:80 Sequence 0:80 Sequence
0:80 move second child to first child ( temp 4-component vector of uint) 0:80 move second child to first child ( temp 4-component vector of uint)
0:80 'storeTemp' ( temp 4-component vector of uint) 0:80 'storeTemp' ( temp 4-component vector of uint)
0:? Constant: 0:80 Constant:
0:? 3 (const uint) 0:80 3 (const uint)
0:? 2 (const uint) 0:80 2 (const uint)
0:? 3 (const uint) 0:80 3 (const uint)
0:? 4 (const uint) 0:80 4 (const uint)
0:80 imageStore ( temp void) 0:80 imageStore ( temp void)
0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:80 c1: direct index for structure ( uniform int) 0:80 c1: direct index for structure ( uniform int)
@@ -428,11 +428,11 @@ gl_FragCoord origin is upper left
0:97 Sequence 0:97 Sequence
0:97 move second child to first child ( temp 4-component vector of int) 0:97 move second child to first child ( temp 4-component vector of int)
0:97 'storeTemp' ( temp 4-component vector of int) 0:97 'storeTemp' ( temp 4-component vector of int)
0:? Constant: 0:97 Constant:
0:? 5 (const int) 0:97 5 (const int)
0:? 2 (const int) 0:97 2 (const int)
0:? 3 (const int) 0:97 3 (const int)
0:? 4 (const int) 0:97 4 (const int)
0:97 imageStore ( temp void) 0:97 imageStore ( temp void)
0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:97 c2: direct index for structure ( uniform 2-component vector of int) 0:97 c2: direct index for structure ( uniform 2-component vector of int)
@@ -444,11 +444,11 @@ gl_FragCoord origin is upper left
0:98 Sequence 0:98 Sequence
0:98 move second child to first child ( temp 4-component vector of uint) 0:98 move second child to first child ( temp 4-component vector of uint)
0:98 'storeTemp' ( temp 4-component vector of uint) 0:98 'storeTemp' ( temp 4-component vector of uint)
0:? Constant: 0:98 Constant:
0:? 6 (const uint) 0:98 6 (const uint)
0:? 2 (const uint) 0:98 2 (const uint)
0:? 3 (const uint) 0:98 3 (const uint)
0:? 4 (const uint) 0:98 4 (const uint)
0:98 imageStore ( temp void) 0:98 imageStore ( temp void)
0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:98 c2: direct index for structure ( uniform 2-component vector of int) 0:98 c2: direct index for structure ( uniform 2-component vector of int)
@@ -481,11 +481,11 @@ gl_FragCoord origin is upper left
0:103 Sequence 0:103 Sequence
0:103 move second child to first child ( temp 4-component vector of int) 0:103 move second child to first child ( temp 4-component vector of int)
0:103 'storeTemp' ( temp 4-component vector of int) 0:103 'storeTemp' ( temp 4-component vector of int)
0:? Constant: 0:103 Constant:
0:? 8 (const int) 0:103 8 (const int)
0:? 6 (const int) 0:103 6 (const int)
0:? 7 (const int) 0:103 7 (const int)
0:? 8 (const int) 0:103 8 (const int)
0:103 imageStore ( temp void) 0:103 imageStore ( temp void)
0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:103 c3: direct index for structure ( uniform 3-component vector of int) 0:103 c3: direct index for structure ( uniform 3-component vector of int)
@@ -497,11 +497,11 @@ gl_FragCoord origin is upper left
0:104 Sequence 0:104 Sequence
0:104 move second child to first child ( temp 4-component vector of uint) 0:104 move second child to first child ( temp 4-component vector of uint)
0:104 'storeTemp' ( temp 4-component vector of uint) 0:104 'storeTemp' ( temp 4-component vector of uint)
0:? Constant: 0:104 Constant:
0:? 9 (const uint) 0:104 9 (const uint)
0:? 2 (const uint) 0:104 2 (const uint)
0:? 3 (const uint) 0:104 3 (const uint)
0:? 4 (const uint) 0:104 4 (const uint)
0:104 imageStore ( temp void) 0:104 imageStore ( temp void)
0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:104 c3: direct index for structure ( uniform 3-component vector of int) 0:104 c3: direct index for structure ( uniform 3-component vector of int)
@@ -816,11 +816,11 @@ gl_FragCoord origin is upper left
0:135 Sequence 0:135 Sequence
0:135 move second child to first child ( temp 4-component vector of float) 0:135 move second child to first child ( temp 4-component vector of float)
0:135 'storeTemp' ( temp 4-component vector of float) 0:135 'storeTemp' ( temp 4-component vector of float)
0:? imageLoad ( temp 4-component vector of float) 0:135 imageLoad ( temp 4-component vector of float)
0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D) 0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:? Constant: 0:135 Constant:
0:? 2 (const int) 0:135 2 (const int)
0:? 3 (const int) 0:135 3 (const int)
0:135 imageStore ( temp void) 0:135 imageStore ( temp void)
0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:135 Constant: 0:135 Constant:
@@ -1057,11 +1057,11 @@ gl_FragCoord origin is upper left
0:79 Sequence 0:79 Sequence
0:79 move second child to first child ( temp 4-component vector of int) 0:79 move second child to first child ( temp 4-component vector of int)
0:79 'storeTemp' ( temp 4-component vector of int) 0:79 'storeTemp' ( temp 4-component vector of int)
0:? Constant: 0:79 Constant:
0:? 2 (const int) 0:79 2 (const int)
0:? 2 (const int) 0:79 2 (const int)
0:? 3 (const int) 0:79 3 (const int)
0:? 4 (const int) 0:79 4 (const int)
0:79 imageStore ( temp void) 0:79 imageStore ( temp void)
0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:79 c1: direct index for structure ( uniform int) 0:79 c1: direct index for structure ( uniform int)
@@ -1073,11 +1073,11 @@ gl_FragCoord origin is upper left
0:80 Sequence 0:80 Sequence
0:80 move second child to first child ( temp 4-component vector of uint) 0:80 move second child to first child ( temp 4-component vector of uint)
0:80 'storeTemp' ( temp 4-component vector of uint) 0:80 'storeTemp' ( temp 4-component vector of uint)
0:? Constant: 0:80 Constant:
0:? 3 (const uint) 0:80 3 (const uint)
0:? 2 (const uint) 0:80 2 (const uint)
0:? 3 (const uint) 0:80 3 (const uint)
0:? 4 (const uint) 0:80 4 (const uint)
0:80 imageStore ( temp void) 0:80 imageStore ( temp void)
0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:80 c1: direct index for structure ( uniform int) 0:80 c1: direct index for structure ( uniform int)
@@ -1302,11 +1302,11 @@ gl_FragCoord origin is upper left
0:97 Sequence 0:97 Sequence
0:97 move second child to first child ( temp 4-component vector of int) 0:97 move second child to first child ( temp 4-component vector of int)
0:97 'storeTemp' ( temp 4-component vector of int) 0:97 'storeTemp' ( temp 4-component vector of int)
0:? Constant: 0:97 Constant:
0:? 5 (const int) 0:97 5 (const int)
0:? 2 (const int) 0:97 2 (const int)
0:? 3 (const int) 0:97 3 (const int)
0:? 4 (const int) 0:97 4 (const int)
0:97 imageStore ( temp void) 0:97 imageStore ( temp void)
0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:97 c2: direct index for structure ( uniform 2-component vector of int) 0:97 c2: direct index for structure ( uniform 2-component vector of int)
@@ -1318,11 +1318,11 @@ gl_FragCoord origin is upper left
0:98 Sequence 0:98 Sequence
0:98 move second child to first child ( temp 4-component vector of uint) 0:98 move second child to first child ( temp 4-component vector of uint)
0:98 'storeTemp' ( temp 4-component vector of uint) 0:98 'storeTemp' ( temp 4-component vector of uint)
0:? Constant: 0:98 Constant:
0:? 6 (const uint) 0:98 6 (const uint)
0:? 2 (const uint) 0:98 2 (const uint)
0:? 3 (const uint) 0:98 3 (const uint)
0:? 4 (const uint) 0:98 4 (const uint)
0:98 imageStore ( temp void) 0:98 imageStore ( temp void)
0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:98 c2: direct index for structure ( uniform 2-component vector of int) 0:98 c2: direct index for structure ( uniform 2-component vector of int)
@@ -1355,11 +1355,11 @@ gl_FragCoord origin is upper left
0:103 Sequence 0:103 Sequence
0:103 move second child to first child ( temp 4-component vector of int) 0:103 move second child to first child ( temp 4-component vector of int)
0:103 'storeTemp' ( temp 4-component vector of int) 0:103 'storeTemp' ( temp 4-component vector of int)
0:? Constant: 0:103 Constant:
0:? 8 (const int) 0:103 8 (const int)
0:? 6 (const int) 0:103 6 (const int)
0:? 7 (const int) 0:103 7 (const int)
0:? 8 (const int) 0:103 8 (const int)
0:103 imageStore ( temp void) 0:103 imageStore ( temp void)
0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:103 c3: direct index for structure ( uniform 3-component vector of int) 0:103 c3: direct index for structure ( uniform 3-component vector of int)
@@ -1371,11 +1371,11 @@ gl_FragCoord origin is upper left
0:104 Sequence 0:104 Sequence
0:104 move second child to first child ( temp 4-component vector of uint) 0:104 move second child to first child ( temp 4-component vector of uint)
0:104 'storeTemp' ( temp 4-component vector of uint) 0:104 'storeTemp' ( temp 4-component vector of uint)
0:? Constant: 0:104 Constant:
0:? 9 (const uint) 0:104 9 (const uint)
0:? 2 (const uint) 0:104 2 (const uint)
0:? 3 (const uint) 0:104 3 (const uint)
0:? 4 (const uint) 0:104 4 (const uint)
0:104 imageStore ( temp void) 0:104 imageStore ( temp void)
0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:104 c3: direct index for structure ( uniform 3-component vector of int) 0:104 c3: direct index for structure ( uniform 3-component vector of int)
@@ -1690,11 +1690,11 @@ gl_FragCoord origin is upper left
0:135 Sequence 0:135 Sequence
0:135 move second child to first child ( temp 4-component vector of float) 0:135 move second child to first child ( temp 4-component vector of float)
0:135 'storeTemp' ( temp 4-component vector of float) 0:135 'storeTemp' ( temp 4-component vector of float)
0:? imageLoad ( temp 4-component vector of float) 0:135 imageLoad ( temp 4-component vector of float)
0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D) 0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:? Constant: 0:135 Constant:
0:? 2 (const int) 0:135 2 (const int)
0:? 3 (const int) 0:135 3 (const int)
0:135 imageStore ( temp void) 0:135 imageStore ( temp void)
0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:135 Constant: 0:135 Constant:

View File

@@ -789,11 +789,11 @@ gl_FragCoord origin is upper left
0:135 Sequence 0:135 Sequence
0:135 move second child to first child ( temp float) 0:135 move second child to first child ( temp float)
0:135 'storeTemp' ( temp float) 0:135 'storeTemp' ( temp float)
0:? imageLoad ( temp float) 0:135 imageLoad ( temp float)
0:135 'g_tTex2df1' (layout( r32f) uniform image2D) 0:135 'g_tTex2df1' (layout( r32f) uniform image2D)
0:? Constant: 0:135 Constant:
0:? 2 (const int) 0:135 2 (const int)
0:? 3 (const int) 0:135 3 (const int)
0:135 imageStore ( temp void) 0:135 imageStore ( temp void)
0:135 'g_tTex1df1' (layout( r32f) uniform image1D) 0:135 'g_tTex1df1' (layout( r32f) uniform image1D)
0:135 Constant: 0:135 Constant:
@@ -1636,11 +1636,11 @@ gl_FragCoord origin is upper left
0:135 Sequence 0:135 Sequence
0:135 move second child to first child ( temp float) 0:135 move second child to first child ( temp float)
0:135 'storeTemp' ( temp float) 0:135 'storeTemp' ( temp float)
0:? imageLoad ( temp float) 0:135 imageLoad ( temp float)
0:135 'g_tTex2df1' (layout( r32f) uniform image2D) 0:135 'g_tTex2df1' (layout( r32f) uniform image2D)
0:? Constant: 0:135 Constant:
0:? 2 (const int) 0:135 2 (const int)
0:? 3 (const int) 0:135 3 (const int)
0:135 imageStore ( temp void) 0:135 imageStore ( temp void)
0:135 'g_tTex1df1' (layout( r32f) uniform image1D) 0:135 'g_tTex1df1' (layout( r32f) uniform image1D)
0:135 Constant: 0:135 Constant:

View File

@@ -6,10 +6,10 @@ gl_FragCoord origin is upper left
0:4 Function Parameters: 0:4 Function Parameters:
0:? Sequence 0:? Sequence
0:4 Branch: Return with expression 0:4 Branch: Return with expression
0:? Constant: 0:4 Constant:
0:? 1.000000 0:4 1.000000
0:? 2.000000 0:4 2.000000
0:? 3.000000 0:4 3.000000
0:7 Function Definition: @main( ( temp 4-component vector of float) 0:7 Function Definition: @main( ( temp 4-component vector of float)
0:7 Function Parameters: 0:7 Function Parameters:
0:? Sequence 0:? Sequence
@@ -35,10 +35,10 @@ gl_FragCoord origin is upper left
0:12 1 (const int) 0:12 1 (const int)
0:12 Constant: 0:12 Constant:
0:12 0 (const int) 0:12 0 (const int)
0:? Constant: 0:12 Constant:
0:? 1.000000 0:12 1.000000
0:? 2.000000 0:12 2.000000
0:? 3.000000 0:12 3.000000
0:12 imageStore ( temp void) 0:12 imageStore ( temp void)
0:12 'rwtx' (layout( rgba32f) uniform image2D) 0:12 'rwtx' (layout( rgba32f) uniform image2D)
0:12 'tc2' ( temp 2-component vector of int) 0:12 'tc2' ( temp 2-component vector of int)
@@ -109,10 +109,10 @@ gl_FragCoord origin is upper left
0:4 Function Parameters: 0:4 Function Parameters:
0:? Sequence 0:? Sequence
0:4 Branch: Return with expression 0:4 Branch: Return with expression
0:? Constant: 0:4 Constant:
0:? 1.000000 0:4 1.000000
0:? 2.000000 0:4 2.000000
0:? 3.000000 0:4 3.000000
0:7 Function Definition: @main( ( temp 4-component vector of float) 0:7 Function Definition: @main( ( temp 4-component vector of float)
0:7 Function Parameters: 0:7 Function Parameters:
0:? Sequence 0:? Sequence
@@ -138,10 +138,10 @@ gl_FragCoord origin is upper left
0:12 1 (const int) 0:12 1 (const int)
0:12 Constant: 0:12 Constant:
0:12 0 (const int) 0:12 0 (const int)
0:? Constant: 0:12 Constant:
0:? 1.000000 0:12 1.000000
0:? 2.000000 0:12 2.000000
0:? 3.000000 0:12 3.000000
0:12 imageStore ( temp void) 0:12 imageStore ( temp void)
0:12 'rwtx' (layout( rgba32f) uniform image2D) 0:12 'rwtx' (layout( rgba32f) uniform image2D)
0:12 'tc2' ( temp 2-component vector of int) 0:12 'tc2' ( temp 2-component vector of int)

View File

@@ -26,27 +26,27 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:46 move second child to first child ( temp 2-component vector of int) 0:46 move second child to first child ( temp 2-component vector of int)
0:46 'x' ( out 2-component vector of int) 0:46 'x' ( out 2-component vector of int)
0:? Constant: 0:46 Constant:
0:? 0 (const int) 0:46 0 (const int)
0:? 0 (const int) 0:46 0 (const int)
0:47 Function Definition: Fn2(vu2; ( temp void) 0:47 Function Definition: Fn2(vu2; ( temp void)
0:47 Function Parameters: 0:47 Function Parameters:
0:47 'x' ( out 2-component vector of uint) 0:47 'x' ( out 2-component vector of uint)
0:? Sequence 0:? Sequence
0:47 move second child to first child ( temp 2-component vector of uint) 0:47 move second child to first child ( temp 2-component vector of uint)
0:47 'x' ( out 2-component vector of uint) 0:47 'x' ( out 2-component vector of uint)
0:? Constant: 0:47 Constant:
0:? 0 (const uint) 0:47 0 (const uint)
0:? 0 (const uint) 0:47 0 (const uint)
0:48 Function Definition: Fn2(vf2; ( temp void) 0:48 Function Definition: Fn2(vf2; ( temp void)
0:48 Function Parameters: 0:48 Function Parameters:
0:48 'x' ( out 2-component vector of float) 0:48 'x' ( out 2-component vector of float)
0:? Sequence 0:? Sequence
0:48 move second child to first child ( temp 2-component vector of float) 0:48 move second child to first child ( temp 2-component vector of float)
0:48 'x' ( out 2-component vector of float) 0:48 'x' ( out 2-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.000000 0:48 0.000000
0:? 0.000000 0:48 0.000000
0:50 Function Definition: SomeValue( ( temp 2-component vector of float) 0:50 Function Definition: SomeValue( ( temp 2-component vector of float)
0:50 Function Parameters: 0:50 Function Parameters:
0:? Sequence 0:? Sequence
@@ -177,9 +177,9 @@ gl_FragCoord origin is upper left
0:79 Sequence 0:79 Sequence
0:79 move second child to first child ( temp 2-component vector of int) 0:79 move second child to first child ( temp 2-component vector of int)
0:79 'storeTemp' ( temp 2-component vector of int) 0:79 'storeTemp' ( temp 2-component vector of int)
0:? Constant: 0:79 Constant:
0:? 2 (const int) 0:79 2 (const int)
0:? 2 (const int) 0:79 2 (const int)
0:79 imageStore ( temp void) 0:79 imageStore ( temp void)
0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D)
0:79 c1: direct index for structure ( uniform int) 0:79 c1: direct index for structure ( uniform int)
@@ -191,9 +191,9 @@ gl_FragCoord origin is upper left
0:80 Sequence 0:80 Sequence
0:80 move second child to first child ( temp 2-component vector of uint) 0:80 move second child to first child ( temp 2-component vector of uint)
0:80 'storeTemp' ( temp 2-component vector of uint) 0:80 'storeTemp' ( temp 2-component vector of uint)
0:? Constant: 0:80 Constant:
0:? 3 (const uint) 0:80 3 (const uint)
0:? 2 (const uint) 0:80 2 (const uint)
0:80 imageStore ( temp void) 0:80 imageStore ( temp void)
0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D)
0:80 c1: direct index for structure ( uniform int) 0:80 c1: direct index for structure ( uniform int)
@@ -418,9 +418,9 @@ gl_FragCoord origin is upper left
0:97 Sequence 0:97 Sequence
0:97 move second child to first child ( temp 2-component vector of int) 0:97 move second child to first child ( temp 2-component vector of int)
0:97 'storeTemp' ( temp 2-component vector of int) 0:97 'storeTemp' ( temp 2-component vector of int)
0:? Constant: 0:97 Constant:
0:? 5 (const int) 0:97 5 (const int)
0:? 2 (const int) 0:97 2 (const int)
0:97 imageStore ( temp void) 0:97 imageStore ( temp void)
0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D)
0:97 c2: direct index for structure ( uniform 2-component vector of int) 0:97 c2: direct index for structure ( uniform 2-component vector of int)
@@ -432,9 +432,9 @@ gl_FragCoord origin is upper left
0:98 Sequence 0:98 Sequence
0:98 move second child to first child ( temp 2-component vector of uint) 0:98 move second child to first child ( temp 2-component vector of uint)
0:98 'storeTemp' ( temp 2-component vector of uint) 0:98 'storeTemp' ( temp 2-component vector of uint)
0:? Constant: 0:98 Constant:
0:? 6 (const uint) 0:98 6 (const uint)
0:? 2 (const uint) 0:98 2 (const uint)
0:98 imageStore ( temp void) 0:98 imageStore ( temp void)
0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D)
0:98 c2: direct index for structure ( uniform 2-component vector of int) 0:98 c2: direct index for structure ( uniform 2-component vector of int)
@@ -467,9 +467,9 @@ gl_FragCoord origin is upper left
0:103 Sequence 0:103 Sequence
0:103 move second child to first child ( temp 2-component vector of int) 0:103 move second child to first child ( temp 2-component vector of int)
0:103 'storeTemp' ( temp 2-component vector of int) 0:103 'storeTemp' ( temp 2-component vector of int)
0:? Constant: 0:103 Constant:
0:? 8 (const int) 0:103 8 (const int)
0:? 6 (const int) 0:103 6 (const int)
0:103 imageStore ( temp void) 0:103 imageStore ( temp void)
0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D)
0:103 c3: direct index for structure ( uniform 3-component vector of int) 0:103 c3: direct index for structure ( uniform 3-component vector of int)
@@ -481,9 +481,9 @@ gl_FragCoord origin is upper left
0:104 Sequence 0:104 Sequence
0:104 move second child to first child ( temp 2-component vector of uint) 0:104 move second child to first child ( temp 2-component vector of uint)
0:104 'storeTemp' ( temp 2-component vector of uint) 0:104 'storeTemp' ( temp 2-component vector of uint)
0:? Constant: 0:104 Constant:
0:? 9 (const uint) 0:104 9 (const uint)
0:? 2 (const uint) 0:104 2 (const uint)
0:104 imageStore ( temp void) 0:104 imageStore ( temp void)
0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D)
0:104 c3: direct index for structure ( uniform 3-component vector of int) 0:104 c3: direct index for structure ( uniform 3-component vector of int)
@@ -798,11 +798,11 @@ gl_FragCoord origin is upper left
0:135 Sequence 0:135 Sequence
0:135 move second child to first child ( temp 2-component vector of float) 0:135 move second child to first child ( temp 2-component vector of float)
0:135 'storeTemp' ( temp 2-component vector of float) 0:135 'storeTemp' ( temp 2-component vector of float)
0:? imageLoad ( temp 2-component vector of float) 0:135 imageLoad ( temp 2-component vector of float)
0:135 'g_tTex2df2' (layout( rg32f) uniform image2D) 0:135 'g_tTex2df2' (layout( rg32f) uniform image2D)
0:? Constant: 0:135 Constant:
0:? 2 (const int) 0:135 2 (const int)
0:? 3 (const int) 0:135 3 (const int)
0:135 imageStore ( temp void) 0:135 imageStore ( temp void)
0:135 'g_tTex1df2' (layout( rg32f) uniform image1D) 0:135 'g_tTex1df2' (layout( rg32f) uniform image1D)
0:135 Constant: 0:135 Constant:
@@ -882,27 +882,27 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:46 move second child to first child ( temp 2-component vector of int) 0:46 move second child to first child ( temp 2-component vector of int)
0:46 'x' ( out 2-component vector of int) 0:46 'x' ( out 2-component vector of int)
0:? Constant: 0:46 Constant:
0:? 0 (const int) 0:46 0 (const int)
0:? 0 (const int) 0:46 0 (const int)
0:47 Function Definition: Fn2(vu2; ( temp void) 0:47 Function Definition: Fn2(vu2; ( temp void)
0:47 Function Parameters: 0:47 Function Parameters:
0:47 'x' ( out 2-component vector of uint) 0:47 'x' ( out 2-component vector of uint)
0:? Sequence 0:? Sequence
0:47 move second child to first child ( temp 2-component vector of uint) 0:47 move second child to first child ( temp 2-component vector of uint)
0:47 'x' ( out 2-component vector of uint) 0:47 'x' ( out 2-component vector of uint)
0:? Constant: 0:47 Constant:
0:? 0 (const uint) 0:47 0 (const uint)
0:? 0 (const uint) 0:47 0 (const uint)
0:48 Function Definition: Fn2(vf2; ( temp void) 0:48 Function Definition: Fn2(vf2; ( temp void)
0:48 Function Parameters: 0:48 Function Parameters:
0:48 'x' ( out 2-component vector of float) 0:48 'x' ( out 2-component vector of float)
0:? Sequence 0:? Sequence
0:48 move second child to first child ( temp 2-component vector of float) 0:48 move second child to first child ( temp 2-component vector of float)
0:48 'x' ( out 2-component vector of float) 0:48 'x' ( out 2-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.000000 0:48 0.000000
0:? 0.000000 0:48 0.000000
0:50 Function Definition: SomeValue( ( temp 2-component vector of float) 0:50 Function Definition: SomeValue( ( temp 2-component vector of float)
0:50 Function Parameters: 0:50 Function Parameters:
0:? Sequence 0:? Sequence
@@ -1033,9 +1033,9 @@ gl_FragCoord origin is upper left
0:79 Sequence 0:79 Sequence
0:79 move second child to first child ( temp 2-component vector of int) 0:79 move second child to first child ( temp 2-component vector of int)
0:79 'storeTemp' ( temp 2-component vector of int) 0:79 'storeTemp' ( temp 2-component vector of int)
0:? Constant: 0:79 Constant:
0:? 2 (const int) 0:79 2 (const int)
0:? 2 (const int) 0:79 2 (const int)
0:79 imageStore ( temp void) 0:79 imageStore ( temp void)
0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D)
0:79 c1: direct index for structure ( uniform int) 0:79 c1: direct index for structure ( uniform int)
@@ -1047,9 +1047,9 @@ gl_FragCoord origin is upper left
0:80 Sequence 0:80 Sequence
0:80 move second child to first child ( temp 2-component vector of uint) 0:80 move second child to first child ( temp 2-component vector of uint)
0:80 'storeTemp' ( temp 2-component vector of uint) 0:80 'storeTemp' ( temp 2-component vector of uint)
0:? Constant: 0:80 Constant:
0:? 3 (const uint) 0:80 3 (const uint)
0:? 2 (const uint) 0:80 2 (const uint)
0:80 imageStore ( temp void) 0:80 imageStore ( temp void)
0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D)
0:80 c1: direct index for structure ( uniform int) 0:80 c1: direct index for structure ( uniform int)
@@ -1274,9 +1274,9 @@ gl_FragCoord origin is upper left
0:97 Sequence 0:97 Sequence
0:97 move second child to first child ( temp 2-component vector of int) 0:97 move second child to first child ( temp 2-component vector of int)
0:97 'storeTemp' ( temp 2-component vector of int) 0:97 'storeTemp' ( temp 2-component vector of int)
0:? Constant: 0:97 Constant:
0:? 5 (const int) 0:97 5 (const int)
0:? 2 (const int) 0:97 2 (const int)
0:97 imageStore ( temp void) 0:97 imageStore ( temp void)
0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D)
0:97 c2: direct index for structure ( uniform 2-component vector of int) 0:97 c2: direct index for structure ( uniform 2-component vector of int)
@@ -1288,9 +1288,9 @@ gl_FragCoord origin is upper left
0:98 Sequence 0:98 Sequence
0:98 move second child to first child ( temp 2-component vector of uint) 0:98 move second child to first child ( temp 2-component vector of uint)
0:98 'storeTemp' ( temp 2-component vector of uint) 0:98 'storeTemp' ( temp 2-component vector of uint)
0:? Constant: 0:98 Constant:
0:? 6 (const uint) 0:98 6 (const uint)
0:? 2 (const uint) 0:98 2 (const uint)
0:98 imageStore ( temp void) 0:98 imageStore ( temp void)
0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D)
0:98 c2: direct index for structure ( uniform 2-component vector of int) 0:98 c2: direct index for structure ( uniform 2-component vector of int)
@@ -1323,9 +1323,9 @@ gl_FragCoord origin is upper left
0:103 Sequence 0:103 Sequence
0:103 move second child to first child ( temp 2-component vector of int) 0:103 move second child to first child ( temp 2-component vector of int)
0:103 'storeTemp' ( temp 2-component vector of int) 0:103 'storeTemp' ( temp 2-component vector of int)
0:? Constant: 0:103 Constant:
0:? 8 (const int) 0:103 8 (const int)
0:? 6 (const int) 0:103 6 (const int)
0:103 imageStore ( temp void) 0:103 imageStore ( temp void)
0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D)
0:103 c3: direct index for structure ( uniform 3-component vector of int) 0:103 c3: direct index for structure ( uniform 3-component vector of int)
@@ -1337,9 +1337,9 @@ gl_FragCoord origin is upper left
0:104 Sequence 0:104 Sequence
0:104 move second child to first child ( temp 2-component vector of uint) 0:104 move second child to first child ( temp 2-component vector of uint)
0:104 'storeTemp' ( temp 2-component vector of uint) 0:104 'storeTemp' ( temp 2-component vector of uint)
0:? Constant: 0:104 Constant:
0:? 9 (const uint) 0:104 9 (const uint)
0:? 2 (const uint) 0:104 2 (const uint)
0:104 imageStore ( temp void) 0:104 imageStore ( temp void)
0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D)
0:104 c3: direct index for structure ( uniform 3-component vector of int) 0:104 c3: direct index for structure ( uniform 3-component vector of int)
@@ -1654,11 +1654,11 @@ gl_FragCoord origin is upper left
0:135 Sequence 0:135 Sequence
0:135 move second child to first child ( temp 2-component vector of float) 0:135 move second child to first child ( temp 2-component vector of float)
0:135 'storeTemp' ( temp 2-component vector of float) 0:135 'storeTemp' ( temp 2-component vector of float)
0:? imageLoad ( temp 2-component vector of float) 0:135 imageLoad ( temp 2-component vector of float)
0:135 'g_tTex2df2' (layout( rg32f) uniform image2D) 0:135 'g_tTex2df2' (layout( rg32f) uniform image2D)
0:? Constant: 0:135 Constant:
0:? 2 (const int) 0:135 2 (const int)
0:? 3 (const int) 0:135 3 (const int)
0:135 imageStore ( temp void) 0:135 imageStore ( temp void)
0:135 'g_tTex1df2' (layout( rg32f) uniform image1D) 0:135 'g_tTex1df2' (layout( rg32f) uniform image1D)
0:135 Constant: 0:135 Constant:

View File

@@ -13,9 +13,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int) 0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval11' ( temp 4-component vector of int) 0:28 'txval11' ( temp 4-component vector of int)
@@ -23,9 +23,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.200000 0:28 0.200000
0:? 0.300000 0:28 0.300000
0:29 Sequence 0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint) 0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval12' ( temp 4-component vector of uint) 0:29 'txval12' ( temp 4-component vector of uint)
@@ -33,9 +33,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.300000 0:29 0.300000
0:? 0.400000 0:29 0.400000
0:31 Sequence 0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float) 0:31 move second child to first child ( temp 4-component vector of float)
0:31 'txval20' ( temp 4-component vector of float) 0:31 'txval20' ( temp 4-component vector of float)
@@ -43,10 +43,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of int) 0:32 move second child to first child ( temp 4-component vector of int)
0:32 'txval21' ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int)
@@ -54,10 +54,10 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.300000 0:32 0.300000
0:? 0.400000 0:32 0.400000
0:? 0.500000 0:32 0.500000
0:33 Sequence 0:33 Sequence
0:33 move second child to first child ( temp 4-component vector of uint) 0:33 move second child to first child ( temp 4-component vector of uint)
0:33 'txval22' ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint)
@@ -65,10 +65,10 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.500000 0:33 0.500000
0:? 0.600000 0:33 0.600000
0:? 0.700000 0:33 0.700000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float)
@@ -76,11 +76,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int)
@@ -88,11 +88,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.400000 0:36 0.400000
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? 0.700000 0:36 0.700000
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint)
@@ -100,11 +100,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.700000 0:37 0.700000
0:? 0.800000 0:37 0.800000
0:? 0.900000 0:37 0.900000
0:? 1.000000 0:37 1.000000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -176,9 +176,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int) 0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval11' ( temp 4-component vector of int) 0:28 'txval11' ( temp 4-component vector of int)
@@ -186,9 +186,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.200000 0:28 0.200000
0:? 0.300000 0:28 0.300000
0:29 Sequence 0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint) 0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval12' ( temp 4-component vector of uint) 0:29 'txval12' ( temp 4-component vector of uint)
@@ -196,9 +196,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.300000 0:29 0.300000
0:? 0.400000 0:29 0.400000
0:31 Sequence 0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float) 0:31 move second child to first child ( temp 4-component vector of float)
0:31 'txval20' ( temp 4-component vector of float) 0:31 'txval20' ( temp 4-component vector of float)
@@ -206,10 +206,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of int) 0:32 move second child to first child ( temp 4-component vector of int)
0:32 'txval21' ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int)
@@ -217,10 +217,10 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.300000 0:32 0.300000
0:? 0.400000 0:32 0.400000
0:? 0.500000 0:32 0.500000
0:33 Sequence 0:33 Sequence
0:33 move second child to first child ( temp 4-component vector of uint) 0:33 move second child to first child ( temp 4-component vector of uint)
0:33 'txval22' ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint)
@@ -228,10 +228,10 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.500000 0:33 0.500000
0:? 0.600000 0:33 0.600000
0:? 0.700000 0:33 0.700000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float)
@@ -239,11 +239,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int)
@@ -251,11 +251,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.400000 0:36 0.400000
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? 0.700000 0:36 0.700000
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint)
@@ -263,11 +263,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.700000 0:37 0.700000
0:? 0.800000 0:37 0.800000
0:? 0.900000 0:37 0.900000
0:? 1.000000 0:37 1.000000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -126,9 +126,9 @@ using depth_any
0:74 Construct combined texture-sampler ( temp sampler2D) 0:74 Construct combined texture-sampler ( temp sampler2D)
0:74 'g_tTex2df4' ( uniform texture2D) 0:74 'g_tTex2df4' ( uniform texture2D)
0:74 'g_sSamp' (layout( binding=0) uniform sampler) 0:74 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:74 Constant:
0:? 0.100000 0:74 0.100000
0:? 0.200000 0:74 0.200000
0:75 Sequence 0:75 Sequence
0:75 move second child to first child ( temp 4-component vector of int) 0:75 move second child to first child ( temp 4-component vector of int)
0:75 'txval21' ( temp 4-component vector of int) 0:75 'txval21' ( temp 4-component vector of int)
@@ -136,9 +136,9 @@ using depth_any
0:75 Construct combined texture-sampler ( temp isampler2D) 0:75 Construct combined texture-sampler ( temp isampler2D)
0:75 'g_tTex2di4' ( uniform itexture2D) 0:75 'g_tTex2di4' ( uniform itexture2D)
0:75 'g_sSamp' (layout( binding=0) uniform sampler) 0:75 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:75 Constant:
0:? 0.300000 0:75 0.300000
0:? 0.400000 0:75 0.400000
0:76 Sequence 0:76 Sequence
0:76 move second child to first child ( temp 4-component vector of uint) 0:76 move second child to first child ( temp 4-component vector of uint)
0:76 'txval22' ( temp 4-component vector of uint) 0:76 'txval22' ( temp 4-component vector of uint)
@@ -146,9 +146,9 @@ using depth_any
0:76 Construct combined texture-sampler ( temp usampler2D) 0:76 Construct combined texture-sampler ( temp usampler2D)
0:76 'g_tTex2du4' ( uniform utexture2D) 0:76 'g_tTex2du4' ( uniform utexture2D)
0:76 'g_sSamp' (layout( binding=0) uniform sampler) 0:76 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:76 Constant:
0:? 0.500000 0:76 0.500000
0:? 0.600000 0:76 0.600000
0:78 Sequence 0:78 Sequence
0:78 move second child to first child ( temp 4-component vector of float) 0:78 move second child to first child ( temp 4-component vector of float)
0:78 'txval30' ( temp 4-component vector of float) 0:78 'txval30' ( temp 4-component vector of float)
@@ -156,10 +156,10 @@ using depth_any
0:78 Construct combined texture-sampler ( temp sampler3D) 0:78 Construct combined texture-sampler ( temp sampler3D)
0:78 'g_tTex3df4' ( uniform texture3D) 0:78 'g_tTex3df4' ( uniform texture3D)
0:78 'g_sSamp' (layout( binding=0) uniform sampler) 0:78 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:78 Constant:
0:? 0.100000 0:78 0.100000
0:? 0.200000 0:78 0.200000
0:? 0.300000 0:78 0.300000
0:79 Sequence 0:79 Sequence
0:79 move second child to first child ( temp 4-component vector of int) 0:79 move second child to first child ( temp 4-component vector of int)
0:79 'txval31' ( temp 4-component vector of int) 0:79 'txval31' ( temp 4-component vector of int)
@@ -167,10 +167,10 @@ using depth_any
0:79 Construct combined texture-sampler ( temp isampler3D) 0:79 Construct combined texture-sampler ( temp isampler3D)
0:79 'g_tTex3di4' ( uniform itexture3D) 0:79 'g_tTex3di4' ( uniform itexture3D)
0:79 'g_sSamp' (layout( binding=0) uniform sampler) 0:79 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:79 Constant:
0:? 0.400000 0:79 0.400000
0:? 0.500000 0:79 0.500000
0:? 0.600000 0:79 0.600000
0:80 Sequence 0:80 Sequence
0:80 move second child to first child ( temp 4-component vector of uint) 0:80 move second child to first child ( temp 4-component vector of uint)
0:80 'txval32' ( temp 4-component vector of uint) 0:80 'txval32' ( temp 4-component vector of uint)
@@ -178,10 +178,10 @@ using depth_any
0:80 Construct combined texture-sampler ( temp usampler3D) 0:80 Construct combined texture-sampler ( temp usampler3D)
0:80 'g_tTex3du4' ( uniform utexture3D) 0:80 'g_tTex3du4' ( uniform utexture3D)
0:80 'g_sSamp' (layout( binding=0) uniform sampler) 0:80 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:80 Constant:
0:? 0.700000 0:80 0.700000
0:? 0.800000 0:80 0.800000
0:? 0.900000 0:80 0.900000
0:82 Sequence 0:82 Sequence
0:82 move second child to first child ( temp 4-component vector of float) 0:82 move second child to first child ( temp 4-component vector of float)
0:82 'txval40' ( temp 4-component vector of float) 0:82 'txval40' ( temp 4-component vector of float)
@@ -189,10 +189,10 @@ using depth_any
0:82 Construct combined texture-sampler ( temp samplerCube) 0:82 Construct combined texture-sampler ( temp samplerCube)
0:82 'g_tTexcdf4' ( uniform textureCube) 0:82 'g_tTexcdf4' ( uniform textureCube)
0:82 'g_sSamp' (layout( binding=0) uniform sampler) 0:82 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:82 Constant:
0:? 0.100000 0:82 0.100000
0:? 0.200000 0:82 0.200000
0:? 0.300000 0:82 0.300000
0:83 Sequence 0:83 Sequence
0:83 move second child to first child ( temp 4-component vector of int) 0:83 move second child to first child ( temp 4-component vector of int)
0:83 'txval41' ( temp 4-component vector of int) 0:83 'txval41' ( temp 4-component vector of int)
@@ -200,10 +200,10 @@ using depth_any
0:83 Construct combined texture-sampler ( temp isamplerCube) 0:83 Construct combined texture-sampler ( temp isamplerCube)
0:83 'g_tTexcdi4' ( uniform itextureCube) 0:83 'g_tTexcdi4' ( uniform itextureCube)
0:83 'g_sSamp' (layout( binding=0) uniform sampler) 0:83 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:83 Constant:
0:? 0.400000 0:83 0.400000
0:? 0.500000 0:83 0.500000
0:? 0.600000 0:83 0.600000
0:84 Sequence 0:84 Sequence
0:84 move second child to first child ( temp 4-component vector of uint) 0:84 move second child to first child ( temp 4-component vector of uint)
0:84 'txval42' ( temp 4-component vector of uint) 0:84 'txval42' ( temp 4-component vector of uint)
@@ -211,10 +211,10 @@ using depth_any
0:84 Construct combined texture-sampler ( temp usamplerCube) 0:84 Construct combined texture-sampler ( temp usamplerCube)
0:84 'g_tTexcdu4' ( uniform utextureCube) 0:84 'g_tTexcdu4' ( uniform utextureCube)
0:84 'g_sSamp' (layout( binding=0) uniform sampler) 0:84 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:84 Constant:
0:? 0.700000 0:84 0.700000
0:? 0.800000 0:84 0.800000
0:? 0.900000 0:84 0.900000
0:86 move second child to first child ( temp 4-component vector of float) 0:86 move second child to first child ( temp 4-component vector of float)
0:86 Color: direct index for structure ( temp 4-component vector of float) 0:86 Color: direct index for structure ( temp 4-component vector of float)
0:86 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:86 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -402,9 +402,9 @@ using depth_any
0:74 Construct combined texture-sampler ( temp sampler2D) 0:74 Construct combined texture-sampler ( temp sampler2D)
0:74 'g_tTex2df4' ( uniform texture2D) 0:74 'g_tTex2df4' ( uniform texture2D)
0:74 'g_sSamp' (layout( binding=0) uniform sampler) 0:74 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:74 Constant:
0:? 0.100000 0:74 0.100000
0:? 0.200000 0:74 0.200000
0:75 Sequence 0:75 Sequence
0:75 move second child to first child ( temp 4-component vector of int) 0:75 move second child to first child ( temp 4-component vector of int)
0:75 'txval21' ( temp 4-component vector of int) 0:75 'txval21' ( temp 4-component vector of int)
@@ -412,9 +412,9 @@ using depth_any
0:75 Construct combined texture-sampler ( temp isampler2D) 0:75 Construct combined texture-sampler ( temp isampler2D)
0:75 'g_tTex2di4' ( uniform itexture2D) 0:75 'g_tTex2di4' ( uniform itexture2D)
0:75 'g_sSamp' (layout( binding=0) uniform sampler) 0:75 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:75 Constant:
0:? 0.300000 0:75 0.300000
0:? 0.400000 0:75 0.400000
0:76 Sequence 0:76 Sequence
0:76 move second child to first child ( temp 4-component vector of uint) 0:76 move second child to first child ( temp 4-component vector of uint)
0:76 'txval22' ( temp 4-component vector of uint) 0:76 'txval22' ( temp 4-component vector of uint)
@@ -422,9 +422,9 @@ using depth_any
0:76 Construct combined texture-sampler ( temp usampler2D) 0:76 Construct combined texture-sampler ( temp usampler2D)
0:76 'g_tTex2du4' ( uniform utexture2D) 0:76 'g_tTex2du4' ( uniform utexture2D)
0:76 'g_sSamp' (layout( binding=0) uniform sampler) 0:76 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:76 Constant:
0:? 0.500000 0:76 0.500000
0:? 0.600000 0:76 0.600000
0:78 Sequence 0:78 Sequence
0:78 move second child to first child ( temp 4-component vector of float) 0:78 move second child to first child ( temp 4-component vector of float)
0:78 'txval30' ( temp 4-component vector of float) 0:78 'txval30' ( temp 4-component vector of float)
@@ -432,10 +432,10 @@ using depth_any
0:78 Construct combined texture-sampler ( temp sampler3D) 0:78 Construct combined texture-sampler ( temp sampler3D)
0:78 'g_tTex3df4' ( uniform texture3D) 0:78 'g_tTex3df4' ( uniform texture3D)
0:78 'g_sSamp' (layout( binding=0) uniform sampler) 0:78 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:78 Constant:
0:? 0.100000 0:78 0.100000
0:? 0.200000 0:78 0.200000
0:? 0.300000 0:78 0.300000
0:79 Sequence 0:79 Sequence
0:79 move second child to first child ( temp 4-component vector of int) 0:79 move second child to first child ( temp 4-component vector of int)
0:79 'txval31' ( temp 4-component vector of int) 0:79 'txval31' ( temp 4-component vector of int)
@@ -443,10 +443,10 @@ using depth_any
0:79 Construct combined texture-sampler ( temp isampler3D) 0:79 Construct combined texture-sampler ( temp isampler3D)
0:79 'g_tTex3di4' ( uniform itexture3D) 0:79 'g_tTex3di4' ( uniform itexture3D)
0:79 'g_sSamp' (layout( binding=0) uniform sampler) 0:79 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:79 Constant:
0:? 0.400000 0:79 0.400000
0:? 0.500000 0:79 0.500000
0:? 0.600000 0:79 0.600000
0:80 Sequence 0:80 Sequence
0:80 move second child to first child ( temp 4-component vector of uint) 0:80 move second child to first child ( temp 4-component vector of uint)
0:80 'txval32' ( temp 4-component vector of uint) 0:80 'txval32' ( temp 4-component vector of uint)
@@ -454,10 +454,10 @@ using depth_any
0:80 Construct combined texture-sampler ( temp usampler3D) 0:80 Construct combined texture-sampler ( temp usampler3D)
0:80 'g_tTex3du4' ( uniform utexture3D) 0:80 'g_tTex3du4' ( uniform utexture3D)
0:80 'g_sSamp' (layout( binding=0) uniform sampler) 0:80 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:80 Constant:
0:? 0.700000 0:80 0.700000
0:? 0.800000 0:80 0.800000
0:? 0.900000 0:80 0.900000
0:82 Sequence 0:82 Sequence
0:82 move second child to first child ( temp 4-component vector of float) 0:82 move second child to first child ( temp 4-component vector of float)
0:82 'txval40' ( temp 4-component vector of float) 0:82 'txval40' ( temp 4-component vector of float)
@@ -465,10 +465,10 @@ using depth_any
0:82 Construct combined texture-sampler ( temp samplerCube) 0:82 Construct combined texture-sampler ( temp samplerCube)
0:82 'g_tTexcdf4' ( uniform textureCube) 0:82 'g_tTexcdf4' ( uniform textureCube)
0:82 'g_sSamp' (layout( binding=0) uniform sampler) 0:82 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:82 Constant:
0:? 0.100000 0:82 0.100000
0:? 0.200000 0:82 0.200000
0:? 0.300000 0:82 0.300000
0:83 Sequence 0:83 Sequence
0:83 move second child to first child ( temp 4-component vector of int) 0:83 move second child to first child ( temp 4-component vector of int)
0:83 'txval41' ( temp 4-component vector of int) 0:83 'txval41' ( temp 4-component vector of int)
@@ -476,10 +476,10 @@ using depth_any
0:83 Construct combined texture-sampler ( temp isamplerCube) 0:83 Construct combined texture-sampler ( temp isamplerCube)
0:83 'g_tTexcdi4' ( uniform itextureCube) 0:83 'g_tTexcdi4' ( uniform itextureCube)
0:83 'g_sSamp' (layout( binding=0) uniform sampler) 0:83 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:83 Constant:
0:? 0.400000 0:83 0.400000
0:? 0.500000 0:83 0.500000
0:? 0.600000 0:83 0.600000
0:84 Sequence 0:84 Sequence
0:84 move second child to first child ( temp 4-component vector of uint) 0:84 move second child to first child ( temp 4-component vector of uint)
0:84 'txval42' ( temp 4-component vector of uint) 0:84 'txval42' ( temp 4-component vector of uint)
@@ -487,10 +487,10 @@ using depth_any
0:84 Construct combined texture-sampler ( temp usamplerCube) 0:84 Construct combined texture-sampler ( temp usamplerCube)
0:84 'g_tTexcdu4' ( uniform utextureCube) 0:84 'g_tTexcdu4' ( uniform utextureCube)
0:84 'g_sSamp' (layout( binding=0) uniform sampler) 0:84 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:84 Constant:
0:? 0.700000 0:84 0.700000
0:? 0.800000 0:84 0.800000
0:? 0.900000 0:84 0.900000
0:86 move second child to first child ( temp 4-component vector of float) 0:86 move second child to first child ( temp 4-component vector of float)
0:86 Color: direct index for structure ( temp 4-component vector of float) 0:86 Color: direct index for structure ( temp 4-component vector of float)
0:86 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:86 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -9,18 +9,18 @@ using depth_any
0:18 Sequence 0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of float) 0:18 move second child to first child ( temp 4-component vector of float)
0:18 'ColorOut' ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float)
0:? Constant: 0:18 Constant:
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:20 add second child into first child ( temp 4-component vector of float) 0:20 add second child into first child ( temp 4-component vector of float)
0:20 'ColorOut' ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float)
0:20 texture ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float)
0:20 'g_sam' (layout( binding=0) uniform sampler2D) 0:20 'g_sam' (layout( binding=0) uniform sampler2D)
0:? Constant: 0:20 Constant:
0:? 0.400000 0:20 0.400000
0:? 0.300000 0:20 0.300000
0:21 add second child into first child ( temp 4-component vector of float) 0:21 add second child into first child ( temp 4-component vector of float)
0:21 'ColorOut' ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float)
0:21 texture ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float)
@@ -31,41 +31,41 @@ using depth_any
0:22 'ColorOut' ( temp 4-component vector of float) 0:22 'ColorOut' ( temp 4-component vector of float)
0:22 texture ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float)
0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:? Constant: 0:22 Constant:
0:? 0.500000 0:22 0.500000
0:? 0.600000 0:22 0.600000
0:23 add second child into first child ( temp 4-component vector of float) 0:23 add second child into first child ( temp 4-component vector of float)
0:23 'ColorOut' ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float)
0:23 texture ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float)
0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:? Constant: 0:23 Constant:
0:? 0.500000 0:23 0.500000
0:? 0.600000 0:23 0.600000
0:? 0.400000 0:23 0.400000
0:24 add second child into first child ( temp 4-component vector of float) 0:24 add second child into first child ( temp 4-component vector of float)
0:24 'ColorOut' ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float)
0:24 texture ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float)
0:24 'g_samCube' (layout( binding=4) uniform samplerCube) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
0:? Constant: 0:24 Constant:
0:? 0.500000 0:24 0.500000
0:? 0.600000 0:24 0.600000
0:? 0.400000 0:24 0.400000
0:26 add second child into first child ( temp 4-component vector of float) 0:26 add second child into first child ( temp 4-component vector of float)
0:26 'ColorOut' ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float)
0:26 textureLod ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float)
0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 'g_sam' (layout( binding=0) uniform sampler2D)
0:26 Construct vec2 ( temp 2-component vector of float) 0:26 Construct vec2 ( temp 2-component vector of float)
0:? Constant: 0:26 Constant:
0:? 0.400000 0:26 0.400000
0:? 0.300000 0:26 0.300000
0:? 0.000000 0:26 0.000000
0:? 0.000000 0:26 0.000000
0:26 direct index ( temp float) 0:26 direct index ( temp float)
0:? Constant: 0:26 Constant:
0:? 0.400000 0:26 0.400000
0:? 0.300000 0:26 0.300000
0:? 0.000000 0:26 0.000000
0:? 0.000000 0:26 0.000000
0:26 Constant: 0:26 Constant:
0:26 3 (const int) 0:26 3 (const int)
0:27 add second child into first child ( temp 4-component vector of float) 0:27 add second child into first child ( temp 4-component vector of float)
@@ -73,17 +73,17 @@ using depth_any
0:27 textureLod ( temp 4-component vector of float) 0:27 textureLod ( temp 4-component vector of float)
0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:27 Construct float ( temp float) 0:27 Construct float ( temp float)
0:? Constant: 0:27 Constant:
0:? 0.500000 0:27 0.500000
0:? 0.000000 0:27 0.000000
0:? 0.000000 0:27 0.000000
0:? 0.000000 0:27 0.000000
0:27 direct index ( temp float) 0:27 direct index ( temp float)
0:? Constant: 0:27 Constant:
0:? 0.500000 0:27 0.500000
0:? 0.000000 0:27 0.000000
0:? 0.000000 0:27 0.000000
0:? 0.000000 0:27 0.000000
0:27 Constant: 0:27 Constant:
0:27 3 (const int) 0:27 3 (const int)
0:28 add second child into first child ( temp 4-component vector of float) 0:28 add second child into first child ( temp 4-component vector of float)
@@ -91,17 +91,17 @@ using depth_any
0:28 textureLod ( temp 4-component vector of float) 0:28 textureLod ( temp 4-component vector of float)
0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:28 Construct vec2 ( temp 2-component vector of float) 0:28 Construct vec2 ( temp 2-component vector of float)
0:? Constant: 0:28 Constant:
0:? 0.500000 0:28 0.500000
0:? 0.600000 0:28 0.600000
0:? 0.000000 0:28 0.000000
0:? 0.000000 0:28 0.000000
0:28 direct index ( temp float) 0:28 direct index ( temp float)
0:? Constant: 0:28 Constant:
0:? 0.500000 0:28 0.500000
0:? 0.600000 0:28 0.600000
0:? 0.000000 0:28 0.000000
0:? 0.000000 0:28 0.000000
0:28 Constant: 0:28 Constant:
0:28 3 (const int) 0:28 3 (const int)
0:29 add second child into first child ( temp 4-component vector of float) 0:29 add second child into first child ( temp 4-component vector of float)
@@ -109,17 +109,17 @@ using depth_any
0:29 textureLod ( temp 4-component vector of float) 0:29 textureLod ( temp 4-component vector of float)
0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:29 Construct vec3 ( temp 3-component vector of float) 0:29 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:29 Constant:
0:? 0.500000 0:29 0.500000
0:? 0.600000 0:29 0.600000
0:? 0.400000 0:29 0.400000
0:? 0.000000 0:29 0.000000
0:29 direct index ( temp float) 0:29 direct index ( temp float)
0:? Constant: 0:29 Constant:
0:? 0.500000 0:29 0.500000
0:? 0.600000 0:29 0.600000
0:? 0.400000 0:29 0.400000
0:? 0.000000 0:29 0.000000
0:29 Constant: 0:29 Constant:
0:29 3 (const int) 0:29 3 (const int)
0:30 add second child into first child ( temp 4-component vector of float) 0:30 add second child into first child ( temp 4-component vector of float)
@@ -127,17 +127,17 @@ using depth_any
0:30 textureLod ( temp 4-component vector of float) 0:30 textureLod ( temp 4-component vector of float)
0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
0:30 Construct vec3 ( temp 3-component vector of float) 0:30 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:30 Constant:
0:? 0.500000 0:30 0.500000
0:? 0.600000 0:30 0.600000
0:? 0.400000 0:30 0.400000
0:? 0.000000 0:30 0.000000
0:30 direct index ( temp float) 0:30 direct index ( temp float)
0:? Constant: 0:30 Constant:
0:? 0.500000 0:30 0.500000
0:? 0.600000 0:30 0.600000
0:? 0.400000 0:30 0.400000
0:? 0.000000 0:30 0.000000
0:30 Constant: 0:30 Constant:
0:30 3 (const int) 0:30 3 (const int)
0:32 move second child to first child ( temp 4-component vector of float) 0:32 move second child to first child ( temp 4-component vector of float)
@@ -200,18 +200,18 @@ using depth_any
0:18 Sequence 0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of float) 0:18 move second child to first child ( temp 4-component vector of float)
0:18 'ColorOut' ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float)
0:? Constant: 0:18 Constant:
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:20 add second child into first child ( temp 4-component vector of float) 0:20 add second child into first child ( temp 4-component vector of float)
0:20 'ColorOut' ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float)
0:20 texture ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float)
0:20 'g_sam' (layout( binding=0) uniform sampler2D) 0:20 'g_sam' (layout( binding=0) uniform sampler2D)
0:? Constant: 0:20 Constant:
0:? 0.400000 0:20 0.400000
0:? 0.300000 0:20 0.300000
0:21 add second child into first child ( temp 4-component vector of float) 0:21 add second child into first child ( temp 4-component vector of float)
0:21 'ColorOut' ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float)
0:21 texture ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float)
@@ -222,41 +222,41 @@ using depth_any
0:22 'ColorOut' ( temp 4-component vector of float) 0:22 'ColorOut' ( temp 4-component vector of float)
0:22 texture ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float)
0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:? Constant: 0:22 Constant:
0:? 0.500000 0:22 0.500000
0:? 0.600000 0:22 0.600000
0:23 add second child into first child ( temp 4-component vector of float) 0:23 add second child into first child ( temp 4-component vector of float)
0:23 'ColorOut' ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float)
0:23 texture ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float)
0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:? Constant: 0:23 Constant:
0:? 0.500000 0:23 0.500000
0:? 0.600000 0:23 0.600000
0:? 0.400000 0:23 0.400000
0:24 add second child into first child ( temp 4-component vector of float) 0:24 add second child into first child ( temp 4-component vector of float)
0:24 'ColorOut' ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float)
0:24 texture ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float)
0:24 'g_samCube' (layout( binding=4) uniform samplerCube) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
0:? Constant: 0:24 Constant:
0:? 0.500000 0:24 0.500000
0:? 0.600000 0:24 0.600000
0:? 0.400000 0:24 0.400000
0:26 add second child into first child ( temp 4-component vector of float) 0:26 add second child into first child ( temp 4-component vector of float)
0:26 'ColorOut' ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float)
0:26 textureLod ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float)
0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 'g_sam' (layout( binding=0) uniform sampler2D)
0:26 Construct vec2 ( temp 2-component vector of float) 0:26 Construct vec2 ( temp 2-component vector of float)
0:? Constant: 0:26 Constant:
0:? 0.400000 0:26 0.400000
0:? 0.300000 0:26 0.300000
0:? 0.000000 0:26 0.000000
0:? 0.000000 0:26 0.000000
0:26 direct index ( temp float) 0:26 direct index ( temp float)
0:? Constant: 0:26 Constant:
0:? 0.400000 0:26 0.400000
0:? 0.300000 0:26 0.300000
0:? 0.000000 0:26 0.000000
0:? 0.000000 0:26 0.000000
0:26 Constant: 0:26 Constant:
0:26 3 (const int) 0:26 3 (const int)
0:27 add second child into first child ( temp 4-component vector of float) 0:27 add second child into first child ( temp 4-component vector of float)
@@ -264,17 +264,17 @@ using depth_any
0:27 textureLod ( temp 4-component vector of float) 0:27 textureLod ( temp 4-component vector of float)
0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:27 Construct float ( temp float) 0:27 Construct float ( temp float)
0:? Constant: 0:27 Constant:
0:? 0.500000 0:27 0.500000
0:? 0.000000 0:27 0.000000
0:? 0.000000 0:27 0.000000
0:? 0.000000 0:27 0.000000
0:27 direct index ( temp float) 0:27 direct index ( temp float)
0:? Constant: 0:27 Constant:
0:? 0.500000 0:27 0.500000
0:? 0.000000 0:27 0.000000
0:? 0.000000 0:27 0.000000
0:? 0.000000 0:27 0.000000
0:27 Constant: 0:27 Constant:
0:27 3 (const int) 0:27 3 (const int)
0:28 add second child into first child ( temp 4-component vector of float) 0:28 add second child into first child ( temp 4-component vector of float)
@@ -282,17 +282,17 @@ using depth_any
0:28 textureLod ( temp 4-component vector of float) 0:28 textureLod ( temp 4-component vector of float)
0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:28 Construct vec2 ( temp 2-component vector of float) 0:28 Construct vec2 ( temp 2-component vector of float)
0:? Constant: 0:28 Constant:
0:? 0.500000 0:28 0.500000
0:? 0.600000 0:28 0.600000
0:? 0.000000 0:28 0.000000
0:? 0.000000 0:28 0.000000
0:28 direct index ( temp float) 0:28 direct index ( temp float)
0:? Constant: 0:28 Constant:
0:? 0.500000 0:28 0.500000
0:? 0.600000 0:28 0.600000
0:? 0.000000 0:28 0.000000
0:? 0.000000 0:28 0.000000
0:28 Constant: 0:28 Constant:
0:28 3 (const int) 0:28 3 (const int)
0:29 add second child into first child ( temp 4-component vector of float) 0:29 add second child into first child ( temp 4-component vector of float)
@@ -300,17 +300,17 @@ using depth_any
0:29 textureLod ( temp 4-component vector of float) 0:29 textureLod ( temp 4-component vector of float)
0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:29 Construct vec3 ( temp 3-component vector of float) 0:29 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:29 Constant:
0:? 0.500000 0:29 0.500000
0:? 0.600000 0:29 0.600000
0:? 0.400000 0:29 0.400000
0:? 0.000000 0:29 0.000000
0:29 direct index ( temp float) 0:29 direct index ( temp float)
0:? Constant: 0:29 Constant:
0:? 0.500000 0:29 0.500000
0:? 0.600000 0:29 0.600000
0:? 0.400000 0:29 0.400000
0:? 0.000000 0:29 0.000000
0:29 Constant: 0:29 Constant:
0:29 3 (const int) 0:29 3 (const int)
0:30 add second child into first child ( temp 4-component vector of float) 0:30 add second child into first child ( temp 4-component vector of float)
@@ -318,17 +318,17 @@ using depth_any
0:30 textureLod ( temp 4-component vector of float) 0:30 textureLod ( temp 4-component vector of float)
0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
0:30 Construct vec3 ( temp 3-component vector of float) 0:30 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:30 Constant:
0:? 0.500000 0:30 0.500000
0:? 0.600000 0:30 0.600000
0:? 0.400000 0:30 0.400000
0:? 0.000000 0:30 0.000000
0:30 direct index ( temp float) 0:30 direct index ( temp float)
0:? Constant: 0:30 Constant:
0:? 0.500000 0:30 0.500000
0:? 0.600000 0:30 0.600000
0:? 0.400000 0:30 0.400000
0:? 0.000000 0:30 0.000000
0:30 Constant: 0:30 Constant:
0:30 3 (const int) 0:30 3 (const int)
0:32 move second child to first child ( temp 4-component vector of float) 0:32 move second child to first child ( temp 4-component vector of float)

View File

@@ -7,27 +7,27 @@ Shader version: 500
0:14 Sequence 0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float) 0:14 move second child to first child ( temp 4-component vector of float)
0:14 'PosOut' ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float)
0:? Constant: 0:14 Constant:
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:16 add second child into first child ( temp 4-component vector of float) 0:16 add second child into first child ( temp 4-component vector of float)
0:16 'PosOut' ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float)
0:16 textureLod ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float)
0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 'g_sam' (layout( binding=0) uniform sampler2D)
0:16 Construct vec2 ( temp 2-component vector of float) 0:16 Construct vec2 ( temp 2-component vector of float)
0:? Constant: 0:16 Constant:
0:? 0.300000 0:16 0.300000
0:? 0.400000 0:16 0.400000
0:? 0.000000 0:16 0.000000
0:? 1.000000 0:16 1.000000
0:16 direct index ( temp float) 0:16 direct index ( temp float)
0:? Constant: 0:16 Constant:
0:? 0.300000 0:16 0.300000
0:? 0.400000 0:16 0.400000
0:? 0.000000 0:16 0.000000
0:? 1.000000 0:16 1.000000
0:16 Constant: 0:16 Constant:
0:16 3 (const int) 0:16 3 (const int)
0:17 add second child into first child ( temp 4-component vector of float) 0:17 add second child into first child ( temp 4-component vector of float)
@@ -35,17 +35,17 @@ Shader version: 500
0:17 textureLod ( temp 4-component vector of float) 0:17 textureLod ( temp 4-component vector of float)
0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:17 Construct vec2 ( temp 2-component vector of float) 0:17 Construct vec2 ( temp 2-component vector of float)
0:? Constant: 0:17 Constant:
0:? 0.500000 0:17 0.500000
0:? 0.600000 0:17 0.600000
0:? 0.000000 0:17 0.000000
0:? 1.000000 0:17 1.000000
0:17 direct index ( temp float) 0:17 direct index ( temp float)
0:? Constant: 0:17 Constant:
0:? 0.500000 0:17 0.500000
0:? 0.600000 0:17 0.600000
0:? 0.000000 0:17 0.000000
0:? 1.000000 0:17 1.000000
0:17 Constant: 0:17 Constant:
0:17 3 (const int) 0:17 3 (const int)
0:19 move second child to first child ( temp 4-component vector of float) 0:19 move second child to first child ( temp 4-component vector of float)
@@ -86,27 +86,27 @@ Shader version: 500
0:14 Sequence 0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float) 0:14 move second child to first child ( temp 4-component vector of float)
0:14 'PosOut' ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float)
0:? Constant: 0:14 Constant:
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:? 0.000000 0:14 0.000000
0:16 add second child into first child ( temp 4-component vector of float) 0:16 add second child into first child ( temp 4-component vector of float)
0:16 'PosOut' ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float)
0:16 textureLod ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float)
0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 'g_sam' (layout( binding=0) uniform sampler2D)
0:16 Construct vec2 ( temp 2-component vector of float) 0:16 Construct vec2 ( temp 2-component vector of float)
0:? Constant: 0:16 Constant:
0:? 0.300000 0:16 0.300000
0:? 0.400000 0:16 0.400000
0:? 0.000000 0:16 0.000000
0:? 1.000000 0:16 1.000000
0:16 direct index ( temp float) 0:16 direct index ( temp float)
0:? Constant: 0:16 Constant:
0:? 0.300000 0:16 0.300000
0:? 0.400000 0:16 0.400000
0:? 0.000000 0:16 0.000000
0:? 1.000000 0:16 1.000000
0:16 Constant: 0:16 Constant:
0:16 3 (const int) 0:16 3 (const int)
0:17 add second child into first child ( temp 4-component vector of float) 0:17 add second child into first child ( temp 4-component vector of float)
@@ -114,17 +114,17 @@ Shader version: 500
0:17 textureLod ( temp 4-component vector of float) 0:17 textureLod ( temp 4-component vector of float)
0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:17 Construct vec2 ( temp 2-component vector of float) 0:17 Construct vec2 ( temp 2-component vector of float)
0:? Constant: 0:17 Constant:
0:? 0.500000 0:17 0.500000
0:? 0.600000 0:17 0.600000
0:? 0.000000 0:17 0.000000
0:? 1.000000 0:17 1.000000
0:17 direct index ( temp float) 0:17 direct index ( temp float)
0:? Constant: 0:17 Constant:
0:? 0.500000 0:17 0.500000
0:? 0.600000 0:17 0.600000
0:? 0.000000 0:17 0.000000
0:? 1.000000 0:17 1.000000
0:17 Constant: 0:17 Constant:
0:17 3 (const int) 0:17 3 (const int)
0:19 move second child to first child ( temp 4-component vector of float) 0:19 move second child to first child ( temp 4-component vector of float)

View File

@@ -46,12 +46,12 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? 0 (const int) 0:35 0 (const int)
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -59,12 +59,12 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:? Constant: 0:36 Constant:
0:? 1 (const int) 0:36 1 (const int)
0:? 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -72,12 +72,12 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:? Constant: 0:37 Constant:
0:? 1 (const int) 0:37 1 (const int)
0:? -1 (const int) 0:37 -1 (const int)
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -85,14 +85,14 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:? Constant: 0:39 Constant:
0:? 1 (const int) 0:39 1 (const int)
0:? 0 (const int) 0:39 0 (const int)
0:? 1 (const int) 0:39 1 (const int)
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -100,14 +100,14 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:? Constant: 0:40 Constant:
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -115,14 +115,14 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:? Constant: 0:41 Constant:
0:? 1 (const int) 0:41 1 (const int)
0:? 0 (const int) 0:41 0 (const int)
0:? -1 (const int) 0:41 -1 (const int)
0:45 move second child to first child ( temp 4-component vector of float) 0:45 move second child to first child ( temp 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -230,12 +230,12 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? 0 (const int) 0:35 0 (const int)
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -243,12 +243,12 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:? Constant: 0:36 Constant:
0:? 1 (const int) 0:36 1 (const int)
0:? 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -256,12 +256,12 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:? Constant: 0:37 Constant:
0:? 1 (const int) 0:37 1 (const int)
0:? -1 (const int) 0:37 -1 (const int)
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -269,14 +269,14 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:? Constant: 0:39 Constant:
0:? 1 (const int) 0:39 1 (const int)
0:? 0 (const int) 0:39 0 (const int)
0:? 1 (const int) 0:39 1 (const int)
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -284,14 +284,14 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:? Constant: 0:40 Constant:
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -299,14 +299,14 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:? Constant: 0:41 Constant:
0:? 1 (const int) 0:41 1 (const int)
0:? 0 (const int) 0:41 0 (const int)
0:? -1 (const int) 0:41 -1 (const int)
0:45 move second child to first child ( temp 4-component vector of float) 0:45 move second child to first child ( temp 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,9 +13,9 @@ using depth_any
0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 Construct combined texture-sampler ( temp sampler1DArray)
0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:23 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:23 Constant:
0:? 0.100000 0:23 0.100000
0:? 0.200000 0:23 0.200000
0:23 Constant: 0:23 Constant:
0:23 0 (const int) 0:23 0 (const int)
0:24 Sequence 0:24 Sequence
@@ -25,9 +25,9 @@ using depth_any
0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 Construct combined texture-sampler ( temp isampler1DArray)
0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray)
0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:24 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:24 Constant:
0:? 0.200000 0:24 0.200000
0:? 0.300000 0:24 0.300000
0:24 Constant: 0:24 Constant:
0:24 1 (const int) 0:24 1 (const int)
0:25 Sequence 0:25 Sequence
@@ -37,9 +37,9 @@ using depth_any
0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 Construct combined texture-sampler ( temp usampler1DArray)
0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:25 Constant:
0:? 0.300000 0:25 0.300000
0:? 0.400000 0:25 0.400000
0:25 Constant: 0:25 Constant:
0:25 2 (const int) 0:25 2 (const int)
0:27 Sequence 0:27 Sequence
@@ -49,13 +49,13 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 Construct combined texture-sampler ( temp sampler2DArray)
0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:? 0.300000 0:27 0.300000
0:? Constant: 0:27 Constant:
0:? 0 (const int) 0:27 0 (const int)
0:? 0 (const int) 0:27 0 (const int)
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int) 0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval21' ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int)
@@ -63,13 +63,13 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 Construct combined texture-sampler ( temp isampler2DArray)
0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.300000 0:28 0.300000
0:? 0.400000 0:28 0.400000
0:? 0.500000 0:28 0.500000
0:? Constant: 0:28 Constant:
0:? 0 (const int) 0:28 0 (const int)
0:? 0 (const int) 0:28 0 (const int)
0:29 Sequence 0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint) 0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval22' ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint)
@@ -77,13 +77,13 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 Construct combined texture-sampler ( temp usampler2DArray)
0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.500000 0:29 0.500000
0:? 0.600000 0:29 0.600000
0:? 0.700000 0:29 0.700000
0:? Constant: 0:29 Constant:
0:? 0 (const int) 0:29 0 (const int)
0:? 1 (const int) 0:29 1 (const int)
0:33 move second child to first child ( temp 4-component vector of float) 0:33 move second child to first child ( temp 4-component vector of float)
0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -152,9 +152,9 @@ using depth_any
0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 Construct combined texture-sampler ( temp sampler1DArray)
0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:23 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:23 Constant:
0:? 0.100000 0:23 0.100000
0:? 0.200000 0:23 0.200000
0:23 Constant: 0:23 Constant:
0:23 0 (const int) 0:23 0 (const int)
0:24 Sequence 0:24 Sequence
@@ -164,9 +164,9 @@ using depth_any
0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 Construct combined texture-sampler ( temp isampler1DArray)
0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray)
0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:24 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:24 Constant:
0:? 0.200000 0:24 0.200000
0:? 0.300000 0:24 0.300000
0:24 Constant: 0:24 Constant:
0:24 1 (const int) 0:24 1 (const int)
0:25 Sequence 0:25 Sequence
@@ -176,9 +176,9 @@ using depth_any
0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 Construct combined texture-sampler ( temp usampler1DArray)
0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:25 Constant:
0:? 0.300000 0:25 0.300000
0:? 0.400000 0:25 0.400000
0:25 Constant: 0:25 Constant:
0:25 2 (const int) 0:25 2 (const int)
0:27 Sequence 0:27 Sequence
@@ -188,13 +188,13 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 Construct combined texture-sampler ( temp sampler2DArray)
0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:? 0.300000 0:27 0.300000
0:? Constant: 0:27 Constant:
0:? 0 (const int) 0:27 0 (const int)
0:? 0 (const int) 0:27 0 (const int)
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int) 0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval21' ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int)
@@ -202,13 +202,13 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 Construct combined texture-sampler ( temp isampler2DArray)
0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.300000 0:28 0.300000
0:? 0.400000 0:28 0.400000
0:? 0.500000 0:28 0.500000
0:? Constant: 0:28 Constant:
0:? 0 (const int) 0:28 0 (const int)
0:? 0 (const int) 0:28 0 (const int)
0:29 Sequence 0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint) 0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval22' ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint)
@@ -216,13 +216,13 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 Construct combined texture-sampler ( temp usampler2DArray)
0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.500000 0:29 0.500000
0:? 0.600000 0:29 0.600000
0:? 0.700000 0:29 0.700000
0:? Constant: 0:29 Constant:
0:? 0 (const int) 0:29 0 (const int)
0:? 1 (const int) 0:29 1 (const int)
0:33 move second child to first child ( temp 4-component vector of float) 0:33 move second child to first child ( temp 4-component vector of float)
0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,9 +13,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:27 Constant: 0:27 Constant:
0:27 0.500000 0:27 0.500000
0:28 Sequence 0:28 Sequence
@@ -25,9 +25,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.200000 0:28 0.200000
0:? 0.300000 0:28 0.300000
0:28 Constant: 0:28 Constant:
0:28 0.500000 0:28 0.500000
0:29 Sequence 0:29 Sequence
@@ -37,9 +37,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.300000 0:29 0.300000
0:? 0.400000 0:29 0.400000
0:29 Constant: 0:29 Constant:
0:29 0.500000 0:29 0.500000
0:31 Sequence 0:31 Sequence
@@ -49,10 +49,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:31 Constant: 0:31 Constant:
0:31 0.500000 0:31 0.500000
0:32 Sequence 0:32 Sequence
@@ -62,10 +62,10 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.300000 0:32 0.300000
0:? 0.400000 0:32 0.400000
0:? 0.500000 0:32 0.500000
0:32 Constant: 0:32 Constant:
0:32 0.500000 0:32 0.500000
0:33 Sequence 0:33 Sequence
@@ -75,10 +75,10 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.500000 0:33 0.500000
0:? 0.600000 0:33 0.600000
0:? 0.700000 0:33 0.700000
0:33 Constant: 0:33 Constant:
0:33 0.500000 0:33 0.500000
0:35 Sequence 0:35 Sequence
@@ -88,11 +88,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:35 Constant: 0:35 Constant:
0:35 0.500000 0:35 0.500000
0:36 Sequence 0:36 Sequence
@@ -102,11 +102,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.400000 0:36 0.400000
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? 0.700000 0:36 0.700000
0:36 Constant: 0:36 Constant:
0:36 0.500000 0:36 0.500000
0:37 Sequence 0:37 Sequence
@@ -116,11 +116,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.700000 0:37 0.700000
0:? 0.800000 0:37 0.800000
0:? 0.900000 0:37 0.900000
0:? 1.000000 0:37 1.000000
0:37 Constant: 0:37 Constant:
0:37 0.500000 0:37 0.500000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
@@ -194,9 +194,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:27 Constant: 0:27 Constant:
0:27 0.500000 0:27 0.500000
0:28 Sequence 0:28 Sequence
@@ -206,9 +206,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.200000 0:28 0.200000
0:? 0.300000 0:28 0.300000
0:28 Constant: 0:28 Constant:
0:28 0.500000 0:28 0.500000
0:29 Sequence 0:29 Sequence
@@ -218,9 +218,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.300000 0:29 0.300000
0:? 0.400000 0:29 0.400000
0:29 Constant: 0:29 Constant:
0:29 0.500000 0:29 0.500000
0:31 Sequence 0:31 Sequence
@@ -230,10 +230,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:31 Constant: 0:31 Constant:
0:31 0.500000 0:31 0.500000
0:32 Sequence 0:32 Sequence
@@ -243,10 +243,10 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.300000 0:32 0.300000
0:? 0.400000 0:32 0.400000
0:? 0.500000 0:32 0.500000
0:32 Constant: 0:32 Constant:
0:32 0.500000 0:32 0.500000
0:33 Sequence 0:33 Sequence
@@ -256,10 +256,10 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.500000 0:33 0.500000
0:? 0.600000 0:33 0.600000
0:? 0.700000 0:33 0.700000
0:33 Constant: 0:33 Constant:
0:33 0.500000 0:33 0.500000
0:35 Sequence 0:35 Sequence
@@ -269,11 +269,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:35 Constant: 0:35 Constant:
0:35 0.500000 0:35 0.500000
0:36 Sequence 0:36 Sequence
@@ -283,11 +283,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.400000 0:36 0.400000
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? 0.700000 0:36 0.700000
0:36 Constant: 0:36 Constant:
0:36 0.500000 0:36 0.500000
0:37 Sequence 0:37 Sequence
@@ -297,11 +297,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.700000 0:37 0.700000
0:? 0.800000 0:37 0.800000
0:? 0.900000 0:37 0.900000
0:? 1.000000 0:37 1.000000
0:37 Constant: 0:37 Constant:
0:37 0.500000 0:37 0.500000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)

View File

@@ -46,9 +46,9 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:35 Constant: 0:35 Constant:
0:35 0.500000 0:35 0.500000
0:36 Sequence 0:36 Sequence
@@ -58,9 +58,9 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:36 Constant: 0:36 Constant:
0:36 0.500000 0:36 0.500000
0:37 Sequence 0:37 Sequence
@@ -70,9 +70,9 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:37 Constant: 0:37 Constant:
0:37 0.500000 0:37 0.500000
0:39 Sequence 0:39 Sequence
@@ -82,10 +82,10 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:39 Constant: 0:39 Constant:
0:39 0.500000 0:39 0.500000
0:40 Sequence 0:40 Sequence
@@ -95,10 +95,10 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:40 Constant: 0:40 Constant:
0:40 0.500000 0:40 0.500000
0:41 Sequence 0:41 Sequence
@@ -108,10 +108,10 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:41 Constant: 0:41 Constant:
0:41 0.500000 0:41 0.500000
0:43 Sequence 0:43 Sequence
@@ -121,10 +121,10 @@ using depth_any
0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 Construct combined texture-sampler ( temp samplerCube)
0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_tTexcdf4' ( uniform textureCube)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:? 0.300000 0:43 0.300000
0:43 Constant: 0:43 Constant:
0:43 0.500000 0:43 0.500000
0:44 Sequence 0:44 Sequence
@@ -134,10 +134,10 @@ using depth_any
0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 Construct combined texture-sampler ( temp isamplerCube)
0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_tTexcdi4' ( uniform itextureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.400000 0:44 0.400000
0:? 0.500000 0:44 0.500000
0:? 0.600000 0:44 0.600000
0:44 Constant: 0:44 Constant:
0:44 0.500000 0:44 0.500000
0:45 Sequence 0:45 Sequence
@@ -147,10 +147,10 @@ using depth_any
0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 Construct combined texture-sampler ( temp usamplerCube)
0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_tTexcdu4' ( uniform utextureCube)
0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:45 Constant:
0:? 0.700000 0:45 0.700000
0:? 0.800000 0:45 0.800000
0:? 0.900000 0:45 0.900000
0:45 Constant: 0:45 Constant:
0:45 0.500000 0:45 0.500000
0:47 move second child to first child ( temp 4-component vector of float) 0:47 move second child to first child ( temp 4-component vector of float)
@@ -260,9 +260,9 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:35 Constant: 0:35 Constant:
0:35 0.500000 0:35 0.500000
0:36 Sequence 0:36 Sequence
@@ -272,9 +272,9 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:36 Constant: 0:36 Constant:
0:36 0.500000 0:36 0.500000
0:37 Sequence 0:37 Sequence
@@ -284,9 +284,9 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:37 Constant: 0:37 Constant:
0:37 0.500000 0:37 0.500000
0:39 Sequence 0:39 Sequence
@@ -296,10 +296,10 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:39 Constant: 0:39 Constant:
0:39 0.500000 0:39 0.500000
0:40 Sequence 0:40 Sequence
@@ -309,10 +309,10 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:40 Constant: 0:40 Constant:
0:40 0.500000 0:40 0.500000
0:41 Sequence 0:41 Sequence
@@ -322,10 +322,10 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:41 Constant: 0:41 Constant:
0:41 0.500000 0:41 0.500000
0:43 Sequence 0:43 Sequence
@@ -335,10 +335,10 @@ using depth_any
0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 Construct combined texture-sampler ( temp samplerCube)
0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_tTexcdf4' ( uniform textureCube)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:? 0.300000 0:43 0.300000
0:43 Constant: 0:43 Constant:
0:43 0.500000 0:43 0.500000
0:44 Sequence 0:44 Sequence
@@ -348,10 +348,10 @@ using depth_any
0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 Construct combined texture-sampler ( temp isamplerCube)
0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_tTexcdi4' ( uniform itextureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.400000 0:44 0.400000
0:? 0.500000 0:44 0.500000
0:? 0.600000 0:44 0.600000
0:44 Constant: 0:44 Constant:
0:44 0.500000 0:44 0.500000
0:45 Sequence 0:45 Sequence
@@ -361,10 +361,10 @@ using depth_any
0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 Construct combined texture-sampler ( temp usamplerCube)
0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_tTexcdu4' ( uniform utextureCube)
0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:45 Constant:
0:? 0.700000 0:45 0.700000
0:? 0.800000 0:45 0.800000
0:? 0.900000 0:45 0.900000
0:45 Constant: 0:45 Constant:
0:45 0.500000 0:45 0.500000
0:47 move second child to first child ( temp 4-component vector of float) 0:47 move second child to first child ( temp 4-component vector of float)

View File

@@ -52,14 +52,14 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:35 Constant: 0:35 Constant:
0:35 0.500000 0:35 0.500000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? 0 (const int) 0:35 0 (const int)
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -67,14 +67,14 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:36 Constant: 0:36 Constant:
0:36 0.500000 0:36 0.500000
0:? Constant: 0:36 Constant:
0:? 1 (const int) 0:36 1 (const int)
0:? 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -82,14 +82,14 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:37 Constant: 0:37 Constant:
0:37 0.500000 0:37 0.500000
0:? Constant: 0:37 0.600000
0:? 1 (const int) 0:37 Constant:
0:? -1 (const int) 0:37 0.500000
0:37 Constant:
0:37 1 (const int)
0:37 -1 (const int)
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -97,16 +97,16 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:39 Constant: 0:39 Constant:
0:39 0.500000 0:39 0.500000
0:? Constant: 0:39 Constant:
0:? 1 (const int) 0:39 1 (const int)
0:? 0 (const int) 0:39 0 (const int)
0:? 1 (const int) 0:39 1 (const int)
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -114,16 +114,16 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:40 Constant: 0:40 Constant:
0:40 0.500000 0:40 0.500000
0:? Constant: 0:40 Constant:
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -131,16 +131,16 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:41 Constant: 0:41 Constant:
0:41 0.500000 0:41 0.500000
0:? Constant: 0:41 Constant:
0:? 1 (const int) 0:41 1 (const int)
0:? 0 (const int) 0:41 0 (const int)
0:? -1 (const int) 0:41 -1 (const int)
0:45 move second child to first child ( temp 4-component vector of float) 0:45 move second child to first child ( temp 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -254,14 +254,14 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:35 Constant: 0:35 Constant:
0:35 0.500000 0:35 0.500000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? 0 (const int) 0:35 0 (const int)
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -269,14 +269,14 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:36 Constant: 0:36 Constant:
0:36 0.500000 0:36 0.500000
0:? Constant: 0:36 Constant:
0:? 1 (const int) 0:36 1 (const int)
0:? 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -284,14 +284,14 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:37 Constant: 0:37 Constant:
0:37 0.500000 0:37 0.500000
0:? Constant: 0:37 0.600000
0:? 1 (const int) 0:37 Constant:
0:? -1 (const int) 0:37 0.500000
0:37 Constant:
0:37 1 (const int)
0:37 -1 (const int)
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -299,16 +299,16 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:39 Constant: 0:39 Constant:
0:39 0.500000 0:39 0.500000
0:? Constant: 0:39 Constant:
0:? 1 (const int) 0:39 1 (const int)
0:? 0 (const int) 0:39 0 (const int)
0:? 1 (const int) 0:39 1 (const int)
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -316,16 +316,16 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:40 Constant: 0:40 Constant:
0:40 0.500000 0:40 0.500000
0:? Constant: 0:40 Constant:
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -333,16 +333,16 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:41 Constant: 0:41 Constant:
0:41 0.500000 0:41 0.500000
0:? Constant: 0:41 Constant:
0:? 1 (const int) 0:41 1 (const int)
0:? 0 (const int) 0:41 0 (const int)
0:? -1 (const int) 0:41 -1 (const int)
0:45 move second child to first child ( temp 4-component vector of float) 0:45 move second child to first child ( temp 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,9 +13,9 @@ using depth_any
0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 Construct combined texture-sampler ( temp sampler1DArray)
0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:23 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:23 Constant:
0:? 0.100000 0:23 0.100000
0:? 0.200000 0:23 0.200000
0:23 Constant: 0:23 Constant:
0:23 0.500000 0:23 0.500000
0:23 Constant: 0:23 Constant:
@@ -27,9 +27,9 @@ using depth_any
0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 Construct combined texture-sampler ( temp isampler1DArray)
0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray)
0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:24 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:24 Constant:
0:? 0.200000 0:24 0.200000
0:? 0.300000 0:24 0.300000
0:24 Constant: 0:24 Constant:
0:24 0.500000 0:24 0.500000
0:24 Constant: 0:24 Constant:
@@ -41,9 +41,9 @@ using depth_any
0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 Construct combined texture-sampler ( temp usampler1DArray)
0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:25 Constant:
0:? 0.300000 0:25 0.300000
0:? 0.400000 0:25 0.400000
0:25 Constant: 0:25 Constant:
0:25 0.500000 0:25 0.500000
0:25 Constant: 0:25 Constant:
@@ -55,15 +55,15 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 Construct combined texture-sampler ( temp sampler2DArray)
0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:? 0.300000 0:27 0.300000
0:27 Constant: 0:27 Constant:
0:27 0.500000 0:27 0.500000
0:? Constant: 0:27 Constant:
0:? 0 (const int) 0:27 0 (const int)
0:? 0 (const int) 0:27 0 (const int)
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int) 0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval21' ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int)
@@ -71,15 +71,15 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 Construct combined texture-sampler ( temp isampler2DArray)
0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.300000 0:28 0.300000
0:? 0.400000 0:28 0.400000
0:? 0.500000 0:28 0.500000
0:28 Constant: 0:28 Constant:
0:28 0.500000 0:28 0.500000
0:? Constant: 0:28 Constant:
0:? 0 (const int) 0:28 0 (const int)
0:? 0 (const int) 0:28 0 (const int)
0:29 Sequence 0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint) 0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval22' ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint)
@@ -87,15 +87,15 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 Construct combined texture-sampler ( temp usampler2DArray)
0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:29 Constant: 0:29 Constant:
0:29 0.500000 0:29 0.500000
0:? Constant: 0:29 0.600000
0:? 0 (const int) 0:29 0.700000
0:? 1 (const int) 0:29 Constant:
0:29 0.500000
0:29 Constant:
0:29 0 (const int)
0:29 1 (const int)
0:33 move second child to first child ( temp 4-component vector of float) 0:33 move second child to first child ( temp 4-component vector of float)
0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -164,9 +164,9 @@ using depth_any
0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 Construct combined texture-sampler ( temp sampler1DArray)
0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:23 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:23 Constant:
0:? 0.100000 0:23 0.100000
0:? 0.200000 0:23 0.200000
0:23 Constant: 0:23 Constant:
0:23 0.500000 0:23 0.500000
0:23 Constant: 0:23 Constant:
@@ -178,9 +178,9 @@ using depth_any
0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 Construct combined texture-sampler ( temp isampler1DArray)
0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray)
0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:24 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:24 Constant:
0:? 0.200000 0:24 0.200000
0:? 0.300000 0:24 0.300000
0:24 Constant: 0:24 Constant:
0:24 0.500000 0:24 0.500000
0:24 Constant: 0:24 Constant:
@@ -192,9 +192,9 @@ using depth_any
0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 Construct combined texture-sampler ( temp usampler1DArray)
0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:25 Constant:
0:? 0.300000 0:25 0.300000
0:? 0.400000 0:25 0.400000
0:25 Constant: 0:25 Constant:
0:25 0.500000 0:25 0.500000
0:25 Constant: 0:25 Constant:
@@ -206,15 +206,15 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 Construct combined texture-sampler ( temp sampler2DArray)
0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:? 0.300000 0:27 0.300000
0:27 Constant: 0:27 Constant:
0:27 0.500000 0:27 0.500000
0:? Constant: 0:27 Constant:
0:? 0 (const int) 0:27 0 (const int)
0:? 0 (const int) 0:27 0 (const int)
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int) 0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval21' ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int)
@@ -222,15 +222,15 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 Construct combined texture-sampler ( temp isampler2DArray)
0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.300000 0:28 0.300000
0:? 0.400000 0:28 0.400000
0:? 0.500000 0:28 0.500000
0:28 Constant: 0:28 Constant:
0:28 0.500000 0:28 0.500000
0:? Constant: 0:28 Constant:
0:? 0 (const int) 0:28 0 (const int)
0:? 0 (const int) 0:28 0 (const int)
0:29 Sequence 0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint) 0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval22' ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint)
@@ -238,15 +238,15 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 Construct combined texture-sampler ( temp usampler2DArray)
0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:29 Constant: 0:29 Constant:
0:29 0.500000 0:29 0.500000
0:? Constant: 0:29 0.600000
0:? 0 (const int) 0:29 0.700000
0:? 1 (const int) 0:29 Constant:
0:29 0.500000
0:29 Constant:
0:29 0 (const int)
0:29 1 (const int)
0:33 move second child to first child ( temp 4-component vector of float) 0:33 move second child to first child ( temp 4-component vector of float)
0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -14,9 +14,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:43 Sequence 0:43 Sequence
@@ -27,9 +27,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:44 Sequence 0:44 Sequence
@@ -40,9 +40,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:47 Sequence 0:47 Sequence
@@ -53,10 +53,10 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:? 0.300000 0:47 0.300000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:48 Sequence 0:48 Sequence
@@ -67,10 +67,10 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:? 0.300000 0:48 0.300000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:49 Sequence 0:49 Sequence
@@ -81,10 +81,10 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:? 0.300000 0:49 0.300000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:52 Sequence 0:52 Sequence
@@ -95,11 +95,11 @@ using depth_any
0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow)
0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 Construct vec4 ( temp 4-component vector of float) 0:52 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:52 Constant:
0:? 0.100000 0:52 0.100000
0:? 0.200000 0:52 0.200000
0:? 0.300000 0:52 0.300000
0:? 0.400000 0:52 0.400000
0:52 Constant: 0:52 Constant:
0:52 0.750000 0:52 0.750000
0:53 Sequence 0:53 Sequence
@@ -110,11 +110,11 @@ using depth_any
0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float) 0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:53 Constant:
0:? 0.100000 0:53 0.100000
0:? 0.200000 0:53 0.200000
0:? 0.300000 0:53 0.300000
0:? 0.400000 0:53 0.400000
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:54 Sequence 0:54 Sequence
@@ -125,11 +125,11 @@ using depth_any
0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float) 0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:54 Constant:
0:? 0.100000 0:54 0.100000
0:? 0.200000 0:54 0.200000
0:? 0.300000 0:54 0.300000
0:? 0.400000 0:54 0.400000
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:56 move second child to first child ( temp 4-component vector of float) 0:56 move second child to first child ( temp 4-component vector of float)
@@ -215,9 +215,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:43 Sequence 0:43 Sequence
@@ -228,9 +228,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:44 Sequence 0:44 Sequence
@@ -241,9 +241,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:47 Sequence 0:47 Sequence
@@ -254,10 +254,10 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:? 0.300000 0:47 0.300000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:48 Sequence 0:48 Sequence
@@ -268,10 +268,10 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:? 0.300000 0:48 0.300000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:49 Sequence 0:49 Sequence
@@ -282,10 +282,10 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:? 0.300000 0:49 0.300000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:52 Sequence 0:52 Sequence
@@ -296,11 +296,11 @@ using depth_any
0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow)
0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 Construct vec4 ( temp 4-component vector of float) 0:52 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:52 Constant:
0:? 0.100000 0:52 0.100000
0:? 0.200000 0:52 0.200000
0:? 0.300000 0:52 0.300000
0:? 0.400000 0:52 0.400000
0:52 Constant: 0:52 Constant:
0:52 0.750000 0:52 0.750000
0:53 Sequence 0:53 Sequence
@@ -311,11 +311,11 @@ using depth_any
0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float) 0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:53 Constant:
0:? 0.100000 0:53 0.100000
0:? 0.200000 0:53 0.200000
0:? 0.300000 0:53 0.300000
0:? 0.400000 0:53 0.400000
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:54 Sequence 0:54 Sequence
@@ -326,11 +326,11 @@ using depth_any
0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float) 0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:54 Constant:
0:? 0.100000 0:54 0.100000
0:? 0.200000 0:54 0.200000
0:? 0.300000 0:54 0.300000
0:? 0.400000 0:54 0.400000
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:56 move second child to first child ( temp 4-component vector of float) 0:56 move second child to first child ( temp 4-component vector of float)

View File

@@ -50,9 +50,9 @@ using depth_any
0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_tTex2df4' ( uniform texture2DShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec3 ( temp 3-component vector of float) 0:47 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:48 Sequence 0:48 Sequence
@@ -63,9 +63,9 @@ using depth_any
0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_tTex2di4' ( uniform itexture2DShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec3 ( temp 3-component vector of float) 0:48 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:49 Sequence 0:49 Sequence
@@ -76,9 +76,9 @@ using depth_any
0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_tTex2du4' ( uniform utexture2DShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec3 ( temp 3-component vector of float) 0:49 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:53 Sequence 0:53 Sequence
@@ -89,10 +89,10 @@ using depth_any
0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_tTexcdf4' ( uniform textureCubeShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float) 0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:53 Constant:
0:? 0.100000 0:53 0.100000
0:? 0.200000 0:53 0.200000
0:? 0.300000 0:53 0.300000
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:54 Sequence 0:54 Sequence
@@ -103,10 +103,10 @@ using depth_any
0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float) 0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:54 Constant:
0:? 0.100000 0:54 0.100000
0:? 0.200000 0:54 0.200000
0:? 0.300000 0:54 0.300000
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:55 Sequence 0:55 Sequence
@@ -117,10 +117,10 @@ using depth_any
0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow)
0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 'g_sSamp' (layout( binding=0) uniform sampler)
0:55 Construct vec4 ( temp 4-component vector of float) 0:55 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:55 Constant:
0:? 0.100000 0:55 0.100000
0:? 0.200000 0:55 0.200000
0:? 0.300000 0:55 0.300000
0:55 Constant: 0:55 Constant:
0:55 0.750000 0:55 0.750000
0:57 move second child to first child ( temp 4-component vector of float) 0:57 move second child to first child ( temp 4-component vector of float)
@@ -242,9 +242,9 @@ using depth_any
0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_tTex2df4' ( uniform texture2DShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec3 ( temp 3-component vector of float) 0:47 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:48 Sequence 0:48 Sequence
@@ -255,9 +255,9 @@ using depth_any
0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_tTex2di4' ( uniform itexture2DShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec3 ( temp 3-component vector of float) 0:48 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:49 Sequence 0:49 Sequence
@@ -268,9 +268,9 @@ using depth_any
0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_tTex2du4' ( uniform utexture2DShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec3 ( temp 3-component vector of float) 0:49 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:53 Sequence 0:53 Sequence
@@ -281,10 +281,10 @@ using depth_any
0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_tTexcdf4' ( uniform textureCubeShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float) 0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:53 Constant:
0:? 0.100000 0:53 0.100000
0:? 0.200000 0:53 0.200000
0:? 0.300000 0:53 0.300000
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:54 Sequence 0:54 Sequence
@@ -295,10 +295,10 @@ using depth_any
0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float) 0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:54 Constant:
0:? 0.100000 0:54 0.100000
0:? 0.200000 0:54 0.200000
0:? 0.300000 0:54 0.300000
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:55 Sequence 0:55 Sequence
@@ -309,10 +309,10 @@ using depth_any
0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow)
0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 'g_sSamp' (layout( binding=0) uniform sampler)
0:55 Construct vec4 ( temp 4-component vector of float) 0:55 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:55 Constant:
0:? 0.100000 0:55 0.100000
0:? 0.200000 0:55 0.200000
0:? 0.300000 0:55 0.300000
0:55 Constant: 0:55 Constant:
0:55 0.750000 0:55 0.750000
0:57 move second child to first child ( temp 4-component vector of float) 0:57 move second child to first child ( temp 4-component vector of float)

View File

@@ -14,18 +14,18 @@ ERROR: node is still EOpNull!
0:9 'g_shadowTex' ( uniform texture2DShadow) 0:9 'g_shadowTex' ( uniform texture2DShadow)
0:9 'g_shadowSamplerComp' ( uniform sampler) 0:9 'g_shadowSamplerComp' ( uniform sampler)
0:9 Construct vec3 ( temp 3-component vector of float) 0:9 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:9 Constant:
0:? 0.000000 0:9 0.000000
0:? 0.000000 0:9 0.000000
0:9 Constant: 0:9 Constant:
0:9 0.000000 0:9 0.000000
0:10 ERROR: Bad aggregation op 0:10 ERROR: Bad aggregation op
( temp float) ( temp float)
0:10 'g_nonShadowTex' ( uniform texture2D) 0:10 'g_nonShadowTex' ( uniform texture2D)
0:10 'g_shadowSampler' ( uniform sampler) 0:10 'g_shadowSampler' ( uniform sampler)
0:? Constant: 0:10 Constant:
0:? 0.000000 0:10 0.000000
0:? 0.000000 0:10 0.000000
0:10 Constant: 0:10 Constant:
0:10 0.000000 0:10 0.000000
0:12 Branch: Return with expression 0:12 Branch: Return with expression
@@ -62,18 +62,18 @@ ERROR: node is still EOpNull!
0:9 'g_shadowTex' ( uniform texture2DShadow) 0:9 'g_shadowTex' ( uniform texture2DShadow)
0:9 'g_shadowSamplerComp' ( uniform sampler) 0:9 'g_shadowSamplerComp' ( uniform sampler)
0:9 Construct vec3 ( temp 3-component vector of float) 0:9 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:9 Constant:
0:? 0.000000 0:9 0.000000
0:? 0.000000 0:9 0.000000
0:9 Constant: 0:9 Constant:
0:9 0.000000 0:9 0.000000
0:10 ERROR: Bad aggregation op 0:10 ERROR: Bad aggregation op
( temp float) ( temp float)
0:10 'g_nonShadowTex' ( uniform texture2D) 0:10 'g_nonShadowTex' ( uniform texture2D)
0:10 'g_shadowSampler' ( uniform sampler) 0:10 'g_shadowSampler' ( uniform sampler)
0:? Constant: 0:10 Constant:
0:? 0.000000 0:10 0.000000
0:? 0.000000 0:10 0.000000
0:10 Constant: 0:10 Constant:
0:10 0.000000 0:10 0.000000
0:12 Branch: Return with expression 0:12 Branch: Return with expression

View File

@@ -13,14 +13,14 @@ ERROR: node is still EOpNull!
( temp 4-component vector of float) ( temp 4-component vector of float)
0:7 'g_shadowTex' ( uniform texture2D) 0:7 'g_shadowTex' ( uniform texture2D)
0:7 'g_shadowSampler' ( uniform sampler) 0:7 'g_shadowSampler' ( uniform sampler)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:7 Constant: 0:7 Constant:
0:7 0.000000 0:7 0.000000
0:? Constant: 0:7 0.000000
0:? 0 (const int) 0:7 Constant:
0:? 0 (const int) 0:7 0.000000
0:7 Constant:
0:7 0 (const int)
0:7 0 (const int)
0:9 Branch: Return with expression 0:9 Branch: Return with expression
0:9 Constant: 0:9 Constant:
0:9 0.000000 0:9 0.000000
@@ -52,14 +52,14 @@ ERROR: node is still EOpNull!
( temp 4-component vector of float) ( temp 4-component vector of float)
0:7 'g_shadowTex' ( uniform texture2D) 0:7 'g_shadowTex' ( uniform texture2D)
0:7 'g_shadowSampler' ( uniform sampler) 0:7 'g_shadowSampler' ( uniform sampler)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:7 Constant: 0:7 Constant:
0:7 0.000000 0:7 0.000000
0:? Constant: 0:7 0.000000
0:? 0 (const int) 0:7 Constant:
0:? 0 (const int) 0:7 0.000000
0:7 Constant:
0:7 0 (const int)
0:7 0 (const int)
0:9 Branch: Return with expression 0:9 Branch: Return with expression
0:9 Constant: 0:9 Constant:
0:9 0.000000 0:9 0.000000

View File

@@ -56,14 +56,14 @@ using depth_any
0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_tTex2df4' ( uniform texture2DShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec3 ( temp 3-component vector of float) 0:47 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:? Constant: 0:47 Constant:
0:? 2 (const int) 0:47 2 (const int)
0:? 3 (const int) 0:47 3 (const int)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp float) 0:48 move second child to first child ( temp float)
0:48 'r23' ( temp float) 0:48 'r23' ( temp float)
@@ -72,14 +72,14 @@ using depth_any
0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_tTex2di4' ( uniform itexture2DShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec3 ( temp 3-component vector of float) 0:48 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:? Constant: 0:48 Constant:
0:? 2 (const int) 0:48 2 (const int)
0:? 3 (const int) 0:48 3 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp float) 0:49 move second child to first child ( temp float)
0:49 'r25' ( temp float) 0:49 'r25' ( temp float)
@@ -88,14 +88,14 @@ using depth_any
0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_tTex2du4' ( uniform utexture2DShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec3 ( temp 3-component vector of float) 0:49 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:? Constant: 0:49 Constant:
0:? 2 (const int) 0:49 2 (const int)
0:? 3 (const int) 0:49 3 (const int)
0:62 move second child to first child ( temp 4-component vector of float) 0:62 move second child to first child ( temp 4-component vector of float)
0:62 Color: direct index for structure ( temp 4-component vector of float) 0:62 Color: direct index for structure ( temp 4-component vector of float)
0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -221,14 +221,14 @@ using depth_any
0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_tTex2df4' ( uniform texture2DShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec3 ( temp 3-component vector of float) 0:47 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:? Constant: 0:47 Constant:
0:? 2 (const int) 0:47 2 (const int)
0:? 3 (const int) 0:47 3 (const int)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp float) 0:48 move second child to first child ( temp float)
0:48 'r23' ( temp float) 0:48 'r23' ( temp float)
@@ -237,14 +237,14 @@ using depth_any
0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_tTex2di4' ( uniform itexture2DShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec3 ( temp 3-component vector of float) 0:48 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:? Constant: 0:48 Constant:
0:? 2 (const int) 0:48 2 (const int)
0:? 3 (const int) 0:48 3 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp float) 0:49 move second child to first child ( temp float)
0:49 'r25' ( temp float) 0:49 'r25' ( temp float)
@@ -253,14 +253,14 @@ using depth_any
0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_tTex2du4' ( uniform utexture2DShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec3 ( temp 3-component vector of float) 0:49 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:? Constant: 0:49 Constant:
0:? 2 (const int) 0:49 2 (const int)
0:? 3 (const int) 0:49 3 (const int)
0:62 move second child to first child ( temp 4-component vector of float) 0:62 move second child to first child ( temp 4-component vector of float)
0:62 Color: direct index for structure ( temp 4-component vector of float) 0:62 Color: direct index for structure ( temp 4-component vector of float)
0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -14,9 +14,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:42 Constant: 0:42 Constant:
@@ -29,9 +29,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:43 Constant: 0:43 Constant:
@@ -44,9 +44,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:44 Constant: 0:44 Constant:
@@ -59,15 +59,15 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:? 0.300000 0:47 0.300000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:? Constant: 0:47 Constant:
0:? 2 (const int) 0:47 2 (const int)
0:? 3 (const int) 0:47 3 (const int)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp float) 0:48 move second child to first child ( temp float)
0:48 'r33' ( temp float) 0:48 'r33' ( temp float)
@@ -76,15 +76,15 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:? 0.300000 0:48 0.300000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:? Constant: 0:48 Constant:
0:? 2 (const int) 0:48 2 (const int)
0:? 3 (const int) 0:48 3 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp float) 0:49 move second child to first child ( temp float)
0:49 'r35' ( temp float) 0:49 'r35' ( temp float)
@@ -93,15 +93,15 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:? 0.300000 0:49 0.300000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:? Constant: 0:49 Constant:
0:? 2 (const int) 0:49 2 (const int)
0:? 3 (const int) 0:49 3 (const int)
0:63 move second child to first child ( temp 4-component vector of float) 0:63 move second child to first child ( temp 4-component vector of float)
0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float)
0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -185,9 +185,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:42 Constant: 0:42 Constant:
@@ -200,9 +200,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:43 Constant: 0:43 Constant:
@@ -215,9 +215,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:44 Constant: 0:44 Constant:
@@ -230,15 +230,15 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:? 0.300000 0:47 0.300000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:? Constant: 0:47 Constant:
0:? 2 (const int) 0:47 2 (const int)
0:? 3 (const int) 0:47 3 (const int)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp float) 0:48 move second child to first child ( temp float)
0:48 'r33' ( temp float) 0:48 'r33' ( temp float)
@@ -247,15 +247,15 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:? 0.300000 0:48 0.300000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:? Constant: 0:48 Constant:
0:? 2 (const int) 0:48 2 (const int)
0:? 3 (const int) 0:48 3 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp float) 0:49 move second child to first child ( temp float)
0:49 'r35' ( temp float) 0:49 'r35' ( temp float)
@@ -264,15 +264,15 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:? 0.300000 0:49 0.300000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:? Constant: 0:49 Constant:
0:? 2 (const int) 0:49 2 (const int)
0:? 3 (const int) 0:49 3 (const int)
0:63 move second child to first child ( temp 4-component vector of float) 0:63 move second child to first child ( temp 4-component vector of float)
0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float)
0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -14,9 +14,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:42 Constant: 0:42 Constant:
@@ -29,9 +29,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:43 Constant: 0:43 Constant:
@@ -44,9 +44,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:44 Constant: 0:44 Constant:
@@ -59,10 +59,10 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:? 0.300000 0:47 0.300000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:47 Constant: 0:47 Constant:
@@ -75,10 +75,10 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:? 0.300000 0:48 0.300000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:48 Constant: 0:48 Constant:
@@ -91,10 +91,10 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:? 0.300000 0:49 0.300000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:49 Constant: 0:49 Constant:
@@ -107,11 +107,11 @@ using depth_any
0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow)
0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 Construct vec4 ( temp 4-component vector of float) 0:52 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:52 Constant:
0:? 0.100000 0:52 0.100000
0:? 0.200000 0:52 0.200000
0:? 0.300000 0:52 0.300000
0:? 0.400000 0:52 0.400000
0:52 Constant: 0:52 Constant:
0:52 0.750000 0:52 0.750000
0:52 Constant: 0:52 Constant:
@@ -124,11 +124,11 @@ using depth_any
0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float) 0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:53 Constant:
0:? 0.100000 0:53 0.100000
0:? 0.200000 0:53 0.200000
0:? 0.300000 0:53 0.300000
0:? 0.400000 0:53 0.400000
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:53 Constant: 0:53 Constant:
@@ -141,11 +141,11 @@ using depth_any
0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float) 0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:54 Constant:
0:? 0.100000 0:54 0.100000
0:? 0.200000 0:54 0.200000
0:? 0.300000 0:54 0.300000
0:? 0.400000 0:54 0.400000
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:54 Constant: 0:54 Constant:
@@ -233,9 +233,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:42 Constant: 0:42 Constant:
@@ -248,9 +248,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:43 Constant: 0:43 Constant:
@@ -263,9 +263,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:44 Constant: 0:44 Constant:
@@ -278,10 +278,10 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:? 0.300000 0:47 0.300000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:47 Constant: 0:47 Constant:
@@ -294,10 +294,10 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:? 0.300000 0:48 0.300000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:48 Constant: 0:48 Constant:
@@ -310,10 +310,10 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:? 0.300000 0:49 0.300000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:49 Constant: 0:49 Constant:
@@ -326,11 +326,11 @@ using depth_any
0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow)
0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 Construct vec4 ( temp 4-component vector of float) 0:52 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:52 Constant:
0:? 0.100000 0:52 0.100000
0:? 0.200000 0:52 0.200000
0:? 0.300000 0:52 0.300000
0:? 0.400000 0:52 0.400000
0:52 Constant: 0:52 Constant:
0:52 0.750000 0:52 0.750000
0:52 Constant: 0:52 Constant:
@@ -343,11 +343,11 @@ using depth_any
0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float) 0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:53 Constant:
0:? 0.100000 0:53 0.100000
0:? 0.200000 0:53 0.200000
0:? 0.300000 0:53 0.300000
0:? 0.400000 0:53 0.400000
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:53 Constant: 0:53 Constant:
@@ -360,11 +360,11 @@ using depth_any
0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float) 0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:54 Constant:
0:? 0.100000 0:54 0.100000
0:? 0.200000 0:54 0.200000
0:? 0.300000 0:54 0.300000
0:? 0.400000 0:54 0.400000
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:54 Constant: 0:54 Constant:

View File

@@ -56,9 +56,9 @@ using depth_any
0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_tTex2df4' ( uniform texture2DShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec3 ( temp 3-component vector of float) 0:47 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:47 Constant: 0:47 Constant:
@@ -71,9 +71,9 @@ using depth_any
0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_tTex2di4' ( uniform itexture2DShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec3 ( temp 3-component vector of float) 0:48 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:48 Constant: 0:48 Constant:
@@ -86,9 +86,9 @@ using depth_any
0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_tTex2du4' ( uniform utexture2DShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec3 ( temp 3-component vector of float) 0:49 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:49 Constant: 0:49 Constant:
@@ -101,10 +101,10 @@ using depth_any
0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_tTexcdf4' ( uniform textureCubeShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float) 0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:53 Constant:
0:? 0.100000 0:53 0.100000
0:? 0.200000 0:53 0.200000
0:? 0.300000 0:53 0.300000
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:53 Constant: 0:53 Constant:
@@ -117,10 +117,10 @@ using depth_any
0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float) 0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:54 Constant:
0:? 0.100000 0:54 0.100000
0:? 0.200000 0:54 0.200000
0:? 0.300000 0:54 0.300000
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:54 Constant: 0:54 Constant:
@@ -133,10 +133,10 @@ using depth_any
0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow)
0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 'g_sSamp' (layout( binding=0) uniform sampler)
0:55 Construct vec4 ( temp 4-component vector of float) 0:55 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:55 Constant:
0:? 0.100000 0:55 0.100000
0:? 0.200000 0:55 0.200000
0:? 0.300000 0:55 0.300000
0:55 Constant: 0:55 Constant:
0:55 0.750000 0:55 0.750000
0:55 Constant: 0:55 Constant:
@@ -266,9 +266,9 @@ using depth_any
0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_tTex2df4' ( uniform texture2DShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec3 ( temp 3-component vector of float) 0:47 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:47 Constant: 0:47 Constant:
@@ -281,9 +281,9 @@ using depth_any
0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_tTex2di4' ( uniform itexture2DShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec3 ( temp 3-component vector of float) 0:48 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:48 Constant: 0:48 Constant:
@@ -296,9 +296,9 @@ using depth_any
0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_tTex2du4' ( uniform utexture2DShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec3 ( temp 3-component vector of float) 0:49 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:49 Constant: 0:49 Constant:
@@ -311,10 +311,10 @@ using depth_any
0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_tTexcdf4' ( uniform textureCubeShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float) 0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:53 Constant:
0:? 0.100000 0:53 0.100000
0:? 0.200000 0:53 0.200000
0:? 0.300000 0:53 0.300000
0:53 Constant: 0:53 Constant:
0:53 0.750000 0:53 0.750000
0:53 Constant: 0:53 Constant:
@@ -327,10 +327,10 @@ using depth_any
0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float) 0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:54 Constant:
0:? 0.100000 0:54 0.100000
0:? 0.200000 0:54 0.200000
0:? 0.300000 0:54 0.300000
0:54 Constant: 0:54 Constant:
0:54 0.750000 0:54 0.750000
0:54 Constant: 0:54 Constant:
@@ -343,10 +343,10 @@ using depth_any
0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow)
0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 'g_sSamp' (layout( binding=0) uniform sampler)
0:55 Construct vec4 ( temp 4-component vector of float) 0:55 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:55 Constant:
0:? 0.100000 0:55 0.100000
0:? 0.200000 0:55 0.200000
0:? 0.300000 0:55 0.300000
0:55 Constant: 0:55 Constant:
0:55 0.750000 0:55 0.750000
0:55 Constant: 0:55 Constant:

View File

@@ -62,16 +62,16 @@ using depth_any
0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_tTex2df4' ( uniform texture2DShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec3 ( temp 3-component vector of float) 0:47 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:47 Constant: 0:47 Constant:
0:47 0.000000 0:47 0.000000
0:? Constant: 0:47 Constant:
0:? 2 (const int) 0:47 2 (const int)
0:? 3 (const int) 0:47 3 (const int)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp float) 0:48 move second child to first child ( temp float)
0:48 'r23' ( temp float) 0:48 'r23' ( temp float)
@@ -80,16 +80,16 @@ using depth_any
0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_tTex2di4' ( uniform itexture2DShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec3 ( temp 3-component vector of float) 0:48 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:48 Constant: 0:48 Constant:
0:48 0.000000 0:48 0.000000
0:? Constant: 0:48 Constant:
0:? 2 (const int) 0:48 2 (const int)
0:? 3 (const int) 0:48 3 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp float) 0:49 move second child to first child ( temp float)
0:49 'r25' ( temp float) 0:49 'r25' ( temp float)
@@ -98,16 +98,16 @@ using depth_any
0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_tTex2du4' ( uniform utexture2DShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec3 ( temp 3-component vector of float) 0:49 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:49 Constant: 0:49 Constant:
0:49 0.000000 0:49 0.000000
0:? Constant: 0:49 Constant:
0:? 2 (const int) 0:49 2 (const int)
0:? 3 (const int) 0:49 3 (const int)
0:62 move second child to first child ( temp 4-component vector of float) 0:62 move second child to first child ( temp 4-component vector of float)
0:62 Color: direct index for structure ( temp 4-component vector of float) 0:62 Color: direct index for structure ( temp 4-component vector of float)
0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -239,16 +239,16 @@ using depth_any
0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_tTex2df4' ( uniform texture2DShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec3 ( temp 3-component vector of float) 0:47 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:47 Constant: 0:47 Constant:
0:47 0.000000 0:47 0.000000
0:? Constant: 0:47 Constant:
0:? 2 (const int) 0:47 2 (const int)
0:? 3 (const int) 0:47 3 (const int)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp float) 0:48 move second child to first child ( temp float)
0:48 'r23' ( temp float) 0:48 'r23' ( temp float)
@@ -257,16 +257,16 @@ using depth_any
0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_tTex2di4' ( uniform itexture2DShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec3 ( temp 3-component vector of float) 0:48 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:48 Constant: 0:48 Constant:
0:48 0.000000 0:48 0.000000
0:? Constant: 0:48 Constant:
0:? 2 (const int) 0:48 2 (const int)
0:? 3 (const int) 0:48 3 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp float) 0:49 move second child to first child ( temp float)
0:49 'r25' ( temp float) 0:49 'r25' ( temp float)
@@ -275,16 +275,16 @@ using depth_any
0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_tTex2du4' ( uniform utexture2DShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec3 ( temp 3-component vector of float) 0:49 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:49 Constant: 0:49 Constant:
0:49 0.000000 0:49 0.000000
0:? Constant: 0:49 Constant:
0:? 2 (const int) 0:49 2 (const int)
0:? 3 (const int) 0:49 3 (const int)
0:62 move second child to first child ( temp 4-component vector of float) 0:62 move second child to first child ( temp 4-component vector of float)
0:62 Color: direct index for structure ( temp 4-component vector of float) 0:62 Color: direct index for structure ( temp 4-component vector of float)
0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -14,9 +14,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:42 Constant: 0:42 Constant:
@@ -31,9 +31,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:43 Constant: 0:43 Constant:
@@ -48,9 +48,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:44 Constant: 0:44 Constant:
@@ -65,17 +65,17 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:? 0.300000 0:47 0.300000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:47 Constant: 0:47 Constant:
0:47 0.000000 0:47 0.000000
0:? Constant: 0:47 Constant:
0:? 2 (const int) 0:47 2 (const int)
0:? 3 (const int) 0:47 3 (const int)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp float) 0:48 move second child to first child ( temp float)
0:48 'r33' ( temp float) 0:48 'r33' ( temp float)
@@ -84,17 +84,17 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:? 0.300000 0:48 0.300000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:48 Constant: 0:48 Constant:
0:48 0.000000 0:48 0.000000
0:? Constant: 0:48 Constant:
0:? 2 (const int) 0:48 2 (const int)
0:? 3 (const int) 0:48 3 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp float) 0:49 move second child to first child ( temp float)
0:49 'r35' ( temp float) 0:49 'r35' ( temp float)
@@ -103,17 +103,17 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:? 0.300000 0:49 0.300000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:49 Constant: 0:49 Constant:
0:49 0.000000 0:49 0.000000
0:? Constant: 0:49 Constant:
0:? 2 (const int) 0:49 2 (const int)
0:? 3 (const int) 0:49 3 (const int)
0:63 move second child to first child ( temp 4-component vector of float) 0:63 move second child to first child ( temp 4-component vector of float)
0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float)
0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -197,9 +197,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:42 Constant: 0:42 Constant:
@@ -214,9 +214,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:43 Constant: 0:43 Constant:
@@ -231,9 +231,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:44 Constant: 0:44 Constant:
@@ -248,17 +248,17 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:47 Constant:
0:? 0.100000 0:47 0.100000
0:? 0.200000 0:47 0.200000
0:? 0.300000 0:47 0.300000
0:47 Constant: 0:47 Constant:
0:47 0.750000 0:47 0.750000
0:47 Constant: 0:47 Constant:
0:47 0.000000 0:47 0.000000
0:? Constant: 0:47 Constant:
0:? 2 (const int) 0:47 2 (const int)
0:? 3 (const int) 0:47 3 (const int)
0:48 Sequence 0:48 Sequence
0:48 move second child to first child ( temp float) 0:48 move second child to first child ( temp float)
0:48 'r33' ( temp float) 0:48 'r33' ( temp float)
@@ -267,17 +267,17 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:48 Constant:
0:? 0.100000 0:48 0.100000
0:? 0.200000 0:48 0.200000
0:? 0.300000 0:48 0.300000
0:48 Constant: 0:48 Constant:
0:48 0.750000 0:48 0.750000
0:48 Constant: 0:48 Constant:
0:48 0.000000 0:48 0.000000
0:? Constant: 0:48 Constant:
0:? 2 (const int) 0:48 2 (const int)
0:? 3 (const int) 0:48 3 (const int)
0:49 Sequence 0:49 Sequence
0:49 move second child to first child ( temp float) 0:49 move second child to first child ( temp float)
0:49 'r35' ( temp float) 0:49 'r35' ( temp float)
@@ -286,17 +286,17 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant: 0:49 Constant:
0:? 0.100000 0:49 0.100000
0:? 0.200000 0:49 0.200000
0:? 0.300000 0:49 0.300000
0:49 Constant: 0:49 Constant:
0:49 0.750000 0:49 0.750000
0:49 Constant: 0:49 Constant:
0:49 0.000000 0:49 0.000000
0:? Constant: 0:49 Constant:
0:? 2 (const int) 0:49 2 (const int)
0:? 3 (const int) 0:49 3 (const int)
0:63 move second child to first child ( temp 4-component vector of float) 0:63 move second child to first child ( temp 4-component vector of float)
0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float)
0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,9 +13,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:27 Constant: 0:27 Constant:
0:27 1.100000 0:27 1.100000
0:27 Constant: 0:27 Constant:
@@ -27,9 +27,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.100000 0:28 0.100000
0:? 0.200000 0:28 0.200000
0:28 Constant: 0:28 Constant:
0:28 1.100000 0:28 1.100000
0:28 Constant: 0:28 Constant:
@@ -41,9 +41,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.100000 0:29 0.100000
0:? 0.200000 0:29 0.200000
0:29 Constant: 0:29 Constant:
0:29 1.100000 0:29 1.100000
0:29 Constant: 0:29 Constant:
@@ -55,16 +55,16 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:? Constant: 0:31 Constant:
0:? 1.100000 0:31 1.100000
0:? 1.200000 0:31 1.200000
0:? Constant: 0:31 Constant:
0:? 1.100000 0:31 1.100000
0:? 1.200000 0:31 1.200000
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of int) 0:32 move second child to first child ( temp 4-component vector of int)
0:32 'txval21' ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int)
@@ -72,16 +72,16 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.100000 0:32 0.100000
0:? 0.200000 0:32 0.200000
0:? 0.300000 0:32 0.300000
0:? Constant: 0:32 Constant:
0:? 1.100000 0:32 1.100000
0:? 1.200000 0:32 1.200000
0:? Constant: 0:32 Constant:
0:? 1.100000 0:32 1.100000
0:? 1.200000 0:32 1.200000
0:33 Sequence 0:33 Sequence
0:33 move second child to first child ( temp 4-component vector of uint) 0:33 move second child to first child ( temp 4-component vector of uint)
0:33 'txval22' ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint)
@@ -89,16 +89,16 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.100000 0:33 0.100000
0:? 0.200000 0:33 0.200000
0:? 0.300000 0:33 0.300000
0:? Constant: 0:33 Constant:
0:? 1.100000 0:33 1.100000
0:? 1.200000 0:33 1.200000
0:? Constant: 0:33 Constant:
0:? 1.100000 0:33 1.100000
0:? 1.200000 0:33 1.200000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float)
@@ -106,19 +106,19 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? 1.300000 0:35 1.300000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? 1.300000 0:35 1.300000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int)
@@ -126,19 +126,19 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? 1.300000 0:36 1.300000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? 1.300000 0:36 1.300000
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint)
@@ -146,19 +146,19 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.100000 0:37 0.100000
0:? 0.200000 0:37 0.200000
0:? 0.300000 0:37 0.300000
0:? 0.400000 0:37 0.400000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:? 1.300000 0:37 1.300000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:? 1.300000 0:37 1.300000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -230,9 +230,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:27 Constant: 0:27 Constant:
0:27 1.100000 0:27 1.100000
0:27 Constant: 0:27 Constant:
@@ -244,9 +244,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.100000 0:28 0.100000
0:? 0.200000 0:28 0.200000
0:28 Constant: 0:28 Constant:
0:28 1.100000 0:28 1.100000
0:28 Constant: 0:28 Constant:
@@ -258,9 +258,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.100000 0:29 0.100000
0:? 0.200000 0:29 0.200000
0:29 Constant: 0:29 Constant:
0:29 1.100000 0:29 1.100000
0:29 Constant: 0:29 Constant:
@@ -272,16 +272,16 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:? Constant: 0:31 Constant:
0:? 1.100000 0:31 1.100000
0:? 1.200000 0:31 1.200000
0:? Constant: 0:31 Constant:
0:? 1.100000 0:31 1.100000
0:? 1.200000 0:31 1.200000
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of int) 0:32 move second child to first child ( temp 4-component vector of int)
0:32 'txval21' ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int)
@@ -289,16 +289,16 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.100000 0:32 0.100000
0:? 0.200000 0:32 0.200000
0:? 0.300000 0:32 0.300000
0:? Constant: 0:32 Constant:
0:? 1.100000 0:32 1.100000
0:? 1.200000 0:32 1.200000
0:? Constant: 0:32 Constant:
0:? 1.100000 0:32 1.100000
0:? 1.200000 0:32 1.200000
0:33 Sequence 0:33 Sequence
0:33 move second child to first child ( temp 4-component vector of uint) 0:33 move second child to first child ( temp 4-component vector of uint)
0:33 'txval22' ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint)
@@ -306,16 +306,16 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.100000 0:33 0.100000
0:? 0.200000 0:33 0.200000
0:? 0.300000 0:33 0.300000
0:? Constant: 0:33 Constant:
0:? 1.100000 0:33 1.100000
0:? 1.200000 0:33 1.200000
0:? Constant: 0:33 Constant:
0:? 1.100000 0:33 1.100000
0:? 1.200000 0:33 1.200000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float)
@@ -323,19 +323,19 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? 1.300000 0:35 1.300000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? 1.300000 0:35 1.300000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int)
@@ -343,19 +343,19 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? 1.300000 0:36 1.300000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? 1.300000 0:36 1.300000
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint)
@@ -363,19 +363,19 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.100000 0:37 0.100000
0:? 0.200000 0:37 0.200000
0:? 0.300000 0:37 0.300000
0:? 0.400000 0:37 0.400000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:? 1.300000 0:37 1.300000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:? 1.300000 0:37 1.300000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -52,15 +52,15 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -68,15 +68,15 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -84,15 +84,15 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -100,18 +100,18 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -119,18 +119,18 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -138,18 +138,18 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:? Constant: 0:41 Constant:
0:? 1.100000 0:41 1.100000
0:? 1.200000 0:41 1.200000
0:? 1.300000 0:41 1.300000
0:? Constant: 0:41 Constant:
0:? 1.100000 0:41 1.100000
0:? 1.200000 0:41 1.200000
0:? 1.300000 0:41 1.300000
0:43 Sequence 0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of float) 0:43 move second child to first child ( temp 4-component vector of float)
0:43 'txval40' ( temp 4-component vector of float) 0:43 'txval40' ( temp 4-component vector of float)
@@ -157,18 +157,18 @@ using depth_any
0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 Construct combined texture-sampler ( temp samplerCube)
0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_tTexcdf4' ( uniform textureCube)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:? 0.300000 0:43 0.300000
0:? Constant: 0:43 Constant:
0:? 1.100000 0:43 1.100000
0:? 1.200000 0:43 1.200000
0:? 1.300000 0:43 1.300000
0:? Constant: 0:43 Constant:
0:? 1.100000 0:43 1.100000
0:? 1.200000 0:43 1.200000
0:? 1.300000 0:43 1.300000
0:44 Sequence 0:44 Sequence
0:44 move second child to first child ( temp 4-component vector of int) 0:44 move second child to first child ( temp 4-component vector of int)
0:44 'txval41' ( temp 4-component vector of int) 0:44 'txval41' ( temp 4-component vector of int)
@@ -176,18 +176,18 @@ using depth_any
0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 Construct combined texture-sampler ( temp isamplerCube)
0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_tTexcdi4' ( uniform itextureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.400000 0:44 0.400000
0:? 0.500000 0:44 0.500000
0:? 0.600000 0:44 0.600000
0:? Constant: 0:44 Constant:
0:? 1.100000 0:44 1.100000
0:? 1.200000 0:44 1.200000
0:? 1.300000 0:44 1.300000
0:? Constant: 0:44 Constant:
0:? 1.100000 0:44 1.100000
0:? 1.200000 0:44 1.200000
0:? 1.300000 0:44 1.300000
0:45 Sequence 0:45 Sequence
0:45 move second child to first child ( temp 4-component vector of uint) 0:45 move second child to first child ( temp 4-component vector of uint)
0:45 'txval42' ( temp 4-component vector of uint) 0:45 'txval42' ( temp 4-component vector of uint)
@@ -195,18 +195,18 @@ using depth_any
0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 Construct combined texture-sampler ( temp usamplerCube)
0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_tTexcdu4' ( uniform utextureCube)
0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:45 Constant:
0:? 0.700000 0:45 0.700000
0:? 0.800000 0:45 0.800000
0:? 0.900000 0:45 0.900000
0:? Constant: 0:45 Constant:
0:? 1.100000 0:45 1.100000
0:? 1.200000 0:45 1.200000
0:? 1.300000 0:45 1.300000
0:? Constant: 0:45 Constant:
0:? 1.100000 0:45 1.100000
0:? 1.200000 0:45 1.200000
0:? 1.300000 0:45 1.300000
0:47 move second child to first child ( temp 4-component vector of float) 0:47 move second child to first child ( temp 4-component vector of float)
0:47 Color: direct index for structure ( temp 4-component vector of float) 0:47 Color: direct index for structure ( temp 4-component vector of float)
0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -320,15 +320,15 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -336,15 +336,15 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -352,15 +352,15 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -368,18 +368,18 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -387,18 +387,18 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -406,18 +406,18 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:? Constant: 0:41 Constant:
0:? 1.100000 0:41 1.100000
0:? 1.200000 0:41 1.200000
0:? 1.300000 0:41 1.300000
0:? Constant: 0:41 Constant:
0:? 1.100000 0:41 1.100000
0:? 1.200000 0:41 1.200000
0:? 1.300000 0:41 1.300000
0:43 Sequence 0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of float) 0:43 move second child to first child ( temp 4-component vector of float)
0:43 'txval40' ( temp 4-component vector of float) 0:43 'txval40' ( temp 4-component vector of float)
@@ -425,18 +425,18 @@ using depth_any
0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 Construct combined texture-sampler ( temp samplerCube)
0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_tTexcdf4' ( uniform textureCube)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:43 Constant:
0:? 0.100000 0:43 0.100000
0:? 0.200000 0:43 0.200000
0:? 0.300000 0:43 0.300000
0:? Constant: 0:43 Constant:
0:? 1.100000 0:43 1.100000
0:? 1.200000 0:43 1.200000
0:? 1.300000 0:43 1.300000
0:? Constant: 0:43 Constant:
0:? 1.100000 0:43 1.100000
0:? 1.200000 0:43 1.200000
0:? 1.300000 0:43 1.300000
0:44 Sequence 0:44 Sequence
0:44 move second child to first child ( temp 4-component vector of int) 0:44 move second child to first child ( temp 4-component vector of int)
0:44 'txval41' ( temp 4-component vector of int) 0:44 'txval41' ( temp 4-component vector of int)
@@ -444,18 +444,18 @@ using depth_any
0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 Construct combined texture-sampler ( temp isamplerCube)
0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_tTexcdi4' ( uniform itextureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.400000 0:44 0.400000
0:? 0.500000 0:44 0.500000
0:? 0.600000 0:44 0.600000
0:? Constant: 0:44 Constant:
0:? 1.100000 0:44 1.100000
0:? 1.200000 0:44 1.200000
0:? 1.300000 0:44 1.300000
0:? Constant: 0:44 Constant:
0:? 1.100000 0:44 1.100000
0:? 1.200000 0:44 1.200000
0:? 1.300000 0:44 1.300000
0:45 Sequence 0:45 Sequence
0:45 move second child to first child ( temp 4-component vector of uint) 0:45 move second child to first child ( temp 4-component vector of uint)
0:45 'txval42' ( temp 4-component vector of uint) 0:45 'txval42' ( temp 4-component vector of uint)
@@ -463,18 +463,18 @@ using depth_any
0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 Construct combined texture-sampler ( temp usamplerCube)
0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_tTexcdu4' ( uniform utextureCube)
0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:45 Constant:
0:? 0.700000 0:45 0.700000
0:? 0.800000 0:45 0.800000
0:? 0.900000 0:45 0.900000
0:? Constant: 0:45 Constant:
0:? 1.100000 0:45 1.100000
0:? 1.200000 0:45 1.200000
0:? 1.300000 0:45 1.300000
0:? Constant: 0:45 Constant:
0:? 1.100000 0:45 1.100000
0:? 1.200000 0:45 1.200000
0:? 1.300000 0:45 1.300000
0:47 move second child to first child ( temp 4-component vector of float) 0:47 move second child to first child ( temp 4-component vector of float)
0:47 Color: direct index for structure ( temp 4-component vector of float) 0:47 Color: direct index for structure ( temp 4-component vector of float)
0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -50,15 +50,15 @@ Shader version: 500
0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 Construct combined texture-sampler ( temp sampler2D)
0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_tTex2df4' ( uniform texture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.100000 0:34 0.100000
0:? 0.200000 0:34 0.200000
0:? Constant: 0:34 Constant:
0:? 1.100000 0:34 1.100000
0:? 1.200000 0:34 1.200000
0:? Constant: 0:34 Constant:
0:? 1.100000 0:34 1.100000
0:? 1.200000 0:34 1.200000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of int) 0:35 move second child to first child ( temp 4-component vector of int)
0:35 'txval21' ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int)
@@ -66,15 +66,15 @@ Shader version: 500
0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 Construct combined texture-sampler ( temp isampler2D)
0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_tTex2di4' ( uniform itexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of uint) 0:36 move second child to first child ( temp 4-component vector of uint)
0:36 'txval22' ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint)
@@ -82,15 +82,15 @@ Shader version: 500
0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 Construct combined texture-sampler ( temp usampler2D)
0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_tTex2du4' ( uniform utexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:38 Sequence 0:38 Sequence
0:38 move second child to first child ( temp 4-component vector of float) 0:38 move second child to first child ( temp 4-component vector of float)
0:38 'txval30' ( temp 4-component vector of float) 0:38 'txval30' ( temp 4-component vector of float)
@@ -98,18 +98,18 @@ Shader version: 500
0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 Construct combined texture-sampler ( temp sampler3D)
0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_tTex3df4' ( uniform texture3D)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.100000 0:38 0.100000
0:? 0.200000 0:38 0.200000
0:? 0.300000 0:38 0.300000
0:? Constant: 0:38 Constant:
0:? 1.100000 0:38 1.100000
0:? 1.200000 0:38 1.200000
0:? 1.300000 0:38 1.300000
0:? Constant: 0:38 Constant:
0:? 1.100000 0:38 1.100000
0:? 1.200000 0:38 1.200000
0:? 1.300000 0:38 1.300000
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of int) 0:39 move second child to first child ( temp 4-component vector of int)
0:39 'txval31' ( temp 4-component vector of int) 0:39 'txval31' ( temp 4-component vector of int)
@@ -117,18 +117,18 @@ Shader version: 500
0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 Construct combined texture-sampler ( temp isampler3D)
0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_tTex3di4' ( uniform itexture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.400000 0:39 0.400000
0:? 0.500000 0:39 0.500000
0:? 0.600000 0:39 0.600000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of uint) 0:40 move second child to first child ( temp 4-component vector of uint)
0:40 'txval32' ( temp 4-component vector of uint) 0:40 'txval32' ( temp 4-component vector of uint)
@@ -136,18 +136,18 @@ Shader version: 500
0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 Construct combined texture-sampler ( temp usampler3D)
0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_tTex3du4' ( uniform utexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.700000 0:40 0.700000
0:? 0.800000 0:40 0.800000
0:? 0.900000 0:40 0.900000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:42 Sequence 0:42 Sequence
0:42 move second child to first child ( temp 4-component vector of float) 0:42 move second child to first child ( temp 4-component vector of float)
0:42 'txval40' ( temp 4-component vector of float) 0:42 'txval40' ( temp 4-component vector of float)
@@ -155,18 +155,18 @@ Shader version: 500
0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 Construct combined texture-sampler ( temp samplerCube)
0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_tTexcdf4' ( uniform textureCube)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:? 0.300000 0:42 0.300000
0:? Constant: 0:42 Constant:
0:? 1.100000 0:42 1.100000
0:? 1.200000 0:42 1.200000
0:? 1.300000 0:42 1.300000
0:? Constant: 0:42 Constant:
0:? 1.100000 0:42 1.100000
0:? 1.200000 0:42 1.200000
0:? 1.300000 0:42 1.300000
0:43 Sequence 0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of int) 0:43 move second child to first child ( temp 4-component vector of int)
0:43 'txval41' ( temp 4-component vector of int) 0:43 'txval41' ( temp 4-component vector of int)
@@ -174,18 +174,18 @@ Shader version: 500
0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 Construct combined texture-sampler ( temp isamplerCube)
0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_tTexcdi4' ( uniform itextureCube)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:43 Constant:
0:? 0.400000 0:43 0.400000
0:? 0.500000 0:43 0.500000
0:? 0.600000 0:43 0.600000
0:? Constant: 0:43 Constant:
0:? 1.100000 0:43 1.100000
0:? 1.200000 0:43 1.200000
0:? 1.300000 0:43 1.300000
0:? Constant: 0:43 Constant:
0:? 1.100000 0:43 1.100000
0:? 1.200000 0:43 1.200000
0:? 1.300000 0:43 1.300000
0:44 Sequence 0:44 Sequence
0:44 move second child to first child ( temp 4-component vector of uint) 0:44 move second child to first child ( temp 4-component vector of uint)
0:44 'txval42' ( temp 4-component vector of uint) 0:44 'txval42' ( temp 4-component vector of uint)
@@ -193,28 +193,28 @@ Shader version: 500
0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 Construct combined texture-sampler ( temp usamplerCube)
0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_tTexcdu4' ( uniform utextureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.700000 0:44 0.700000
0:? 0.800000 0:44 0.800000
0:? 0.900000 0:44 0.900000
0:? Constant: 0:44 Constant:
0:? 1.100000 0:44 1.100000
0:? 1.200000 0:44 1.200000
0:? 1.300000 0:44 1.300000
0:? Constant: 0:44 Constant:
0:? 1.100000 0:44 1.100000
0:? 1.200000 0:44 1.200000
0:? 1.300000 0:44 1.300000
0:46 move second child to first child ( temp 4-component vector of float) 0:46 move second child to first child ( temp 4-component vector of float)
0:46 Pos: direct index for structure ( temp 4-component vector of float) 0:46 Pos: direct index for structure ( temp 4-component vector of float)
0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:46 Constant: 0:46 Constant:
0:46 0 (const int) 0:46 0 (const int)
0:? Constant: 0:46 Constant:
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:48 Branch: Return with expression 0:48 Branch: Return with expression
0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:27 Function Definition: main( ( temp void) 0:27 Function Definition: main( ( temp void)
@@ -299,15 +299,15 @@ Shader version: 500
0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 Construct combined texture-sampler ( temp sampler2D)
0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_tTex2df4' ( uniform texture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.100000 0:34 0.100000
0:? 0.200000 0:34 0.200000
0:? Constant: 0:34 Constant:
0:? 1.100000 0:34 1.100000
0:? 1.200000 0:34 1.200000
0:? Constant: 0:34 Constant:
0:? 1.100000 0:34 1.100000
0:? 1.200000 0:34 1.200000
0:35 Sequence 0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of int) 0:35 move second child to first child ( temp 4-component vector of int)
0:35 'txval21' ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int)
@@ -315,15 +315,15 @@ Shader version: 500
0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 Construct combined texture-sampler ( temp isampler2D)
0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_tTex2di4' ( uniform itexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of uint) 0:36 move second child to first child ( temp 4-component vector of uint)
0:36 'txval22' ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint)
@@ -331,15 +331,15 @@ Shader version: 500
0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 Construct combined texture-sampler ( temp usampler2D)
0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_tTex2du4' ( uniform utexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:38 Sequence 0:38 Sequence
0:38 move second child to first child ( temp 4-component vector of float) 0:38 move second child to first child ( temp 4-component vector of float)
0:38 'txval30' ( temp 4-component vector of float) 0:38 'txval30' ( temp 4-component vector of float)
@@ -347,18 +347,18 @@ Shader version: 500
0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 Construct combined texture-sampler ( temp sampler3D)
0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_tTex3df4' ( uniform texture3D)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.100000 0:38 0.100000
0:? 0.200000 0:38 0.200000
0:? 0.300000 0:38 0.300000
0:? Constant: 0:38 Constant:
0:? 1.100000 0:38 1.100000
0:? 1.200000 0:38 1.200000
0:? 1.300000 0:38 1.300000
0:? Constant: 0:38 Constant:
0:? 1.100000 0:38 1.100000
0:? 1.200000 0:38 1.200000
0:? 1.300000 0:38 1.300000
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of int) 0:39 move second child to first child ( temp 4-component vector of int)
0:39 'txval31' ( temp 4-component vector of int) 0:39 'txval31' ( temp 4-component vector of int)
@@ -366,18 +366,18 @@ Shader version: 500
0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 Construct combined texture-sampler ( temp isampler3D)
0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_tTex3di4' ( uniform itexture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.400000 0:39 0.400000
0:? 0.500000 0:39 0.500000
0:? 0.600000 0:39 0.600000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of uint) 0:40 move second child to first child ( temp 4-component vector of uint)
0:40 'txval32' ( temp 4-component vector of uint) 0:40 'txval32' ( temp 4-component vector of uint)
@@ -385,18 +385,18 @@ Shader version: 500
0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 Construct combined texture-sampler ( temp usampler3D)
0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_tTex3du4' ( uniform utexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.700000 0:40 0.700000
0:? 0.800000 0:40 0.800000
0:? 0.900000 0:40 0.900000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:42 Sequence 0:42 Sequence
0:42 move second child to first child ( temp 4-component vector of float) 0:42 move second child to first child ( temp 4-component vector of float)
0:42 'txval40' ( temp 4-component vector of float) 0:42 'txval40' ( temp 4-component vector of float)
@@ -404,18 +404,18 @@ Shader version: 500
0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 Construct combined texture-sampler ( temp samplerCube)
0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_tTexcdf4' ( uniform textureCube)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:? 0.300000 0:42 0.300000
0:? Constant: 0:42 Constant:
0:? 1.100000 0:42 1.100000
0:? 1.200000 0:42 1.200000
0:? 1.300000 0:42 1.300000
0:? Constant: 0:42 Constant:
0:? 1.100000 0:42 1.100000
0:? 1.200000 0:42 1.200000
0:? 1.300000 0:42 1.300000
0:43 Sequence 0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of int) 0:43 move second child to first child ( temp 4-component vector of int)
0:43 'txval41' ( temp 4-component vector of int) 0:43 'txval41' ( temp 4-component vector of int)
@@ -423,18 +423,18 @@ Shader version: 500
0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 Construct combined texture-sampler ( temp isamplerCube)
0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_tTexcdi4' ( uniform itextureCube)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:43 Constant:
0:? 0.400000 0:43 0.400000
0:? 0.500000 0:43 0.500000
0:? 0.600000 0:43 0.600000
0:? Constant: 0:43 Constant:
0:? 1.100000 0:43 1.100000
0:? 1.200000 0:43 1.200000
0:? 1.300000 0:43 1.300000
0:? Constant: 0:43 Constant:
0:? 1.100000 0:43 1.100000
0:? 1.200000 0:43 1.200000
0:? 1.300000 0:43 1.300000
0:44 Sequence 0:44 Sequence
0:44 move second child to first child ( temp 4-component vector of uint) 0:44 move second child to first child ( temp 4-component vector of uint)
0:44 'txval42' ( temp 4-component vector of uint) 0:44 'txval42' ( temp 4-component vector of uint)
@@ -442,28 +442,28 @@ Shader version: 500
0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 Construct combined texture-sampler ( temp usamplerCube)
0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_tTexcdu4' ( uniform utextureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.700000 0:44 0.700000
0:? 0.800000 0:44 0.800000
0:? 0.900000 0:44 0.900000
0:? Constant: 0:44 Constant:
0:? 1.100000 0:44 1.100000
0:? 1.200000 0:44 1.200000
0:? 1.300000 0:44 1.300000
0:? Constant: 0:44 Constant:
0:? 1.100000 0:44 1.100000
0:? 1.200000 0:44 1.200000
0:? 1.300000 0:44 1.300000
0:46 move second child to first child ( temp 4-component vector of float) 0:46 move second child to first child ( temp 4-component vector of float)
0:46 Pos: direct index for structure ( temp 4-component vector of float) 0:46 Pos: direct index for structure ( temp 4-component vector of float)
0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:46 Constant: 0:46 Constant:
0:46 0 (const int) 0:46 0 (const int)
0:? Constant: 0:46 Constant:
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:48 Branch: Return with expression 0:48 Branch: Return with expression
0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:27 Function Definition: main( ( temp void) 0:27 Function Definition: main( ( temp void)

View File

@@ -58,18 +58,18 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? 0 (const int) 0:35 0 (const int)
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -77,18 +77,18 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? Constant: 0:36 Constant:
0:? 1 (const int) 0:36 1 (const int)
0:? 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -96,18 +96,18 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:? Constant: 0:37 Constant:
0:? 0.100000 0:37 0.100000
0:? 0.200000 0:37 0.200000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:? Constant: 0:37 Constant:
0:? 1 (const int) 0:37 1 (const int)
0:? -1 (const int) 0:37 -1 (const int)
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -115,22 +115,22 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:? Constant: 0:39 Constant:
0:? 1 (const int) 0:39 1 (const int)
0:? 0 (const int) 0:39 0 (const int)
0:? 1 (const int) 0:39 1 (const int)
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -138,22 +138,22 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:? Constant: 0:40 Constant:
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -161,22 +161,22 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:? Constant: 0:41 Constant:
0:? 1.100000 0:41 1.100000
0:? 1.200000 0:41 1.200000
0:? 1.300000 0:41 1.300000
0:? Constant: 0:41 Constant:
0:? 1.100000 0:41 1.100000
0:? 1.200000 0:41 1.200000
0:? 1.300000 0:41 1.300000
0:? Constant: 0:41 Constant:
0:? 1 (const int) 0:41 1 (const int)
0:? 0 (const int) 0:41 0 (const int)
0:? -1 (const int) 0:41 -1 (const int)
0:45 move second child to first child ( temp 4-component vector of float) 0:45 move second child to first child ( temp 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -296,18 +296,18 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? Constant: 0:35 Constant:
0:? 1.100000 0:35 1.100000
0:? 1.200000 0:35 1.200000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? 0 (const int) 0:35 0 (const int)
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -315,18 +315,18 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:? Constant: 0:36 Constant:
0:? 1.100000 0:36 1.100000
0:? 1.200000 0:36 1.200000
0:? Constant: 0:36 Constant:
0:? 1 (const int) 0:36 1 (const int)
0:? 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -334,18 +334,18 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:? Constant: 0:37 Constant:
0:? 0.100000 0:37 0.100000
0:? 0.200000 0:37 0.200000
0:? Constant: 0:37 Constant:
0:? 1.100000 0:37 1.100000
0:? 1.200000 0:37 1.200000
0:? Constant: 0:37 Constant:
0:? 1 (const int) 0:37 1 (const int)
0:? -1 (const int) 0:37 -1 (const int)
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -353,22 +353,22 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:? Constant: 0:39 Constant:
0:? 1.100000 0:39 1.100000
0:? 1.200000 0:39 1.200000
0:? 1.300000 0:39 1.300000
0:? Constant: 0:39 Constant:
0:? 1 (const int) 0:39 1 (const int)
0:? 0 (const int) 0:39 0 (const int)
0:? 1 (const int) 0:39 1 (const int)
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -376,22 +376,22 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:? Constant: 0:40 Constant:
0:? 1.100000 0:40 1.100000
0:? 1.200000 0:40 1.200000
0:? 1.300000 0:40 1.300000
0:? Constant: 0:40 Constant:
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -399,22 +399,22 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:? Constant: 0:41 Constant:
0:? 1.100000 0:41 1.100000
0:? 1.200000 0:41 1.200000
0:? 1.300000 0:41 1.300000
0:? Constant: 0:41 Constant:
0:? 1.100000 0:41 1.100000
0:? 1.200000 0:41 1.200000
0:? 1.300000 0:41 1.300000
0:? Constant: 0:41 Constant:
0:? 1 (const int) 0:41 1 (const int)
0:? 0 (const int) 0:41 0 (const int)
0:? -1 (const int) 0:41 -1 (const int)
0:45 move second child to first child ( temp 4-component vector of float) 0:45 move second child to first child ( temp 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,9 +13,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:27 Constant: 0:27 Constant:
0:27 1.100000 0:27 1.100000
0:27 Constant: 0:27 Constant:
@@ -29,9 +29,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.100000 0:28 0.100000
0:? 0.200000 0:28 0.200000
0:28 Constant: 0:28 Constant:
0:28 1.100000 0:28 1.100000
0:28 Constant: 0:28 Constant:
@@ -45,9 +45,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.100000 0:29 0.100000
0:? 0.200000 0:29 0.200000
0:29 Constant: 0:29 Constant:
0:29 1.100000 0:29 1.100000
0:29 Constant: 0:29 Constant:
@@ -61,19 +61,19 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:? Constant: 0:31 Constant:
0:? 1.100000 0:31 1.100000
0:? 1.200000 0:31 1.200000
0:? Constant: 0:31 Constant:
0:? 1.100000 0:31 1.100000
0:? 1.200000 0:31 1.200000
0:? Constant: 0:31 Constant:
0:? 1 (const int) 0:31 1 (const int)
0:? 0 (const int) 0:31 0 (const int)
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of int) 0:32 move second child to first child ( temp 4-component vector of int)
0:32 'txval21' ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int)
@@ -81,19 +81,19 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.100000 0:32 0.100000
0:? 0.200000 0:32 0.200000
0:? 0.300000 0:32 0.300000
0:? Constant: 0:32 Constant:
0:? 1.100000 0:32 1.100000
0:? 1.200000 0:32 1.200000
0:? Constant: 0:32 Constant:
0:? 1.100000 0:32 1.100000
0:? 1.200000 0:32 1.200000
0:? Constant: 0:32 Constant:
0:? 1 (const int) 0:32 1 (const int)
0:? 0 (const int) 0:32 0 (const int)
0:33 Sequence 0:33 Sequence
0:33 move second child to first child ( temp 4-component vector of uint) 0:33 move second child to first child ( temp 4-component vector of uint)
0:33 'txval22' ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint)
@@ -101,19 +101,19 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.100000 0:33 0.100000
0:? 0.200000 0:33 0.200000
0:? 0.300000 0:33 0.300000
0:? Constant: 0:33 Constant:
0:? 1.100000 0:33 1.100000
0:? 1.200000 0:33 1.200000
0:? Constant: 0:33 Constant:
0:? 1.100000 0:33 1.100000
0:? 1.200000 0:33 1.200000
0:? Constant: 0:33 Constant:
0:? 1 (const int) 0:33 1 (const int)
0:? 0 (const int) 0:33 0 (const int)
0:35 move second child to first child ( temp 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float)
0:35 Color: direct index for structure ( temp 4-component vector of float) 0:35 Color: direct index for structure ( temp 4-component vector of float)
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -185,9 +185,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:27 Constant: 0:27 Constant:
0:27 1.100000 0:27 1.100000
0:27 Constant: 0:27 Constant:
@@ -201,9 +201,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.100000 0:28 0.100000
0:? 0.200000 0:28 0.200000
0:28 Constant: 0:28 Constant:
0:28 1.100000 0:28 1.100000
0:28 Constant: 0:28 Constant:
@@ -217,9 +217,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.100000 0:29 0.100000
0:? 0.200000 0:29 0.200000
0:29 Constant: 0:29 Constant:
0:29 1.100000 0:29 1.100000
0:29 Constant: 0:29 Constant:
@@ -233,19 +233,19 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:? Constant: 0:31 Constant:
0:? 1.100000 0:31 1.100000
0:? 1.200000 0:31 1.200000
0:? Constant: 0:31 Constant:
0:? 1.100000 0:31 1.100000
0:? 1.200000 0:31 1.200000
0:? Constant: 0:31 Constant:
0:? 1 (const int) 0:31 1 (const int)
0:? 0 (const int) 0:31 0 (const int)
0:32 Sequence 0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of int) 0:32 move second child to first child ( temp 4-component vector of int)
0:32 'txval21' ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int)
@@ -253,19 +253,19 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.100000 0:32 0.100000
0:? 0.200000 0:32 0.200000
0:? 0.300000 0:32 0.300000
0:? Constant: 0:32 Constant:
0:? 1.100000 0:32 1.100000
0:? 1.200000 0:32 1.200000
0:? Constant: 0:32 Constant:
0:? 1.100000 0:32 1.100000
0:? 1.200000 0:32 1.200000
0:? Constant: 0:32 Constant:
0:? 1 (const int) 0:32 1 (const int)
0:? 0 (const int) 0:32 0 (const int)
0:33 Sequence 0:33 Sequence
0:33 move second child to first child ( temp 4-component vector of uint) 0:33 move second child to first child ( temp 4-component vector of uint)
0:33 'txval22' ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint)
@@ -273,19 +273,19 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.100000 0:33 0.100000
0:? 0.200000 0:33 0.200000
0:? 0.300000 0:33 0.300000
0:? Constant: 0:33 Constant:
0:? 1.100000 0:33 1.100000
0:? 1.200000 0:33 1.200000
0:? Constant: 0:33 Constant:
0:? 1.100000 0:33 1.100000
0:? 1.200000 0:33 1.200000
0:? Constant: 0:33 Constant:
0:? 1 (const int) 0:33 1 (const int)
0:? 0 (const int) 0:33 0 (const int)
0:35 move second child to first child ( temp 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float)
0:35 Color: direct index for structure ( temp 4-component vector of float) 0:35 Color: direct index for structure ( temp 4-component vector of float)
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,9 +13,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:27 Constant: 0:27 Constant:
0:27 0.750000 0:27 0.750000
0:28 Sequence 0:28 Sequence
@@ -25,9 +25,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4a' ( uniform itexture1DArray) 0:28 'g_tTex1di4a' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.200000 0:28 0.200000
0:? 0.300000 0:28 0.300000
0:28 Constant: 0:28 Constant:
0:28 0.750000 0:28 0.750000
0:29 Sequence 0:29 Sequence
@@ -37,9 +37,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4a' ( uniform utexture1DArray) 0:29 'g_tTex1du4a' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.300000 0:29 0.300000
0:? 0.400000 0:29 0.400000
0:29 Constant: 0:29 Constant:
0:29 0.750000 0:29 0.750000
0:31 Sequence 0:31 Sequence
@@ -49,10 +49,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4a' ( uniform texture2DArray) 0:31 'g_tTex2df4a' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:31 Constant: 0:31 Constant:
0:31 0.750000 0:31 0.750000
0:32 Sequence 0:32 Sequence
@@ -62,10 +62,10 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4a' ( uniform itexture2DArray) 0:32 'g_tTex2di4a' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.300000 0:32 0.300000
0:? 0.400000 0:32 0.400000
0:? 0.500000 0:32 0.500000
0:32 Constant: 0:32 Constant:
0:32 0.750000 0:32 0.750000
0:33 Sequence 0:33 Sequence
@@ -75,10 +75,10 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4a' ( uniform utexture2DArray) 0:33 'g_tTex2du4a' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.500000 0:33 0.500000
0:? 0.600000 0:33 0.600000
0:? 0.700000 0:33 0.700000
0:33 Constant: 0:33 Constant:
0:33 0.750000 0:33 0.750000
0:35 Sequence 0:35 Sequence
@@ -88,11 +88,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:35 Constant: 0:35 Constant:
0:35 0.750000 0:35 0.750000
0:36 Sequence 0:36 Sequence
@@ -102,11 +102,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.400000 0:36 0.400000
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? 0.700000 0:36 0.700000
0:36 Constant: 0:36 Constant:
0:36 0.750000 0:36 0.750000
0:37 Sequence 0:37 Sequence
@@ -116,11 +116,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.700000 0:37 0.700000
0:? 0.800000 0:37 0.800000
0:? 0.900000 0:37 0.900000
0:? 1.000000 0:37 1.000000
0:37 Constant: 0:37 Constant:
0:37 0.750000 0:37 0.750000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
@@ -194,9 +194,9 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:27 Constant: 0:27 Constant:
0:27 0.750000 0:27 0.750000
0:28 Sequence 0:28 Sequence
@@ -206,9 +206,9 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4a' ( uniform itexture1DArray) 0:28 'g_tTex1di4a' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.200000 0:28 0.200000
0:? 0.300000 0:28 0.300000
0:28 Constant: 0:28 Constant:
0:28 0.750000 0:28 0.750000
0:29 Sequence 0:29 Sequence
@@ -218,9 +218,9 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4a' ( uniform utexture1DArray) 0:29 'g_tTex1du4a' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.300000 0:29 0.300000
0:? 0.400000 0:29 0.400000
0:29 Constant: 0:29 Constant:
0:29 0.750000 0:29 0.750000
0:31 Sequence 0:31 Sequence
@@ -230,10 +230,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4a' ( uniform texture2DArray) 0:31 'g_tTex2df4a' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:31 Constant:
0:? 0.100000 0:31 0.100000
0:? 0.200000 0:31 0.200000
0:? 0.300000 0:31 0.300000
0:31 Constant: 0:31 Constant:
0:31 0.750000 0:31 0.750000
0:32 Sequence 0:32 Sequence
@@ -243,10 +243,10 @@ using depth_any
0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4a' ( uniform itexture2DArray) 0:32 'g_tTex2di4a' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:32 Constant:
0:? 0.300000 0:32 0.300000
0:? 0.400000 0:32 0.400000
0:? 0.500000 0:32 0.500000
0:32 Constant: 0:32 Constant:
0:32 0.750000 0:32 0.750000
0:33 Sequence 0:33 Sequence
@@ -256,10 +256,10 @@ using depth_any
0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4a' ( uniform utexture2DArray) 0:33 'g_tTex2du4a' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:33 Constant:
0:? 0.500000 0:33 0.500000
0:? 0.600000 0:33 0.600000
0:? 0.700000 0:33 0.700000
0:33 Constant: 0:33 Constant:
0:33 0.750000 0:33 0.750000
0:35 Sequence 0:35 Sequence
@@ -269,11 +269,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:35 Constant: 0:35 Constant:
0:35 0.750000 0:35 0.750000
0:36 Sequence 0:36 Sequence
@@ -283,11 +283,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.400000 0:36 0.400000
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:? 0.700000 0:36 0.700000
0:36 Constant: 0:36 Constant:
0:36 0.750000 0:36 0.750000
0:37 Sequence 0:37 Sequence
@@ -297,11 +297,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.700000 0:37 0.700000
0:? 0.800000 0:37 0.800000
0:? 0.900000 0:37 0.900000
0:? 1.000000 0:37 1.000000
0:37 Constant: 0:37 Constant:
0:37 0.750000 0:37 0.750000
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)

View File

@@ -46,9 +46,9 @@ using depth_any
0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 Construct combined texture-sampler ( temp sampler2D)
0:36 'g_tTex2df4' ( uniform texture2D) 0:36 'g_tTex2df4' ( uniform texture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:36 Constant: 0:36 Constant:
0:36 0.750000 0:36 0.750000
0:37 Sequence 0:37 Sequence
@@ -58,9 +58,9 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isampler2D) 0:37 Construct combined texture-sampler ( temp isampler2D)
0:37 'g_tTex2di4' ( uniform itexture2D) 0:37 'g_tTex2di4' ( uniform itexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.300000 0:37 0.300000
0:? 0.400000 0:37 0.400000
0:37 Constant: 0:37 Constant:
0:37 0.750000 0:37 0.750000
0:38 Sequence 0:38 Sequence
@@ -70,9 +70,9 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usampler2D) 0:38 Construct combined texture-sampler ( temp usampler2D)
0:38 'g_tTex2du4' ( uniform utexture2D) 0:38 'g_tTex2du4' ( uniform utexture2D)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.500000 0:38 0.500000
0:? 0.600000 0:38 0.600000
0:38 Constant: 0:38 Constant:
0:38 0.750000 0:38 0.750000
0:40 Sequence 0:40 Sequence
@@ -82,10 +82,10 @@ using depth_any
0:40 Construct combined texture-sampler ( temp sampler3D) 0:40 Construct combined texture-sampler ( temp sampler3D)
0:40 'g_tTex3df4' ( uniform texture3D) 0:40 'g_tTex3df4' ( uniform texture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.100000 0:40 0.100000
0:? 0.200000 0:40 0.200000
0:? 0.300000 0:40 0.300000
0:40 Constant: 0:40 Constant:
0:40 0.750000 0:40 0.750000
0:41 Sequence 0:41 Sequence
@@ -95,10 +95,10 @@ using depth_any
0:41 Construct combined texture-sampler ( temp isampler3D) 0:41 Construct combined texture-sampler ( temp isampler3D)
0:41 'g_tTex3di4' ( uniform itexture3D) 0:41 'g_tTex3di4' ( uniform itexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.400000 0:41 0.400000
0:? 0.500000 0:41 0.500000
0:? 0.600000 0:41 0.600000
0:41 Constant: 0:41 Constant:
0:41 0.750000 0:41 0.750000
0:42 Sequence 0:42 Sequence
@@ -108,10 +108,10 @@ using depth_any
0:42 Construct combined texture-sampler ( temp usampler3D) 0:42 Construct combined texture-sampler ( temp usampler3D)
0:42 'g_tTex3du4' ( uniform utexture3D) 0:42 'g_tTex3du4' ( uniform utexture3D)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:42 Constant:
0:? 0.700000 0:42 0.700000
0:? 0.800000 0:42 0.800000
0:? 0.900000 0:42 0.900000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:44 Sequence 0:44 Sequence
@@ -121,10 +121,10 @@ using depth_any
0:44 Construct combined texture-sampler ( temp samplerCube) 0:44 Construct combined texture-sampler ( temp samplerCube)
0:44 'g_tTexcdf4' ( uniform textureCube) 0:44 'g_tTexcdf4' ( uniform textureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:? 0.300000 0:44 0.300000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:45 Sequence 0:45 Sequence
@@ -134,10 +134,10 @@ using depth_any
0:45 Construct combined texture-sampler ( temp isamplerCube) 0:45 Construct combined texture-sampler ( temp isamplerCube)
0:45 'g_tTexcdi4' ( uniform itextureCube) 0:45 'g_tTexcdi4' ( uniform itextureCube)
0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:45 Constant:
0:? 0.400000 0:45 0.400000
0:? 0.500000 0:45 0.500000
0:? 0.600000 0:45 0.600000
0:45 Constant: 0:45 Constant:
0:45 0.750000 0:45 0.750000
0:46 Sequence 0:46 Sequence
@@ -147,10 +147,10 @@ using depth_any
0:46 Construct combined texture-sampler ( temp usamplerCube) 0:46 Construct combined texture-sampler ( temp usamplerCube)
0:46 'g_tTexcdu4' ( uniform utextureCube) 0:46 'g_tTexcdu4' ( uniform utextureCube)
0:46 'g_sSamp' (layout( binding=0) uniform sampler) 0:46 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:46 Constant:
0:? 0.700000 0:46 0.700000
0:? 0.800000 0:46 0.800000
0:? 0.900000 0:46 0.900000
0:46 Constant: 0:46 Constant:
0:46 0.750000 0:46 0.750000
0:48 move second child to first child ( temp 4-component vector of float) 0:48 move second child to first child ( temp 4-component vector of float)
@@ -261,9 +261,9 @@ using depth_any
0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 Construct combined texture-sampler ( temp sampler2D)
0:36 'g_tTex2df4' ( uniform texture2D) 0:36 'g_tTex2df4' ( uniform texture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.100000 0:36 0.100000
0:? 0.200000 0:36 0.200000
0:36 Constant: 0:36 Constant:
0:36 0.750000 0:36 0.750000
0:37 Sequence 0:37 Sequence
@@ -273,9 +273,9 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isampler2D) 0:37 Construct combined texture-sampler ( temp isampler2D)
0:37 'g_tTex2di4' ( uniform itexture2D) 0:37 'g_tTex2di4' ( uniform itexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.300000 0:37 0.300000
0:? 0.400000 0:37 0.400000
0:37 Constant: 0:37 Constant:
0:37 0.750000 0:37 0.750000
0:38 Sequence 0:38 Sequence
@@ -285,9 +285,9 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usampler2D) 0:38 Construct combined texture-sampler ( temp usampler2D)
0:38 'g_tTex2du4' ( uniform utexture2D) 0:38 'g_tTex2du4' ( uniform utexture2D)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.500000 0:38 0.500000
0:? 0.600000 0:38 0.600000
0:38 Constant: 0:38 Constant:
0:38 0.750000 0:38 0.750000
0:40 Sequence 0:40 Sequence
@@ -297,10 +297,10 @@ using depth_any
0:40 Construct combined texture-sampler ( temp sampler3D) 0:40 Construct combined texture-sampler ( temp sampler3D)
0:40 'g_tTex3df4' ( uniform texture3D) 0:40 'g_tTex3df4' ( uniform texture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.100000 0:40 0.100000
0:? 0.200000 0:40 0.200000
0:? 0.300000 0:40 0.300000
0:40 Constant: 0:40 Constant:
0:40 0.750000 0:40 0.750000
0:41 Sequence 0:41 Sequence
@@ -310,10 +310,10 @@ using depth_any
0:41 Construct combined texture-sampler ( temp isampler3D) 0:41 Construct combined texture-sampler ( temp isampler3D)
0:41 'g_tTex3di4' ( uniform itexture3D) 0:41 'g_tTex3di4' ( uniform itexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.400000 0:41 0.400000
0:? 0.500000 0:41 0.500000
0:? 0.600000 0:41 0.600000
0:41 Constant: 0:41 Constant:
0:41 0.750000 0:41 0.750000
0:42 Sequence 0:42 Sequence
@@ -323,10 +323,10 @@ using depth_any
0:42 Construct combined texture-sampler ( temp usampler3D) 0:42 Construct combined texture-sampler ( temp usampler3D)
0:42 'g_tTex3du4' ( uniform utexture3D) 0:42 'g_tTex3du4' ( uniform utexture3D)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:42 Constant:
0:? 0.700000 0:42 0.700000
0:? 0.800000 0:42 0.800000
0:? 0.900000 0:42 0.900000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:44 Sequence 0:44 Sequence
@@ -336,10 +336,10 @@ using depth_any
0:44 Construct combined texture-sampler ( temp samplerCube) 0:44 Construct combined texture-sampler ( temp samplerCube)
0:44 'g_tTexcdf4' ( uniform textureCube) 0:44 'g_tTexcdf4' ( uniform textureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.100000 0:44 0.100000
0:? 0.200000 0:44 0.200000
0:? 0.300000 0:44 0.300000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:45 Sequence 0:45 Sequence
@@ -349,10 +349,10 @@ using depth_any
0:45 Construct combined texture-sampler ( temp isamplerCube) 0:45 Construct combined texture-sampler ( temp isamplerCube)
0:45 'g_tTexcdi4' ( uniform itextureCube) 0:45 'g_tTexcdi4' ( uniform itextureCube)
0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:45 Constant:
0:? 0.400000 0:45 0.400000
0:? 0.500000 0:45 0.500000
0:? 0.600000 0:45 0.600000
0:45 Constant: 0:45 Constant:
0:45 0.750000 0:45 0.750000
0:46 Sequence 0:46 Sequence
@@ -362,10 +362,10 @@ using depth_any
0:46 Construct combined texture-sampler ( temp usamplerCube) 0:46 Construct combined texture-sampler ( temp usamplerCube)
0:46 'g_tTexcdu4' ( uniform utextureCube) 0:46 'g_tTexcdu4' ( uniform utextureCube)
0:46 'g_sSamp' (layout( binding=0) uniform sampler) 0:46 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:46 Constant:
0:? 0.700000 0:46 0.700000
0:? 0.800000 0:46 0.800000
0:? 0.900000 0:46 0.900000
0:46 Constant: 0:46 Constant:
0:46 0.750000 0:46 0.750000
0:48 move second child to first child ( temp 4-component vector of float) 0:48 move second child to first child ( temp 4-component vector of float)

View File

@@ -44,9 +44,9 @@ Shader version: 500
0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 Construct combined texture-sampler ( temp sampler2D)
0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_tTex2df4' ( uniform texture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.100000 0:34 0.100000
0:? 0.200000 0:34 0.200000
0:34 Constant: 0:34 Constant:
0:34 0.750000 0:34 0.750000
0:35 Sequence 0:35 Sequence
@@ -56,9 +56,9 @@ Shader version: 500
0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 Construct combined texture-sampler ( temp isampler2D)
0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_tTex2di4' ( uniform itexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:35 Constant: 0:35 Constant:
0:35 0.750000 0:35 0.750000
0:36 Sequence 0:36 Sequence
@@ -68,9 +68,9 @@ Shader version: 500
0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 Construct combined texture-sampler ( temp usampler2D)
0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_tTex2du4' ( uniform utexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:36 Constant: 0:36 Constant:
0:36 0.750000 0:36 0.750000
0:38 Sequence 0:38 Sequence
@@ -80,10 +80,10 @@ Shader version: 500
0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 Construct combined texture-sampler ( temp sampler3D)
0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_tTex3df4' ( uniform texture3D)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.100000 0:38 0.100000
0:? 0.200000 0:38 0.200000
0:? 0.300000 0:38 0.300000
0:38 Constant: 0:38 Constant:
0:38 0.750000 0:38 0.750000
0:39 Sequence 0:39 Sequence
@@ -93,10 +93,10 @@ Shader version: 500
0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 Construct combined texture-sampler ( temp isampler3D)
0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_tTex3di4' ( uniform itexture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.400000 0:39 0.400000
0:? 0.500000 0:39 0.500000
0:? 0.600000 0:39 0.600000
0:39 Constant: 0:39 Constant:
0:39 0.750000 0:39 0.750000
0:40 Sequence 0:40 Sequence
@@ -106,10 +106,10 @@ Shader version: 500
0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 Construct combined texture-sampler ( temp usampler3D)
0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_tTex3du4' ( uniform utexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.700000 0:40 0.700000
0:? 0.800000 0:40 0.800000
0:? 0.900000 0:40 0.900000
0:40 Constant: 0:40 Constant:
0:40 0.750000 0:40 0.750000
0:42 Sequence 0:42 Sequence
@@ -119,10 +119,10 @@ Shader version: 500
0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 Construct combined texture-sampler ( temp samplerCube)
0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_tTexcdf4' ( uniform textureCube)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:? 0.300000 0:42 0.300000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:43 Sequence 0:43 Sequence
@@ -132,10 +132,10 @@ Shader version: 500
0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 Construct combined texture-sampler ( temp isamplerCube)
0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_tTexcdi4' ( uniform itextureCube)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:43 Constant:
0:? 0.400000 0:43 0.400000
0:? 0.500000 0:43 0.500000
0:? 0.600000 0:43 0.600000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:44 Sequence 0:44 Sequence
@@ -145,10 +145,10 @@ Shader version: 500
0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 Construct combined texture-sampler ( temp usamplerCube)
0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_tTexcdu4' ( uniform utextureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.700000 0:44 0.700000
0:? 0.800000 0:44 0.800000
0:? 0.900000 0:44 0.900000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:46 move second child to first child ( temp 4-component vector of float) 0:46 move second child to first child ( temp 4-component vector of float)
@@ -156,11 +156,11 @@ Shader version: 500
0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:46 Constant: 0:46 Constant:
0:46 0 (const int) 0:46 0 (const int)
0:? Constant: 0:46 Constant:
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:48 Branch: Return with expression 0:48 Branch: Return with expression
0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:27 Function Definition: main( ( temp void) 0:27 Function Definition: main( ( temp void)
@@ -239,9 +239,9 @@ Shader version: 500
0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 Construct combined texture-sampler ( temp sampler2D)
0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_tTex2df4' ( uniform texture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:34 Constant:
0:? 0.100000 0:34 0.100000
0:? 0.200000 0:34 0.200000
0:34 Constant: 0:34 Constant:
0:34 0.750000 0:34 0.750000
0:35 Sequence 0:35 Sequence
@@ -251,9 +251,9 @@ Shader version: 500
0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 Construct combined texture-sampler ( temp isampler2D)
0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_tTex2di4' ( uniform itexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.300000 0:35 0.300000
0:? 0.400000 0:35 0.400000
0:35 Constant: 0:35 Constant:
0:35 0.750000 0:35 0.750000
0:36 Sequence 0:36 Sequence
@@ -263,9 +263,9 @@ Shader version: 500
0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 Construct combined texture-sampler ( temp usampler2D)
0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_tTex2du4' ( uniform utexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.500000 0:36 0.500000
0:? 0.600000 0:36 0.600000
0:36 Constant: 0:36 Constant:
0:36 0.750000 0:36 0.750000
0:38 Sequence 0:38 Sequence
@@ -275,10 +275,10 @@ Shader version: 500
0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 Construct combined texture-sampler ( temp sampler3D)
0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_tTex3df4' ( uniform texture3D)
0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:38 Constant:
0:? 0.100000 0:38 0.100000
0:? 0.200000 0:38 0.200000
0:? 0.300000 0:38 0.300000
0:38 Constant: 0:38 Constant:
0:38 0.750000 0:38 0.750000
0:39 Sequence 0:39 Sequence
@@ -288,10 +288,10 @@ Shader version: 500
0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 Construct combined texture-sampler ( temp isampler3D)
0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_tTex3di4' ( uniform itexture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.400000 0:39 0.400000
0:? 0.500000 0:39 0.500000
0:? 0.600000 0:39 0.600000
0:39 Constant: 0:39 Constant:
0:39 0.750000 0:39 0.750000
0:40 Sequence 0:40 Sequence
@@ -301,10 +301,10 @@ Shader version: 500
0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 Construct combined texture-sampler ( temp usampler3D)
0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_tTex3du4' ( uniform utexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.700000 0:40 0.700000
0:? 0.800000 0:40 0.800000
0:? 0.900000 0:40 0.900000
0:40 Constant: 0:40 Constant:
0:40 0.750000 0:40 0.750000
0:42 Sequence 0:42 Sequence
@@ -314,10 +314,10 @@ Shader version: 500
0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 Construct combined texture-sampler ( temp samplerCube)
0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_tTexcdf4' ( uniform textureCube)
0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:42 Constant:
0:? 0.100000 0:42 0.100000
0:? 0.200000 0:42 0.200000
0:? 0.300000 0:42 0.300000
0:42 Constant: 0:42 Constant:
0:42 0.750000 0:42 0.750000
0:43 Sequence 0:43 Sequence
@@ -327,10 +327,10 @@ Shader version: 500
0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 Construct combined texture-sampler ( temp isamplerCube)
0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_tTexcdi4' ( uniform itextureCube)
0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:43 Constant:
0:? 0.400000 0:43 0.400000
0:? 0.500000 0:43 0.500000
0:? 0.600000 0:43 0.600000
0:43 Constant: 0:43 Constant:
0:43 0.750000 0:43 0.750000
0:44 Sequence 0:44 Sequence
@@ -340,10 +340,10 @@ Shader version: 500
0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 Construct combined texture-sampler ( temp usamplerCube)
0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_tTexcdu4' ( uniform utextureCube)
0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:44 Constant:
0:? 0.700000 0:44 0.700000
0:? 0.800000 0:44 0.800000
0:? 0.900000 0:44 0.900000
0:44 Constant: 0:44 Constant:
0:44 0.750000 0:44 0.750000
0:46 move second child to first child ( temp 4-component vector of float) 0:46 move second child to first child ( temp 4-component vector of float)
@@ -351,11 +351,11 @@ Shader version: 500
0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:46 Constant: 0:46 Constant:
0:46 0 (const int) 0:46 0 (const int)
0:? Constant: 0:46 Constant:
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:? 0.000000 0:46 0.000000
0:48 Branch: Return with expression 0:48 Branch: Return with expression
0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:27 Function Definition: main( ( temp void) 0:27 Function Definition: main( ( temp void)

View File

@@ -52,14 +52,14 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:35 Constant: 0:35 Constant:
0:35 0.750000 0:35 0.750000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? 0 (const int) 0:35 0 (const int)
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -67,14 +67,14 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:36 Constant: 0:36 Constant:
0:36 0.750000 0:36 0.750000
0:? Constant: 0:36 Constant:
0:? 1 (const int) 0:36 1 (const int)
0:? 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -82,14 +82,14 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:37 Constant: 0:37 Constant:
0:37 0.750000 0:37 0.750000
0:? Constant: 0:37 Constant:
0:? 1 (const int) 0:37 1 (const int)
0:? -1 (const int) 0:37 -1 (const int)
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -97,16 +97,16 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:39 Constant: 0:39 Constant:
0:39 0.750000 0:39 0.750000
0:? Constant: 0:39 Constant:
0:? 1 (const int) 0:39 1 (const int)
0:? 0 (const int) 0:39 0 (const int)
0:? 1 (const int) 0:39 1 (const int)
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -114,16 +114,16 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:40 Constant: 0:40 Constant:
0:40 0.750000 0:40 0.750000
0:? Constant: 0:40 Constant:
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -131,16 +131,16 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:41 Constant: 0:41 Constant:
0:41 0.750000 0:41 0.750000
0:? Constant: 0:41 Constant:
0:? 1 (const int) 0:41 1 (const int)
0:? 0 (const int) 0:41 0 (const int)
0:? -1 (const int) 0:41 -1 (const int)
0:45 move second child to first child ( temp 4-component vector of float) 0:45 move second child to first child ( temp 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -254,14 +254,14 @@ using depth_any
0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_tTex2df4' ( uniform texture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:35 Constant:
0:? 0.100000 0:35 0.100000
0:? 0.200000 0:35 0.200000
0:35 Constant: 0:35 Constant:
0:35 0.750000 0:35 0.750000
0:? Constant: 0:35 Constant:
0:? 1 (const int) 0:35 1 (const int)
0:? 0 (const int) 0:35 0 (const int)
0:36 Sequence 0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int) 0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval21' ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int)
@@ -269,14 +269,14 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 Construct combined texture-sampler ( temp isampler2D)
0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_tTex2di4' ( uniform itexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:36 Constant:
0:? 0.300000 0:36 0.300000
0:? 0.400000 0:36 0.400000
0:36 Constant: 0:36 Constant:
0:36 0.750000 0:36 0.750000
0:? Constant: 0:36 Constant:
0:? 1 (const int) 0:36 1 (const int)
0:? 1 (const int) 0:36 1 (const int)
0:37 Sequence 0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint) 0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval22' ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint)
@@ -284,14 +284,14 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 Construct combined texture-sampler ( temp usampler2D)
0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_tTex2du4' ( uniform utexture2D)
0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:37 Constant:
0:? 0.500000 0:37 0.500000
0:? 0.600000 0:37 0.600000
0:37 Constant: 0:37 Constant:
0:37 0.750000 0:37 0.750000
0:? Constant: 0:37 Constant:
0:? 1 (const int) 0:37 1 (const int)
0:? -1 (const int) 0:37 -1 (const int)
0:39 Sequence 0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float) 0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval30' ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float)
@@ -299,16 +299,16 @@ using depth_any
0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 Construct combined texture-sampler ( temp sampler3D)
0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_tTex3df4' ( uniform texture3D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:39 Constant:
0:? 0.100000 0:39 0.100000
0:? 0.200000 0:39 0.200000
0:? 0.300000 0:39 0.300000
0:39 Constant: 0:39 Constant:
0:39 0.750000 0:39 0.750000
0:? Constant: 0:39 Constant:
0:? 1 (const int) 0:39 1 (const int)
0:? 0 (const int) 0:39 0 (const int)
0:? 1 (const int) 0:39 1 (const int)
0:40 Sequence 0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int) 0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval31' ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int)
@@ -316,16 +316,16 @@ using depth_any
0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 Construct combined texture-sampler ( temp isampler3D)
0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_tTex3di4' ( uniform itexture3D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:40 Constant:
0:? 0.400000 0:40 0.400000
0:? 0.500000 0:40 0.500000
0:? 0.600000 0:40 0.600000
0:40 Constant: 0:40 Constant:
0:40 0.750000 0:40 0.750000
0:? Constant: 0:40 Constant:
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:? 1 (const int) 0:40 1 (const int)
0:41 Sequence 0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint) 0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval32' ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint)
@@ -333,16 +333,16 @@ using depth_any
0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 Construct combined texture-sampler ( temp usampler3D)
0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_tTex3du4' ( uniform utexture3D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:41 Constant:
0:? 0.700000 0:41 0.700000
0:? 0.800000 0:41 0.800000
0:? 0.900000 0:41 0.900000
0:41 Constant: 0:41 Constant:
0:41 0.750000 0:41 0.750000
0:? Constant: 0:41 Constant:
0:? 1 (const int) 0:41 1 (const int)
0:? 0 (const int) 0:41 0 (const int)
0:? -1 (const int) 0:41 -1 (const int)
0:45 move second child to first child ( temp 4-component vector of float) 0:45 move second child to first child ( temp 4-component vector of float)
0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float)
0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -13,9 +13,9 @@ using depth_any
0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 Construct combined texture-sampler ( temp sampler1DArray)
0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:23 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:23 Constant:
0:? 0.100000 0:23 0.100000
0:? 0.200000 0:23 0.200000
0:23 Constant: 0:23 Constant:
0:23 0.750000 0:23 0.750000
0:23 Constant: 0:23 Constant:
@@ -27,9 +27,9 @@ using depth_any
0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 Construct combined texture-sampler ( temp isampler1DArray)
0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray)
0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:24 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:24 Constant:
0:? 0.200000 0:24 0.200000
0:? 0.300000 0:24 0.300000
0:24 Constant: 0:24 Constant:
0:24 0.750000 0:24 0.750000
0:24 Constant: 0:24 Constant:
@@ -41,9 +41,9 @@ using depth_any
0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 Construct combined texture-sampler ( temp usampler1DArray)
0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:25 Constant:
0:? 0.300000 0:25 0.300000
0:? 0.400000 0:25 0.400000
0:25 Constant: 0:25 Constant:
0:25 0.750000 0:25 0.750000
0:25 Constant: 0:25 Constant:
@@ -55,15 +55,15 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 Construct combined texture-sampler ( temp sampler2DArray)
0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:? 0.300000 0:27 0.300000
0:27 Constant: 0:27 Constant:
0:27 0.750000 0:27 0.750000
0:? Constant: 0:27 Constant:
0:? 0 (const int) 0:27 0 (const int)
0:? 0 (const int) 0:27 0 (const int)
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int) 0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval21' ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int)
@@ -71,15 +71,15 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 Construct combined texture-sampler ( temp isampler2DArray)
0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.300000 0:28 0.300000
0:? 0.400000 0:28 0.400000
0:? 0.500000 0:28 0.500000
0:28 Constant: 0:28 Constant:
0:28 0.750000 0:28 0.750000
0:? Constant: 0:28 Constant:
0:? 0 (const int) 0:28 0 (const int)
0:? 0 (const int) 0:28 0 (const int)
0:29 Sequence 0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint) 0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval22' ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint)
@@ -87,15 +87,15 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 Construct combined texture-sampler ( temp usampler2DArray)
0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.500000 0:29 0.500000
0:? 0.600000 0:29 0.600000
0:? 0.700000 0:29 0.700000
0:29 Constant: 0:29 Constant:
0:29 0.750000 0:29 0.750000
0:? Constant: 0:29 Constant:
0:? 0 (const int) 0:29 0 (const int)
0:? 1 (const int) 0:29 1 (const int)
0:33 move second child to first child ( temp 4-component vector of float) 0:33 move second child to first child ( temp 4-component vector of float)
0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@@ -164,9 +164,9 @@ using depth_any
0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 Construct combined texture-sampler ( temp sampler1DArray)
0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:23 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:23 Constant:
0:? 0.100000 0:23 0.100000
0:? 0.200000 0:23 0.200000
0:23 Constant: 0:23 Constant:
0:23 0.750000 0:23 0.750000
0:23 Constant: 0:23 Constant:
@@ -178,9 +178,9 @@ using depth_any
0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 Construct combined texture-sampler ( temp isampler1DArray)
0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray)
0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:24 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:24 Constant:
0:? 0.200000 0:24 0.200000
0:? 0.300000 0:24 0.300000
0:24 Constant: 0:24 Constant:
0:24 0.750000 0:24 0.750000
0:24 Constant: 0:24 Constant:
@@ -192,9 +192,9 @@ using depth_any
0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 Construct combined texture-sampler ( temp usampler1DArray)
0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:25 Constant:
0:? 0.300000 0:25 0.300000
0:? 0.400000 0:25 0.400000
0:25 Constant: 0:25 Constant:
0:25 0.750000 0:25 0.750000
0:25 Constant: 0:25 Constant:
@@ -206,15 +206,15 @@ using depth_any
0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 Construct combined texture-sampler ( temp sampler2DArray)
0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:27 Constant:
0:? 0.100000 0:27 0.100000
0:? 0.200000 0:27 0.200000
0:? 0.300000 0:27 0.300000
0:27 Constant: 0:27 Constant:
0:27 0.750000 0:27 0.750000
0:? Constant: 0:27 Constant:
0:? 0 (const int) 0:27 0 (const int)
0:? 0 (const int) 0:27 0 (const int)
0:28 Sequence 0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int) 0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval21' ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int)
@@ -222,15 +222,15 @@ using depth_any
0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 Construct combined texture-sampler ( temp isampler2DArray)
0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:28 Constant:
0:? 0.300000 0:28 0.300000
0:? 0.400000 0:28 0.400000
0:? 0.500000 0:28 0.500000
0:28 Constant: 0:28 Constant:
0:28 0.750000 0:28 0.750000
0:? Constant: 0:28 Constant:
0:? 0 (const int) 0:28 0 (const int)
0:? 0 (const int) 0:28 0 (const int)
0:29 Sequence 0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint) 0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval22' ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint)
@@ -238,15 +238,15 @@ using depth_any
0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 Construct combined texture-sampler ( temp usampler2DArray)
0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant: 0:29 Constant:
0:? 0.500000 0:29 0.500000
0:? 0.600000 0:29 0.600000
0:? 0.700000 0:29 0.700000
0:29 Constant: 0:29 Constant:
0:29 0.750000 0:29 0.750000
0:? Constant: 0:29 Constant:
0:? 0 (const int) 0:29 0 (const int)
0:? 1 (const int) 0:29 1 (const int)
0:33 move second child to first child ( temp 4-component vector of float) 0:33 move second child to first child ( temp 4-component vector of float)
0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})

View File

@@ -89,23 +89,23 @@ gl_FragCoord origin is upper left
0:16 0.750000 0:16 0.750000
0:17 move second child to first child ( temp 4X4 matrix of float) 0:17 move second child to first child ( temp 4X4 matrix of float)
0:17 'mat4' ( temp 4X4 matrix of float) 0:17 'mat4' ( temp 4X4 matrix of float)
0:? Constant: 0:17 Constant:
0:? 4.000000 0:17 4.000000
0:? 4.100000 0:17 4.100000
0:? 4.200000 0:17 4.200000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:18 move second child to first child ( temp 4X4 matrix of float) 0:18 move second child to first child ( temp 4X4 matrix of float)
0:18 'mat4' ( temp 4X4 matrix of float) 0:18 'mat4' ( temp 4X4 matrix of float)
0:18 Constant: 0:18 Constant:
@@ -278,23 +278,23 @@ gl_FragCoord origin is upper left
0:16 0.750000 0:16 0.750000
0:17 move second child to first child ( temp 4X4 matrix of float) 0:17 move second child to first child ( temp 4X4 matrix of float)
0:17 'mat4' ( temp 4X4 matrix of float) 0:17 'mat4' ( temp 4X4 matrix of float)
0:? Constant: 0:17 Constant:
0:? 4.000000 0:17 4.000000
0:? 4.100000 0:17 4.100000
0:? 4.200000 0:17 4.200000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:? 0.000000 0:17 0.000000
0:18 move second child to first child ( temp 4X4 matrix of float) 0:18 move second child to first child ( temp 4X4 matrix of float)
0:18 'mat4' ( temp 4X4 matrix of float) 0:18 'mat4' ( temp 4X4 matrix of float)
0:18 Constant: 0:18 Constant:

View File

@@ -16,7 +16,7 @@ Shader version: 500
0:19 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:19 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3})
0:19 Constant: 0:19 Constant:
0:19 1 (const int) 0:19 1 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:19 Construct vec2 ( temp 2-component vector of float)
0:19 direct index ( temp float) 0:19 direct index ( temp float)
0:19 'v' ( in 4-component vector of float) 0:19 'v' ( in 4-component vector of float)
0:19 Constant: 0:19 Constant:
@@ -30,7 +30,7 @@ Shader version: 500
0:20 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:20 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3})
0:20 Constant: 0:20 Constant:
0:20 2 (const int) 0:20 2 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:20 Construct vec2 ( temp 2-component vector of float)
0:20 direct index ( temp float) 0:20 direct index ( temp float)
0:20 'v' ( in 4-component vector of float) 0:20 'v' ( in 4-component vector of float)
0:20 Constant: 0:20 Constant:
@@ -44,7 +44,7 @@ Shader version: 500
0:21 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:21 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3})
0:21 Constant: 0:21 Constant:
0:21 3 (const int) 0:21 3 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:21 Construct vec2 ( temp 2-component vector of float)
0:21 direct index ( temp float) 0:21 direct index ( temp float)
0:21 'v' ( in 4-component vector of float) 0:21 'v' ( in 4-component vector of float)
0:21 Constant: 0:21 Constant:
@@ -58,7 +58,7 @@ Shader version: 500
0:22 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:22 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3})
0:22 Constant: 0:22 Constant:
0:22 4 (const int) 0:22 4 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:22 Construct vec2 ( temp 2-component vector of float)
0:22 direct index ( temp float) 0:22 direct index ( temp float)
0:22 'v' ( in 4-component vector of float) 0:22 'v' ( in 4-component vector of float)
0:22 Constant: 0:22 Constant:
@@ -139,7 +139,7 @@ Shader version: 500
0:19 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:19 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3})
0:19 Constant: 0:19 Constant:
0:19 1 (const int) 0:19 1 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:19 Construct vec2 ( temp 2-component vector of float)
0:19 direct index ( temp float) 0:19 direct index ( temp float)
0:19 'v' ( in 4-component vector of float) 0:19 'v' ( in 4-component vector of float)
0:19 Constant: 0:19 Constant:
@@ -153,7 +153,7 @@ Shader version: 500
0:20 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:20 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3})
0:20 Constant: 0:20 Constant:
0:20 2 (const int) 0:20 2 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:20 Construct vec2 ( temp 2-component vector of float)
0:20 direct index ( temp float) 0:20 direct index ( temp float)
0:20 'v' ( in 4-component vector of float) 0:20 'v' ( in 4-component vector of float)
0:20 Constant: 0:20 Constant:
@@ -167,7 +167,7 @@ Shader version: 500
0:21 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:21 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3})
0:21 Constant: 0:21 Constant:
0:21 3 (const int) 0:21 3 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:21 Construct vec2 ( temp 2-component vector of float)
0:21 direct index ( temp float) 0:21 direct index ( temp float)
0:21 'v' ( in 4-component vector of float) 0:21 'v' ( in 4-component vector of float)
0:21 Constant: 0:21 Constant:
@@ -181,7 +181,7 @@ Shader version: 500
0:22 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:22 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3})
0:22 Constant: 0:22 Constant:
0:22 4 (const int) 0:22 4 (const int)
0:? Construct vec2 ( temp 2-component vector of float) 0:22 Construct vec2 ( temp 2-component vector of float)
0:22 direct index ( temp float) 0:22 direct index ( temp float)
0:22 'v' ( in 4-component vector of float) 0:22 'v' ( in 4-component vector of float)
0:22 Constant: 0:22 Constant:

View File

@@ -12,7 +12,7 @@ Shader version: 500
0:4 Sequence 0:4 Sequence
0:4 move second child to first child ( temp 2-component vector of int) 0:4 move second child to first child ( temp 2-component vector of int)
0:4 'd2' ( temp 2-component vector of int) 0:4 'd2' ( temp 2-component vector of int)
0:? Construct ivec2 ( temp 2-component vector of int) 0:4 Construct ivec2 ( temp 2-component vector of int)
0:4 Constant: 0:4 Constant:
0:4 5 (const int) 0:4 5 (const int)
0:4 'd' ( temp int) 0:4 'd' ( temp int)
@@ -30,10 +30,10 @@ Shader version: 500
0:7 Sequence 0:7 Sequence
0:7 move second child to first child ( temp 3-component vector of float) 0:7 move second child to first child ( temp 3-component vector of float)
0:7 'f3' ( temp 3-component vector of float) 0:7 'f3' ( temp 3-component vector of float)
0:? Constant: 0:7 Constant:
0:? 1.945910 0:7 1.945910
0:? 0.693147 0:7 0.693147
0:? 1.098612 0:7 1.098612
0:8 Sequence 0:8 Sequence
0:8 move second child to first child ( temp 2-component vector of float) 0:8 move second child to first child ( temp 2-component vector of float)
0:8 'f22' ( temp 2-component vector of float) 0:8 'f22' ( temp 2-component vector of float)
@@ -111,7 +111,7 @@ Shader version: 500
0:4 Sequence 0:4 Sequence
0:4 move second child to first child ( temp 2-component vector of int) 0:4 move second child to first child ( temp 2-component vector of int)
0:4 'd2' ( temp 2-component vector of int) 0:4 'd2' ( temp 2-component vector of int)
0:? Construct ivec2 ( temp 2-component vector of int) 0:4 Construct ivec2 ( temp 2-component vector of int)
0:4 Constant: 0:4 Constant:
0:4 5 (const int) 0:4 5 (const int)
0:4 'd' ( temp int) 0:4 'd' ( temp int)
@@ -129,10 +129,10 @@ Shader version: 500
0:7 Sequence 0:7 Sequence
0:7 move second child to first child ( temp 3-component vector of float) 0:7 move second child to first child ( temp 3-component vector of float)
0:7 'f3' ( temp 3-component vector of float) 0:7 'f3' ( temp 3-component vector of float)
0:? Constant: 0:7 Constant:
0:? 1.945910 0:7 1.945910
0:? 0.693147 0:7 0.693147
0:? 1.098612 0:7 1.098612
0:8 Sequence 0:8 Sequence
0:8 move second child to first child ( temp 2-component vector of float) 0:8 move second child to first child ( temp 2-component vector of float)
0:8 'f22' ( temp 2-component vector of float) 0:8 'f22' ( temp 2-component vector of float)

View File

@@ -26,19 +26,19 @@ gl_FragCoord origin is upper left
0:18 Sequence 0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of float) 0:18 move second child to first child ( temp 4-component vector of float)
0:18 'f4' ( temp 4-component vector of float) 0:18 'f4' ( temp 4-component vector of float)
0:? Constant: 0:18 Constant:
0:? 1.000000 0:18 1.000000
0:? 1.000000 0:18 1.000000
0:? 1.000000 0:18 1.000000
0:? 1.000000 0:18 1.000000
0:19 add second child into first child ( temp 4-component vector of float) 0:19 add second child into first child ( temp 4-component vector of float)
0:19 'f4' ( temp 4-component vector of float) 0:19 'f4' ( temp 4-component vector of float)
0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float) 0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float)
0:? Constant: 0:19 Constant:
0:? 5.000000 0:19 5.000000
0:? 5.000000 0:19 5.000000
0:? 5.000000 0:19 5.000000
0:? 5.000000 0:19 5.000000
0:20 add second child into first child ( temp 4-component vector of float) 0:20 add second child into first child ( temp 4-component vector of float)
0:20 'f4' ( temp 4-component vector of float) 0:20 'f4' ( temp 4-component vector of float)
0:20 Convert int to float ( temp float) 0:20 Convert int to float ( temp float)
@@ -87,19 +87,19 @@ gl_FragCoord origin is upper left
0:18 Sequence 0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of float) 0:18 move second child to first child ( temp 4-component vector of float)
0:18 'f4' ( temp 4-component vector of float) 0:18 'f4' ( temp 4-component vector of float)
0:? Constant: 0:18 Constant:
0:? 1.000000 0:18 1.000000
0:? 1.000000 0:18 1.000000
0:? 1.000000 0:18 1.000000
0:? 1.000000 0:18 1.000000
0:19 add second child into first child ( temp 4-component vector of float) 0:19 add second child into first child ( temp 4-component vector of float)
0:19 'f4' ( temp 4-component vector of float) 0:19 'f4' ( temp 4-component vector of float)
0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float) 0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float)
0:? Constant: 0:19 Constant:
0:? 5.000000 0:19 5.000000
0:? 5.000000 0:19 5.000000
0:? 5.000000 0:19 5.000000
0:? 5.000000 0:19 5.000000
0:20 add second child into first child ( temp 4-component vector of float) 0:20 add second child into first child ( temp 4-component vector of float)
0:20 'f4' ( temp 4-component vector of float) 0:20 'f4' ( temp 4-component vector of float)
0:20 Convert int to float ( temp float) 0:20 Convert int to float ( temp float)

View File

@@ -10,11 +10,11 @@ gl_FragCoord origin is upper left
0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 'psout' ( temp structure{ temp 4-component vector of float Color})
0:18 Constant: 0:18 Constant:
0:18 0 (const int) 0:18 0 (const int)
0:? Constant: 0:18 Constant:
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:? 1.000000 0:18 1.000000
0:19 Branch: Return with expression 0:19 Branch: Return with expression
0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:19 'psout' ( temp structure{ temp 4-component vector of float Color})
0:16 Function Definition: main( ( temp void) 0:16 Function Definition: main( ( temp void)
@@ -47,11 +47,11 @@ gl_FragCoord origin is upper left
0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 'psout' ( temp structure{ temp 4-component vector of float Color})
0:18 Constant: 0:18 Constant:
0:18 0 (const int) 0:18 0 (const int)
0:? Constant: 0:18 Constant:
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:? 0.000000 0:18 0.000000
0:? 1.000000 0:18 1.000000
0:19 Branch: Return with expression 0:19 Branch: Return with expression
0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:19 'psout' ( temp structure{ temp 4-component vector of float Color})
0:16 Function Definition: main( ( temp void) 0:16 Function Definition: main( ( temp void)

View File

@@ -18,11 +18,11 @@ output primitive = triangle_strip
0:27 0 (const int) 0:27 0 (const int)
0:27 Constant: 0:27 Constant:
0:27 0 (const int) 0:27 0 (const int)
0:? Constant: 0:27 Constant:
0:? 1.000000 0:27 1.000000
0:? 2.000000 0:27 2.000000
0:? 3.000000 0:27 3.000000
0:? 4.000000 0:27 4.000000
0:28 move second child to first child ( temp 2-component vector of float) 0:28 move second child to first child ( temp 2-component vector of float)
0:28 tc: direct index for structure ( temp 2-component vector of float) 0:28 tc: direct index for structure ( temp 2-component vector of float)
0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc})
@@ -31,9 +31,9 @@ output primitive = triangle_strip
0:28 0 (const int) 0:28 0 (const int)
0:28 Constant: 0:28 Constant:
0:28 1 (const int) 0:28 1 (const int)
0:? Constant: 0:28 Constant:
0:? 5.000000 0:28 5.000000
0:? 6.000000 0:28 6.000000
0:29 move second child to first child ( temp float) 0:29 move second child to first child ( temp float)
0:29 direct index ( temp float) 0:29 direct index ( temp float)
0:29 m0_array: direct index for structure ( temp 2-element array of float) 0:29 m0_array: direct index for structure ( temp 2-element array of float)
@@ -235,11 +235,11 @@ output primitive = triangle_strip
0:27 0 (const int) 0:27 0 (const int)
0:27 Constant: 0:27 Constant:
0:27 0 (const int) 0:27 0 (const int)
0:? Constant: 0:27 Constant:
0:? 1.000000 0:27 1.000000
0:? 2.000000 0:27 2.000000
0:? 3.000000 0:27 3.000000
0:? 4.000000 0:27 4.000000
0:28 move second child to first child ( temp 2-component vector of float) 0:28 move second child to first child ( temp 2-component vector of float)
0:28 tc: direct index for structure ( temp 2-component vector of float) 0:28 tc: direct index for structure ( temp 2-component vector of float)
0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc})
@@ -248,9 +248,9 @@ output primitive = triangle_strip
0:28 0 (const int) 0:28 0 (const int)
0:28 Constant: 0:28 Constant:
0:28 1 (const int) 0:28 1 (const int)
0:? Constant: 0:28 Constant:
0:? 5.000000 0:28 5.000000
0:? 6.000000 0:28 6.000000
0:29 move second child to first child ( temp float) 0:29 move second child to first child ( temp float)
0:29 direct index ( temp float) 0:29 direct index ( temp float)
0:29 m0_array: direct index for structure ( temp 2-element array of float) 0:29 m0_array: direct index for structure ( temp 2-element array of float)

View File

@@ -22,11 +22,11 @@ gl_FragCoord origin is upper left
0:9 0 (const int) 0:9 0 (const int)
0:9 Constant: 0:9 Constant:
0:9 1 (const uint) 0:9 1 (const uint)
0:? Constant: 0:9 Constant:
0:? 1.000000 0:9 1.000000
0:? 2.000000 0:9 2.000000
0:? 3.000000 0:9 3.000000
0:? 4.000000 0:9 4.000000
0:10 Branch: Return with expression 0:10 Branch: Return with expression
0:10 indirect index ( buffer 4-component vector of float) 0:10 indirect index ( buffer 4-component vector of float)
0:10 @data: direct index for structure ( buffer unsized 1-element array of 4-component vector of float) 0:10 @data: direct index for structure ( buffer unsized 1-element array of 4-component vector of float)
@@ -99,11 +99,11 @@ gl_FragCoord origin is upper left
0:9 0 (const int) 0:9 0 (const int)
0:9 Constant: 0:9 Constant:
0:9 1 (const uint) 0:9 1 (const uint)
0:? Constant: 0:9 Constant:
0:? 1.000000 0:9 1.000000
0:? 2.000000 0:9 2.000000
0:? 3.000000 0:9 3.000000
0:? 4.000000 0:9 4.000000
0:10 Branch: Return with expression 0:10 Branch: Return with expression
0:10 indirect index ( buffer 4-component vector of float) 0:10 indirect index ( buffer 4-component vector of float)
0:10 @data: direct index for structure ( buffer unsized 1-element array of 4-component vector of float) 0:10 @data: direct index for structure ( buffer unsized 1-element array of 4-component vector of float)

View File

@@ -19,11 +19,11 @@ gl_FragCoord origin is upper left
0:8 0 (const int) 0:8 0 (const int)
0:8 Constant: 0:8 Constant:
0:8 1 (const uint) 0:8 1 (const uint)
0:? Constant: 0:8 Constant:
0:? 1.000000 0:8 1.000000
0:? 2.000000 0:8 2.000000
0:? 3.000000 0:8 3.000000
0:? 4.000000 0:8 4.000000
0:10 Branch: Return with expression 0:10 Branch: Return with expression
0:10 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:10 indirect index (layout( row_major std430) buffer 4-component vector of float)
0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) 0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float)
@@ -83,11 +83,11 @@ gl_FragCoord origin is upper left
0:8 0 (const int) 0:8 0 (const int)
0:8 Constant: 0:8 Constant:
0:8 1 (const uint) 0:8 1 (const uint)
0:? Constant: 0:8 Constant:
0:? 1.000000 0:8 1.000000
0:? 2.000000 0:8 2.000000
0:? 3.000000 0:8 3.000000
0:? 4.000000 0:8 4.000000
0:10 Branch: Return with expression 0:10 Branch: Return with expression
0:10 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:10 indirect index (layout( row_major std430) buffer 4-component vector of float)
0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) 0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float)

View File

@@ -28,7 +28,7 @@ gl_FragCoord origin is upper left
0:9 'pos' ( in uint) 0:9 'pos' ( in uint)
0:9 Constant: 0:9 Constant:
0:9 2 (const int) 0:9 2 (const int)
0:? Construct vec4 ( temp 4-component vector of float) 0:10 Construct vec4 ( temp 4-component vector of float)
0:? Convert uint to float ( temp 2-component vector of float) 0:? Convert uint to float ( temp 2-component vector of float)
0:? Sequence 0:? Sequence
0:10 move second child to first child ( temp int) 0:10 move second child to first child ( temp int)
@@ -60,7 +60,7 @@ gl_FragCoord origin is upper left
0:10 0.000000 0:10 0.000000
0:10 Constant: 0:10 Constant:
0:10 0.000000 0:10 0.000000
0:? Construct vec4 ( temp 4-component vector of float) 0:11 Construct vec4 ( temp 4-component vector of float)
0:? Convert uint to float ( temp 3-component vector of float) 0:? Convert uint to float ( temp 3-component vector of float)
0:? Sequence 0:? Sequence
0:11 move second child to first child ( temp int) 0:11 move second child to first child ( temp int)
@@ -192,7 +192,7 @@ gl_FragCoord origin is upper left
0:9 'pos' ( in uint) 0:9 'pos' ( in uint)
0:9 Constant: 0:9 Constant:
0:9 2 (const int) 0:9 2 (const int)
0:? Construct vec4 ( temp 4-component vector of float) 0:10 Construct vec4 ( temp 4-component vector of float)
0:? Convert uint to float ( temp 2-component vector of float) 0:? Convert uint to float ( temp 2-component vector of float)
0:? Sequence 0:? Sequence
0:10 move second child to first child ( temp int) 0:10 move second child to first child ( temp int)
@@ -224,7 +224,7 @@ gl_FragCoord origin is upper left
0:10 0.000000 0:10 0.000000
0:10 Constant: 0:10 Constant:
0:10 0.000000 0:10 0.000000
0:? Construct vec4 ( temp 4-component vector of float) 0:11 Construct vec4 ( temp 4-component vector of float)
0:? Convert uint to float ( temp 3-component vector of float) 0:? Convert uint to float ( temp 3-component vector of float)
0:? Sequence 0:? Sequence
0:11 move second child to first child ( temp int) 0:11 move second child to first child ( temp int)

View File

@@ -43,7 +43,7 @@ gl_FragCoord origin is upper left
0:19 1 (const int) 0:19 1 (const int)
0:19 true case 0:19 true case
0:20 Branch: Return with expression 0:20 Branch: Return with expression
0:? Construct vec4 ( temp 4-component vector of float) 0:20 Construct vec4 ( temp 4-component vector of float)
0:20 add ( temp 3-component vector of float) 0:20 add ( temp 3-component vector of float)
0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float)
0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test})
@@ -133,7 +133,7 @@ gl_FragCoord origin is upper left
0:19 1 (const int) 0:19 1 (const int)
0:19 true case 0:19 true case
0:20 Branch: Return with expression 0:20 Branch: Return with expression
0:? Construct vec4 ( temp 4-component vector of float) 0:20 Construct vec4 ( temp 4-component vector of float)
0:20 add ( temp 3-component vector of float) 0:20 add ( temp 3-component vector of float)
0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float)
0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test})

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