Add the GL_EXT_shader_integer_mix Preamble for glsl.
Signed-off-by: ZhiqianXia <xzq0528@outlook.com>
This commit is contained in:
47
Test/baseResults/GL_EXT_shader_integer_mix.vert.out
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47
Test/baseResults/GL_EXT_shader_integer_mix.vert.out
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GL_EXT_shader_integer_mix.vert
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Shader version: 330
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Requested GL_EXT_shader_integer_mix
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0:? Sequence
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0:11 Function Definition: main( ( global void)
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0:11 Function Parameters:
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of float)
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0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:12 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:12 Constant:
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0:12 0 (const uint)
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0:12 Constant:
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0:12 0.000000
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0:12 0.000000
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0:12 0.000000
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0:12 0.000000
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0:? Linker Objects
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Linked vertex stage:
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Shader version: 330
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Requested GL_EXT_shader_integer_mix
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0:? Sequence
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0:11 Function Definition: main( ( global void)
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0:11 Function Parameters:
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of float)
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0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:12 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:12 Constant:
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0:12 0 (const uint)
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0:12 Constant:
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0:12 0.000000
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0:12 0.000000
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0:12 0.000000
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0:12 0.000000
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0:? Linker Objects
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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