460.frag Shader version: 460 0:? Sequence 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 interpolateAtCentroid ( global 4-component vector of float) 0:12 v: direct index for structure ( global 4-component vector of float) 0:12 's' ( smooth in structure{ global float f, global 4-component vector of float v}) 0:12 Constant: 0:12 1 (const int) 0:14 move second child to first child ( temp bool) 0:14 'b1' ( temp bool) 0:14 anyInvocation ( global bool) 0:14 'b1' ( temp bool) 0:15 move second child to first child ( temp bool) 0:15 'b1' ( temp bool) 0:15 allInvocations ( global bool) 0:15 'b1' ( temp bool) 0:16 move second child to first child ( temp bool) 0:16 'b1' ( temp bool) 0:16 allInvocationsEqual ( global bool) 0:16 'b1' ( temp bool) 0:? Linker Objects 0:? 's' ( smooth in structure{ global float f, global 4-component vector of float v}) Linked fragment stage: Shader version: 460 0:? Sequence 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 interpolateAtCentroid ( global 4-component vector of float) 0:12 v: direct index for structure ( global 4-component vector of float) 0:12 's' ( smooth in structure{ global float f, global 4-component vector of float v}) 0:12 Constant: 0:12 1 (const int) 0:14 move second child to first child ( temp bool) 0:14 'b1' ( temp bool) 0:14 anyInvocation ( global bool) 0:14 'b1' ( temp bool) 0:15 move second child to first child ( temp bool) 0:15 'b1' ( temp bool) 0:15 allInvocations ( global bool) 0:15 'b1' ( temp bool) 0:16 move second child to first child ( temp bool) 0:16 'b1' ( temp bool) 0:16 allInvocationsEqual ( global bool) 0:16 'b1' ( temp bool) 0:? Linker Objects 0:? 's' ( smooth in structure{ global float f, global 4-component vector of float v})