 71c100d7c0
			
		
	
	
		71c100d7c0
		
	
	
	
	
		
			
			Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
		
			
				
	
	
		
			299 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			299 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| aggOps.frag
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| WARNING: 0:4: varying deprecated in version 130; may be removed in future release
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| WARNING: 0:6: varying deprecated in version 130; may be removed in future release
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| 
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| Shader version: 130
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| 0:? Sequence
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| 0:23  Function Definition: main( ( global void)
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| 0:23    Function Parameters: 
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| 0:?     Sequence
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| 0:27      move second child to first child ( temp 3-element array of structure{ global int i,  global float f})
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| 0:27        'a' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:27        Construct structure ( temp 3-element array of structure{ global int i,  global float f})
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| 0:27          Construct structure ( temp structure{ global int i,  global float f})
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| 0:27            Convert float to int ( temp int)
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| 0:27              direct index ( temp float)
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| 0:27                'u' ( smooth in 4-component vector of float)
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| 0:27                Constant:
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| 0:27                  0 (const int)
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| 0:27            direct index ( temp float)
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| 0:27              'u' ( smooth in 4-component vector of float)
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| 0:27              Constant:
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| 0:27                1 (const int)
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| 0:27          Construct structure ( temp structure{ global int i,  global float f})
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| 0:27            Convert float to int ( temp int)
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| 0:27              direct index ( temp float)
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| 0:27                'u' ( smooth in 4-component vector of float)
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| 0:27                Constant:
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| 0:27                  2 (const int)
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| 0:27            direct index ( temp float)
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| 0:27              'u' ( smooth in 4-component vector of float)
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| 0:27              Constant:
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| 0:27                3 (const int)
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| 0:27          Constant:
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| 0:27            14 (const int)
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| 0:27            14.000000
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| 0:28      move second child to first child ( temp 3-element array of structure{ global int i,  global float f})
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| 0:28        'b' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:28        Construct structure ( temp 3-element array of structure{ global int i,  global float f})
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| 0:28          Constant:
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| 0:28            17 (const int)
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| 0:28            17.000000
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| 0:28          Construct structure ( temp structure{ global int i,  global float f})
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| 0:28            Convert float to int ( temp int)
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| 0:28              direct index ( temp float)
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| 0:28                'w' ( smooth in 4-component vector of float)
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| 0:28                Constant:
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| 0:28                  0 (const int)
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| 0:28            direct index ( temp float)
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| 0:28              'w' ( smooth in 4-component vector of float)
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| 0:28              Constant:
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| 0:28                1 (const int)
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| 0:28          Construct structure ( temp structure{ global int i,  global float f})
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| 0:28            Convert float to int ( temp int)
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| 0:28              direct index ( temp float)
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| 0:28                'w' ( smooth in 4-component vector of float)
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| 0:28                Constant:
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| 0:28                  2 (const int)
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| 0:28            direct index ( temp float)
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| 0:28              'w' ( smooth in 4-component vector of float)
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| 0:28              Constant:
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| 0:28                3 (const int)
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| 0:30      Test condition and select ( temp void)
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| 0:30        Condition
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| 0:30        Compare Equal ( temp bool)
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| 0:30          'foo2a' ( uniform structure{ global int i,  global float f,  global structure{ global int i,  global float f} s1_1})
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| 0:30          'foo2b' ( uniform structure{ global int i,  global float f,  global structure{ global int i,  global float f} s1_1})
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| 0:30        true case
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| 0:31        move second child to first child ( temp 4-component vector of float)
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| 0:31          'v' ( temp 4-component vector of float)
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| 0:31          texture ( global 4-component vector of float)
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| 0:31            'sampler' ( uniform sampler2D)
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| 0:31            'coord' ( smooth in 2-component vector of float)
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| 0:30        false case
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| 0:33        move second child to first child ( temp 4-component vector of float)
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| 0:33          'v' ( temp 4-component vector of float)
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| 0:33          texture ( global 4-component vector of float)
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| 0:33            'sampler' ( uniform sampler2D)
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| 0:33            vector-scale ( temp 2-component vector of float)
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| 0:33              Constant:
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| 0:33                2.000000
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| 0:33              'coord' ( smooth in 2-component vector of float)
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| 0:35      Test condition and select ( temp void)
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| 0:35        Condition
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| 0:35        Compare Equal ( temp bool)
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| 0:35          'u' ( smooth in 4-component vector of float)
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| 0:35          'v' ( temp 4-component vector of float)
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| 0:35        true case
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| 0:36        vector scale second child into first child ( temp 4-component vector of float)
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| 0:36          'v' ( temp 4-component vector of float)
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| 0:36          Constant:
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| 0:36            3.000000
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| 0:38      Test condition and select ( temp void)
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| 0:38        Condition
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| 0:38        Compare Not Equal ( temp bool)
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| 0:38          'u' ( smooth in 4-component vector of float)
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| 0:38          'v' ( temp 4-component vector of float)
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| 0:38        true case
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| 0:39        vector scale second child into first child ( temp 4-component vector of float)
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| 0:39          'v' ( temp 4-component vector of float)
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| 0:39          Constant:
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| 0:39            4.000000
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| 0:41      Test condition and select ( temp void)
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| 0:41        Condition
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| 0:41        Compare Equal ( temp bool)
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| 0:41          'coord' ( smooth in 2-component vector of float)
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| 0:41          vector swizzle ( temp 2-component vector of float)
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| 0:41            'v' ( temp 4-component vector of float)
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| 0:41            Sequence
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| 0:41              Constant:
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| 0:41                1 (const int)
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| 0:41              Constant:
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| 0:41                3 (const int)
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| 0:41        true case
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| 0:42        vector scale second child into first child ( temp 4-component vector of float)
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| 0:42          'v' ( temp 4-component vector of float)
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| 0:42          Constant:
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| 0:42            5.000000
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| 0:44      Test condition and select ( temp void)
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| 0:44        Condition
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| 0:44        Compare Equal ( temp bool)
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| 0:44          'a' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:44          'b' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:44        true case
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| 0:45        vector scale second child into first child ( temp 4-component vector of float)
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| 0:45          'v' ( temp 4-component vector of float)
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| 0:45          Constant:
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| 0:45            6.000000
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| 0:47      Test condition and select ( temp void)
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| 0:47        Condition
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| 0:47        Compare Not Equal ( temp bool)
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| 0:47          'a' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:47          'b' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:47        true case
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| 0:48        vector scale second child into first child ( temp 4-component vector of float)
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| 0:48          'v' ( temp 4-component vector of float)
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| 0:48          Constant:
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| 0:48            7.000000
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| 0:50      move second child to first child ( temp 4-component vector of float)
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| 0:50        'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:50        'v' ( temp 4-component vector of float)
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| 0:?   Linker Objects
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| 0:?     'sampler' ( uniform sampler2D)
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| 0:?     'coord' ( smooth in 2-component vector of float)
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| 0:?     'u' ( smooth in 4-component vector of float)
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| 0:?     'w' ( smooth in 4-component vector of float)
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| 0:?     'foo1' ( uniform structure{ global int i,  global float f})
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| 0:?     'foo2a' ( uniform structure{ global int i,  global float f,  global structure{ global int i,  global float f} s1_1})
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| 0:?     'foo2b' ( uniform structure{ global int i,  global float f,  global structure{ global int i,  global float f} s1_1})
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| 
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| 
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| Linked fragment stage:
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| 
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| 
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| Shader version: 130
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| 0:? Sequence
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| 0:23  Function Definition: main( ( global void)
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| 0:23    Function Parameters: 
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| 0:?     Sequence
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| 0:27      move second child to first child ( temp 3-element array of structure{ global int i,  global float f})
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| 0:27        'a' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:27        Construct structure ( temp 3-element array of structure{ global int i,  global float f})
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| 0:27          Construct structure ( temp structure{ global int i,  global float f})
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| 0:27            Convert float to int ( temp int)
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| 0:27              direct index ( temp float)
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| 0:27                'u' ( smooth in 4-component vector of float)
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| 0:27                Constant:
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| 0:27                  0 (const int)
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| 0:27            direct index ( temp float)
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| 0:27              'u' ( smooth in 4-component vector of float)
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| 0:27              Constant:
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| 0:27                1 (const int)
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| 0:27          Construct structure ( temp structure{ global int i,  global float f})
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| 0:27            Convert float to int ( temp int)
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| 0:27              direct index ( temp float)
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| 0:27                'u' ( smooth in 4-component vector of float)
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| 0:27                Constant:
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| 0:27                  2 (const int)
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| 0:27            direct index ( temp float)
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| 0:27              'u' ( smooth in 4-component vector of float)
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| 0:27              Constant:
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| 0:27                3 (const int)
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| 0:27          Constant:
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| 0:27            14 (const int)
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| 0:27            14.000000
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| 0:28      move second child to first child ( temp 3-element array of structure{ global int i,  global float f})
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| 0:28        'b' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:28        Construct structure ( temp 3-element array of structure{ global int i,  global float f})
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| 0:28          Constant:
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| 0:28            17 (const int)
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| 0:28            17.000000
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| 0:28          Construct structure ( temp structure{ global int i,  global float f})
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| 0:28            Convert float to int ( temp int)
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| 0:28              direct index ( temp float)
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| 0:28                'w' ( smooth in 4-component vector of float)
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| 0:28                Constant:
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| 0:28                  0 (const int)
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| 0:28            direct index ( temp float)
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| 0:28              'w' ( smooth in 4-component vector of float)
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| 0:28              Constant:
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| 0:28                1 (const int)
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| 0:28          Construct structure ( temp structure{ global int i,  global float f})
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| 0:28            Convert float to int ( temp int)
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| 0:28              direct index ( temp float)
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| 0:28                'w' ( smooth in 4-component vector of float)
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| 0:28                Constant:
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| 0:28                  2 (const int)
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| 0:28            direct index ( temp float)
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| 0:28              'w' ( smooth in 4-component vector of float)
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| 0:28              Constant:
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| 0:28                3 (const int)
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| 0:30      Test condition and select ( temp void)
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| 0:30        Condition
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| 0:30        Compare Equal ( temp bool)
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| 0:30          'foo2a' ( uniform structure{ global int i,  global float f,  global structure{ global int i,  global float f} s1_1})
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| 0:30          'foo2b' ( uniform structure{ global int i,  global float f,  global structure{ global int i,  global float f} s1_1})
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| 0:30        true case
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| 0:31        move second child to first child ( temp 4-component vector of float)
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| 0:31          'v' ( temp 4-component vector of float)
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| 0:31          texture ( global 4-component vector of float)
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| 0:31            'sampler' ( uniform sampler2D)
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| 0:31            'coord' ( smooth in 2-component vector of float)
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| 0:30        false case
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| 0:33        move second child to first child ( temp 4-component vector of float)
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| 0:33          'v' ( temp 4-component vector of float)
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| 0:33          texture ( global 4-component vector of float)
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| 0:33            'sampler' ( uniform sampler2D)
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| 0:33            vector-scale ( temp 2-component vector of float)
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| 0:33              Constant:
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| 0:33                2.000000
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| 0:33              'coord' ( smooth in 2-component vector of float)
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| 0:35      Test condition and select ( temp void)
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| 0:35        Condition
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| 0:35        Compare Equal ( temp bool)
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| 0:35          'u' ( smooth in 4-component vector of float)
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| 0:35          'v' ( temp 4-component vector of float)
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| 0:35        true case
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| 0:36        vector scale second child into first child ( temp 4-component vector of float)
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| 0:36          'v' ( temp 4-component vector of float)
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| 0:36          Constant:
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| 0:36            3.000000
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| 0:38      Test condition and select ( temp void)
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| 0:38        Condition
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| 0:38        Compare Not Equal ( temp bool)
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| 0:38          'u' ( smooth in 4-component vector of float)
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| 0:38          'v' ( temp 4-component vector of float)
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| 0:38        true case
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| 0:39        vector scale second child into first child ( temp 4-component vector of float)
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| 0:39          'v' ( temp 4-component vector of float)
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| 0:39          Constant:
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| 0:39            4.000000
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| 0:41      Test condition and select ( temp void)
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| 0:41        Condition
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| 0:41        Compare Equal ( temp bool)
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| 0:41          'coord' ( smooth in 2-component vector of float)
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| 0:41          vector swizzle ( temp 2-component vector of float)
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| 0:41            'v' ( temp 4-component vector of float)
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| 0:41            Sequence
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| 0:41              Constant:
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| 0:41                1 (const int)
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| 0:41              Constant:
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| 0:41                3 (const int)
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| 0:41        true case
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| 0:42        vector scale second child into first child ( temp 4-component vector of float)
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| 0:42          'v' ( temp 4-component vector of float)
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| 0:42          Constant:
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| 0:42            5.000000
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| 0:44      Test condition and select ( temp void)
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| 0:44        Condition
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| 0:44        Compare Equal ( temp bool)
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| 0:44          'a' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:44          'b' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:44        true case
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| 0:45        vector scale second child into first child ( temp 4-component vector of float)
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| 0:45          'v' ( temp 4-component vector of float)
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| 0:45          Constant:
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| 0:45            6.000000
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| 0:47      Test condition and select ( temp void)
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| 0:47        Condition
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| 0:47        Compare Not Equal ( temp bool)
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| 0:47          'a' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:47          'b' ( temp 3-element array of structure{ global int i,  global float f})
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| 0:47        true case
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| 0:48        vector scale second child into first child ( temp 4-component vector of float)
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| 0:48          'v' ( temp 4-component vector of float)
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| 0:48          Constant:
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| 0:48            7.000000
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| 0:50      move second child to first child ( temp 4-component vector of float)
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| 0:50        'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:50        'v' ( temp 4-component vector of float)
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| 0:?   Linker Objects
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| 0:?     'sampler' ( uniform sampler2D)
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| 0:?     'coord' ( smooth in 2-component vector of float)
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| 0:?     'u' ( smooth in 4-component vector of float)
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| 0:?     'w' ( smooth in 4-component vector of float)
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| 0:?     'foo1' ( uniform structure{ global int i,  global float f})
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| 0:?     'foo2a' ( uniform structure{ global int i,  global float f,  global structure{ global int i,  global float f} s1_1})
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| 0:?     'foo2b' ( uniform structure{ global int i,  global float f,  global structure{ global int i,  global float f} s1_1})
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| 
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