158 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| link.multiAnonBlocksValid.0.0.vert
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| Shader version: 430
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| 0:? Sequence
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| 0:32  Function Definition: main( ( global void)
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| 0:32    Function Parameters: 
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| 0:34    Sequence
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| 0:34      move second child to first child ( temp 4-component vector of float)
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| 0:34        'oColor' ( smooth out 4-component vector of float)
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| 0:34        component-wise multiply ( temp 4-component vector of float)
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| 0:34          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:34            'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:34            Constant:
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| 0:34              0 (const uint)
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| 0:34          Function Call: getColor2( ( global 4-component vector of float)
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| 0:35      move second child to first child ( temp 4-component vector of float)
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| 0:35        v1: direct index for structure ( out 4-component vector of float)
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| 0:35          'anon@1' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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| 0:35          Constant:
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| 0:35            0 (const uint)
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| 0:35        color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:35          'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:35          Constant:
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| 0:35            0 (const uint)
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| 0:37      move second child to first child ( temp 4-component vector of float)
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| 0:37        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:37          'anon@3' ( 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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
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| 0:37          Constant:
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| 0:37            0 (const uint)
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| 0:37        matrix-times-vector ( temp 4-component vector of float)
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| 0:37          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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| 0:37            'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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| 0:37            Constant:
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| 0:37              0 (const uint)
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| 0:37          Function Call: getWorld( ( global 4-component vector of float)
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| 0:?   Linker Objects
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| 0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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| 0:?     'anon@1' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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| 0:?     'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:?     'oColor' ( smooth out 4-component vector of float)
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| 0:?     'anon@3' ( 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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
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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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| 
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| link.multiAnonBlocksValid.0.1.vert
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| Shader version: 430
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| 0:? Sequence
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| 0:24  Function Definition: getColor2( ( global 4-component vector of float)
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| 0:24    Function Parameters: 
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| 0:26    Sequence
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| 0:26      Branch: Return with expression
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| 0:26        color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float)
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| 0:26          'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:26          Constant:
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| 0:26            1 (const uint)
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| 0:29  Function Definition: getWorld( ( global 4-component vector of float)
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| 0:29    Function Parameters: 
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| 0:31    Sequence
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| 0:31      Branch: Return with expression
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| 0:31        matrix-times-vector ( temp 4-component vector of float)
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| 0:31          uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
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| 0:31            'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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| 0:31            Constant:
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| 0:31              1 (const uint)
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| 0:31          'P' ( in 4-component vector of float)
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| 0:32      move second child to first child ( temp 4-component vector of float)
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| 0:32        v2: direct index for structure ( out 4-component vector of float)
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| 0:32          'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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| 0:32          Constant:
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| 0:32            1 (const uint)
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| 0:32        Constant:
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| 0:32          1.000000
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| 0:32          1.000000
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| 0:32          1.000000
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| 0:32          1.000000
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| 0:?   Linker Objects
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| 0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:?     'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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| 0:?     'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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| 0:?     'P' ( in 4-component vector of float)
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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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| 
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| 
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| Linked vertex stage:
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| 
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| 
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| Shader version: 430
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| 0:? Sequence
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| 0:32  Function Definition: main( ( global void)
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| 0:32    Function Parameters: 
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| 0:34    Sequence
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| 0:34      move second child to first child ( temp 4-component vector of float)
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| 0:34        'oColor' ( smooth out 4-component vector of float)
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| 0:34        component-wise multiply ( temp 4-component vector of float)
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| 0:34          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:34            'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:34            Constant:
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| 0:34              0 (const uint)
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| 0:34          Function Call: getColor2( ( global 4-component vector of float)
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| 0:35      move second child to first child ( temp 4-component vector of float)
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| 0:35        v1: direct index for structure ( out 4-component vector of float)
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| 0:35          'anon@1' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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| 0:35          Constant:
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| 0:35            0 (const uint)
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| 0:35        color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:35          'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:35          Constant:
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| 0:35            0 (const uint)
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| 0:37      move second child to first child ( temp 4-component vector of float)
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| 0:37        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:37          'anon@3' ( 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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
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| 0:37          Constant:
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| 0:37            0 (const uint)
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| 0:37        matrix-times-vector ( temp 4-component vector of float)
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| 0:37          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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| 0:37            'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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| 0:37            Constant:
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| 0:37              0 (const uint)
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| 0:37          Function Call: getWorld( ( global 4-component vector of float)
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| 0:24  Function Definition: getColor2( ( global 4-component vector of float)
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| 0:24    Function Parameters: 
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| 0:26    Sequence
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| 0:26      Branch: Return with expression
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| 0:26        color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float)
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| 0:26          'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:26          Constant:
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| 0:26            1 (const uint)
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| 0:29  Function Definition: getWorld( ( global 4-component vector of float)
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| 0:29    Function Parameters: 
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| 0:31    Sequence
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| 0:31      Branch: Return with expression
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| 0:31        matrix-times-vector ( temp 4-component vector of float)
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| 0:31          uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
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| 0:31            'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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| 0:31            Constant:
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| 0:31              1 (const uint)
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| 0:31          'P' ( in 4-component vector of float)
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| 0:32      move second child to first child ( temp 4-component vector of float)
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| 0:32        v2: direct index for structure ( out 4-component vector of float)
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| 0:32          'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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| 0:32          Constant:
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| 0:32            1 (const uint)
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| 0:32        Constant:
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| 0:32          1.000000
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| 0:32          1.000000
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| 0:32          1.000000
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| 0:32          1.000000
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| 0:?   Linker Objects
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| 0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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| 0:?     'anon@1' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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| 0:?     'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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| 0:?     'oColor' ( smooth out 4-component vector of float)
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| 0:?     'anon@3' ( 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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
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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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| 0:?     'P' ( in 4-component vector of float)
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| 
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