glslang/Test/baseResults/GL_ARB_fragment_coord_conventions.vert.out
ZhiqianXia 50a6a51625 Support the #extension GL_ARB_fragment_coord_conventions.
Signed-off-by: ZhiqianXia <xzq0528@outlook.com>
2021-11-10 10:41:40 +08:00

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GL_ARB_fragment_coord_conventions.vert
Shader version: 140
Requested GL_ARB_explicit_attrib_location
Requested GL_ARB_fragment_coord_conventions
0:? Sequence
0:22 Function Definition: main( ( global void)
0:22 Function Parameters:
0:24 Sequence
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'gl_Position' ( gl_Position 4-component vector of float Position)
0:24 'pos' (layout( location=0) in 4-component vector of float)
0:25 move second child to first child ( temp 4-component vector of float)
0:25 'i' ( smooth out 4-component vector of float)
0:25 Construct vec4 ( temp 4-component vector of float)
0:25 component-wise multiply ( temp float)
0:25 component-wise multiply ( temp float)
0:25 add ( temp float)
0:25 direct index ( temp float)
0:25 'pos' (layout( location=0) in 4-component vector of float)
0:25 Constant:
0:25 0 (const int)
0:25 Constant:
0:25 1.000000
0:25 Constant:
0:25 0.500000
0:25 'gtf_windowWidth' ( uniform float)
0:25 component-wise multiply ( temp float)
0:25 component-wise multiply ( temp float)
0:25 add ( temp float)
0:25 direct index ( temp float)
0:25 'pos' (layout( location=0) in 4-component vector of float)
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 1.000000
0:25 Constant:
0:25 0.500000
0:25 'gtf_windowHeight' ( uniform float)
0:25 add ( temp float)
0:25 component-wise multiply ( temp float)
0:25 component-wise multiply ( temp float)
0:25 subtract ( temp float)
0:25 'f' ( uniform float)
0:25 'n' ( uniform float)
0:25 Constant:
0:25 0.500000
0:25 direct index ( temp float)
0:25 'pos' (layout( location=0) in 4-component vector of float)
0:25 Constant:
0:25 2 (const int)
0:25 component-wise multiply ( temp float)
0:25 add ( temp float)
0:25 'f' ( uniform float)
0:25 'n' ( uniform float)
0:25 Constant:
0:25 0.500000
0:25 direct index ( temp float)
0:25 'pos' (layout( location=0) in 4-component vector of float)
0:25 Constant:
0:25 3 (const int)
0:? Linker Objects
0:? 'pos' (layout( location=0) in 4-component vector of float)
0:? 'i' ( smooth out 4-component vector of float)
0:? 'gtf_windowWidth' ( uniform float)
0:? 'gtf_windowHeight' ( uniform float)
0:? 'n' ( uniform float)
0:? 'f' ( uniform float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 140
Requested GL_ARB_explicit_attrib_location
Requested GL_ARB_fragment_coord_conventions
0:? Sequence
0:22 Function Definition: main( ( global void)
0:22 Function Parameters:
0:24 Sequence
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'gl_Position' ( gl_Position 4-component vector of float Position)
0:24 'pos' (layout( location=0) in 4-component vector of float)
0:25 move second child to first child ( temp 4-component vector of float)
0:25 'i' ( smooth out 4-component vector of float)
0:25 Construct vec4 ( temp 4-component vector of float)
0:25 component-wise multiply ( temp float)
0:25 component-wise multiply ( temp float)
0:25 add ( temp float)
0:25 direct index ( temp float)
0:25 'pos' (layout( location=0) in 4-component vector of float)
0:25 Constant:
0:25 0 (const int)
0:25 Constant:
0:25 1.000000
0:25 Constant:
0:25 0.500000
0:25 'gtf_windowWidth' ( uniform float)
0:25 component-wise multiply ( temp float)
0:25 component-wise multiply ( temp float)
0:25 add ( temp float)
0:25 direct index ( temp float)
0:25 'pos' (layout( location=0) in 4-component vector of float)
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 1.000000
0:25 Constant:
0:25 0.500000
0:25 'gtf_windowHeight' ( uniform float)
0:25 add ( temp float)
0:25 component-wise multiply ( temp float)
0:25 component-wise multiply ( temp float)
0:25 subtract ( temp float)
0:25 'f' ( uniform float)
0:25 'n' ( uniform float)
0:25 Constant:
0:25 0.500000
0:25 direct index ( temp float)
0:25 'pos' (layout( location=0) in 4-component vector of float)
0:25 Constant:
0:25 2 (const int)
0:25 component-wise multiply ( temp float)
0:25 add ( temp float)
0:25 'f' ( uniform float)
0:25 'n' ( uniform float)
0:25 Constant:
0:25 0.500000
0:25 direct index ( temp float)
0:25 'pos' (layout( location=0) in 4-component vector of float)
0:25 Constant:
0:25 3 (const int)
0:? Linker Objects
0:? 'pos' (layout( location=0) in 4-component vector of float)
0:? 'i' ( smooth out 4-component vector of float)
0:? 'gtf_windowWidth' ( uniform float)
0:? 'gtf_windowHeight' ( uniform float)
0:? 'n' ( uniform float)
0:? 'f' ( uniform float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)