 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.
		
			
				
	
	
		
			240 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			240 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| always-discard.frag
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| Shader version: 110
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| 0:? Sequence
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| 0:4  Function Definition: main( ( global void)
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| 0:4    Function Parameters: 
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| 0:6    Sequence
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| 0:6      Sequence
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| 0:6        move second child to first child ( temp 4-component vector of float)
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| 0:6          'white' ( temp 4-component vector of float)
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| 0:6          Constant:
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| 0:6            1.000000
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| 0:6            1.000000
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| 0:6            1.000000
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| 0:6            1.000000
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| 0:7      Sequence
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| 0:7        move second child to first child ( temp 4-component vector of float)
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| 0:7          'black' ( temp 4-component vector of float)
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| 0:7          Constant:
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| 0:7            0.200000
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| 0:7            0.200000
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| 0:7            0.200000
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| 0:7            0.200000
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| 0:8      Sequence
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| 0:8        move second child to first child ( temp 4-component vector of float)
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| 0:8          'color' ( temp 4-component vector of float)
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| 0:8          'white' ( temp 4-component vector of float)
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| 0:11      Sequence
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| 0:11        move second child to first child ( temp float)
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| 0:11          'x' ( temp float)
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| 0:11          subtract ( temp float)
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| 0:11            component-wise multiply ( temp float)
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| 0:11              direct index ( temp float)
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| 0:11                'tex_coord' ( smooth in 2-component vector of float)
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| 0:11                Constant:
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| 0:11                  0 (const int)
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| 0:11              Constant:
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| 0:11                2.000000
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| 0:11            Constant:
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| 0:11              1.000000
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| 0:12      Sequence
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| 0:12        move second child to first child ( temp float)
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| 0:12          'y' ( temp float)
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| 0:12          subtract ( temp float)
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| 0:12            component-wise multiply ( temp float)
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| 0:12              direct index ( temp float)
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| 0:12                'tex_coord' ( smooth in 2-component vector of float)
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| 0:12                Constant:
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| 0:12                  1 (const int)
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| 0:12              Constant:
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| 0:12                2.000000
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| 0:12            Constant:
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| 0:12              1.000000
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| 0:14      Sequence
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| 0:14        move second child to first child ( temp float)
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| 0:14          'radius' ( temp float)
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| 0:14          sqrt ( global float)
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| 0:14            add ( temp float)
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| 0:14              component-wise multiply ( temp float)
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| 0:14                'x' ( temp float)
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| 0:14                'x' ( temp float)
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| 0:14              component-wise multiply ( temp float)
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| 0:14                'y' ( temp float)
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| 0:14                'y' ( temp float)
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| 0:15      Test condition and select ( temp void)
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| 0:15        Condition
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| 0:15        Compare Greater Than ( temp bool)
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| 0:15          'radius' ( temp float)
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| 0:15          Constant:
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| 0:15            1.000000
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| 0:15        true case
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| 0:16        Sequence
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| 0:16          Test condition and select ( temp void)
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| 0:16            Condition
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| 0:16            Compare Greater Than ( temp bool)
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| 0:16              'radius' ( temp float)
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| 0:16              Constant:
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| 0:16                1.100000
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| 0:16            true case
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| 0:17            Sequence
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| 0:17              Pre-Increment ( temp 4-component vector of float)
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| 0:17                'color' ( temp 4-component vector of float)
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| 0:20          move second child to first child ( temp 4-component vector of float)
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| 0:20            'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:20            'color' ( temp 4-component vector of float)
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| 0:22          Test condition and select ( temp void)
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| 0:22            Condition
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| 0:22            Compare Greater Than ( temp bool)
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| 0:22              'radius' ( temp float)
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| 0:22              Constant:
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| 0:22                1.200000
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| 0:22            true case
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| 0:23            Sequence
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| 0:23              Pre-Increment ( temp 4-component vector of float)
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| 0:23                'color' ( temp 4-component vector of float)
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| 0:28      Branch: Kill
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| 0:31      Test condition and select ( temp void)
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| 0:31        Condition
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| 0:31        Compare Greater Than or Equal ( temp bool)
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| 0:31          'radius' ( temp float)
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| 0:31          Constant:
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| 0:31            0.750000
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| 0:31        true case
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| 0:32        subtract second child into first child ( temp 4-component vector of float)
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| 0:32          'color' ( temp 4-component vector of float)
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| 0:32          Absolute value ( global float)
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| 0:32            divide ( temp float)
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| 0:32              pow ( global float)
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| 0:32                'radius' ( temp float)
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| 0:32                Constant:
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| 0:32                  16.000000
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| 0:32              Constant:
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| 0:32                2.000000
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| 0:34      move second child to first child ( temp 4-component vector of float)
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| 0:34        'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:34        'color' ( temp 4-component vector of float)
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| 0:?   Linker Objects
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| 0:?     'tex_coord' ( smooth in 2-component vector of float)
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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: 110
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| 0:? Sequence
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| 0:4  Function Definition: main( ( global void)
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| 0:4    Function Parameters: 
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| 0:6    Sequence
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| 0:6      Sequence
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| 0:6        move second child to first child ( temp 4-component vector of float)
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| 0:6          'white' ( temp 4-component vector of float)
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| 0:6          Constant:
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| 0:6            1.000000
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| 0:6            1.000000
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| 0:6            1.000000
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| 0:6            1.000000
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| 0:7      Sequence
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| 0:7        move second child to first child ( temp 4-component vector of float)
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| 0:7          'black' ( temp 4-component vector of float)
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| 0:7          Constant:
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| 0:7            0.200000
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| 0:7            0.200000
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| 0:7            0.200000
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| 0:7            0.200000
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| 0:8      Sequence
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| 0:8        move second child to first child ( temp 4-component vector of float)
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| 0:8          'color' ( temp 4-component vector of float)
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| 0:8          'white' ( temp 4-component vector of float)
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| 0:11      Sequence
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| 0:11        move second child to first child ( temp float)
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| 0:11          'x' ( temp float)
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| 0:11          subtract ( temp float)
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| 0:11            component-wise multiply ( temp float)
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| 0:11              direct index ( temp float)
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| 0:11                'tex_coord' ( smooth in 2-component vector of float)
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| 0:11                Constant:
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| 0:11                  0 (const int)
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| 0:11              Constant:
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| 0:11                2.000000
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| 0:11            Constant:
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| 0:11              1.000000
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| 0:12      Sequence
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| 0:12        move second child to first child ( temp float)
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| 0:12          'y' ( temp float)
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| 0:12          subtract ( temp float)
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| 0:12            component-wise multiply ( temp float)
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| 0:12              direct index ( temp float)
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| 0:12                'tex_coord' ( smooth in 2-component vector of float)
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| 0:12                Constant:
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| 0:12                  1 (const int)
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| 0:12              Constant:
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| 0:12                2.000000
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| 0:12            Constant:
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| 0:12              1.000000
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| 0:14      Sequence
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| 0:14        move second child to first child ( temp float)
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| 0:14          'radius' ( temp float)
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| 0:14          sqrt ( global float)
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| 0:14            add ( temp float)
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| 0:14              component-wise multiply ( temp float)
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| 0:14                'x' ( temp float)
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| 0:14                'x' ( temp float)
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| 0:14              component-wise multiply ( temp float)
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| 0:14                'y' ( temp float)
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| 0:14                'y' ( temp float)
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| 0:15      Test condition and select ( temp void)
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| 0:15        Condition
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| 0:15        Compare Greater Than ( temp bool)
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| 0:15          'radius' ( temp float)
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| 0:15          Constant:
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| 0:15            1.000000
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| 0:15        true case
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| 0:16        Sequence
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| 0:16          Test condition and select ( temp void)
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| 0:16            Condition
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| 0:16            Compare Greater Than ( temp bool)
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| 0:16              'radius' ( temp float)
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| 0:16              Constant:
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| 0:16                1.100000
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| 0:16            true case
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| 0:17            Sequence
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| 0:17              Pre-Increment ( temp 4-component vector of float)
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| 0:17                'color' ( temp 4-component vector of float)
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| 0:20          move second child to first child ( temp 4-component vector of float)
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| 0:20            'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:20            'color' ( temp 4-component vector of float)
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| 0:22          Test condition and select ( temp void)
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| 0:22            Condition
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| 0:22            Compare Greater Than ( temp bool)
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| 0:22              'radius' ( temp float)
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| 0:22              Constant:
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| 0:22                1.200000
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| 0:22            true case
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| 0:23            Sequence
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| 0:23              Pre-Increment ( temp 4-component vector of float)
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| 0:23                'color' ( temp 4-component vector of float)
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| 0:28      Branch: Kill
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| 0:31      Test condition and select ( temp void)
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| 0:31        Condition
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| 0:31        Compare Greater Than or Equal ( temp bool)
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| 0:31          'radius' ( temp float)
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| 0:31          Constant:
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| 0:31            0.750000
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| 0:31        true case
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| 0:32        subtract second child into first child ( temp 4-component vector of float)
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| 0:32          'color' ( temp 4-component vector of float)
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| 0:32          Absolute value ( global float)
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| 0:32            divide ( temp float)
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| 0:32              pow ( global float)
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| 0:32                'radius' ( temp float)
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| 0:32                Constant:
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| 0:32                  16.000000
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| 0:32              Constant:
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| 0:32                2.000000
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| 0:34      move second child to first child ( temp 4-component vector of float)
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| 0:34        'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:34        'color' ( temp 4-component vector of float)
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| 0:?   Linker Objects
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| 0:?     'tex_coord' ( smooth in 2-component vector of float)
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| 
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