218 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			218 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| floatBitsToInt.vert
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| WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
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| 
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| Shader version: 150
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| Requested GL_ARB_gpu_shader5
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| 0:? Sequence
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| 0:6  Function Definition: main( ( global void)
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| 0:6    Function Parameters: 
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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        'result' ( smooth out 4-component vector of float)
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| 0:8        Constant:
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| 0:8          1.000000
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| 0:8          1.000000
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| 0:8          1.000000
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| 0:8          1.000000
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| 0:9      Sequence
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| 0:9        move second child to first child ( temp int)
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| 0:9          'ret_val' ( temp int)
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| 0:9          floatBitsToInt ( global int)
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| 0:9            'value' ( uniform float)
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| 0:10      Test condition and select ( temp void)
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| 0:10        Condition
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| 0:10        Compare Not Equal ( temp bool)
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| 0:10          'expected_value' ( uniform int)
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| 0:10          'ret_val' ( temp int)
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| 0:10        true case
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| 0:10        Sequence
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| 0:10          move second child to first child ( temp 4-component vector of float)
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| 0:10            'result' ( smooth out 4-component vector of float)
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| 0:10            Constant:
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| 0:10              0.000000
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| 0:10              0.000000
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| 0:10              0.000000
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| 0:10              0.000000
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| 0:12      switch
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| 0:12      condition
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| 0:12        'gl_VertexID' ( gl_VertexId int VertexId)
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| 0:12      body
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| 0:12        Sequence
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| 0:13          case:  with expression
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| 0:13            Constant:
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| 0:13              0 (const int)
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| 0:?           Sequence
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| 0:13            move second child to first child ( temp 4-component vector of float)
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| 0:13              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:13                'anon@0' ( 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})
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| 0:13                Constant:
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| 0:13                  0 (const uint)
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| 0:13              Constant:
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| 0:13                -1.000000
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| 0:13                1.000000
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| 0:13                0.000000
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| 0:13                1.000000
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| 0:13            Branch: Break
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| 0:14          case:  with expression
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| 0:14            Constant:
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| 0:14              1 (const int)
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| 0:?           Sequence
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| 0:14            move second child to first child ( temp 4-component vector of float)
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| 0:14              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:14                'anon@0' ( 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})
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| 0:14                Constant:
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| 0:14                  0 (const uint)
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| 0:14              Constant:
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| 0:14                1.000000
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| 0:14                1.000000
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| 0:14                0.000000
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| 0:14                1.000000
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| 0:14            Branch: Break
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| 0:15          case:  with expression
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| 0:15            Constant:
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| 0:15              2 (const int)
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| 0:?           Sequence
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| 0:15            move second child to first child ( temp 4-component vector of float)
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| 0:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:15                'anon@0' ( 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})
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| 0:15                Constant:
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| 0:15                  0 (const uint)
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| 0:15              Constant:
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| 0:15                -1.000000
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| 0:15                -1.000000
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| 0:15                0.000000
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| 0:15                1.000000
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| 0:15            Branch: Break
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| 0:16          case:  with expression
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| 0:16            Constant:
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| 0:16              3 (const int)
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| 0:?           Sequence
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| 0:16            move second child to first child ( temp 4-component vector of float)
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| 0:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:16                'anon@0' ( 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})
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| 0:16                Constant:
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| 0:16                  0 (const uint)
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| 0:16              Constant:
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| 0:16                1.000000
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| 0:16                -1.000000
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| 0:16                0.000000
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| 0:16                1.000000
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| 0:16            Branch: Break
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| 0:?   Linker Objects
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| 0:?     'expected_value' ( uniform int)
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| 0:?     'value' ( uniform float)
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| 0:?     'result' ( smooth out 4-component vector of float)
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| 0:?     'anon@0' ( 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})
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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: 150
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| Requested GL_ARB_gpu_shader5
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| 0:? Sequence
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| 0:6  Function Definition: main( ( global void)
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| 0:6    Function Parameters: 
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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        'result' ( smooth out 4-component vector of float)
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| 0:8        Constant:
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| 0:8          1.000000
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| 0:8          1.000000
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| 0:8          1.000000
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| 0:8          1.000000
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| 0:9      Sequence
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| 0:9        move second child to first child ( temp int)
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| 0:9          'ret_val' ( temp int)
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| 0:9          floatBitsToInt ( global int)
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| 0:9            'value' ( uniform float)
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| 0:10      Test condition and select ( temp void)
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| 0:10        Condition
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| 0:10        Compare Not Equal ( temp bool)
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| 0:10          'expected_value' ( uniform int)
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| 0:10          'ret_val' ( temp int)
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| 0:10        true case
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| 0:10        Sequence
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| 0:10          move second child to first child ( temp 4-component vector of float)
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| 0:10            'result' ( smooth out 4-component vector of float)
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| 0:10            Constant:
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| 0:10              0.000000
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| 0:10              0.000000
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| 0:10              0.000000
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| 0:10              0.000000
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| 0:12      switch
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| 0:12      condition
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| 0:12        'gl_VertexID' ( gl_VertexId int VertexId)
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| 0:12      body
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| 0:12        Sequence
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| 0:13          case:  with expression
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| 0:13            Constant:
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| 0:13              0 (const int)
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| 0:?           Sequence
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| 0:13            move second child to first child ( temp 4-component vector of float)
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| 0:13              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:13                'anon@0' ( 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})
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| 0:13                Constant:
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| 0:13                  0 (const uint)
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| 0:13              Constant:
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| 0:13                -1.000000
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| 0:13                1.000000
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| 0:13                0.000000
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| 0:13                1.000000
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| 0:13            Branch: Break
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| 0:14          case:  with expression
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| 0:14            Constant:
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| 0:14              1 (const int)
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| 0:?           Sequence
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| 0:14            move second child to first child ( temp 4-component vector of float)
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| 0:14              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:14                'anon@0' ( 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})
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| 0:14                Constant:
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| 0:14                  0 (const uint)
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| 0:14              Constant:
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| 0:14                1.000000
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| 0:14                1.000000
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| 0:14                0.000000
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| 0:14                1.000000
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| 0:14            Branch: Break
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| 0:15          case:  with expression
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| 0:15            Constant:
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| 0:15              2 (const int)
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| 0:?           Sequence
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| 0:15            move second child to first child ( temp 4-component vector of float)
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| 0:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:15                'anon@0' ( 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})
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| 0:15                Constant:
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| 0:15                  0 (const uint)
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| 0:15              Constant:
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| 0:15                -1.000000
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| 0:15                -1.000000
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| 0:15                0.000000
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| 0:15                1.000000
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| 0:15            Branch: Break
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| 0:16          case:  with expression
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| 0:16            Constant:
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| 0:16              3 (const int)
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| 0:?           Sequence
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| 0:16            move second child to first child ( temp 4-component vector of float)
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| 0:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 0:16                'anon@0' ( 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})
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| 0:16                Constant:
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| 0:16                  0 (const uint)
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| 0:16              Constant:
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| 0:16                1.000000
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| 0:16                -1.000000
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| 0:16                0.000000
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| 0:16                1.000000
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| 0:16            Branch: Break
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| 0:?   Linker Objects
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| 0:?     'expected_value' ( uniform int)
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| 0:?     'value' ( uniform float)
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| 0:?     'result' ( smooth out 4-component vector of float)
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| 0:?     'anon@0' ( 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})
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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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