255 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			255 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
link.tesselation.tese
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Shader version: 440
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input primitive = triangles
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vertex spacing = fractional_odd_spacing
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triangle order = cw
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0:? Sequence
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0:15  Function Definition: main( ( global void)
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0:15    Function Parameters: 
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0:17    Sequence
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0:17      Sequence
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0:17        move second child to first child ( temp float)
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0:17          'u' ( temp float)
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0:17          direct index ( temp float)
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0:17            'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:17            Constant:
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0:17              0 (const int)
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0:18      Sequence
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0:18        move second child to first child ( temp float)
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0:18          'v' ( temp float)
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0:18          direct index ( temp float)
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0:18            'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:18            Constant:
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0:18              1 (const int)
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0:19      Sequence
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0:19        move second child to first child ( temp float)
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0:19          'w' ( temp float)
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0:19          direct index ( temp float)
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0:19            'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:19            Constant:
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0:19              2 (const int)
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0:21      Sequence
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0:21        move second child to first child ( temp 2-component vector of float)
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0:21          'newUv' ( temp 2-component vector of float)
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0:21          Construct vec2 ( temp 2-component vector of float)
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0:21            add ( temp 2-component vector of float)
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0:21              add ( temp 2-component vector of float)
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0:21                vector-scale ( temp 2-component vector of float)
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0:21                  'u' ( temp float)
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0:21                  texCoord: direct index for structure ( in 2-component vector of float)
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0:21                    direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21                      'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21                      Constant:
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0:21                        0 (const int)
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0:21                    Constant:
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0:21                      0 (const int)
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0:21                vector-scale ( temp 2-component vector of float)
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0:21                  'v' ( temp float)
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0:21                  texCoord: direct index for structure ( in 2-component vector of float)
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0:21                    direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21                      'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21                      Constant:
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0:21                        1 (const int)
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0:21                    Constant:
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0:21                      0 (const int)
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0:21              vector-scale ( temp 2-component vector of float)
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0:21                'w' ( temp float)
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0:21                texCoord: direct index for structure ( in 2-component vector of float)
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0:21                  direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21                    'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21                    Constant:
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0:21                      2 (const int)
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0:21                  Constant:
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0:21                    0 (const int)
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0:22      move second child to first child ( temp 2-component vector of float)
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0:22        texCoord: direct index for structure ( out 2-component vector of float)
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0:22          'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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0:22          Constant:
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0:22            0 (const int)
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0:22        'newUv' ( temp 2-component vector of float)
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0:23      move second child to first child ( temp 4-component vector of float)
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0:23        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:23          '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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0:23          Constant:
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0:23            0 (const uint)
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0:23        gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:23          indirect index ( temp block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:23            'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:23            'gl_PatchVerticesIn' ( in int PatchVertices)
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0:23          Constant:
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0:23            0 (const int)
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0:?   Linker Objects
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0:?     'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:?     'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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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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link.tesselation.tesc
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Shader version: 440
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vertices = 3
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0:? Sequence
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0:14  Function Definition: main( ( global void)
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0:14    Function Parameters: 
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0:16    Sequence
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0:16      move second child to first child ( temp 2-component vector of float)
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0:16        texCoord: direct index for structure ( out 2-component vector of float)
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0:16          indirect index (layout( location=0) temp block{ out 2-component vector of float texCoord})
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0:16            'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
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0:16            'gl_InvocationID' ( in int InvocationID)
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0:16          Constant:
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0:16            0 (const int)
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0:16        texCoord: direct index for structure ( in 2-component vector of float)
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0:16          indirect index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:16            'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:16            'gl_InvocationID' ( in int InvocationID)
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0:16          Constant:
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0:16            0 (const int)
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0:18      Sequence
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0:18        move second child to first child ( temp float)
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0:18          'tessLevel' ( temp float)
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0:18          Constant:
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0:18            10.000000
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0:19      move second child to first child ( temp float)
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0:19        indirect index ( patch temp float TessLevelOuter)
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0:19          'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
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0:19          'gl_InvocationID' ( in int InvocationID)
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0:19        'tessLevel' ( temp float)
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0:20      move second child to first child ( temp float)
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0:20        direct index ( patch temp float TessLevelInner)
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0:20          'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
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0:20          Constant:
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0:20            0 (const int)
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0:20        'tessLevel' ( temp float)
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0:?   Linker Objects
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0:?     'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:?     'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
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Linked tessellation control stage:
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Linked tessellation evaluation stage:
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Shader version: 440
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vertices = 3
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0:? Sequence
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0:14  Function Definition: main( ( global void)
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0:14    Function Parameters: 
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0:16    Sequence
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0:16      move second child to first child ( temp 2-component vector of float)
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0:16        texCoord: direct index for structure ( out 2-component vector of float)
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0:16          indirect index (layout( location=0) temp block{ out 2-component vector of float texCoord})
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0:16            'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
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0:16            'gl_InvocationID' ( in int InvocationID)
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0:16          Constant:
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0:16            0 (const int)
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0:16        texCoord: direct index for structure ( in 2-component vector of float)
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0:16          indirect index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:16            'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:16            'gl_InvocationID' ( in int InvocationID)
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0:16          Constant:
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0:16            0 (const int)
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0:18      Sequence
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0:18        move second child to first child ( temp float)
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0:18          'tessLevel' ( temp float)
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0:18          Constant:
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0:18            10.000000
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0:19      move second child to first child ( temp float)
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0:19        indirect index ( patch temp float TessLevelOuter)
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0:19          'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
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0:19          'gl_InvocationID' ( in int InvocationID)
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0:19        'tessLevel' ( temp float)
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0:20      move second child to first child ( temp float)
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0:20        direct index ( patch temp float TessLevelInner)
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0:20          'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
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0:20          Constant:
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0:20            0 (const int)
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0:20        'tessLevel' ( temp float)
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0:?   Linker Objects
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0:?     'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:?     'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
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Shader version: 440
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input primitive = triangles
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vertex spacing = fractional_odd_spacing
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triangle order = cw
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0:? Sequence
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0:15  Function Definition: main( ( global void)
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0:15    Function Parameters: 
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0:17    Sequence
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0:17      Sequence
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0:17        move second child to first child ( temp float)
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0:17          'u' ( temp float)
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0:17          direct index ( temp float)
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0:17            'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:17            Constant:
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0:17              0 (const int)
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0:18      Sequence
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0:18        move second child to first child ( temp float)
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0:18          'v' ( temp float)
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0:18          direct index ( temp float)
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0:18            'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:18            Constant:
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0:18              1 (const int)
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0:19      Sequence
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0:19        move second child to first child ( temp float)
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0:19          'w' ( temp float)
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0:19          direct index ( temp float)
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0:19            'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:19            Constant:
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0:19              2 (const int)
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0:21      Sequence
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0:21        move second child to first child ( temp 2-component vector of float)
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0:21          'newUv' ( temp 2-component vector of float)
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0:21          Construct vec2 ( temp 2-component vector of float)
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0:21            add ( temp 2-component vector of float)
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0:21              add ( temp 2-component vector of float)
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0:21                vector-scale ( temp 2-component vector of float)
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0:21                  'u' ( temp float)
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0:21                  texCoord: direct index for structure ( in 2-component vector of float)
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0:21                    direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21                      'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21                      Constant:
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0:21                        0 (const int)
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0:21                    Constant:
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0:21                      0 (const int)
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0:21                vector-scale ( temp 2-component vector of float)
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0:21                  'v' ( temp float)
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0:21                  texCoord: direct index for structure ( in 2-component vector of float)
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0:21                    direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21                      'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21                      Constant:
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0:21                        1 (const int)
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0:21                    Constant:
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0:21                      0 (const int)
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0:21              vector-scale ( temp 2-component vector of float)
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0:21                'w' ( temp float)
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0:21                texCoord: direct index for structure ( in 2-component vector of float)
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0:21                  direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21                    'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21                    Constant:
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0:21                      2 (const int)
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0:21                  Constant:
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0:21                    0 (const int)
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0:22      move second child to first child ( temp 2-component vector of float)
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0:22        texCoord: direct index for structure ( out 2-component vector of float)
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0:22          'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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0:22          Constant:
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0:22            0 (const int)
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0:22        'newUv' ( temp 2-component vector of float)
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0:23      move second child to first child ( temp 4-component vector of float)
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0:23        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:23          '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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0:23          Constant:
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0:23            0 (const uint)
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0:23        gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:23          indirect index ( temp block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in 1-element array of float ClipDistance gl_ClipDistance})
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0:23            'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in 1-element array of float ClipDistance gl_ClipDistance})
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0:23            'gl_PatchVerticesIn' ( in int PatchVertices)
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0:23          Constant:
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0:23            0 (const int)
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0:?   Linker Objects
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0:?     'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:?     'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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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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