 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.
		
			
				
	
	
		
			508 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			508 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| matrix.frag
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| WARNING: 0:6: varying deprecated in version 130; may be removed in future release
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| WARNING: 0:17: varying deprecated in version 130; may be removed in future release
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| WARNING: 0:22: varying deprecated in version 130; may be removed in future release
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| 
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| Shader version: 130
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| 0:? Sequence
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| 0:25  Function Definition: main( ( global void)
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| 0:25    Function Parameters: 
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| 0:27    Sequence
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| 0:27      move second child to first child ( temp 4-component vector of float)
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| 0:27        'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:27        Construct vec4 ( temp 4-component vector of float)
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| 0:27          direct index ( temp 4-component vector of float)
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| 0:27            'un34' ( uniform 4X4 matrix of float)
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| 0:27            Constant:
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| 0:27              1 (const int)
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| 0:28      add second child into first child ( temp 4-component vector of float)
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| 0:28        'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:28        Construct vec4 ( temp 4-component vector of float)
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| 0:28          vector-times-matrix ( temp 3-component vector of float)
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| 0:28            'Color' ( smooth in 3-component vector of float)
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| 0:28            'colorTransform' ( uniform 3X3 matrix of float)
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| 0:28          Constant:
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| 0:28            1.000000
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| 0:30      Test condition and select ( temp void)
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| 0:30        Condition
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| 0:30        Compare Not Equal ( temp bool)
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| 0:30          'm' ( uniform 4X4 matrix of float)
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| 0:30          'n' ( uniform 4X4 matrix of float)
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| 0:30        true case
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| 0:31        add second child into first child ( temp 4-component vector of float)
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| 0:31          'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:31          'v' ( smooth in 4-component vector of float)
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| 0:30        false case
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| 0:33        Sequence
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| 0:33          add second child into first child ( temp 4-component vector of float)
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| 0:33            'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:33            matrix-times-vector ( temp 4-component vector of float)
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| 0:33              'm' ( uniform 4X4 matrix of float)
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| 0:33              'v' ( smooth in 4-component vector of float)
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| 0:34          add second child into 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            vector-times-matrix ( temp 4-component vector of float)
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| 0:34              'v' ( smooth in 4-component vector of float)
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| 0:34              subtract ( temp 4X4 matrix of float)
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| 0:34                'm' ( uniform 4X4 matrix of float)
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| 0:34                'n' ( uniform 4X4 matrix of float)
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| 0:42      Sequence
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| 0:42        move second child to first child ( temp 4X4 matrix of float)
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| 0:42          'm34' ( temp 4X4 matrix of float)
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| 0:45          Construct mat4 ( temp 4X4 matrix of float)
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| 0:42            component-wise multiply ( temp float)
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| 0:42              direct index ( temp float)
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| 0:42                'v' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42              direct index ( temp float)
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| 0:42                'u' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42            component-wise multiply ( temp float)
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| 0:42              direct index ( temp float)
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| 0:42                'v' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42              direct index ( temp float)
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| 0:42                'u' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  1 (const int)
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| 0:42            component-wise multiply ( temp float)
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| 0:42              direct index ( temp float)
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| 0:42                'v' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42              direct index ( temp float)
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| 0:42                'u' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  2 (const int)
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| 0:42            component-wise multiply ( temp float)
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| 0:42              direct index ( temp float)
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| 0:42                'v' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42              direct index ( temp float)
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| 0:42                'u' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  3 (const int)
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| 0:43            component-wise multiply ( temp float)
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| 0:43              direct index ( temp float)
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| 0:43                'v' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43              direct index ( temp float)
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| 0:43                'u' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  0 (const int)
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| 0:43            component-wise multiply ( temp float)
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| 0:43              direct index ( temp float)
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| 0:43                'v' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43              direct index ( temp float)
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| 0:43                'u' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43            component-wise multiply ( temp float)
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| 0:43              direct index ( temp float)
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| 0:43                'v' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43              direct index ( temp float)
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| 0:43                'u' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  2 (const int)
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| 0:43            component-wise multiply ( temp float)
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| 0:43              direct index ( temp float)
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| 0:43                'v' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43              direct index ( temp float)
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| 0:43                'u' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  3 (const int)
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| 0:44            component-wise multiply ( temp float)
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| 0:44              direct index ( temp float)
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| 0:44                'v' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44              direct index ( temp float)
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| 0:44                'u' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  0 (const int)
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| 0:44            component-wise multiply ( temp float)
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| 0:44              direct index ( temp float)
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| 0:44                'v' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44              direct index ( temp float)
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| 0:44                'u' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  1 (const int)
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| 0:44            component-wise multiply ( temp float)
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| 0:44              direct index ( temp float)
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| 0:44                'v' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44              direct index ( temp float)
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| 0:44                'u' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44            component-wise multiply ( temp float)
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| 0:44              direct index ( temp float)
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| 0:44                'v' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44              direct index ( temp float)
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| 0:44                'u' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  3 (const int)
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| 0:45            component-wise multiply ( temp float)
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| 0:45              direct index ( temp float)
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| 0:45                'v' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  3 (const int)
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| 0:45              direct index ( temp float)
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| 0:45                'u' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  0 (const int)
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| 0:45            component-wise multiply ( temp float)
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| 0:45              direct index ( temp float)
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| 0:45                'v' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  3 (const int)
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| 0:45              direct index ( temp float)
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| 0:45                'u' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  1 (const int)
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| 0:45            component-wise multiply ( temp float)
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| 0:45              direct index ( temp float)
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| 0:45                'v' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  3 (const int)
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| 0:45              direct index ( temp float)
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| 0:45                'u' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  2 (const int)
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| 0:45            component-wise multiply ( temp float)
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| 0:45              direct index ( temp float)
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| 0:45                'v' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  3 (const int)
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| 0:45              direct index ( temp float)
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| 0:45                'u' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  3 (const int)
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| 0:46      add second child into first child ( temp 4X4 matrix of float)
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| 0:46        'm34' ( temp 4X4 matrix of float)
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| 0:46        Construct mat4 ( temp 4X4 matrix of float)
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| 0:46          direct index ( temp float)
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| 0:46            'v' ( smooth in 4-component vector of float)
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| 0:46            Constant:
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| 0:46              0 (const int)
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| 0:47      add second child into first child ( temp 4X4 matrix of float)
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| 0:47        'm34' ( temp 4X4 matrix of float)
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| 0:47        Construct mat4 ( temp 4X4 matrix of float)
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| 0:47          'u' ( smooth in 4-component vector of float)
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| 0:47          direct index ( temp float)
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| 0:47            'u' ( smooth in 4-component vector of float)
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| 0:47            Constant:
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| 0:47              0 (const int)
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| 0:47          'u' ( smooth in 4-component vector of float)
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| 0:47          direct index ( temp float)
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| 0:47            'u' ( smooth in 4-component vector of float)
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| 0:47            Constant:
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| 0:47              0 (const int)
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| 0:47          'u' ( smooth in 4-component vector of float)
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| 0:47          direct index ( temp float)
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| 0:47            'u' ( smooth in 4-component vector of float)
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| 0:47            Constant:
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| 0:47              0 (const int)
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| 0:47          direct index ( temp float)
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| 0:47            'u' ( smooth in 4-component vector of float)
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| 0:47            Constant:
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| 0:47              0 (const int)
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| 0:51      Test condition and select ( temp void)
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| 0:51        Condition
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| 0:51        Compare Equal ( temp bool)
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| 0:51          'm34' ( temp 4X4 matrix of float)
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| 0:51          'un34' ( uniform 4X4 matrix of float)
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| 0:51        true case
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| 0:52        add second child into first child ( temp 4-component vector of float)
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| 0:52          'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:52          matrix-times-vector ( temp 4-component vector of float)
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| 0:52            'm34' ( temp 4X4 matrix of float)
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| 0:52            'u' ( smooth in 4-component vector of float)
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| 0:51        false case
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| 0:54        add second child into first child ( temp 4-component vector of float)
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| 0:54          'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:54          matrix-times-vector ( temp 4-component vector of float)
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| 0:54            matrix-multiply ( temp 4X4 matrix of float)
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| 0:54              'un34' ( uniform 4X4 matrix of float)
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| 0:54              'um43' ( uniform 4X4 matrix of float)
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| 0:54            'v' ( smooth in 4-component vector of float)
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| 0:?   Linker Objects
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| 0:?     'colorTransform' ( uniform 3X3 matrix of float)
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| 0:?     'Color' ( smooth in 3-component vector of float)
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| 0:?     'm' ( uniform 4X4 matrix of float)
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| 0:?     'n' ( uniform 4X4 matrix of float)
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| 0:?     'um43' ( uniform 4X4 matrix of float)
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| 0:?     'un34' ( uniform 4X4 matrix of float)
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| 0:?     'v' ( smooth in 4-component vector of float)
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| 0:?     'u' ( smooth in 4-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: 130
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| 0:? Sequence
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| 0:25  Function Definition: main( ( global void)
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| 0:25    Function Parameters: 
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| 0:27    Sequence
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| 0:27      move second child to first child ( temp 4-component vector of float)
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| 0:27        'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:27        Construct vec4 ( temp 4-component vector of float)
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| 0:27          direct index ( temp 4-component vector of float)
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| 0:27            'un34' ( uniform 4X4 matrix of float)
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| 0:27            Constant:
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| 0:27              1 (const int)
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| 0:28      add second child into first child ( temp 4-component vector of float)
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| 0:28        'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:28        Construct vec4 ( temp 4-component vector of float)
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| 0:28          vector-times-matrix ( temp 3-component vector of float)
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| 0:28            'Color' ( smooth in 3-component vector of float)
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| 0:28            'colorTransform' ( uniform 3X3 matrix of float)
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| 0:28          Constant:
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| 0:28            1.000000
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| 0:30      Test condition and select ( temp void)
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| 0:30        Condition
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| 0:30        Compare Not Equal ( temp bool)
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| 0:30          'm' ( uniform 4X4 matrix of float)
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| 0:30          'n' ( uniform 4X4 matrix of float)
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| 0:30        true case
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| 0:31        add second child into first child ( temp 4-component vector of float)
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| 0:31          'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:31          'v' ( smooth in 4-component vector of float)
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| 0:30        false case
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| 0:33        Sequence
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| 0:33          add second child into first child ( temp 4-component vector of float)
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| 0:33            'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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| 0:33            matrix-times-vector ( temp 4-component vector of float)
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| 0:33              'm' ( uniform 4X4 matrix of float)
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| 0:33              'v' ( smooth in 4-component vector of float)
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| 0:34          add second child into 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            vector-times-matrix ( temp 4-component vector of float)
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| 0:34              'v' ( smooth in 4-component vector of float)
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| 0:34              subtract ( temp 4X4 matrix of float)
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| 0:34                'm' ( uniform 4X4 matrix of float)
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| 0:34                'n' ( uniform 4X4 matrix of float)
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| 0:42      Sequence
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| 0:42        move second child to first child ( temp 4X4 matrix of float)
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| 0:42          'm34' ( temp 4X4 matrix of float)
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| 0:45          Construct mat4 ( temp 4X4 matrix of float)
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| 0:42            component-wise multiply ( temp float)
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| 0:42              direct index ( temp float)
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| 0:42                'v' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42              direct index ( temp float)
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| 0:42                'u' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42            component-wise multiply ( temp float)
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| 0:42              direct index ( temp float)
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| 0:42                'v' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42              direct index ( temp float)
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| 0:42                'u' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  1 (const int)
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| 0:42            component-wise multiply ( temp float)
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| 0:42              direct index ( temp float)
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| 0:42                'v' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42              direct index ( temp float)
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| 0:42                'u' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  2 (const int)
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| 0:42            component-wise multiply ( temp float)
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| 0:42              direct index ( temp float)
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| 0:42                'v' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  0 (const int)
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| 0:42              direct index ( temp float)
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| 0:42                'u' ( smooth in 4-component vector of float)
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| 0:42                Constant:
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| 0:42                  3 (const int)
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| 0:43            component-wise multiply ( temp float)
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| 0:43              direct index ( temp float)
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| 0:43                'v' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43              direct index ( temp float)
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| 0:43                'u' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  0 (const int)
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| 0:43            component-wise multiply ( temp float)
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| 0:43              direct index ( temp float)
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| 0:43                'v' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43              direct index ( temp float)
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| 0:43                'u' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43            component-wise multiply ( temp float)
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| 0:43              direct index ( temp float)
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| 0:43                'v' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43              direct index ( temp float)
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| 0:43                'u' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  2 (const int)
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| 0:43            component-wise multiply ( temp float)
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| 0:43              direct index ( temp float)
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| 0:43                'v' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  1 (const int)
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| 0:43              direct index ( temp float)
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| 0:43                'u' ( smooth in 4-component vector of float)
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| 0:43                Constant:
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| 0:43                  3 (const int)
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| 0:44            component-wise multiply ( temp float)
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| 0:44              direct index ( temp float)
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| 0:44                'v' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44              direct index ( temp float)
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| 0:44                'u' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  0 (const int)
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| 0:44            component-wise multiply ( temp float)
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| 0:44              direct index ( temp float)
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| 0:44                'v' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44              direct index ( temp float)
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| 0:44                'u' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  1 (const int)
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| 0:44            component-wise multiply ( temp float)
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| 0:44              direct index ( temp float)
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| 0:44                'v' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44              direct index ( temp float)
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| 0:44                'u' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44            component-wise multiply ( temp float)
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| 0:44              direct index ( temp float)
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| 0:44                'v' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  2 (const int)
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| 0:44              direct index ( temp float)
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| 0:44                'u' ( smooth in 4-component vector of float)
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| 0:44                Constant:
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| 0:44                  3 (const int)
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| 0:45            component-wise multiply ( temp float)
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| 0:45              direct index ( temp float)
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| 0:45                'v' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  3 (const int)
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| 0:45              direct index ( temp float)
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| 0:45                'u' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  0 (const int)
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| 0:45            component-wise multiply ( temp float)
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| 0:45              direct index ( temp float)
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| 0:45                'v' ( smooth in 4-component vector of float)
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| 0:45                Constant:
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| 0:45                  3 (const int)
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| 0:45              direct index ( temp float)
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| 0:45                'u' ( smooth in 4-component vector of float)
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| 0:45                Constant:
 | |
| 0:45                  1 (const int)
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| 0:45            component-wise multiply ( temp float)
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| 0:45              direct index ( temp float)
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| 0:45                'v' ( smooth in 4-component vector of float)
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| 0:45                Constant:
 | |
| 0:45                  3 (const int)
 | |
| 0:45              direct index ( temp float)
 | |
| 0:45                'u' ( smooth in 4-component vector of float)
 | |
| 0:45                Constant:
 | |
| 0:45                  2 (const int)
 | |
| 0:45            component-wise multiply ( temp float)
 | |
| 0:45              direct index ( temp float)
 | |
| 0:45                'v' ( smooth in 4-component vector of float)
 | |
| 0:45                Constant:
 | |
| 0:45                  3 (const int)
 | |
| 0:45              direct index ( temp float)
 | |
| 0:45                'u' ( smooth in 4-component vector of float)
 | |
| 0:45                Constant:
 | |
| 0:45                  3 (const int)
 | |
| 0:46      add second child into first child ( temp 4X4 matrix of float)
 | |
| 0:46        'm34' ( temp 4X4 matrix of float)
 | |
| 0:46        Construct mat4 ( temp 4X4 matrix of float)
 | |
| 0:46          direct index ( temp float)
 | |
| 0:46            'v' ( smooth in 4-component vector of float)
 | |
| 0:46            Constant:
 | |
| 0:46              0 (const int)
 | |
| 0:47      add second child into first child ( temp 4X4 matrix of float)
 | |
| 0:47        'm34' ( temp 4X4 matrix of float)
 | |
| 0:47        Construct mat4 ( temp 4X4 matrix of float)
 | |
| 0:47          'u' ( smooth in 4-component vector of float)
 | |
| 0:47          direct index ( temp float)
 | |
| 0:47            'u' ( smooth in 4-component vector of float)
 | |
| 0:47            Constant:
 | |
| 0:47              0 (const int)
 | |
| 0:47          'u' ( smooth in 4-component vector of float)
 | |
| 0:47          direct index ( temp float)
 | |
| 0:47            'u' ( smooth in 4-component vector of float)
 | |
| 0:47            Constant:
 | |
| 0:47              0 (const int)
 | |
| 0:47          'u' ( smooth in 4-component vector of float)
 | |
| 0:47          direct index ( temp float)
 | |
| 0:47            'u' ( smooth in 4-component vector of float)
 | |
| 0:47            Constant:
 | |
| 0:47              0 (const int)
 | |
| 0:47          direct index ( temp float)
 | |
| 0:47            'u' ( smooth in 4-component vector of float)
 | |
| 0:47            Constant:
 | |
| 0:47              0 (const int)
 | |
| 0:51      Test condition and select ( temp void)
 | |
| 0:51        Condition
 | |
| 0:51        Compare Equal ( temp bool)
 | |
| 0:51          'm34' ( temp 4X4 matrix of float)
 | |
| 0:51          'un34' ( uniform 4X4 matrix of float)
 | |
| 0:51        true case
 | |
| 0:52        add second child into first child ( temp 4-component vector of float)
 | |
| 0:52          'gl_FragColor' ( fragColor 4-component vector of float FragColor)
 | |
| 0:52          matrix-times-vector ( temp 4-component vector of float)
 | |
| 0:52            'm34' ( temp 4X4 matrix of float)
 | |
| 0:52            'u' ( smooth in 4-component vector of float)
 | |
| 0:51        false case
 | |
| 0:54        add second child into first child ( temp 4-component vector of float)
 | |
| 0:54          'gl_FragColor' ( fragColor 4-component vector of float FragColor)
 | |
| 0:54          matrix-times-vector ( temp 4-component vector of float)
 | |
| 0:54            matrix-multiply ( temp 4X4 matrix of float)
 | |
| 0:54              'un34' ( uniform 4X4 matrix of float)
 | |
| 0:54              'um43' ( uniform 4X4 matrix of float)
 | |
| 0:54            'v' ( smooth in 4-component vector of float)
 | |
| 0:?   Linker Objects
 | |
| 0:?     'colorTransform' ( uniform 3X3 matrix of float)
 | |
| 0:?     'Color' ( smooth in 3-component vector of float)
 | |
| 0:?     'm' ( uniform 4X4 matrix of float)
 | |
| 0:?     'n' ( uniform 4X4 matrix of float)
 | |
| 0:?     'um43' ( uniform 4X4 matrix of float)
 | |
| 0:?     'un34' ( uniform 4X4 matrix of float)
 | |
| 0:?     'v' ( smooth in 4-component vector of float)
 | |
| 0:?     'u' ( smooth in 4-component vector of float)
 | |
| 
 |