Unverified Commit 202c8aba by Greg Fischer Committed by GitHub

Merge pull request #2641 from tgfrerer/fix_hlsl_function_error_msg

fix error message for hlslGrammar::acceptConstructor
parents d234552c adfa0938
......@@ -23,9 +23,9 @@ gl_FragCoord origin is upper left
0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex})
0:13 Constant:
0:13 0 (const int)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:13 Constant:
0:13 0.200000
0:13 0.300000
0:17 Function Definition: @main( ( temp 4-component vector of float)
0:17 Function Parameters:
0:? Sequence
......@@ -96,9 +96,9 @@ gl_FragCoord origin is upper left
0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex})
0:13 Constant:
0:13 0 (const int)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:13 Constant:
0:13 0.200000
0:13 0.300000
0:17 Function Definition: @main( ( temp 4-component vector of float)
0:17 Function Parameters:
0:? Sequence
......
......@@ -5,21 +5,21 @@ gl_FragCoord origin is upper left
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'C' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:7 Constant:
0:7 1.000000
0:7 2.000000
0:7 3.000000
0:7 4.000000
0:11 Sequence
0:11 move second child to first child ( temp 2-element array of 4-component vector of float)
0:11 'c2' ( global 2-element array of 4-component vector of float)
0:11 Construct vec4 ( temp 2-element array of 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:11 Constant:
0:11 1.000000
0:11 2.000000
0:11 3.000000
0:11 4.000000
0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:14 Function Parameters:
0:14 'i' ( in int)
......@@ -152,21 +152,21 @@ gl_FragCoord origin is upper left
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'C' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:7 Constant:
0:7 1.000000
0:7 2.000000
0:7 3.000000
0:7 4.000000
0:11 Sequence
0:11 move second child to first child ( temp 2-element array of 4-component vector of float)
0:11 'c2' ( global 2-element array of 4-component vector of float)
0:11 Construct vec4 ( temp 2-element array of 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:11 Constant:
0:11 1.000000
0:11 2.000000
0:11 3.000000
0:11 4.000000
0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:14 Function Parameters:
0:14 'i' ( in int)
......
......@@ -23,11 +23,11 @@ local_size = (4, 6, 8)
0:11 Pre-Increment ( temp int)
0:11 'x' ( temp int)
0:14 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:14 Constant:
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:9 Function Definition: main( ( temp void)
0:9 Function Parameters:
0:? Sequence
......@@ -66,11 +66,11 @@ local_size = (4, 6, 8)
0:11 Pre-Increment ( temp int)
0:11 'x' ( temp int)
0:14 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:14 Constant:
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:9 Function Definition: main( ( temp void)
0:9 Function Parameters:
0:? Sequence
......
......@@ -50,9 +50,9 @@ using depth_any
0:32 Construct combined texture-sampler ( temp sampler2DArray)
0:32 'g_tTex2df4a' ( uniform texture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:32 Constant:
0:32 0.100000
0:32 0.200000
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
......@@ -63,9 +63,9 @@ using depth_any
0:33 Construct combined texture-sampler ( temp isampler2DArray)
0:33 'g_tTex2di4a' ( uniform itexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:33 Constant:
0:33 0.300000
0:33 0.400000
0:33 Constant:
0:33 0 (const int)
0:34 Sequence
......@@ -76,9 +76,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp usampler2DArray)
0:34 'g_tTex2du4a' ( uniform utexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:34 Constant:
0:34 0.500000
0:34 0.600000
0:34 Constant:
0:34 0 (const int)
0:36 Sequence
......@@ -89,10 +89,10 @@ using depth_any
0:36 Construct combined texture-sampler ( temp samplerCubeArray)
0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:36 Constant:
0:36 0.100000
0:36 0.200000
0:36 0.300000
0:36 Constant:
0:36 0 (const int)
0:37 Sequence
......@@ -103,10 +103,10 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:37 Constant:
0:37 0.400000
0:37 0.500000
0:37 0.600000
0:37 Constant:
0:37 0 (const int)
0:38 Sequence
......@@ -117,10 +117,10 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:38 Constant:
0:38 0.700000
0:38 0.800000
0:38 0.900000
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
......@@ -231,9 +231,9 @@ using depth_any
0:32 Construct combined texture-sampler ( temp sampler2DArray)
0:32 'g_tTex2df4a' ( uniform texture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:32 Constant:
0:32 0.100000
0:32 0.200000
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
......@@ -244,9 +244,9 @@ using depth_any
0:33 Construct combined texture-sampler ( temp isampler2DArray)
0:33 'g_tTex2di4a' ( uniform itexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:33 Constant:
0:33 0.300000
0:33 0.400000
0:33 Constant:
0:33 0 (const int)
0:34 Sequence
......@@ -257,9 +257,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp usampler2DArray)
0:34 'g_tTex2du4a' ( uniform utexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:34 Constant:
0:34 0.500000
0:34 0.600000
0:34 Constant:
0:34 0 (const int)
0:36 Sequence
......@@ -270,10 +270,10 @@ using depth_any
0:36 Construct combined texture-sampler ( temp samplerCubeArray)
0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:36 Constant:
0:36 0.100000
0:36 0.200000
0:36 0.300000
0:36 Constant:
0:36 0 (const int)
0:37 Sequence
......@@ -284,10 +284,10 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:37 Constant:
0:37 0.400000
0:37 0.500000
0:37 0.600000
0:37 Constant:
0:37 0 (const int)
0:38 Sequence
......@@ -298,10 +298,10 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:38 Constant:
0:38 0.700000
0:38 0.800000
0:38 0.900000
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
......
......@@ -50,9 +50,9 @@ using depth_any
0:32 Construct combined texture-sampler ( temp sampler2DArray)
0:32 'g_tTex2df4a' ( uniform texture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:32 Constant:
0:32 0.100000
0:32 0.200000
0:32 Constant:
0:32 1 (const int)
0:33 Sequence
......@@ -63,9 +63,9 @@ using depth_any
0:33 Construct combined texture-sampler ( temp isampler2DArray)
0:33 'g_tTex2di4a' ( uniform itexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:33 Constant:
0:33 0.300000
0:33 0.400000
0:33 Constant:
0:33 1 (const int)
0:34 Sequence
......@@ -76,9 +76,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp usampler2DArray)
0:34 'g_tTex2du4a' ( uniform utexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:34 Constant:
0:34 0.500000
0:34 0.600000
0:34 Constant:
0:34 1 (const int)
0:36 Sequence
......@@ -89,10 +89,10 @@ using depth_any
0:36 Construct combined texture-sampler ( temp samplerCubeArray)
0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:36 Constant:
0:36 0.100000
0:36 0.200000
0:36 0.300000
0:36 Constant:
0:36 1 (const int)
0:37 Sequence
......@@ -103,10 +103,10 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:37 Constant:
0:37 0.400000
0:37 0.500000
0:37 0.600000
0:37 Constant:
0:37 1 (const int)
0:38 Sequence
......@@ -117,10 +117,10 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:38 Constant:
0:38 0.700000
0:38 0.800000
0:38 0.900000
0:38 Constant:
0:38 1 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
......@@ -231,9 +231,9 @@ using depth_any
0:32 Construct combined texture-sampler ( temp sampler2DArray)
0:32 'g_tTex2df4a' ( uniform texture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:32 Constant:
0:32 0.100000
0:32 0.200000
0:32 Constant:
0:32 1 (const int)
0:33 Sequence
......@@ -244,9 +244,9 @@ using depth_any
0:33 Construct combined texture-sampler ( temp isampler2DArray)
0:33 'g_tTex2di4a' ( uniform itexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:33 Constant:
0:33 0.300000
0:33 0.400000
0:33 Constant:
0:33 1 (const int)
0:34 Sequence
......@@ -257,9 +257,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp usampler2DArray)
0:34 'g_tTex2du4a' ( uniform utexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:34 Constant:
0:34 0.500000
0:34 0.600000
0:34 Constant:
0:34 1 (const int)
0:36 Sequence
......@@ -270,10 +270,10 @@ using depth_any
0:36 Construct combined texture-sampler ( temp samplerCubeArray)
0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:36 Constant:
0:36 0.100000
0:36 0.200000
0:36 0.300000
0:36 Constant:
0:36 1 (const int)
0:37 Sequence
......@@ -284,10 +284,10 @@ using depth_any
0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:37 Constant:
0:37 0.400000
0:37 0.500000
0:37 0.600000
0:37 Constant:
0:37 1 (const int)
0:38 Sequence
......@@ -298,10 +298,10 @@ using depth_any
0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:38 Constant:
0:38 0.700000
0:38 0.800000
0:38 0.900000
0:38 Constant:
0:38 1 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
......
......@@ -9,11 +9,11 @@ gl_FragCoord origin is upper left
0:5 Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:5 'v04' ( temp 4-component vector of float)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:5 Constant:
0:5 0.000000
0:5 0.000000
0:5 0.000000
0:5 0.000000
0:6 Sequence
0:6 move second child to first child ( temp float)
0:6 'v01' ( temp float)
......@@ -142,11 +142,11 @@ gl_FragCoord origin is upper left
0:5 Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:5 'v04' ( temp 4-component vector of float)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:5 Constant:
0:5 0.000000
0:5 0.000000
0:5 0.000000
0:5 0.000000
0:6 Sequence
0:6 move second child to first child ( temp float)
0:6 'v01' ( temp float)
......
......@@ -228,17 +228,17 @@ gl_FragCoord origin is upper left
0:40 'f' ( temp 4-component vector of float)
0:40 Function Call: vectorCond( ( temp 4-component vector of float)
0:40 Function Call: scalarCond( ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:41 Construct vec4 ( temp 4-component vector of float)
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:? Constant:
0:? true (const bool)
0:? false (const bool)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? Constant:
0:? 3.000000
0:? 4.000000
0:41 Constant:
0:41 true (const bool)
0:41 false (const bool)
0:41 Constant:
0:41 1.000000
0:41 2.000000
0:41 Constant:
0:41 3.000000
0:41 4.000000
0:41 Constant:
0:41 10.000000
0:41 Constant:
......@@ -491,17 +491,17 @@ gl_FragCoord origin is upper left
0:40 'f' ( temp 4-component vector of float)
0:40 Function Call: vectorCond( ( temp 4-component vector of float)
0:40 Function Call: scalarCond( ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:41 Construct vec4 ( temp 4-component vector of float)
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:? Constant:
0:? true (const bool)
0:? false (const bool)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? Constant:
0:? 3.000000
0:? 4.000000
0:41 Constant:
0:41 true (const bool)
0:41 false (const bool)
0:41 Constant:
0:41 1.000000
0:41 2.000000
0:41 Constant:
0:41 3.000000
0:41 4.000000
0:41 Constant:
0:41 10.000000
0:41 Constant:
......
......@@ -18,12 +18,12 @@ gl_FragCoord origin is upper left
0:11 Constant:
0:11 8 (const int)
0:12 Comma ( temp 2-component vector of float)
0:? Constant:
0:? 9.000000
0:? 10.000000
0:? Constant:
0:? 11.000000
0:? 12.000000
0:12 Constant:
0:12 9.000000
0:12 10.000000
0:12 Constant:
0:12 11.000000
0:12 12.000000
0:15 move second child to first child ( temp 4-component vector of float)
0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 'ps_output' ( temp structure{ temp 4-component vector of float color})
......@@ -72,12 +72,12 @@ gl_FragCoord origin is upper left
0:11 Constant:
0:11 8 (const int)
0:12 Comma ( temp 2-component vector of float)
0:? Constant:
0:? 9.000000
0:? 10.000000
0:? Constant:
0:? 11.000000
0:? 12.000000
0:12 Constant:
0:12 9.000000
0:12 10.000000
0:12 Constant:
0:12 11.000000
0:12 12.000000
0:15 move second child to first child ( temp 4-component vector of float)
0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 'ps_output' ( temp structure{ temp 4-component vector of float color})
......
......@@ -11,11 +11,11 @@ gl_FragCoord origin is upper left
0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask})
0:17 Constant:
0:17 0 (const int)
0:? Constant:
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:17 Constant:
0:17 1.000000
0:17 0.000000
0:17 0.000000
0:17 1.000000
0:18 move second child to first child ( temp uint)
0:18 nCoverageMask: direct index for structure ( temp uint)
0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask})
......@@ -72,11 +72,11 @@ gl_FragCoord origin is upper left
0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask})
0:17 Constant:
0:17 0 (const int)
0:? Constant:
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:17 Constant:
0:17 1.000000
0:17 0.000000
0:17 0.000000
0:17 1.000000
0:18 move second child to first child ( temp uint)
0:18 nCoverageMask: direct index for structure ( temp uint)
0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask})
......
......@@ -11,7 +11,7 @@ using early_fragment_tests
0:10 'oldVal' ( temp uint)
0:10 imageAtomicExchange ( temp uint)
0:10 'Values' (layout( r32ui) uniform uimage2D)
0:? Construct uvec2 ( temp 2-component vector of uint)
0:10 Construct uvec2 ( temp 2-component vector of uint)
0:10 Convert float to uint ( temp uint)
0:10 direct index ( temp float)
0:10 Position: direct index for structure ( temp 4-component vector of float)
......@@ -67,7 +67,7 @@ using early_fragment_tests
0:10 'oldVal' ( temp uint)
0:10 imageAtomicExchange ( temp uint)
0:10 'Values' (layout( r32ui) uniform uimage2D)
0:? Construct uvec2 ( temp 2-component vector of uint)
0:10 Construct uvec2 ( temp 2-component vector of uint)
0:10 Convert float to uint ( temp uint)
0:10 direct index ( temp float)
0:10 Position: direct index for structure ( temp 4-component vector of float)
......
......@@ -6,14 +6,14 @@ gl_FragCoord origin is upper left
0:11 Function Parameters:
0:? Sequence
0:12 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:12 Constant:
0:12 1.000000
0:12 1.000000
0:12 1.000000
0:12 1.000000
0:12 2.000000
0:12 3.000000
0:12 4.000000
0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3})
0:16 Function Parameters:
0:? Sequence
......@@ -67,14 +67,14 @@ gl_FragCoord origin is upper left
0:11 Function Parameters:
0:? Sequence
0:12 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:12 Constant:
0:12 1.000000
0:12 1.000000
0:12 1.000000
0:12 1.000000
0:12 2.000000
0:12 3.000000
0:12 4.000000
0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3})
0:16 Function Parameters:
0:? Sequence
......
......@@ -15,9 +15,9 @@ gl_FragCoord origin is upper left
0:16 's' ( in structure{ temp sampler s2D})
0:16 Constant:
0:16 0 (const int)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:16 Constant:
0:16 0.200000
0:16 0.300000
0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float)
0:20 Function Parameters:
0:20 's' ( in structure{ temp sampler s2D})
......@@ -47,9 +47,9 @@ gl_FragCoord origin is upper left
0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex})
0:26 Constant:
0:26 0 (const int)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:26 Constant:
0:26 0.200000
0:26 0.300000
0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float)
0:30 Function Parameters:
0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex})
......@@ -94,9 +94,9 @@ gl_FragCoord origin is upper left
0:37 0 (const int)
0:? 's.s2D' ( uniform sampler)
0:37 'aggShadow' ( temp structure{ temp sampler s2D})
0:? Constant:
0:? 0.200000
0:? 0.300000
0:37 Constant:
0:37 0.200000
0:37 0.300000
0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float)
0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex})
0:38 Sequence
......@@ -129,9 +129,9 @@ gl_FragCoord origin is upper left
0:39 1 (const int)
0:? 's2.tex' ( uniform texture2D)
0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex})
0:? Constant:
0:? 0.200000
0:? 0.300000
0:39 Constant:
0:39 0.200000
0:39 0.300000
0:35 Function Definition: main( ( temp void)
0:35 Function Parameters:
0:? Sequence
......@@ -164,9 +164,9 @@ gl_FragCoord origin is upper left
0:16 's' ( in structure{ temp sampler s2D})
0:16 Constant:
0:16 0 (const int)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:16 Constant:
0:16 0.200000
0:16 0.300000
0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float)
0:20 Function Parameters:
0:20 's' ( in structure{ temp sampler s2D})
......@@ -196,9 +196,9 @@ gl_FragCoord origin is upper left
0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex})
0:26 Constant:
0:26 0 (const int)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:26 Constant:
0:26 0.200000
0:26 0.300000
0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float)
0:30 Function Parameters:
0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex})
......@@ -243,9 +243,9 @@ gl_FragCoord origin is upper left
0:37 0 (const int)
0:? 's.s2D' ( uniform sampler)
0:37 'aggShadow' ( temp structure{ temp sampler s2D})
0:? Constant:
0:? 0.200000
0:? 0.300000
0:37 Constant:
0:37 0.200000
0:37 0.300000
0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float)
0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex})
0:38 Sequence
......@@ -278,9 +278,9 @@ gl_FragCoord origin is upper left
0:39 1 (const int)
0:? 's2.tex' ( uniform texture2D)
0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex})
0:? Constant:
0:? 0.200000
0:? 0.300000
0:39 Constant:
0:39 0.200000
0:39 0.300000
0:35 Function Definition: main( ( temp void)
0:35 Function Parameters:
0:? Sequence
......
......@@ -17,9 +17,9 @@ Shader version: 500
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex})
0:6 Constant:
0:6 0 (const int)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:6 Constant:
0:6 0.300000
0:6 0.400000
0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex})
0:10 Function Parameters:
0:? Sequence
......@@ -101,9 +101,9 @@ Shader version: 500
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex})
0:6 Constant:
0:6 0 (const int)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:6 Constant:
0:6 0.300000
0:6 0.400000
0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex})
0:10 Function Parameters:
0:? Sequence
......
......@@ -17,7 +17,7 @@ Shader version: 500
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f})
0:6 Constant:
0:6 0 (const int)
0:? Construct vec2 ( temp 2-component vector of float)
0:6 Construct vec2 ( temp 2-component vector of float)
0:6 f: direct index for structure ( temp float)
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f})
0:6 Constant:
......@@ -72,7 +72,7 @@ Shader version: 500
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f})
0:6 Constant:
0:6 0 (const int)
0:? Construct vec2 ( temp 2-component vector of float)
0:6 Construct vec2 ( temp 2-component vector of float)
0:6 f: direct index for structure ( temp float)
0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f})
0:6 Constant:
......
......@@ -52,11 +52,11 @@ gl_FragCoord origin is upper left
0:21 Constant:
0:21 1.000000
0:23 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:23 Constant:
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:8 Function Definition: main( ( temp void)
0:8 Function Parameters:
0:? Sequence
......@@ -128,11 +128,11 @@ gl_FragCoord origin is upper left
0:21 Constant:
0:21 1.000000
0:23 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:23 Constant:
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:8 Function Definition: main( ( temp void)
0:8 Function Parameters:
0:? Sequence
......
......@@ -13,10 +13,10 @@ using depth_any
0:29 Construct combined texture-sampler ( temp sampler2DArray)
0:29 'g_tTex2df4a' ( uniform texture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:29 Constant:
0:29 0.100000
0:29 0.200000
0:29 0.300000
0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of int)
0:30 'txval21' ( temp 4-component vector of int)
......@@ -24,10 +24,10 @@ using depth_any
0:30 Construct combined texture-sampler ( temp isampler2DArray)
0:30 'g_tTex2di4a' ( uniform itexture2DArray)
0:30 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:30 Constant:
0:30 0.300000
0:30 0.400000
0:30 0.500000
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of uint)
0:31 'txval22' ( temp 4-component vector of uint)
......@@ -35,10 +35,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp usampler2DArray)
0:31 'g_tTex2du4a' ( uniform utexture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:31 Constant:
0:31 0.500000
0:31 0.600000
0:31 0.700000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float)
......@@ -46,11 +46,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:35 Constant:
0:35 0.100000
0:35 0.200000
0:35 0.300000
0:35 0.400000
0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int)
......@@ -58,11 +58,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:36 Constant:
0:36 0.400000
0:36 0.500000
0:36 0.600000
0:36 0.700000
0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint)
......@@ -70,11 +70,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:? 1.000000
0:37 Constant:
0:37 0.700000
0:37 0.800000
0:37 0.900000
0:37 1.000000
0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......@@ -146,10 +146,10 @@ using depth_any
0:29 Construct combined texture-sampler ( temp sampler2DArray)
0:29 'g_tTex2df4a' ( uniform texture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:29 Constant:
0:29 0.100000
0:29 0.200000
0:29 0.300000
0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of int)
0:30 'txval21' ( temp 4-component vector of int)
......@@ -157,10 +157,10 @@ using depth_any
0:30 Construct combined texture-sampler ( temp isampler2DArray)
0:30 'g_tTex2di4a' ( uniform itexture2DArray)
0:30 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:30 Constant:
0:30 0.300000
0:30 0.400000
0:30 0.500000
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of uint)
0:31 'txval22' ( temp 4-component vector of uint)
......@@ -168,10 +168,10 @@ using depth_any
0:31 Construct combined texture-sampler ( temp usampler2DArray)
0:31 'g_tTex2du4a' ( uniform utexture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:31 Constant:
0:31 0.500000
0:31 0.600000
0:31 0.700000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float)
......@@ -179,11 +179,11 @@ using depth_any
0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:35 Constant:
0:35 0.100000
0:35 0.200000
0:35 0.300000
0:35 0.400000
0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int)
......@@ -191,11 +191,11 @@ using depth_any
0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:36 Constant:
0:36 0.400000
0:36 0.500000
0:36 0.600000
0:36 0.700000
0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint)
......@@ -203,11 +203,11 @@ using depth_any
0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:? 1.000000
0:37 Constant:
0:37 0.700000
0:37 0.800000
0:37 0.900000
0:37 1.000000
0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......
......@@ -13,9 +13,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp sampler2D)
0:34 'g_tTex2df4' ( uniform texture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:34 Constant:
0:34 0.100000
0:34 0.200000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of int)
0:35 'txval21' ( temp 4-component vector of int)
......@@ -23,9 +23,9 @@ using depth_any
0:35 Construct combined texture-sampler ( temp isampler2D)
0:35 'g_tTex2di4' ( uniform itexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:35 Constant:
0:35 0.300000
0:35 0.400000
0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of uint)
0:36 'txval22' ( temp 4-component vector of uint)
......@@ -33,9 +33,9 @@ using depth_any
0:36 Construct combined texture-sampler ( temp usampler2D)
0:36 'g_tTex2du4' ( uniform utexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:36 Constant:
0:36 0.500000
0:36 0.600000
0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of float)
0:40 'txval40' ( temp 4-component vector of float)
......@@ -43,10 +43,10 @@ using depth_any
0:40 Construct combined texture-sampler ( temp samplerCube)
0:40 'g_tTexcdf4' ( uniform textureCube)
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:40 Constant:
0:40 0.100000
0:40 0.200000
0:40 0.300000
0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of int)
0:41 'txval41' ( temp 4-component vector of int)
......@@ -54,10 +54,10 @@ using depth_any
0:41 Construct combined texture-sampler ( temp isamplerCube)
0:41 'g_tTexcdi4' ( uniform itextureCube)
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:41 Constant:
0:41 0.400000
0:41 0.500000
0:41 0.600000
0:42 Sequence
0:42 move second child to first child ( temp 4-component vector of uint)
0:42 'txval42' ( temp 4-component vector of uint)
......@@ -65,10 +65,10 @@ using depth_any
0:42 Construct combined texture-sampler ( temp usamplerCube)
0:42 'g_tTexcdu4' ( uniform utextureCube)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:42 Constant:
0:42 0.700000
0:42 0.800000
0:42 0.900000
0:44 move second child to first child ( temp 4-component vector of float)
0:44 Color: direct index for structure ( temp 4-component vector of float)
0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......@@ -144,9 +144,9 @@ using depth_any
0:34 Construct combined texture-sampler ( temp sampler2D)
0:34 'g_tTex2df4' ( uniform texture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:34 Constant:
0:34 0.100000
0:34 0.200000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of int)
0:35 'txval21' ( temp 4-component vector of int)
......@@ -154,9 +154,9 @@ using depth_any
0:35 Construct combined texture-sampler ( temp isampler2D)
0:35 'g_tTex2di4' ( uniform itexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:35 Constant:
0:35 0.300000
0:35 0.400000
0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of uint)
0:36 'txval22' ( temp 4-component vector of uint)
......@@ -164,9 +164,9 @@ using depth_any
0:36 Construct combined texture-sampler ( temp usampler2D)
0:36 'g_tTex2du4' ( uniform utexture2D)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:36 Constant:
0:36 0.500000
0:36 0.600000
0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of float)
0:40 'txval40' ( temp 4-component vector of float)
......@@ -174,10 +174,10 @@ using depth_any
0:40 Construct combined texture-sampler ( temp samplerCube)
0:40 'g_tTexcdf4' ( uniform textureCube)
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:40 Constant:
0:40 0.100000
0:40 0.200000
0:40 0.300000
0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of int)
0:41 'txval41' ( temp 4-component vector of int)
......@@ -185,10 +185,10 @@ using depth_any
0:41 Construct combined texture-sampler ( temp isamplerCube)
0:41 'g_tTexcdi4' ( uniform itextureCube)
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:41 Constant:
0:41 0.400000
0:41 0.500000
0:41 0.600000
0:42 Sequence
0:42 move second child to first child ( temp 4-component vector of uint)
0:42 'txval42' ( temp 4-component vector of uint)
......@@ -196,10 +196,10 @@ using depth_any
0:42 Construct combined texture-sampler ( temp usamplerCube)
0:42 'g_tTexcdu4' ( uniform utextureCube)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:42 Constant:
0:42 0.700000
0:42 0.800000
0:42 0.900000
0:44 move second child to first child ( temp 4-component vector of float)
0:44 Color: direct index for structure ( temp 4-component vector of float)
0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......
......@@ -11,9 +11,9 @@ Shader version: 500
0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:33 Constant:
0:33 0.100000
0:33 0.200000
0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int)
......@@ -21,9 +21,9 @@ Shader version: 500
0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:34 Constant:
0:34 0.300000
0:34 0.400000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint)
......@@ -31,9 +31,9 @@ Shader version: 500
0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:35 Constant:
0:35 0.500000
0:35 0.600000
0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval40' ( temp 4-component vector of float)
......@@ -41,10 +41,10 @@ Shader version: 500
0:39 Construct combined texture-sampler ( temp samplerCube)
0:39 'g_tTexcdf4' ( uniform textureCube)
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:39 Constant:
0:39 0.100000
0:39 0.200000
0:39 0.300000
0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval41' ( temp 4-component vector of int)
......@@ -52,10 +52,10 @@ Shader version: 500
0:40 Construct combined texture-sampler ( temp isamplerCube)
0:40 'g_tTexcdi4' ( uniform itextureCube)
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:40 Constant:
0:40 0.400000
0:40 0.500000
0:40 0.600000
0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval42' ( temp 4-component vector of uint)
......@@ -63,20 +63,20 @@ Shader version: 500
0:41 Construct combined texture-sampler ( temp usamplerCube)
0:41 'g_tTexcdu4' ( uniform utextureCube)
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:41 Constant:
0:41 0.700000
0:41 0.800000
0:41 0.900000
0:43 move second child to first child ( temp 4-component vector of float)
0:43 Pos: direct index for structure ( temp 4-component vector of float)
0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:43 Constant:
0:43 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:43 Constant:
0:43 0.000000
0:43 0.000000
0:43 0.000000
0:43 0.000000
0:45 Branch: Return with expression
0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:28 Function Definition: main( ( temp void)
......@@ -123,9 +123,9 @@ Shader version: 500
0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:33 Constant:
0:33 0.100000
0:33 0.200000
0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int)
......@@ -133,9 +133,9 @@ Shader version: 500
0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:34 Constant:
0:34 0.300000
0:34 0.400000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint)
......@@ -143,9 +143,9 @@ Shader version: 500
0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:35 Constant:
0:35 0.500000
0:35 0.600000
0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'txval40' ( temp 4-component vector of float)
......@@ -153,10 +153,10 @@ Shader version: 500
0:39 Construct combined texture-sampler ( temp samplerCube)
0:39 'g_tTexcdf4' ( uniform textureCube)
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:39 Constant:
0:39 0.100000
0:39 0.200000
0:39 0.300000
0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int)
0:40 'txval41' ( temp 4-component vector of int)
......@@ -164,10 +164,10 @@ Shader version: 500
0:40 Construct combined texture-sampler ( temp isamplerCube)
0:40 'g_tTexcdi4' ( uniform itextureCube)
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:40 Constant:
0:40 0.400000
0:40 0.500000
0:40 0.600000
0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint)
0:41 'txval42' ( temp 4-component vector of uint)
......@@ -175,20 +175,20 @@ Shader version: 500
0:41 Construct combined texture-sampler ( temp usamplerCube)
0:41 'g_tTexcdu4' ( uniform utextureCube)
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:41 Constant:
0:41 0.700000
0:41 0.800000
0:41 0.900000
0:43 move second child to first child ( temp 4-component vector of float)
0:43 Pos: direct index for structure ( temp 4-component vector of float)
0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:43 Constant:
0:43 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:43 Constant:
0:43 0.000000
0:43 0.000000
0:43 0.000000
0:43 0.000000
0:45 Branch: Return with expression
0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:28 Function Definition: main( ( temp void)
......
......@@ -13,12 +13,12 @@ using depth_any
0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:33 Constant:
0:33 0.100000
0:33 0.200000
0:33 Constant:
0:33 1 (const int)
0:33 0 (const int)
0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int)
......@@ -26,12 +26,12 @@ using depth_any
0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:34 Constant:
0:34 0.300000
0:34 0.400000
0:34 Constant:
0:34 1 (const int)
0:34 1 (const int)
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint)
......@@ -39,12 +39,12 @@ using depth_any
0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:35 Constant:
0:35 0.500000
0:35 0.600000
0:35 Constant:
0:35 1 (const int)
0:35 -1 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......@@ -119,12 +119,12 @@ using depth_any
0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:33 Constant:
0:33 0.100000
0:33 0.200000
0:33 Constant:
0:33 1 (const int)
0:33 0 (const int)
0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int)
......@@ -132,12 +132,12 @@ using depth_any
0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:34 Constant:
0:34 0.300000
0:34 0.400000
0:34 Constant:
0:34 1 (const int)
0:34 1 (const int)
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint)
......@@ -145,12 +145,12 @@ using depth_any
0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:35 Constant:
0:35 0.500000
0:35 0.600000
0:35 Constant:
0:35 1 (const int)
0:35 -1 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......
......@@ -13,13 +13,13 @@ using depth_any
0:25 Construct combined texture-sampler ( temp sampler2DArray)
0:25 'g_tTex2df4' ( uniform texture2DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:25 Constant:
0:25 0.100000
0:25 0.200000
0:25 0.300000
0:25 Constant:
0:25 1 (const int)
0:25 0 (const int)
0:26 Sequence
0:26 move second child to first child ( temp 4-component vector of int)
0:26 'txval21' ( temp 4-component vector of int)
......@@ -27,13 +27,13 @@ using depth_any
0:26 Construct combined texture-sampler ( temp isampler2DArray)
0:26 'g_tTex2di4' ( uniform itexture2DArray)
0:26 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.400000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:26 Constant:
0:26 0.300000
0:26 0.400000
0:26 0.400000
0:26 Constant:
0:26 1 (const int)
0:26 1 (const int)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of uint)
0:27 'txval22' ( temp 4-component vector of uint)
......@@ -41,13 +41,13 @@ using depth_any
0:27 Construct combined texture-sampler ( temp usampler2DArray)
0:27 'g_tTex2du4' ( uniform utexture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:27 Constant:
0:27 0.500000
0:27 0.600000
0:27 0.700000
0:27 Constant:
0:27 1 (const int)
0:27 -1 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......@@ -116,13 +116,13 @@ using depth_any
0:25 Construct combined texture-sampler ( temp sampler2DArray)
0:25 'g_tTex2df4' ( uniform texture2DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:25 Constant:
0:25 0.100000
0:25 0.200000
0:25 0.300000
0:25 Constant:
0:25 1 (const int)
0:25 0 (const int)
0:26 Sequence
0:26 move second child to first child ( temp 4-component vector of int)
0:26 'txval21' ( temp 4-component vector of int)
......@@ -130,13 +130,13 @@ using depth_any
0:26 Construct combined texture-sampler ( temp isampler2DArray)
0:26 'g_tTex2di4' ( uniform itexture2DArray)
0:26 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.400000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:26 Constant:
0:26 0.300000
0:26 0.400000
0:26 0.400000
0:26 Constant:
0:26 1 (const int)
0:26 1 (const int)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of uint)
0:27 'txval22' ( temp 4-component vector of uint)
......@@ -144,13 +144,13 @@ using depth_any
0:27 Construct combined texture-sampler ( temp usampler2DArray)
0:27 'g_tTex2du4' ( uniform utexture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:27 Constant:
0:27 0.500000
0:27 0.600000
0:27 0.700000
0:27 Constant:
0:27 1 (const int)
0:27 -1 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......
......@@ -19,9 +19,9 @@ using depth_any
0:45 1 (const uint)
0:45 Constant:
0:45 0.750000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:45 Constant:
0:45 1 (const int)
0:45 0 (const int)
0:46 Sequence
0:46 move second child to first child ( temp 4-component vector of int)
0:46 'txval011' ( temp 4-component vector of int)
......@@ -35,9 +35,9 @@ using depth_any
0:46 1 (const uint)
0:46 Constant:
0:46 0.750000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:46 Constant:
0:46 1 (const int)
0:46 -1 (const int)
0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of uint)
0:47 'txval021' ( temp 4-component vector of uint)
......@@ -51,9 +51,9 @@ using depth_any
0:47 1 (const uint)
0:47 Constant:
0:47 0.750000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:47 Constant:
0:47 1 (const int)
0:47 1 (const int)
0:49 Sequence
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'txval004' ( temp 4-component vector of float)
......@@ -133,9 +133,9 @@ using depth_any
0:53 1 (const uint)
0:53 Constant:
0:53 0.750000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 0 (const int)
0:54 Sequence
0:54 move second child to first child ( temp 4-component vector of int)
0:54 'txval411' ( temp 4-component vector of int)
......@@ -149,9 +149,9 @@ using depth_any
0:54 1 (const uint)
0:54 Constant:
0:54 0.750000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 -1 (const int)
0:55 Sequence
0:55 move second child to first child ( temp 4-component vector of uint)
0:55 'txval421' ( temp 4-component vector of uint)
......@@ -165,9 +165,9 @@ using depth_any
0:55 1 (const uint)
0:55 Constant:
0:55 0.750000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:55 Constant:
0:55 1 (const int)
0:55 1 (const int)
0:110 move second child to first child ( temp 4-component vector of float)
0:110 Color: direct index for structure ( temp 4-component vector of float)
0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......@@ -249,9 +249,9 @@ using depth_any
0:45 1 (const uint)
0:45 Constant:
0:45 0.750000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:45 Constant:
0:45 1 (const int)
0:45 0 (const int)
0:46 Sequence
0:46 move second child to first child ( temp 4-component vector of int)
0:46 'txval011' ( temp 4-component vector of int)
......@@ -265,9 +265,9 @@ using depth_any
0:46 1 (const uint)
0:46 Constant:
0:46 0.750000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:46 Constant:
0:46 1 (const int)
0:46 -1 (const int)
0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of uint)
0:47 'txval021' ( temp 4-component vector of uint)
......@@ -281,9 +281,9 @@ using depth_any
0:47 1 (const uint)
0:47 Constant:
0:47 0.750000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:47 Constant:
0:47 1 (const int)
0:47 1 (const int)
0:49 Sequence
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'txval004' ( temp 4-component vector of float)
......@@ -363,9 +363,9 @@ using depth_any
0:53 1 (const uint)
0:53 Constant:
0:53 0.750000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 0 (const int)
0:54 Sequence
0:54 move second child to first child ( temp 4-component vector of int)
0:54 'txval411' ( temp 4-component vector of int)
......@@ -379,9 +379,9 @@ using depth_any
0:54 1 (const uint)
0:54 Constant:
0:54 0.750000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 -1 (const int)
0:55 Sequence
0:55 move second child to first child ( temp 4-component vector of uint)
0:55 'txval421' ( temp 4-component vector of uint)
......@@ -395,9 +395,9 @@ using depth_any
0:55 1 (const uint)
0:55 Constant:
0:55 0.750000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:55 Constant:
0:55 1 (const int)
0:55 1 (const int)
0:110 move second child to first child ( temp 4-component vector of float)
0:110 Color: direct index for structure ( temp 4-component vector of float)
0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
......
......@@ -33,11 +33,11 @@ Shader version: 500
0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:24 Constant:
0:24 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:24 Constant:
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:26 Branch: Return with expression
0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Definition: main( ( temp void)
......@@ -93,11 +93,11 @@ Shader version: 500
0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:24 Constant:
0:24 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:24 Constant:
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:26 Branch: Return with expression
0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Definition: main( ( temp void)
......
......@@ -9,11 +9,11 @@ local_size = (8, 8, 1)
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'storeTemp' ( temp 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:8 Constant:
0:8 1.000000
0:8 0.000000
0:8 0.000000
0:8 1.000000
0:8 imageStore ( temp void)
0:8 'OutputTexture' (layout( rgba32f) uniform image2D)
0:8 vector swizzle ( temp 2-component vector of uint)
......@@ -52,11 +52,11 @@ local_size = (8, 8, 1)
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'storeTemp' ( temp 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:8 Constant:
0:8 1.000000
0:8 0.000000
0:8 0.000000
0:8 1.000000
0:8 imageStore ( temp void)
0:8 'OutputTexture' (layout( rgba32f) uniform image2D)
0:8 vector swizzle ( temp 2-component vector of uint)
......
......@@ -392,7 +392,7 @@ triangle order = ccw
0:95 move second child to first child ( temp 4-component vector of float)
0:95 'Q0' ( temp 4-component vector of float)
0:95 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:95 Construct vec4 ( temp 4-component vector of float)
0:95 'P0' ( temp 3-component vector of float)
0:95 Constant:
0:95 1.000000
......@@ -404,7 +404,7 @@ triangle order = ccw
0:96 move second child to first child ( temp 4-component vector of float)
0:96 'Q1' ( temp 4-component vector of float)
0:96 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:96 Construct vec4 ( temp 4-component vector of float)
0:96 'P1' ( temp 3-component vector of float)
0:96 Constant:
0:96 1.000000
......@@ -416,7 +416,7 @@ triangle order = ccw
0:97 move second child to first child ( temp 4-component vector of float)
0:97 'Q2' ( temp 4-component vector of float)
0:97 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:97 Construct vec4 ( temp 4-component vector of float)
0:97 'P2' ( temp 3-component vector of float)
0:97 Constant:
0:97 1.000000
......@@ -887,7 +887,7 @@ triangle order = ccw
0:95 move second child to first child ( temp 4-component vector of float)
0:95 'Q0' ( temp 4-component vector of float)
0:95 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:95 Construct vec4 ( temp 4-component vector of float)
0:95 'P0' ( temp 3-component vector of float)
0:95 Constant:
0:95 1.000000
......@@ -899,7 +899,7 @@ triangle order = ccw
0:96 move second child to first child ( temp 4-component vector of float)
0:96 'Q1' ( temp 4-component vector of float)
0:96 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:96 Construct vec4 ( temp 4-component vector of float)
0:96 'P1' ( temp 3-component vector of float)
0:96 Constant:
0:96 1.000000
......@@ -911,7 +911,7 @@ triangle order = ccw
0:97 move second child to first child ( temp 4-component vector of float)
0:97 'Q2' ( temp 4-component vector of float)
0:97 vector-times-matrix ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:97 Construct vec4 ( temp 4-component vector of float)
0:97 'P2' ( temp 3-component vector of float)
0:97 Constant:
0:97 1.000000
......
......@@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:15 'sample' ( temp 4-component vector of float)
0:? Constant:
0:? 3.000000
0:? 4.000000
0:? 5.000000
0:? 6.000000
0:15 Constant:
0:15 3.000000
0:15 4.000000
0:15 5.000000
0:15 6.000000
0:17 Branch: Return with expression
0:17 vector swizzle ( temp 4-component vector of float)
0:17 'sample' ( temp 4-component vector of float)
......@@ -59,11 +59,11 @@ gl_FragCoord origin is upper left
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:15 'sample' ( temp 4-component vector of float)
0:? Constant:
0:? 3.000000
0:? 4.000000
0:? 5.000000
0:? 6.000000
0:15 Constant:
0:15 3.000000
0:15 4.000000
0:15 5.000000
0:15 6.000000
0:17 Branch: Return with expression
0:17 vector swizzle ( temp 4-component vector of float)
0:17 'sample' ( temp 4-component vector of float)
......
......@@ -8,11 +8,11 @@ gl_FragCoord origin is upper left
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a' ( temp 4-component vector of float)
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:8 Constant:
0:8 2.000000
0:8 2.000000
0:8 2.000000
0:8 2.000000
0:9 Test condition and select ( temp void)
0:9 Condition
0:9 Convert int to bool ( temp bool)
......@@ -176,11 +176,11 @@ gl_FragCoord origin is upper left
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a' ( temp 4-component vector of float)
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:8 Constant:
0:8 2.000000
0:8 2.000000
0:8 2.000000
0:8 2.000000
0:9 Test condition and select ( temp void)
0:9 Condition
0:9 Convert int to bool ( temp bool)
......
......@@ -8,18 +8,18 @@ gl_FragCoord origin is upper left
0:1 Sequence
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'a1' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:1 Constant:
0:1 1.000000
0:1 0.500000
0:1 0.000000
0:1 1.000000
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'b1' ( global 4-component vector of float)
0:? Constant:
0:? 2.000000
0:? 2.500000
0:? 2.100000
0:? 2.200000
0:1 Constant:
0:1 2.000000
0:1 2.500000
0:1 2.100000
0:1 2.200000
0:2 Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:2 'a1i' ( global 4-component vector of float)
......@@ -88,11 +88,11 @@ gl_FragCoord origin is upper left
0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float)
0:22 'a2' ( temp 4-component vector of float)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:22 Constant:
0:22 0.200000
0:22 0.300000
0:22 0.400000
0:22 0.500000
0:32 Sequence
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
......@@ -108,11 +108,11 @@ gl_FragCoord origin is upper left
0:32 12 (const int)
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Constant:
0:32 9 (const int)
0:32 'a5' ( global float)
0:? Construct structure ( temp structure{ temp float f, temp int i})
0:32 Construct structure ( temp structure{ temp float f, temp int i})
0:32 Comma ( temp float)
0:32 'a3' ( global float)
0:32 'a4' ( global float)
......@@ -174,18 +174,18 @@ gl_FragCoord origin is upper left
0:1 Sequence
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'a1' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:1 Constant:
0:1 1.000000
0:1 0.500000
0:1 0.000000
0:1 1.000000
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'b1' ( global 4-component vector of float)
0:? Constant:
0:? 2.000000
0:? 2.500000
0:? 2.100000
0:? 2.200000
0:1 Constant:
0:1 2.000000
0:1 2.500000
0:1 2.100000
0:1 2.200000
0:2 Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:2 'a1i' ( global 4-component vector of float)
......@@ -254,11 +254,11 @@ gl_FragCoord origin is upper left
0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float)
0:22 'a2' ( temp 4-component vector of float)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:22 Constant:
0:22 0.200000
0:22 0.300000
0:22 0.400000
0:22 0.500000
0:32 Sequence
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
......@@ -274,11 +274,11 @@ gl_FragCoord origin is upper left
0:32 12 (const int)
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Constant:
0:32 9 (const int)
0:32 'a5' ( global float)
0:? Construct structure ( temp structure{ temp float f, temp int i})
0:32 Construct structure ( temp structure{ temp float f, temp int i})
0:32 Comma ( temp float)
0:32 'a3' ( global float)
0:32 'a4' ( global float)
......
......@@ -51,7 +51,7 @@ using depth_any
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:22 Construct vec4 ( temp 4-component vector of float)
0:22 'x' ( temp float)
0:22 'y' ( temp float)
0:22 'z' ( temp float)
......@@ -160,7 +160,7 @@ using depth_any
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:22 Construct vec4 ( temp 4-component vector of float)
0:22 'x' ( temp float)
0:22 'y' ( temp float)
0:22 'z' ( temp float)
......
......@@ -28,9 +28,9 @@ gl_FragCoord origin is upper left
0:10 'inF0' ( in 2-component vector of float)
0:10 'inF1' ( in 2-component vector of float)
0:11 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:11 Constant:
0:11 1.000000
0:11 2.000000
0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float)
0:15 Function Parameters:
0:15 'inF0' ( in 3-component vector of float)
......@@ -43,10 +43,10 @@ gl_FragCoord origin is upper left
0:16 'inF0' ( in 3-component vector of float)
0:16 'inF1' ( in 3-component vector of float)
0:17 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:17 Constant:
0:17 1.000000
0:17 2.000000
0:17 3.000000
0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float)
0:21 Function Parameters:
0:21 'inF0' ( in 4-component vector of float)
......@@ -59,11 +59,11 @@ gl_FragCoord origin is upper left
0:22 'inF0' ( in 4-component vector of float)
0:22 'inF1' ( in 4-component vector of float)
0:23 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:23 Constant:
0:23 1.000000
0:23 2.000000
0:23 3.000000
0:23 4.000000
0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:33 Function Parameters:
0:? Sequence
......@@ -125,9 +125,9 @@ gl_FragCoord origin is upper left
0:10 'inF0' ( in 2-component vector of float)
0:10 'inF1' ( in 2-component vector of float)
0:11 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:11 Constant:
0:11 1.000000
0:11 2.000000
0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float)
0:15 Function Parameters:
0:15 'inF0' ( in 3-component vector of float)
......@@ -140,10 +140,10 @@ gl_FragCoord origin is upper left
0:16 'inF0' ( in 3-component vector of float)
0:16 'inF1' ( in 3-component vector of float)
0:17 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:17 Constant:
0:17 1.000000
0:17 2.000000
0:17 3.000000
0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float)
0:21 Function Parameters:
0:21 'inF0' ( in 4-component vector of float)
......@@ -156,11 +156,11 @@ gl_FragCoord origin is upper left
0:22 'inF0' ( in 4-component vector of float)
0:22 'inF1' ( in 4-component vector of float)
0:23 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:23 Constant:
0:23 1.000000
0:23 2.000000
0:23 3.000000
0:23 4.000000
0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:33 Function Parameters:
0:? Sequence
......
......@@ -21,9 +21,9 @@ Shader version: 500
0:9 'inF0' ( in 2-component vector of float)
0:9 'inF1' ( in 2-component vector of float)
0:10 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:10 Constant:
0:10 1.000000
0:10 2.000000
0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float)
0:14 Function Parameters:
0:14 'inF0' ( in 3-component vector of float)
......@@ -33,10 +33,10 @@ Shader version: 500
0:15 'inF0' ( in 3-component vector of float)
0:15 'inF1' ( in 3-component vector of float)
0:16 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:16 Constant:
0:16 1.000000
0:16 2.000000
0:16 3.000000
0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float)
0:20 Function Parameters:
0:20 'inF0' ( in 4-component vector of float)
......@@ -46,11 +46,11 @@ Shader version: 500
0:21 'inF0' ( in 4-component vector of float)
0:21 'inF1' ( in 4-component vector of float)
0:22 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:22 Constant:
0:22 1.000000
0:22 2.000000
0:22 3.000000
0:22 4.000000
0:? Linker Objects
......@@ -80,9 +80,9 @@ Shader version: 500
0:9 'inF0' ( in 2-component vector of float)
0:9 'inF1' ( in 2-component vector of float)
0:10 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:10 Constant:
0:10 1.000000
0:10 2.000000
0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float)
0:14 Function Parameters:
0:14 'inF0' ( in 3-component vector of float)
......@@ -92,10 +92,10 @@ Shader version: 500
0:15 'inF0' ( in 3-component vector of float)
0:15 'inF1' ( in 3-component vector of float)
0:16 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:16 Constant:
0:16 1.000000
0:16 2.000000
0:16 3.000000
0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float)
0:20 Function Parameters:
0:20 'inF0' ( in 4-component vector of float)
......@@ -105,11 +105,11 @@ Shader version: 500
0:21 'inF0' ( in 4-component vector of float)
0:21 'inF1' ( in 4-component vector of float)
0:22 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:22 Constant:
0:22 1.000000
0:22 2.000000
0:22 3.000000
0:22 4.000000
0:? Linker Objects
// Module Version 10000
......
......@@ -155,9 +155,9 @@ local_size = (1, 1, 1)
0:71 'gs_ua2' ( shared 2-component vector of uint)
0:71 'gs_ub2' ( shared 2-component vector of uint)
0:74 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:74 Constant:
0:74 1.000000
0:74 2.000000
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:78 Function Parameters:
0:78 'inF0' ( in 3-component vector of float)
......@@ -229,10 +229,10 @@ local_size = (1, 1, 1)
0:98 'gs_ua3' ( shared 3-component vector of uint)
0:98 'gs_ub3' ( shared 3-component vector of uint)
0:101 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:101 Constant:
0:101 1.000000
0:101 2.000000
0:101 3.000000
0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:105 Function Parameters:
0:105 'inF0' ( in 4-component vector of float)
......@@ -304,11 +304,11 @@ local_size = (1, 1, 1)
0:125 'gs_ua4' ( shared 4-component vector of uint)
0:125 'gs_ub4' ( shared 4-component vector of uint)
0:128 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:128 Constant:
0:128 1.000000
0:128 2.000000
0:128 3.000000
0:128 4.000000
0:105 Function Definition: ComputeShaderFunction( ( temp void)
0:105 Function Parameters:
0:? Sequence
......@@ -515,9 +515,9 @@ local_size = (1, 1, 1)
0:71 'gs_ua2' ( shared 2-component vector of uint)
0:71 'gs_ub2' ( shared 2-component vector of uint)
0:74 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:74 Constant:
0:74 1.000000
0:74 2.000000
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:78 Function Parameters:
0:78 'inF0' ( in 3-component vector of float)
......@@ -589,10 +589,10 @@ local_size = (1, 1, 1)
0:98 'gs_ua3' ( shared 3-component vector of uint)
0:98 'gs_ub3' ( shared 3-component vector of uint)
0:101 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:101 Constant:
0:101 1.000000
0:101 2.000000
0:101 3.000000
0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:105 Function Parameters:
0:105 'inF0' ( in 4-component vector of float)
......@@ -664,11 +664,11 @@ local_size = (1, 1, 1)
0:125 'gs_ua4' ( shared 4-component vector of uint)
0:125 'gs_ub4' ( shared 4-component vector of uint)
0:128 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:128 Constant:
0:128 1.000000
0:128 2.000000
0:128 3.000000
0:128 4.000000
0:105 Function Definition: ComputeShaderFunction( ( temp void)
0:105 Function Parameters:
0:? Sequence
......
......@@ -30,9 +30,9 @@ local_size = (1, 1, 1)
0:66 'inI0' ( in 2-component vector of int)
0:? Sequence
0:109 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:109 Constant:
0:109 1.000000
0:109 2.000000
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:113 Function Parameters:
0:113 'inF0' ( in 3-component vector of float)
......@@ -41,10 +41,10 @@ local_size = (1, 1, 1)
0:113 'inI0' ( in 3-component vector of int)
0:? Sequence
0:154 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:154 Constant:
0:154 1.000000
0:154 2.000000
0:154 3.000000
0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:158 Function Parameters:
0:158 'inF0' ( in 4-component vector of float)
......@@ -53,11 +53,11 @@ local_size = (1, 1, 1)
0:158 'inI0' ( in 4-component vector of int)
0:? Sequence
0:199 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:199 Constant:
0:199 1.000000
0:199 2.000000
0:199 3.000000
0:199 4.000000
0:158 Function Definition: ComputeShaderFunction( ( temp void)
0:158 Function Parameters:
0:? Sequence
......@@ -122,9 +122,9 @@ local_size = (1, 1, 1)
0:66 'inI0' ( in 2-component vector of int)
0:? Sequence
0:109 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:109 Constant:
0:109 1.000000
0:109 2.000000
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:113 Function Parameters:
0:113 'inF0' ( in 3-component vector of float)
......@@ -133,10 +133,10 @@ local_size = (1, 1, 1)
0:113 'inI0' ( in 3-component vector of int)
0:? Sequence
0:154 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:154 Constant:
0:154 1.000000
0:154 2.000000
0:154 3.000000
0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:158 Function Parameters:
0:158 'inF0' ( in 4-component vector of float)
......@@ -145,11 +145,11 @@ local_size = (1, 1, 1)
0:158 'inI0' ( in 4-component vector of int)
0:? Sequence
0:199 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:199 Constant:
0:199 1.000000
0:199 2.000000
0:199 3.000000
0:199 4.000000
0:158 Function Definition: ComputeShaderFunction( ( temp void)
0:158 Function Parameters:
0:? Sequence
......
......@@ -224,9 +224,9 @@ ERROR: node is still EOpNull!
0:57 Constant:
0:57 0.000000
0:59 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:59 Constant:
0:59 1.000000
0:59 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' ( in 3-component vector of float)
......@@ -283,10 +283,10 @@ ERROR: node is still EOpNull!
0:73 Constant:
0:73 0.000000
0:76 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:76 Constant:
0:76 1.000000
0:76 2.000000
0:76 3.000000
0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' ( in 4-component vector of float)
......@@ -355,11 +355,11 @@ ERROR: node is still EOpNull!
0:90 Constant:
0:90 0.000000
0:92 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:92 Constant:
0:92 1.000000
0:92 2.000000
0:92 3.000000
0:92 4.000000
0:80 Function Definition: PixelShaderFunction( ( temp void)
0:80 Function Parameters:
0:? Sequence
......@@ -415,11 +415,11 @@ ERROR: node is still EOpNull!
0:117 Constant:
0:117 0.000000
0:119 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:119 Constant:
0:119 2.000000
0:119 2.000000
0:119 2.000000
0:119 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' ( in 3X3 matrix of float)
......@@ -453,16 +453,16 @@ ERROR: node is still EOpNull!
0:125 Constant:
0:125 0.000000
0:127 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:127 Constant:
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' ( in 4X4 matrix of float)
......@@ -496,23 +496,23 @@ ERROR: node is still EOpNull!
0:133 Constant:
0:133 0.000000
0:135 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:135 Constant:
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
......@@ -687,9 +687,9 @@ ERROR: node is still EOpNull!
0:57 Constant:
0:57 0.000000
0:59 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:59 Constant:
0:59 1.000000
0:59 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' ( in 3-component vector of float)
......@@ -746,10 +746,10 @@ ERROR: node is still EOpNull!
0:73 Constant:
0:73 0.000000
0:76 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:76 Constant:
0:76 1.000000
0:76 2.000000
0:76 3.000000
0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' ( in 4-component vector of float)
......@@ -818,11 +818,11 @@ ERROR: node is still EOpNull!
0:90 Constant:
0:90 0.000000
0:92 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:92 Constant:
0:92 1.000000
0:92 2.000000
0:92 3.000000
0:92 4.000000
0:80 Function Definition: PixelShaderFunction( ( temp void)
0:80 Function Parameters:
0:? Sequence
......@@ -878,11 +878,11 @@ ERROR: node is still EOpNull!
0:117 Constant:
0:117 0.000000
0:119 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:119 Constant:
0:119 2.000000
0:119 2.000000
0:119 2.000000
0:119 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' ( in 3X3 matrix of float)
......@@ -916,16 +916,16 @@ ERROR: node is still EOpNull!
0:125 Constant:
0:125 0.000000
0:127 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:127 Constant:
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' ( in 4X4 matrix of float)
......@@ -959,23 +959,23 @@ ERROR: node is still EOpNull!
0:133 Constant:
0:133 0.000000
0:135 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:135 Constant:
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
......
......@@ -29,9 +29,9 @@ Shader version: 500
0:84 'inI0' ( in 2-component vector of int)
0:? Sequence
0:127 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:127 Constant:
0:127 1.000000
0:127 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:131 Function Parameters:
0:131 'inF0' ( in 3-component vector of float)
......@@ -40,10 +40,10 @@ Shader version: 500
0:131 'inI0' ( in 3-component vector of int)
0:? Sequence
0:172 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:172 Constant:
0:172 1.000000
0:172 2.000000
0:172 3.000000
0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' ( in 4-component vector of float)
......@@ -52,11 +52,11 @@ Shader version: 500
0:176 'inI0' ( in 4-component vector of int)
0:? Sequence
0:217 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:217 Constant:
0:217 1.000000
0:217 2.000000
0:217 3.000000
0:217 4.000000
0:176 Function Definition: VertexShaderFunction( ( temp void)
0:176 Function Parameters:
0:? Sequence
......@@ -86,11 +86,11 @@ Shader version: 500
0:226 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:230 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:230 Constant:
0:230 2.000000
0:230 2.000000
0:230 2.000000
0:230 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:234 Function Parameters:
0:234 'inF0' ( in 3X3 matrix of float)
......@@ -98,16 +98,16 @@ Shader version: 500
0:234 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:238 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:238 Constant:
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:242 Function Parameters:
0:242 'inF0' ( in 4X4 matrix of float)
......@@ -115,23 +115,23 @@ Shader version: 500
0:242 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:246 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:246 Constant:
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:? Linker Objects
0:? 'gs_ua' ( global uint)
0:? 'gs_ub' ( global uint)
......@@ -185,9 +185,9 @@ Shader version: 500
0:84 'inI0' ( in 2-component vector of int)
0:? Sequence
0:127 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:127 Constant:
0:127 1.000000
0:127 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:131 Function Parameters:
0:131 'inF0' ( in 3-component vector of float)
......@@ -196,10 +196,10 @@ Shader version: 500
0:131 'inI0' ( in 3-component vector of int)
0:? Sequence
0:172 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:172 Constant:
0:172 1.000000
0:172 2.000000
0:172 3.000000
0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' ( in 4-component vector of float)
......@@ -208,11 +208,11 @@ Shader version: 500
0:176 'inI0' ( in 4-component vector of int)
0:? Sequence
0:217 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:217 Constant:
0:217 1.000000
0:217 2.000000
0:217 3.000000
0:217 4.000000
0:176 Function Definition: VertexShaderFunction( ( temp void)
0:176 Function Parameters:
0:? Sequence
......@@ -242,11 +242,11 @@ Shader version: 500
0:226 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:230 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:230 Constant:
0:230 2.000000
0:230 2.000000
0:230 2.000000
0:230 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:234 Function Parameters:
0:234 'inF0' ( in 3X3 matrix of float)
......@@ -254,16 +254,16 @@ Shader version: 500
0:234 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:238 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:238 Constant:
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:238 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:242 Function Parameters:
0:242 'inF0' ( in 4X4 matrix of float)
......@@ -271,23 +271,23 @@ Shader version: 500
0:242 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:246 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:246 Constant:
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:246 4.000000
0:? Linker Objects
0:? 'gs_ua' ( global uint)
0:? 'gs_ub' ( global uint)
......
......@@ -28,11 +28,11 @@ gl_FragCoord origin is upper left
0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:20 Constant:
0:20 0.000000
0:20 0.000000
0:20 0.000000
0:20 0.000000
0:21 Branch: Return with expression
0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:15 Function Definition: main( ( temp void)
......@@ -82,11 +82,11 @@ gl_FragCoord origin is upper left
0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:20 Constant:
0:20 0.000000
0:20 0.000000
0:20 0.000000
0:20 0.000000
0:21 Branch: Return with expression
0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:15 Function Definition: main( ( temp void)
......
......@@ -9,9 +9,9 @@ Shader version: 500
0:6 Construct combined texture-sampler ( temp sampler2D)
0:6 'tex' (layout( set=2 binding=0) uniform texture2D)
0:6 'samp' ( uniform sampler)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:6 Constant:
0:6 0.200000
0:6 0.300000
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
......@@ -37,9 +37,9 @@ Shader version: 500
0:6 Construct combined texture-sampler ( temp sampler2D)
0:6 'tex' (layout( set=2 binding=0) uniform texture2D)
0:6 'samp' ( uniform sampler)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:6 Constant:
0:6 0.200000
0:6 0.300000
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
......
......@@ -180,11 +180,11 @@ Shader version: 500
0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:67 Constant:
0:67 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:67 Constant:
0:67 0.000000
0:67 0.000000
0:67 0.000000
0:67 0.000000
0:69 Branch: Return with expression
0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:47 Function Definition: main( ( temp void)
......@@ -408,11 +408,11 @@ Shader version: 500
0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:67 Constant:
0:67 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:67 Constant:
0:67 0.000000
0:67 0.000000
0:67 0.000000
0:67 0.000000
0:69 Branch: Return with expression
0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:47 Function Definition: main( ( temp void)
......
......@@ -93,11 +93,11 @@ gl_FragCoord origin is upper left
0:51 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:51 Constant:
0:51 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:51 Constant:
0:51 0.000000
0:51 0.000000
0:51 0.000000
0:51 0.000000
0:52 Branch: Return with expression
0:52 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:49 Function Definition: main( ( temp void)
......@@ -211,11 +211,11 @@ gl_FragCoord origin is upper left
0:51 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:51 Constant:
0:51 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:51 Constant:
0:51 0.000000
0:51 0.000000
0:51 0.000000
0:51 0.000000
0:52 Branch: Return with expression
0:52 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:49 Function Definition: main( ( temp void)
......
......@@ -176,11 +176,11 @@ gl_FragCoord origin is upper left
0:95 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:95 Constant:
0:95 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:95 Constant:
0:95 0.000000
0:95 0.000000
0:95 0.000000
0:95 0.000000
0:96 Branch: Return with expression
0:96 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:93 Function Definition: main( ( temp void)
......@@ -377,11 +377,11 @@ gl_FragCoord origin is upper left
0:95 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:95 Constant:
0:95 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:95 Constant:
0:95 0.000000
0:95 0.000000
0:95 0.000000
0:95 0.000000
0:96 Branch: Return with expression
0:96 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:93 Function Definition: main( ( temp void)
......
......@@ -9,11 +9,11 @@ ERROR: node is still EOpNull!
0:4 Function Definition: @main( ( temp 4-component vector of float)
0:4 Function Parameters:
0:? Sequence
0:? textureFetch ( temp 4-component vector of float)
0:5 textureFetch ( temp 4-component vector of float)
0:5 'g_tTex2df4' ( uniform texture2D)
0:? Constant:
0:? 3 (const uint)
0:? 4 (const uint)
0:5 Constant:
0:5 3 (const uint)
0:5 4 (const uint)
0:5 Constant:
0:5 2 (const int)
0:7 Branch: Return with expression
......@@ -42,11 +42,11 @@ ERROR: node is still EOpNull!
0:4 Function Definition: @main( ( temp 4-component vector of float)
0:4 Function Parameters:
0:? Sequence
0:? textureFetch ( temp 4-component vector of float)
0:5 textureFetch ( temp 4-component vector of float)
0:5 'g_tTex2df4' ( uniform texture2D)
0:? Constant:
0:? 3 (const uint)
0:? 4 (const uint)
0:5 Constant:
0:5 3 (const uint)
0:5 4 (const uint)
0:5 Constant:
0:5 2 (const int)
0:7 Branch: Return with expression
......
......@@ -16,9 +16,9 @@ ERROR: node is still EOpNull!
0:5 2 (const int)
0:5 Constant:
0:5 0 (const int)
0:? Constant:
0:? 3 (const uint)
0:? 4 (const uint)
0:5 Constant:
0:5 3 (const uint)
0:5 4 (const uint)
0:7 Branch: Return with expression
0:7 Constant:
0:7 0.000000
......@@ -52,9 +52,9 @@ ERROR: node is still EOpNull!
0:5 2 (const int)
0:5 Constant:
0:5 0 (const int)
0:? Constant:
0:? 3 (const uint)
0:? 4 (const uint)
0:5 Constant:
0:5 3 (const uint)
0:5 4 (const uint)
0:7 Branch: Return with expression
0:7 Constant:
0:7 0.000000
......
......@@ -8,30 +8,30 @@ gl_FragCoord origin is upper left
0:13 Branch: Return with expression
0:9 add ( temp 4-component vector of float)
0:6 add ( temp 4-component vector of float)
0:? textureFetch ( temp 4-component vector of float)
0:6 textureFetch ( temp 4-component vector of float)
0:6 'g_tTex2df4' ( uniform texture2D)
0:? Constant:
0:? 3 (const uint)
0:? 4 (const uint)
0:6 Constant:
0:6 3 (const uint)
0:6 4 (const uint)
0:6 Constant:
0:6 2 (const int)
0:? textureFetch ( temp 4-component vector of float)
0:9 textureFetch ( temp 4-component vector of float)
0:9 'g_tTex2df4a' ( uniform texture2DArray)
0:? Constant:
0:? 6 (const uint)
0:? 7 (const uint)
0:? 8 (const uint)
0:9 Constant:
0:9 6 (const uint)
0:9 7 (const uint)
0:9 8 (const uint)
0:9 Constant:
0:9 5 (const uint)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Convert float to uint ( temp 2-component vector of uint)
0:13 vector swizzle ( temp 2-component vector of float)
0:? textureFetch ( temp 4-component vector of float)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:? Constant:
0:? 14 (const uint)
0:? 15 (const uint)
0:13 Constant:
0:13 14 (const uint)
0:13 15 (const uint)
0:13 Constant:
0:13 13 (const int)
0:13 Sequence
......@@ -41,11 +41,11 @@ gl_FragCoord origin is upper left
0:13 1 (const int)
0:13 Convert float to uint ( temp uint)
0:13 direct index ( temp float)
0:? textureFetch ( temp 4-component vector of float)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:? Constant:
0:? 10 (const uint)
0:? 11 (const uint)
0:13 Constant:
0:13 10 (const uint)
0:13 11 (const uint)
0:13 Constant:
0:13 9 (const int)
0:13 Constant:
......@@ -74,30 +74,30 @@ gl_FragCoord origin is upper left
0:13 Branch: Return with expression
0:9 add ( temp 4-component vector of float)
0:6 add ( temp 4-component vector of float)
0:? textureFetch ( temp 4-component vector of float)
0:6 textureFetch ( temp 4-component vector of float)
0:6 'g_tTex2df4' ( uniform texture2D)
0:? Constant:
0:? 3 (const uint)
0:? 4 (const uint)
0:6 Constant:
0:6 3 (const uint)
0:6 4 (const uint)
0:6 Constant:
0:6 2 (const int)
0:? textureFetch ( temp 4-component vector of float)
0:9 textureFetch ( temp 4-component vector of float)
0:9 'g_tTex2df4a' ( uniform texture2DArray)
0:? Constant:
0:? 6 (const uint)
0:? 7 (const uint)
0:? 8 (const uint)
0:9 Constant:
0:9 6 (const uint)
0:9 7 (const uint)
0:9 8 (const uint)
0:9 Constant:
0:9 5 (const uint)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Convert float to uint ( temp 2-component vector of uint)
0:13 vector swizzle ( temp 2-component vector of float)
0:? textureFetch ( temp 4-component vector of float)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:? Constant:
0:? 14 (const uint)
0:? 15 (const uint)
0:13 Constant:
0:13 14 (const uint)
0:13 15 (const uint)
0:13 Constant:
0:13 13 (const int)
0:13 Sequence
......@@ -107,11 +107,11 @@ gl_FragCoord origin is upper left
0:13 1 (const int)
0:13 Convert float to uint ( temp uint)
0:13 direct index ( temp float)
0:? textureFetch ( temp 4-component vector of float)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:? Constant:
0:? 10 (const uint)
0:? 11 (const uint)
0:13 Constant:
0:13 10 (const uint)
0:13 11 (const uint)
0:13 Constant:
0:13 9 (const int)
0:13 Constant:
......
......@@ -5,9 +5,9 @@ gl_FragCoord origin is upper left
0:1 Sequence
0:1 move second child to first child ( temp 2-component vector of float)
0:1 'i' ( global 2-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:1 Constant:
0:1 1.000000
0:1 2.000000
0:5 Function Definition: type1::setmem(vf4; ( temp void)
0:5 Function Parameters:
0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
......@@ -85,11 +85,11 @@ gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Call: type1::setmem(vf4; ( temp void)
0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:29 Constant:
0:29 2.000000
0:29 2.000000
0:29 2.000000
0:29 2.000000
0:30 Function Call: type1::seti(i1; ( temp void)
0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:30 Constant:
......@@ -97,20 +97,20 @@ gl_FragCoord origin is upper left
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'f4' ( temp 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:31 Constant:
0:31 1.000000
0:31 1.000000
0:31 1.000000
0:31 1.000000
0:32 add second child into first child ( temp 4-component vector of float)
0:32 'f4' ( temp 4-component vector of float)
0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float)
0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant:
0:? 5.000000
0:? 5.000000
0:? 5.000000
0:? 5.000000
0:32 Constant:
0:32 5.000000
0:32 5.000000
0:32 5.000000
0:32 5.000000
0:33 add second child into first child ( temp 4-component vector of float)
0:33 'f4' ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
......@@ -141,9 +141,9 @@ gl_FragCoord origin is upper left
0:1 Sequence
0:1 move second child to first child ( temp 2-component vector of float)
0:1 'i' ( global 2-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:1 Constant:
0:1 1.000000
0:1 2.000000
0:5 Function Definition: type1::setmem(vf4; ( temp void)
0:5 Function Parameters:
0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
......@@ -221,11 +221,11 @@ gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Call: type1::setmem(vf4; ( temp void)
0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:29 Constant:
0:29 2.000000
0:29 2.000000
0:29 2.000000
0:29 2.000000
0:30 Function Call: type1::seti(i1; ( temp void)
0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:30 Constant:
......@@ -233,20 +233,20 @@ gl_FragCoord origin is upper left
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'f4' ( temp 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:31 Constant:
0:31 1.000000
0:31 1.000000
0:31 1.000000
0:31 1.000000
0:32 add second child into first child ( temp 4-component vector of float)
0:32 'f4' ( temp 4-component vector of float)
0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float)
0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant:
0:? 5.000000
0:? 5.000000
0:? 5.000000
0:? 5.000000
0:32 Constant:
0:32 5.000000
0:32 5.000000
0:32 5.000000
0:32 5.000000
0:33 add second child into first child ( temp 4-component vector of float)
0:33 'f4' ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
......
......@@ -330,8 +330,8 @@ gl_FragCoord origin is upper left
0:133 Construct vec3 ( temp 3-component vector of float)
0:133 'f' ( temp float)
0:134 Function Call: foo16(vu2; ( temp void)
0:? Convert int to uint ( temp 2-component vector of uint)
0:? Construct ivec2 ( temp 2-component vector of int)
0:134 Convert int to uint ( temp 2-component vector of uint)
0:134 Construct ivec2 ( temp 2-component vector of int)
0:134 'i' ( temp int)
0:134 'i' ( temp int)
0:136 Function Call: foo13(vf3; ( temp void)
......@@ -699,8 +699,8 @@ gl_FragCoord origin is upper left
0:133 Construct vec3 ( temp 3-component vector of float)
0:133 'f' ( temp float)
0:134 Function Call: foo16(vu2; ( temp void)
0:? Convert int to uint ( temp 2-component vector of uint)
0:? Construct ivec2 ( temp 2-component vector of int)
0:134 Convert int to uint ( temp 2-component vector of uint)
0:134 Construct ivec2 ( temp 2-component vector of int)
0:134 'i' ( temp int)
0:134 'i' ( temp int)
0:136 Function Call: foo13(vf3; ( temp void)
......
......@@ -34,11 +34,11 @@ gl_FragCoord origin is upper left
0:23 'x' ( in int)
0:? Sequence
0:24 Branch: Return with expression
0:? Constant:
0:? 10 (const int)
0:? 11 (const int)
0:? 12 (const int)
0:? 13 (const int)
0:24 Constant:
0:24 10 (const int)
0:24 11 (const int)
0:24 12 (const int)
0:24 13 (const int)
0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int)
0:28 Function Parameters:
0:28 'p0' ( in 4-component vector of int)
......@@ -47,11 +47,11 @@ gl_FragCoord origin is upper left
0:29 Branch: Return with expression
0:29 add ( temp 4-component vector of int)
0:29 'p0' ( in 4-component vector of int)
0:? Constant:
0:? 20 (const int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:29 Constant:
0:29 20 (const int)
0:29 21 (const int)
0:29 22 (const int)
0:29 23 (const int)
0:32 Function Definition: fn3(i1; ( temp void)
0:32 Function Parameters:
0:32 'p0' ( in int)
......@@ -84,11 +84,11 @@ gl_FragCoord origin is upper left
0:42 100 (const int)
0:42 100 (const int)
0:42 100 (const int)
0:? Constant:
0:? -1 (const int)
0:? -2 (const int)
0:? -3 (const int)
0:? -4 (const int)
0:14 Constant:
0:14 -1 (const int)
0:14 -2 (const int)
0:14 -3 (const int)
0:14 -4 (const int)
0:15 Constant:
0:15 1 (const int)
0:15 2 (const int)
......@@ -224,11 +224,11 @@ gl_FragCoord origin is upper left
0:23 'x' ( in int)
0:? Sequence
0:24 Branch: Return with expression
0:? Constant:
0:? 10 (const int)
0:? 11 (const int)
0:? 12 (const int)
0:? 13 (const int)
0:24 Constant:
0:24 10 (const int)
0:24 11 (const int)
0:24 12 (const int)
0:24 13 (const int)
0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int)
0:28 Function Parameters:
0:28 'p0' ( in 4-component vector of int)
......@@ -237,11 +237,11 @@ gl_FragCoord origin is upper left
0:29 Branch: Return with expression
0:29 add ( temp 4-component vector of int)
0:29 'p0' ( in 4-component vector of int)
0:? Constant:
0:? 20 (const int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:29 Constant:
0:29 20 (const int)
0:29 21 (const int)
0:29 22 (const int)
0:29 23 (const int)
0:32 Function Definition: fn3(i1; ( temp void)
0:32 Function Parameters:
0:32 'p0' ( in int)
......@@ -274,11 +274,11 @@ gl_FragCoord origin is upper left
0:42 100 (const int)
0:42 100 (const int)
0:42 100 (const int)
0:? Constant:
0:? -1 (const int)
0:? -2 (const int)
0:? -3 (const int)
0:? -4 (const int)
0:14 Constant:
0:14 -1 (const int)
0:14 -2 (const int)
0:14 -3 (const int)
0:14 -4 (const int)
0:15 Constant:
0:15 1 (const int)
0:15 2 (const int)
......
......@@ -14,11 +14,11 @@ ERROR: node is still EOpNull!
0:7 'p0' ( in 4-component vector of int)
0:? Sequence
0:7 Branch: Return with expression
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:7 Constant:
0:7 1 (const int)
0:7 2 (const int)
0:7 3 (const int)
0:7 4 (const int)
0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int)
0:9 Function Parameters:
0:9 'p0' ( in 4-component vector of int)
......@@ -51,11 +51,11 @@ ERROR: node is still EOpNull!
0:23 'x' ( in int)
0:? Sequence
0:24 Branch: Return with expression
0:? Constant:
0:? 10 (const int)
0:? 11 (const int)
0:? 12 (const int)
0:? 13 (const int)
0:24 Constant:
0:24 10 (const int)
0:24 11 (const int)
0:24 12 (const int)
0:24 13 (const int)
0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int)
0:28 Function Parameters:
0:28 'p0' ( in 4-component vector of int)
......@@ -63,11 +63,11 @@ ERROR: node is still EOpNull!
0:29 Branch: Return with expression
0:29 add ( temp 4-component vector of int)
0:29 'p0' ( in 4-component vector of int)
0:? Constant:
0:? 20 (const int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:29 Constant:
0:29 20 (const int)
0:29 21 (const int)
0:29 22 (const int)
0:29 23 (const int)
0:33 Function Definition: fn3(i1; ( temp void)
0:33 Function Parameters:
0:33 'p0' ( in int)
......@@ -204,11 +204,11 @@ ERROR: node is still EOpNull!
0:7 'p0' ( in 4-component vector of int)
0:? Sequence
0:7 Branch: Return with expression
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:7 Constant:
0:7 1 (const int)
0:7 2 (const int)
0:7 3 (const int)
0:7 4 (const int)
0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int)
0:9 Function Parameters:
0:9 'p0' ( in 4-component vector of int)
......@@ -241,11 +241,11 @@ ERROR: node is still EOpNull!
0:23 'x' ( in int)
0:? Sequence
0:24 Branch: Return with expression
0:? Constant:
0:? 10 (const int)
0:? 11 (const int)
0:? 12 (const int)
0:? 13 (const int)
0:24 Constant:
0:24 10 (const int)
0:24 11 (const int)
0:24 12 (const int)
0:24 13 (const int)
0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int)
0:28 Function Parameters:
0:28 'p0' ( in 4-component vector of int)
......@@ -253,11 +253,11 @@ ERROR: node is still EOpNull!
0:29 Branch: Return with expression
0:29 add ( temp 4-component vector of int)
0:29 'p0' ( in 4-component vector of int)
0:? Constant:
0:? 20 (const int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:29 Constant:
0:29 20 (const int)
0:29 21 (const int)
0:29 22 (const int)
0:29 23 (const int)
0:33 Function Definition: fn3(i1; ( temp void)
0:33 Function Parameters:
0:33 'p0' ( in int)
......
......@@ -20,10 +20,10 @@ Shader version: 500
0:15 1 (const int)
0:15 Constant:
0:15 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:16 move second child to first child ( temp 2-component vector of float)
0:16 direct index ( temp 2-component vector of float)
0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float)
......@@ -32,9 +32,9 @@ Shader version: 500
0:16 2 (const int)
0:16 Constant:
0:16 0 (const int)
0:? Constant:
0:? 0.000000
0:? 1.000000
0:16 Constant:
0:16 0.000000
0:16 1.000000
0:17 move second child to first child ( temp float)
0:17 x: direct index for structure ( temp float)
0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
......@@ -91,7 +91,7 @@ Shader version: 500
0:26 Branch: Return with expression
0:26 add ( temp 4-component vector of float)
0:26 'pos' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:26 Construct vec4 ( temp 4-component vector of float)
0:26 direct index ( temp 3-component vector of float)
0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
......@@ -140,10 +140,10 @@ Shader version: 500
0:15 1 (const int)
0:15 Constant:
0:15 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:16 move second child to first child ( temp 2-component vector of float)
0:16 direct index ( temp 2-component vector of float)
0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float)
......@@ -152,9 +152,9 @@ Shader version: 500
0:16 2 (const int)
0:16 Constant:
0:16 0 (const int)
0:? Constant:
0:? 0.000000
0:? 1.000000
0:16 Constant:
0:16 0.000000
0:16 1.000000
0:17 move second child to first child ( temp float)
0:17 x: direct index for structure ( temp float)
0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
......@@ -211,7 +211,7 @@ Shader version: 500
0:26 Branch: Return with expression
0:26 add ( temp 4-component vector of float)
0:26 'pos' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:26 Construct vec4 ( temp 4-component vector of float)
0:26 direct index ( temp 3-component vector of float)
0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
......
......@@ -16,7 +16,7 @@ using depth_any
0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:126 Constant:
0:126 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:126 Construct vec4 ( temp 4-component vector of float)
0:126 Convert int to float ( temp float)
0:126 'thisLineIs' ( temp int)
0:126 Constant:
......@@ -78,7 +78,7 @@ using depth_any
0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:126 Constant:
0:126 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:126 Construct vec4 ( temp 4-component vector of float)
0:126 Convert int to float ( temp float)
0:126 'thisLineIs' ( temp int)
0:126 Constant:
......
......@@ -18,7 +18,7 @@ gl_FragCoord origin is upper left
0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:8 Construct vec4 ( temp 4-component vector of float)
0:8 component-wise multiply ( temp 3-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a1' ( in 4-component vector of float)
......@@ -94,7 +94,7 @@ gl_FragCoord origin is upper left
0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:8 Construct vec4 ( temp 4-component vector of float)
0:8 component-wise multiply ( temp 3-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a1' ( in 4-component vector of float)
......
......@@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
0:13 Convert int to uint ( temp uint)
0:13 'Inc' ( temp int)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
......@@ -48,11 +48,11 @@ gl_FragCoord origin is upper left
0:13 Convert int to uint ( temp uint)
0:13 'Inc' ( temp int)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
......
......@@ -23,11 +23,11 @@ gl_FragCoord origin is upper left
0:13 Construct float ( in float)
0:13 'f1b' ( temp 1-component vector of float)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:3 Function Definition: main( ( temp void)
0:3 Function Parameters:
0:? Sequence
......@@ -65,11 +65,11 @@ gl_FragCoord origin is upper left
0:13 Construct float ( in float)
0:13 'f1b' ( temp 1-component vector of float)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:3 Function Definition: main( ( temp void)
0:3 Function Parameters:
0:? Sequence
......
......@@ -757,7 +757,7 @@ gl_FragCoord origin is upper left
0:196 Sequence
0:196 move second child to first child ( temp 4-component vector of float)
0:196 'outval' ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:196 Construct vec4 ( temp 4-component vector of float)
0:196 Constant:
0:196 3.600000
0:196 Constant:
......@@ -1550,7 +1550,7 @@ gl_FragCoord origin is upper left
0:196 Sequence
0:196 move second child to first child ( temp 4-component vector of float)
0:196 'outval' ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:196 Construct vec4 ( temp 4-component vector of float)
0:196 Constant:
0:196 3.600000
0:196 Constant:
......
......@@ -183,11 +183,11 @@ gl_FragCoord origin is upper left
0:79 Sequence
0:79 move second child to first child ( temp 4-component vector of int)
0:79 'storeTemp' ( temp 4-component vector of int)
0:? Constant:
0:? 2 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:79 Constant:
0:79 2 (const int)
0:79 2 (const int)
0:79 3 (const int)
0:79 4 (const int)
0:79 imageStore ( temp void)
0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:79 c1: direct index for structure ( uniform int)
......@@ -199,11 +199,11 @@ gl_FragCoord origin is upper left
0:80 Sequence
0:80 move second child to first child ( temp 4-component vector of uint)
0:80 'storeTemp' ( temp 4-component vector of uint)
0:? Constant:
0:? 3 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:80 Constant:
0:80 3 (const uint)
0:80 2 (const uint)
0:80 3 (const uint)
0:80 4 (const uint)
0:80 imageStore ( temp void)
0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:80 c1: direct index for structure ( uniform int)
......@@ -428,11 +428,11 @@ gl_FragCoord origin is upper left
0:97 Sequence
0:97 move second child to first child ( temp 4-component vector of int)
0:97 'storeTemp' ( temp 4-component vector of int)
0:? Constant:
0:? 5 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:97 Constant:
0:97 5 (const int)
0:97 2 (const int)
0:97 3 (const int)
0:97 4 (const int)
0:97 imageStore ( temp void)
0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:97 c2: direct index for structure ( uniform 2-component vector of int)
......@@ -444,11 +444,11 @@ gl_FragCoord origin is upper left
0:98 Sequence
0:98 move second child to first child ( temp 4-component vector of uint)
0:98 'storeTemp' ( temp 4-component vector of uint)
0:? Constant:
0:? 6 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:98 Constant:
0:98 6 (const uint)
0:98 2 (const uint)
0:98 3 (const uint)
0:98 4 (const uint)
0:98 imageStore ( temp void)
0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:98 c2: direct index for structure ( uniform 2-component vector of int)
......@@ -481,11 +481,11 @@ gl_FragCoord origin is upper left
0:103 Sequence
0:103 move second child to first child ( temp 4-component vector of int)
0:103 'storeTemp' ( temp 4-component vector of int)
0:? Constant:
0:? 8 (const int)
0:? 6 (const int)
0:? 7 (const int)
0:? 8 (const int)
0:103 Constant:
0:103 8 (const int)
0:103 6 (const int)
0:103 7 (const int)
0:103 8 (const int)
0:103 imageStore ( temp void)
0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:103 c3: direct index for structure ( uniform 3-component vector of int)
......@@ -497,11 +497,11 @@ gl_FragCoord origin is upper left
0:104 Sequence
0:104 move second child to first child ( temp 4-component vector of uint)
0:104 'storeTemp' ( temp 4-component vector of uint)
0:? Constant:
0:? 9 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:104 Constant:
0:104 9 (const uint)
0:104 2 (const uint)
0:104 3 (const uint)
0:104 4 (const uint)
0:104 imageStore ( temp void)
0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:104 c3: direct index for structure ( uniform 3-component vector of int)
......@@ -816,11 +816,11 @@ gl_FragCoord origin is upper left
0:135 Sequence
0:135 move second child to first child ( temp 4-component vector of float)
0:135 'storeTemp' ( temp 4-component vector of float)
0:? imageLoad ( temp 4-component vector of float)
0:135 imageLoad ( temp 4-component vector of float)
0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:135 Constant:
0:135 2 (const int)
0:135 3 (const int)
0:135 imageStore ( temp void)
0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:135 Constant:
......@@ -1057,11 +1057,11 @@ gl_FragCoord origin is upper left
0:79 Sequence
0:79 move second child to first child ( temp 4-component vector of int)
0:79 'storeTemp' ( temp 4-component vector of int)
0:? Constant:
0:? 2 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:79 Constant:
0:79 2 (const int)
0:79 2 (const int)
0:79 3 (const int)
0:79 4 (const int)
0:79 imageStore ( temp void)
0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:79 c1: direct index for structure ( uniform int)
......@@ -1073,11 +1073,11 @@ gl_FragCoord origin is upper left
0:80 Sequence
0:80 move second child to first child ( temp 4-component vector of uint)
0:80 'storeTemp' ( temp 4-component vector of uint)
0:? Constant:
0:? 3 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:80 Constant:
0:80 3 (const uint)
0:80 2 (const uint)
0:80 3 (const uint)
0:80 4 (const uint)
0:80 imageStore ( temp void)
0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:80 c1: direct index for structure ( uniform int)
......@@ -1302,11 +1302,11 @@ gl_FragCoord origin is upper left
0:97 Sequence
0:97 move second child to first child ( temp 4-component vector of int)
0:97 'storeTemp' ( temp 4-component vector of int)
0:? Constant:
0:? 5 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:97 Constant:
0:97 5 (const int)
0:97 2 (const int)
0:97 3 (const int)
0:97 4 (const int)
0:97 imageStore ( temp void)
0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:97 c2: direct index for structure ( uniform 2-component vector of int)
......@@ -1318,11 +1318,11 @@ gl_FragCoord origin is upper left
0:98 Sequence
0:98 move second child to first child ( temp 4-component vector of uint)
0:98 'storeTemp' ( temp 4-component vector of uint)
0:? Constant:
0:? 6 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:98 Constant:
0:98 6 (const uint)
0:98 2 (const uint)
0:98 3 (const uint)
0:98 4 (const uint)
0:98 imageStore ( temp void)
0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:98 c2: direct index for structure ( uniform 2-component vector of int)
......@@ -1355,11 +1355,11 @@ gl_FragCoord origin is upper left
0:103 Sequence
0:103 move second child to first child ( temp 4-component vector of int)
0:103 'storeTemp' ( temp 4-component vector of int)
0:? Constant:
0:? 8 (const int)
0:? 6 (const int)
0:? 7 (const int)
0:? 8 (const int)
0:103 Constant:
0:103 8 (const int)
0:103 6 (const int)
0:103 7 (const int)
0:103 8 (const int)
0:103 imageStore ( temp void)
0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:103 c3: direct index for structure ( uniform 3-component vector of int)
......@@ -1371,11 +1371,11 @@ gl_FragCoord origin is upper left
0:104 Sequence
0:104 move second child to first child ( temp 4-component vector of uint)
0:104 'storeTemp' ( temp 4-component vector of uint)
0:? Constant:
0:? 9 (const uint)
0:? 2 (const uint)
0:? 3 (const uint)
0:? 4 (const uint)
0:104 Constant:
0:104 9 (const uint)
0:104 2 (const uint)
0:104 3 (const uint)
0:104 4 (const uint)
0:104 imageStore ( temp void)
0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:104 c3: direct index for structure ( uniform 3-component vector of int)
......@@ -1690,11 +1690,11 @@ gl_FragCoord origin is upper left
0:135 Sequence
0:135 move second child to first child ( temp 4-component vector of float)
0:135 'storeTemp' ( temp 4-component vector of float)
0:? imageLoad ( temp 4-component vector of float)
0:135 imageLoad ( temp 4-component vector of float)
0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:135 Constant:
0:135 2 (const int)
0:135 3 (const int)
0:135 imageStore ( temp void)
0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:135 Constant:
......
......@@ -789,11 +789,11 @@ gl_FragCoord origin is upper left
0:135 Sequence
0:135 move second child to first child ( temp float)
0:135 'storeTemp' ( temp float)
0:? imageLoad ( temp float)
0:135 imageLoad ( temp float)
0:135 'g_tTex2df1' (layout( r32f) uniform image2D)
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:135 Constant:
0:135 2 (const int)
0:135 3 (const int)
0:135 imageStore ( temp void)
0:135 'g_tTex1df1' (layout( r32f) uniform image1D)
0:135 Constant:
......@@ -1636,11 +1636,11 @@ gl_FragCoord origin is upper left
0:135 Sequence
0:135 move second child to first child ( temp float)
0:135 'storeTemp' ( temp float)
0:? imageLoad ( temp float)
0:135 imageLoad ( temp float)
0:135 'g_tTex2df1' (layout( r32f) uniform image2D)
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:135 Constant:
0:135 2 (const int)
0:135 3 (const int)
0:135 imageStore ( temp void)
0:135 'g_tTex1df1' (layout( r32f) uniform image1D)
0:135 Constant:
......
......@@ -6,10 +6,10 @@ gl_FragCoord origin is upper left
0:4 Function Parameters:
0:? Sequence
0:4 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:4 Constant:
0:4 1.000000
0:4 2.000000
0:4 3.000000
0:7 Function Definition: @main( ( temp 4-component vector of float)
0:7 Function Parameters:
0:? Sequence
......@@ -35,10 +35,10 @@ gl_FragCoord origin is upper left
0:12 1 (const int)
0:12 Constant:
0:12 0 (const int)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:12 Constant:
0:12 1.000000
0:12 2.000000
0:12 3.000000
0:12 imageStore ( temp void)
0:12 'rwtx' (layout( rgba32f) uniform image2D)
0:12 'tc2' ( temp 2-component vector of int)
......@@ -109,10 +109,10 @@ gl_FragCoord origin is upper left
0:4 Function Parameters:
0:? Sequence
0:4 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:4 Constant:
0:4 1.000000
0:4 2.000000
0:4 3.000000
0:7 Function Definition: @main( ( temp 4-component vector of float)
0:7 Function Parameters:
0:? Sequence
......@@ -138,10 +138,10 @@ gl_FragCoord origin is upper left
0:12 1 (const int)
0:12 Constant:
0:12 0 (const int)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:12 Constant:
0:12 1.000000
0:12 2.000000
0:12 3.000000
0:12 imageStore ( temp void)
0:12 'rwtx' (layout( rgba32f) uniform image2D)
0:12 'tc2' ( temp 2-component vector of int)
......
......@@ -7,27 +7,27 @@ Shader version: 500
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'PosOut' ( temp 4-component vector of float)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:14 Constant:
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:16 add second child into first child ( temp 4-component vector of float)
0:16 'PosOut' ( temp 4-component vector of float)
0:16 textureLod ( temp 4-component vector of float)
0:16 'g_sam' (layout( binding=0) uniform sampler2D)
0:16 Construct vec2 ( temp 2-component vector of float)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.000000
0:? 1.000000
0:16 Constant:
0:16 0.300000
0:16 0.400000
0:16 0.000000
0:16 1.000000
0:16 direct index ( temp float)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.000000
0:? 1.000000
0:16 Constant:
0:16 0.300000
0:16 0.400000
0:16 0.000000
0:16 1.000000
0:16 Constant:
0:16 3 (const int)
0:17 add second child into first child ( temp 4-component vector of float)
......@@ -35,17 +35,17 @@ Shader version: 500
0:17 textureLod ( temp 4-component vector of float)
0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:17 Construct vec2 ( temp 2-component vector of float)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.000000
0:? 1.000000
0:17 Constant:
0:17 0.500000
0:17 0.600000
0:17 0.000000
0:17 1.000000
0:17 direct index ( temp float)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.000000
0:? 1.000000
0:17 Constant:
0:17 0.500000
0:17 0.600000
0:17 0.000000
0:17 1.000000
0:17 Constant:
0:17 3 (const int)
0:19 move second child to first child ( temp 4-component vector of float)
......@@ -86,27 +86,27 @@ Shader version: 500
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'PosOut' ( temp 4-component vector of float)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:14 Constant:
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:16 add second child into first child ( temp 4-component vector of float)
0:16 'PosOut' ( temp 4-component vector of float)
0:16 textureLod ( temp 4-component vector of float)
0:16 'g_sam' (layout( binding=0) uniform sampler2D)
0:16 Construct vec2 ( temp 2-component vector of float)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.000000
0:? 1.000000
0:16 Constant:
0:16 0.300000
0:16 0.400000
0:16 0.000000
0:16 1.000000
0:16 direct index ( temp float)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.000000
0:? 1.000000
0:16 Constant:
0:16 0.300000
0:16 0.400000
0:16 0.000000
0:16 1.000000
0:16 Constant:
0:16 3 (const int)
0:17 add second child into first child ( temp 4-component vector of float)
......@@ -114,17 +114,17 @@ Shader version: 500
0:17 textureLod ( temp 4-component vector of float)
0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:17 Construct vec2 ( temp 2-component vector of float)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.000000
0:? 1.000000
0:17 Constant:
0:17 0.500000
0:17 0.600000
0:17 0.000000
0:17 1.000000
0:17 direct index ( temp float)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.000000
0:? 1.000000
0:17 Constant:
0:17 0.500000
0:17 0.600000
0:17 0.000000
0:17 1.000000
0:17 Constant:
0:17 3 (const int)
0:19 move second child to first child ( temp 4-component vector of float)
......
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