Unverified Commit adfa0938 by tgfrerer

fix error message for hlslGrammar::acceptConstructor

Fix the error message for when an erroneous HLSL constructor statement is detected. Prior to this change, such error messages would not show correct file path and line number information. Additionally, update test data to account for updated error messages.
parent 9431c53c
......@@ -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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