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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/400.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/400.frag.out796
1 files changed, 398 insertions, 398 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/400.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/400.frag.out
index aea4e49b3d5..bd936c714d8 100644
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/400.frag.out
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/400.frag.out
@@ -31,9 +31,9 @@ ERROR: 0:136: 'interpolateAtOffset' : first argument must be an interpolant, or
ERROR: 0:139: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:140: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:183: 'textureQueryLod' : no matching overloaded function found
-ERROR: 0:183: 'assign' : cannot convert from 'const float' to 'temp 2-component vector of float'
+ERROR: 0:183: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:184: 'textureQueryLod' : no matching overloaded function found
-ERROR: 0:184: 'assign' : cannot convert from 'const float' to 'temp 2-component vector of float'
+ERROR: 0:184: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:187: '' : syntax error
ERROR: 35 compilation errors. No code generated.
@@ -44,39 +44,39 @@ Requested GL_ARB_separate_shader_objects
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
-0:10 Function Definition: main( (global void)
+0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:? Sequence
-0:13 move second child to first child (temp 4-component vector of float)
-0:13 'v' (temp 4-component vector of float)
-0:13 texture (global 4-component vector of float)
-0:13 indirect index (temp sampler2D)
-0:13 'arrayedSampler' (uniform 5-element array of sampler2D)
-0:13 'i' (flat in int)
-0:13 'c2D' (smooth in 2-component vector of float)
-0:14 move second child to first child (temp float)
-0:14 direct index (temp float)
-0:14 'outp' (out 4-component vector of float)
+0:13 move second child to first child ( temp 4-component vector of float)
+0:13 'v' ( temp 4-component vector of float)
+0:13 texture ( global 4-component vector of float)
+0:13 indirect index ( temp sampler2D)
+0:13 'arrayedSampler' ( uniform 5-element array of sampler2D)
+0:13 'i' ( flat in int)
+0:13 'c2D' ( smooth in 2-component vector of float)
+0:14 move second child to first child ( temp float)
+0:14 direct index ( temp float)
+0:14 'outp' ( out 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
-0:14 direct index (smooth temp float ClipDistance)
-0:14 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance)
+0:14 direct index ( smooth temp float ClipDistance)
+0:14 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:14 Constant:
0:14 1 (const int)
0:18 Sequence
-0:18 move second child to first child (temp 4-component vector of uint)
-0:18 'uv4' (temp 4-component vector of uint)
-0:18 textureGatherOffsets (global 4-component vector of uint)
-0:18 'samp2dr' (uniform usampler2DRect)
-0:18 'c2D' (smooth in 2-component vector of float)
-0:18 'offsets' (temp 4-element array of 2-component vector of int)
+0:18 move second child to first child ( temp 4-component vector of uint)
+0:18 'uv4' ( temp 4-component vector of uint)
+0:18 textureGatherOffsets ( global 4-component vector of uint)
+0:18 'samp2dr' ( uniform usampler2DRect)
+0:18 'c2D' ( smooth in 2-component vector of float)
+0:18 'offsets' ( temp 4-element array of 2-component vector of int)
0:18 Constant:
0:18 2 (const int)
-0:19 move second child to first child (temp 4-component vector of uint)
-0:19 'uv4' (temp 4-component vector of uint)
-0:19 textureGatherOffsets (global 4-component vector of uint)
-0:19 'samp2dr' (uniform usampler2DRect)
-0:19 'c2D' (smooth in 2-component vector of float)
+0:19 move second child to first child ( temp 4-component vector of uint)
+0:19 'uv4' ( temp 4-component vector of uint)
+0:19 textureGatherOffsets ( global 4-component vector of uint)
+0:19 'samp2dr' ( uniform usampler2DRect)
+0:19 'c2D' ( smooth in 2-component vector of float)
0:19 Constant:
0:19 1 (const int)
0:19 2 (const int)
@@ -89,19 +89,19 @@ ERROR: node is still EOpNull!
0:19 Constant:
0:19 2 (const int)
0:20 Sequence
-0:20 move second child to first child (temp 4-component vector of float)
-0:20 'v4' (temp 4-component vector of float)
-0:20 textureGather (global 4-component vector of float)
-0:20 direct index (temp sampler2D)
-0:20 'arrayedSampler' (uniform 5-element array of sampler2D)
+0:20 move second child to first child ( temp 4-component vector of float)
+0:20 'v4' ( temp 4-component vector of float)
+0:20 textureGather ( global 4-component vector of float)
+0:20 direct index ( temp sampler2D)
+0:20 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:20 Constant:
0:20 0 (const int)
-0:20 'c2D' (smooth in 2-component vector of float)
+0:20 'c2D' ( smooth in 2-component vector of float)
0:21 Sequence
-0:21 move second child to first child (temp 4-component vector of int)
-0:21 'iv4' (temp 4-component vector of int)
-0:21 textureGatherOffset (global 4-component vector of int)
-0:21 'isamp2DA' (uniform isampler2DArray)
+0:21 move second child to first child ( temp 4-component vector of int)
+0:21 'iv4' ( temp 4-component vector of int)
+0:21 textureGatherOffset ( global 4-component vector of int)
+0:21 'isamp2DA' ( uniform isampler2DArray)
0:21 Constant:
0:21 0.100000
0:21 0.100000
@@ -111,10 +111,10 @@ ERROR: node is still EOpNull!
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
-0:22 move second child to first child (temp 4-component vector of int)
-0:22 'iv4' (temp 4-component vector of int)
-0:22 textureGatherOffset (global 4-component vector of int)
-0:22 'isamp2DA' (uniform isampler2DArray)
+0:22 move second child to first child ( temp 4-component vector of int)
+0:22 'iv4' ( temp 4-component vector of int)
+0:22 textureGatherOffset ( global 4-component vector of int)
+0:22 'isamp2DA' ( uniform isampler2DArray)
0:22 Constant:
0:22 0.100000
0:22 0.100000
@@ -122,11 +122,11 @@ ERROR: node is still EOpNull!
0:22 Constant:
0:22 1 (const int)
0:22 1 (const int)
-0:22 'i' (flat in int)
-0:23 move second child to first child (temp 4-component vector of int)
-0:23 'iv4' (temp 4-component vector of int)
-0:23 textureGatherOffset (global 4-component vector of int)
-0:23 'isamp2DA' (uniform isampler2DArray)
+0:22 'i' ( flat in int)
+0:23 move second child to first child ( temp 4-component vector of int)
+0:23 'iv4' ( temp 4-component vector of int)
+0:23 textureGatherOffset ( global 4-component vector of int)
+0:23 'isamp2DA' ( uniform isampler2DArray)
0:23 Constant:
0:23 0.100000
0:23 0.100000
@@ -136,10 +136,10 @@ ERROR: node is still EOpNull!
0:23 1 (const int)
0:23 Constant:
0:23 4 (const int)
-0:24 move second child to first child (temp 4-component vector of int)
-0:24 'iv4' (temp 4-component vector of int)
-0:24 textureGatherOffset (global 4-component vector of int)
-0:24 'isamp2DA' (uniform isampler2DArray)
+0:24 move second child to first child ( temp 4-component vector of int)
+0:24 'iv4' ( temp 4-component vector of int)
+0:24 textureGatherOffset ( global 4-component vector of int)
+0:24 'isamp2DA' ( uniform isampler2DArray)
0:24 Constant:
0:24 0.100000
0:24 0.100000
@@ -149,37 +149,37 @@ ERROR: node is still EOpNull!
0:24 1 (const int)
0:24 Constant:
0:24 3 (const int)
-0:25 move second child to first child (temp 4-component vector of int)
-0:25 'iv4' (temp 4-component vector of int)
-0:25 textureGatherOffset (global 4-component vector of int)
-0:25 'isamp2DA' (uniform isampler2DArray)
+0:25 move second child to first child ( temp 4-component vector of int)
+0:25 'iv4' ( temp 4-component vector of int)
+0:25 textureGatherOffset ( global 4-component vector of int)
+0:25 'isamp2DA' ( uniform isampler2DArray)
0:25 Constant:
0:25 0.100000
0:25 0.100000
0:25 0.100000
-0:25 Construct ivec2 (temp 2-component vector of int)
-0:25 'i' (flat in int)
+0:25 Construct ivec2 ( temp 2-component vector of int)
+0:25 'i' ( flat in int)
0:27 Sequence
-0:27 move second child to first child (temp 4-component vector of float)
-0:27 'c' (temp 4-component vector of float)
-0:27 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
-0:47 Function Definition: foo23( (global void)
+0:27 move second child to first child ( temp 4-component vector of float)
+0:27 'c' ( temp 4-component vector of float)
+0:27 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:47 Function Definition: foo23( ( global void)
0:47 Function Parameters:
0:? Sequence
-0:51 textureProjGradOffset (global float)
-0:51 'u2drs' (uniform sampler2DRectShadow)
-0:51 'outp' (out 4-component vector of float)
+0:51 textureProjGradOffset ( global float)
+0:51 'u2drs' ( uniform sampler2DRectShadow)
+0:51 'outp' ( out 4-component vector of float)
0:51 Constant:
0:51 0.000000
0:51 0.000000
0:51 Constant:
0:51 0.000000
0:51 0.000000
-0:51 Convert float to int (temp 2-component vector of int)
-0:51 'c2D' (smooth in 2-component vector of float)
-0:52 textureProjGradOffset (global float)
-0:52 'u2drs' (uniform sampler2DRectShadow)
-0:52 'outp' (out 4-component vector of float)
+0:51 Convert float to int ( temp 2-component vector of int)
+0:51 'c2D' ( smooth in 2-component vector of float)
+0:52 textureProjGradOffset ( global float)
+0:52 'u2drs' ( uniform sampler2DRectShadow)
+0:52 'outp' ( out 4-component vector of float)
0:52 Constant:
0:52 0.000000
0:52 0.000000
@@ -189,9 +189,9 @@ ERROR: node is still EOpNull!
0:52 Constant:
0:52 3 (const int)
0:52 4 (const int)
-0:53 textureProjGradOffset (global float)
-0:53 'u2drs' (uniform sampler2DRectShadow)
-0:53 'outp' (out 4-component vector of float)
+0:53 textureProjGradOffset ( global float)
+0:53 'u2drs' ( uniform sampler2DRectShadow)
+0:53 'outp' ( out 4-component vector of float)
0:53 Constant:
0:53 0.000000
0:53 0.000000
@@ -201,9 +201,9 @@ ERROR: node is still EOpNull!
0:53 Constant:
0:53 15 (const int)
0:53 16 (const int)
-0:54 textureProjGradOffset (global float)
-0:54 'u2drs' (uniform sampler2DRectShadow)
-0:54 'outp' (out 4-component vector of float)
+0:54 textureProjGradOffset ( global float)
+0:54 'u2drs' ( uniform sampler2DRectShadow)
+0:54 'outp' ( out 4-component vector of float)
0:54 Constant:
0:54 0.000000
0:54 0.000000
@@ -213,15 +213,15 @@ ERROR: node is still EOpNull!
0:54 Constant:
0:54 -10 (const int)
0:54 20 (const int)
-0:60 Function Definition: foo24( (global void)
+0:60 Function Definition: foo24( ( global void)
0:60 Function Parameters:
0:? Sequence
-0:63 move second child to first child (temp 3-component vector of double)
-0:63 'df' (temp 3-component vector of double)
-0:63 modf (global 3-component vector of double)
-0:63 Convert float to double (temp 3-component vector of double)
-0:63 vector swizzle (temp 3-component vector of float)
-0:63 'outp' (out 4-component vector of float)
+0:63 move second child to first child ( temp 3-component vector of double)
+0:63 'df' ( temp 3-component vector of double)
+0:63 modf ( global 3-component vector of double)
+0:63 Convert float to double ( temp 3-component vector of double)
+0:63 vector swizzle ( temp 3-component vector of float)
+0:63 'outp' ( out 4-component vector of float)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
@@ -229,105 +229,105 @@ ERROR: node is still EOpNull!
0:63 1 (const int)
0:63 Constant:
0:63 2 (const int)
-0:63 'di' (temp 3-component vector of double)
-0:71 Function Definition: foodc1( (global void)
+0:63 'di' ( temp 3-component vector of double)
+0:71 Function Definition: foodc1( ( global void)
0:71 Function Parameters:
0:73 Sequence
0:73 Sequence
-0:73 move second child to first child (temp 2-component vector of float)
-0:73 'v2' (temp 2-component vector of float)
-0:73 dPdxFine (global 2-component vector of float)
-0:73 'in2' (smooth in 2-component vector of float)
+0:73 move second child to first child ( temp 2-component vector of float)
+0:73 'v2' ( temp 2-component vector of float)
+0:73 dPdxFine ( global 2-component vector of float)
+0:73 'in2' ( smooth in 2-component vector of float)
0:74 Sequence
-0:74 move second child to first child (temp 3-component vector of float)
-0:74 'v3' (temp 3-component vector of float)
-0:74 dPdyCoarse (global 3-component vector of float)
-0:74 'in3' (smooth in 3-component vector of float)
+0:74 move second child to first child ( temp 3-component vector of float)
+0:74 'v3' ( temp 3-component vector of float)
+0:74 dPdyCoarse ( global 3-component vector of float)
+0:74 'in3' ( smooth in 3-component vector of float)
0:75 Sequence
-0:75 move second child to first child (temp 4-component vector of float)
-0:75 'v4' (temp 4-component vector of float)
-0:75 add (temp 4-component vector of float)
-0:75 fwidthCoarse (global 4-component vector of float)
-0:75 'in4' (smooth in 4-component vector of float)
-0:75 fwidthFine (global 4-component vector of float)
-0:75 'in4' (smooth in 4-component vector of float)
-0:80 Function Definition: foodc2( (global void)
+0:75 move second child to first child ( temp 4-component vector of float)
+0:75 'v4' ( temp 4-component vector of float)
+0:75 add ( temp 4-component vector of float)
+0:75 fwidthCoarse ( global 4-component vector of float)
+0:75 'in4' ( smooth in 4-component vector of float)
+0:75 fwidthFine ( global 4-component vector of float)
+0:75 'in4' ( smooth in 4-component vector of float)
+0:80 Function Definition: foodc2( ( global void)
0:80 Function Parameters:
0:82 Sequence
0:82 Sequence
-0:82 move second child to first child (temp 2-component vector of float)
-0:82 'v2' (temp 2-component vector of float)
-0:82 dPdxFine (global 2-component vector of float)
-0:82 'in2' (smooth in 2-component vector of float)
+0:82 move second child to first child ( temp 2-component vector of float)
+0:82 'v2' ( temp 2-component vector of float)
+0:82 dPdxFine ( global 2-component vector of float)
+0:82 'in2' ( smooth in 2-component vector of float)
0:83 Sequence
-0:83 move second child to first child (temp 3-component vector of float)
-0:83 'v3' (temp 3-component vector of float)
-0:83 dPdyCoarse (global 3-component vector of float)
-0:83 'in3' (smooth in 3-component vector of float)
+0:83 move second child to first child ( temp 3-component vector of float)
+0:83 'v3' ( temp 3-component vector of float)
+0:83 dPdyCoarse ( global 3-component vector of float)
+0:83 'in3' ( smooth in 3-component vector of float)
0:84 Sequence
-0:84 move second child to first child (temp 4-component vector of float)
-0:84 'v4' (temp 4-component vector of float)
-0:84 add (temp 4-component vector of float)
-0:84 fwidthCoarse (global 4-component vector of float)
-0:84 'in4' (smooth in 4-component vector of float)
-0:84 fwidthFine (global 4-component vector of float)
-0:84 'in4' (smooth in 4-component vector of float)
-0:89 move second child to first child (temp 2-component vector of float)
-0:89 'v2' (temp 2-component vector of float)
-0:89 frexp (global 2-component vector of float)
-0:89 'v2' (temp 2-component vector of float)
-0:89 'i2' (temp 2-component vector of int)
-0:90 move second child to first child (temp 3-component vector of float)
-0:90 'v3' (temp 3-component vector of float)
-0:90 ldexp (global 3-component vector of float)
-0:90 'v3' (temp 3-component vector of float)
-0:90 'i3' (temp 3-component vector of int)
-0:92 move second child to first child (temp uint)
-0:92 'u1' (temp uint)
-0:92 PackUnorm4x8 (global uint)
-0:92 'v4' (temp 4-component vector of float)
-0:93 move second child to first child (temp uint)
-0:93 'u1' (temp uint)
-0:93 PackSnorm4x8 (global uint)
-0:93 'v4' (temp 4-component vector of float)
-0:94 move second child to first child (temp 4-component vector of float)
-0:94 'v4' (temp 4-component vector of float)
-0:94 UnpackUnorm4x8 (global 4-component vector of float)
-0:94 'u1' (temp uint)
-0:95 move second child to first child (temp 4-component vector of float)
-0:95 'v4' (temp 4-component vector of float)
-0:95 UnpackSnorm4x8 (global 4-component vector of float)
-0:95 'u1' (temp uint)
-0:99 move second child to first child (temp double)
-0:99 'd' (temp double)
-0:99 PackDouble2x32 (global double)
-0:99 'u2' (temp 2-component vector of uint)
-0:100 move second child to first child (temp 2-component vector of uint)
-0:100 'u2' (temp 2-component vector of uint)
-0:100 UnpackDouble2x32 (global 2-component vector of uint)
-0:100 'd' (temp double)
-0:117 Function Definition: interp( (global void)
+0:84 move second child to first child ( temp 4-component vector of float)
+0:84 'v4' ( temp 4-component vector of float)
+0:84 add ( temp 4-component vector of float)
+0:84 fwidthCoarse ( global 4-component vector of float)
+0:84 'in4' ( smooth in 4-component vector of float)
+0:84 fwidthFine ( global 4-component vector of float)
+0:84 'in4' ( smooth in 4-component vector of float)
+0:89 move second child to first child ( temp 2-component vector of float)
+0:89 'v2' ( temp 2-component vector of float)
+0:89 frexp ( global 2-component vector of float)
+0:89 'v2' ( temp 2-component vector of float)
+0:89 'i2' ( temp 2-component vector of int)
+0:90 move second child to first child ( temp 3-component vector of float)
+0:90 'v3' ( temp 3-component vector of float)
+0:90 ldexp ( global 3-component vector of float)
+0:90 'v3' ( temp 3-component vector of float)
+0:90 'i3' ( temp 3-component vector of int)
+0:92 move second child to first child ( temp uint)
+0:92 'u1' ( temp uint)
+0:92 PackUnorm4x8 ( global uint)
+0:92 'v4' ( temp 4-component vector of float)
+0:93 move second child to first child ( temp uint)
+0:93 'u1' ( temp uint)
+0:93 PackSnorm4x8 ( global uint)
+0:93 'v4' ( temp 4-component vector of float)
+0:94 move second child to first child ( temp 4-component vector of float)
+0:94 'v4' ( temp 4-component vector of float)
+0:94 UnpackUnorm4x8 ( global 4-component vector of float)
+0:94 'u1' ( temp uint)
+0:95 move second child to first child ( temp 4-component vector of float)
+0:95 'v4' ( temp 4-component vector of float)
+0:95 UnpackSnorm4x8 ( global 4-component vector of float)
+0:95 'u1' ( temp uint)
+0:99 move second child to first child ( temp double)
+0:99 'd' ( temp double)
+0:99 PackDouble2x32 ( global double)
+0:99 'u2' ( temp 2-component vector of uint)
+0:100 move second child to first child ( temp 2-component vector of uint)
+0:100 'u2' ( temp 2-component vector of uint)
+0:100 UnpackDouble2x32 ( global 2-component vector of uint)
+0:100 'd' ( temp double)
+0:117 Function Definition: interp( ( global void)
0:117 Function Parameters:
0:119 Sequence
-0:119 interpolateAtCentroid (global 2-component vector of float)
-0:119 'colorfc' (centroid flat in 2-component vector of float)
-0:120 interpolateAtCentroid (global 4-component vector of float)
-0:120 'colorSampIn' (smooth sample in 4-component vector of float)
-0:121 interpolateAtCentroid (global 4-component vector of float)
-0:121 'colorfsi' (noperspective in 4-component vector of float)
-0:122 interpolateAtCentroid (global float)
-0:122 'scalarIn' (smooth in float)
+0:119 interpolateAtCentroid ( global 2-component vector of float)
+0:119 'colorfc' ( centroid flat in 2-component vector of float)
+0:120 interpolateAtCentroid ( global 4-component vector of float)
+0:120 'colorSampIn' ( smooth sample in 4-component vector of float)
+0:121 interpolateAtCentroid ( global 4-component vector of float)
+0:121 'colorfsi' ( noperspective in 4-component vector of float)
+0:122 interpolateAtCentroid ( global float)
+0:122 'scalarIn' ( smooth in float)
0:123 Constant:
0:123 0.000000
-0:124 interpolateAtCentroid (global 3-component vector of float)
-0:124 direct index (smooth sample temp 3-component vector of float)
-0:124 'sampInArray' (smooth sample in 4-element array of 3-component vector of float)
+0:124 interpolateAtCentroid ( global 3-component vector of float)
+0:124 direct index ( smooth sample temp 3-component vector of float)
+0:124 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:124 Constant:
0:124 2 (const int)
-0:125 interpolateAtCentroid (global 2-component vector of float)
-0:125 vector swizzle (temp 2-component vector of float)
-0:125 direct index (smooth sample temp 3-component vector of float)
-0:125 'sampInArray' (smooth sample in 4-element array of 3-component vector of float)
+0:125 interpolateAtCentroid ( global 2-component vector of float)
+0:125 vector swizzle ( temp 2-component vector of float)
+0:125 direct index ( smooth sample temp 3-component vector of float)
+0:125 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:125 Constant:
0:125 2 (const int)
0:125 Sequence
@@ -337,37 +337,37 @@ ERROR: node is still EOpNull!
0:125 1 (const int)
0:127 Constant:
0:127 0.000000
-0:128 interpolateAtSample (global 3-component vector of float)
-0:128 indirect index (smooth sample temp 3-component vector of float)
-0:128 'sampInArray' (smooth sample in 4-element array of 3-component vector of float)
-0:128 'i' (flat in int)
+0:128 interpolateAtSample ( global 3-component vector of float)
+0:128 indirect index ( smooth sample temp 3-component vector of float)
+0:128 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
+0:128 'i' ( flat in int)
0:128 Constant:
0:128 0 (const int)
-0:129 interpolateAtSample (global float)
-0:129 x: direct index for structure (global float)
-0:129 's1' (smooth in structure{global float x})
+0:129 interpolateAtSample ( global float)
+0:129 x: direct index for structure ( global float)
+0:129 's1' ( smooth in structure{ global float x})
0:129 Constant:
0:129 0 (const int)
0:129 Constant:
0:129 2 (const int)
-0:130 interpolateAtSample (global float)
-0:130 'scalarIn' (smooth in float)
+0:130 interpolateAtSample ( global float)
+0:130 'scalarIn' ( smooth in float)
0:130 Constant:
0:130 1 (const int)
0:132 Constant:
0:132 0.000000
-0:133 interpolateAtOffset (global 3-component vector of float)
-0:133 direct index (smooth sample temp 3-component vector of float)
-0:133 'sampInArray' (smooth sample in 4-element array of 3-component vector of float)
+0:133 interpolateAtOffset ( global 3-component vector of float)
+0:133 direct index ( smooth sample temp 3-component vector of float)
+0:133 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:133 Constant:
0:133 2 (const int)
0:133 Constant:
0:133 0.200000
0:133 0.200000
-0:134 interpolateAtOffset (global 2-component vector of float)
-0:134 vector swizzle (temp 2-component vector of float)
-0:134 direct index (smooth sample temp 3-component vector of float)
-0:134 'sampInArray' (smooth sample in 4-element array of 3-component vector of float)
+0:134 interpolateAtOffset ( global 2-component vector of float)
+0:134 vector swizzle ( temp 2-component vector of float)
+0:134 direct index ( smooth sample temp 3-component vector of float)
+0:134 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:134 Constant:
0:134 2 (const int)
0:134 Sequence
@@ -378,140 +378,140 @@ ERROR: node is still EOpNull!
0:134 Constant:
0:134 0.200000
0:134 0.200000
-0:135 interpolateAtOffset (global float)
-0:135 add (temp float)
-0:135 'scalarIn' (smooth in float)
-0:135 'scalarIn' (smooth in float)
+0:135 interpolateAtOffset ( global float)
+0:135 add ( temp float)
+0:135 'scalarIn' ( smooth in float)
+0:135 'scalarIn' ( smooth in float)
0:135 Constant:
0:135 0.200000
0:135 0.200000
-0:136 interpolateAtOffset (global float)
-0:136 x: direct index for structure (global float)
-0:136 's2' (sample temp structure{global float x})
+0:136 interpolateAtOffset ( global float)
+0:136 x: direct index for structure ( global float)
+0:136 's2' ( sample temp structure{ global float x})
0:136 Constant:
0:136 0 (const int)
0:136 Constant:
0:136 0.200000
0:136 0.200000
-0:139 interpolateAtCentroid (global float)
-0:139 'f' (temp float)
-0:140 interpolateAtSample (global 4-component vector of float)
-0:140 'outp' (out 4-component vector of float)
+0:139 interpolateAtCentroid ( global float)
+0:139 'f' ( temp float)
+0:140 interpolateAtSample ( global 4-component vector of float)
+0:140 'outp' ( out 4-component vector of float)
0:140 Constant:
0:140 0 (const int)
-0:161 Function Definition: qlod( (global void)
+0:161 Function Definition: qlod( ( global void)
0:161 Function Parameters:
0:? Sequence
-0:168 move second child to first child (temp 2-component vector of float)
-0:168 'lod' (temp 2-component vector of float)
-0:168 textureQueryLod (global 2-component vector of float)
-0:168 'samp1D' (uniform sampler1D)
-0:168 'pf' (temp float)
-0:169 move second child to first child (temp 2-component vector of float)
-0:169 'lod' (temp 2-component vector of float)
-0:169 textureQueryLod (global 2-component vector of float)
-0:169 'isamp2D' (uniform isampler2D)
-0:169 'pf2' (temp 2-component vector of float)
-0:170 move second child to first child (temp 2-component vector of float)
-0:170 'lod' (temp 2-component vector of float)
-0:170 textureQueryLod (global 2-component vector of float)
-0:170 'usamp3D' (uniform usampler3D)
-0:170 'pf3' (temp 3-component vector of float)
-0:171 move second child to first child (temp 2-component vector of float)
-0:171 'lod' (temp 2-component vector of float)
-0:171 textureQueryLod (global 2-component vector of float)
-0:171 'sampCube' (uniform samplerCube)
-0:171 'pf3' (temp 3-component vector of float)
-0:172 move second child to first child (temp 2-component vector of float)
-0:172 'lod' (temp 2-component vector of float)
-0:172 textureQueryLod (global 2-component vector of float)
-0:172 'isamp1DA' (uniform isampler1DArray)
-0:172 'pf' (temp float)
-0:173 move second child to first child (temp 2-component vector of float)
-0:173 'lod' (temp 2-component vector of float)
-0:173 textureQueryLod (global 2-component vector of float)
-0:173 'usamp2DA' (uniform usampler2DArray)
-0:173 'pf2' (temp 2-component vector of float)
-0:174 move second child to first child (temp 2-component vector of float)
-0:174 'lod' (temp 2-component vector of float)
-0:174 textureQueryLod (global 2-component vector of float)
-0:174 'isampCubeA' (uniform isamplerCubeArray)
-0:174 'pf3' (temp 3-component vector of float)
-0:176 move second child to first child (temp 2-component vector of float)
-0:176 'lod' (temp 2-component vector of float)
-0:176 textureQueryLod (global 2-component vector of float)
-0:176 'samp1Ds' (uniform sampler1DShadow)
-0:176 'pf' (temp float)
-0:177 move second child to first child (temp 2-component vector of float)
-0:177 'lod' (temp 2-component vector of float)
-0:177 textureQueryLod (global 2-component vector of float)
-0:177 'samp2Ds' (uniform sampler2DShadow)
-0:177 'pf2' (temp 2-component vector of float)
-0:178 move second child to first child (temp 2-component vector of float)
-0:178 'lod' (temp 2-component vector of float)
-0:178 textureQueryLod (global 2-component vector of float)
-0:178 'sampCubes' (uniform samplerCubeShadow)
-0:178 'pf3' (temp 3-component vector of float)
-0:179 move second child to first child (temp 2-component vector of float)
-0:179 'lod' (temp 2-component vector of float)
-0:179 textureQueryLod (global 2-component vector of float)
-0:179 'samp1DAs' (uniform sampler1DArrayShadow)
-0:179 'pf' (temp float)
-0:180 move second child to first child (temp 2-component vector of float)
-0:180 'lod' (temp 2-component vector of float)
-0:180 textureQueryLod (global 2-component vector of float)
-0:180 'samp2DAs' (uniform sampler2DArrayShadow)
-0:180 'pf2' (temp 2-component vector of float)
-0:181 move second child to first child (temp 2-component vector of float)
-0:181 'lod' (temp 2-component vector of float)
-0:181 textureQueryLod (global 2-component vector of float)
-0:181 'sampCubeAs' (uniform samplerCubeArrayShadow)
-0:181 'pf3' (temp 3-component vector of float)
-0:183 'lod' (temp 2-component vector of float)
-0:184 'lod' (temp 2-component vector of float)
+0:168 move second child to first child ( temp 2-component vector of float)
+0:168 'lod' ( temp 2-component vector of float)
+0:168 textureQueryLod ( global 2-component vector of float)
+0:168 'samp1D' ( uniform sampler1D)
+0:168 'pf' ( temp float)
+0:169 move second child to first child ( temp 2-component vector of float)
+0:169 'lod' ( temp 2-component vector of float)
+0:169 textureQueryLod ( global 2-component vector of float)
+0:169 'isamp2D' ( uniform isampler2D)
+0:169 'pf2' ( temp 2-component vector of float)
+0:170 move second child to first child ( temp 2-component vector of float)
+0:170 'lod' ( temp 2-component vector of float)
+0:170 textureQueryLod ( global 2-component vector of float)
+0:170 'usamp3D' ( uniform usampler3D)
+0:170 'pf3' ( temp 3-component vector of float)
+0:171 move second child to first child ( temp 2-component vector of float)
+0:171 'lod' ( temp 2-component vector of float)
+0:171 textureQueryLod ( global 2-component vector of float)
+0:171 'sampCube' ( uniform samplerCube)
+0:171 'pf3' ( temp 3-component vector of float)
+0:172 move second child to first child ( temp 2-component vector of float)
+0:172 'lod' ( temp 2-component vector of float)
+0:172 textureQueryLod ( global 2-component vector of float)
+0:172 'isamp1DA' ( uniform isampler1DArray)
+0:172 'pf' ( temp float)
+0:173 move second child to first child ( temp 2-component vector of float)
+0:173 'lod' ( temp 2-component vector of float)
+0:173 textureQueryLod ( global 2-component vector of float)
+0:173 'usamp2DA' ( uniform usampler2DArray)
+0:173 'pf2' ( temp 2-component vector of float)
+0:174 move second child to first child ( temp 2-component vector of float)
+0:174 'lod' ( temp 2-component vector of float)
+0:174 textureQueryLod ( global 2-component vector of float)
+0:174 'isampCubeA' ( uniform isamplerCubeArray)
+0:174 'pf3' ( temp 3-component vector of float)
+0:176 move second child to first child ( temp 2-component vector of float)
+0:176 'lod' ( temp 2-component vector of float)
+0:176 textureQueryLod ( global 2-component vector of float)
+0:176 'samp1Ds' ( uniform sampler1DShadow)
+0:176 'pf' ( temp float)
+0:177 move second child to first child ( temp 2-component vector of float)
+0:177 'lod' ( temp 2-component vector of float)
+0:177 textureQueryLod ( global 2-component vector of float)
+0:177 'samp2Ds' ( uniform sampler2DShadow)
+0:177 'pf2' ( temp 2-component vector of float)
+0:178 move second child to first child ( temp 2-component vector of float)
+0:178 'lod' ( temp 2-component vector of float)
+0:178 textureQueryLod ( global 2-component vector of float)
+0:178 'sampCubes' ( uniform samplerCubeShadow)
+0:178 'pf3' ( temp 3-component vector of float)
+0:179 move second child to first child ( temp 2-component vector of float)
+0:179 'lod' ( temp 2-component vector of float)
+0:179 textureQueryLod ( global 2-component vector of float)
+0:179 'samp1DAs' ( uniform sampler1DArrayShadow)
+0:179 'pf' ( temp float)
+0:180 move second child to first child ( temp 2-component vector of float)
+0:180 'lod' ( temp 2-component vector of float)
+0:180 textureQueryLod ( global 2-component vector of float)
+0:180 'samp2DAs' ( uniform sampler2DArrayShadow)
+0:180 'pf2' ( temp 2-component vector of float)
+0:181 move second child to first child ( temp 2-component vector of float)
+0:181 'lod' ( temp 2-component vector of float)
+0:181 textureQueryLod ( global 2-component vector of float)
+0:181 'sampCubeAs' ( uniform samplerCubeArrayShadow)
+0:181 'pf3' ( temp 3-component vector of float)
+0:183 'lod' ( temp 2-component vector of float)
+0:184 'lod' ( temp 2-component vector of float)
0:? Linker Objects
-0:? 'c2D' (smooth in 2-component vector of float)
-0:? 'i' (flat in int)
-0:? 'outp' (out 4-component vector of float)
-0:? 'arrayedSampler' (uniform 5-element array of sampler2D)
-0:? 'samp2dr' (uniform usampler2DRect)
-0:? 'isamp2DA' (uniform isampler2DArray)
-0:? 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance)
-0:? 'vl' (layout(location=4 ) smooth in 4-component vector of float)
-0:? 'vl2' (layout(location=6 ) smooth in 4-component vector of float)
-0:? 'uv3' (layout(location=3 ) uniform 3-component vector of float)
-0:? 'anon@0' (in block{in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
-0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
-0:? 'u2drs' (uniform sampler2DRectShadow)
-0:? 'patchIn' (smooth patch in 4-component vector of float)
-0:? 'patchOut' (patch out 4-component vector of float)
-0:? 'in1' (smooth in float)
-0:? 'in2' (smooth in 2-component vector of float)
-0:? 'in3' (smooth in 3-component vector of float)
-0:? 'in4' (smooth in 4-component vector of float)
-0:? 'colorSampIn' (smooth sample in 4-component vector of float)
-0:? 'colorSampleBad' (sample out 4-component vector of float)
-0:? 'colorfsi' (noperspective in 4-component vector of float)
-0:? 'sampInArray' (smooth sample in 4-element array of 3-component vector of float)
-0:? 'scalarIn' (smooth in float)
-0:? 'colorfc' (centroid flat in 2-component vector of float)
-0:? 's1' (smooth in structure{global float x})
-0:? 's2' (sample temp structure{global float x})
-0:? 'samp1D' (uniform sampler1D)
-0:? 'isamp2D' (uniform isampler2D)
-0:? 'usamp3D' (uniform usampler3D)
-0:? 'sampCube' (uniform samplerCube)
-0:? 'isamp1DA' (uniform isampler1DArray)
-0:? 'usamp2DA' (uniform usampler2DArray)
-0:? 'isampCubeA' (uniform isamplerCubeArray)
-0:? 'samp1Ds' (uniform sampler1DShadow)
-0:? 'samp2Ds' (uniform sampler2DShadow)
-0:? 'sampCubes' (uniform samplerCubeShadow)
-0:? 'samp1DAs' (uniform sampler1DArrayShadow)
-0:? 'samp2DAs' (uniform sampler2DArrayShadow)
-0:? 'sampCubeAs' (uniform samplerCubeArrayShadow)
-0:? 'sampBuf' (uniform samplerBuffer)
-0:? 'sampRect' (uniform sampler2DRect)
+0:? 'c2D' ( smooth in 2-component vector of float)
+0:? 'i' ( flat in int)
+0:? 'outp' ( out 4-component vector of float)
+0:? 'arrayedSampler' ( uniform 5-element array of sampler2D)
+0:? 'samp2dr' ( uniform usampler2DRect)
+0:? 'isamp2DA' ( uniform isampler2DArray)
+0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
+0:? 'vl' (layout( location=4) smooth in 4-component vector of float)
+0:? 'vl2' (layout( location=6) smooth in 4-component vector of float)
+0:? 'uv3' (layout( location=3) uniform 3-component vector of float)
+0:? 'anon@0' ( in block{ in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
+0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:? 'u2drs' ( uniform sampler2DRectShadow)
+0:? 'patchIn' ( smooth patch in 4-component vector of float)
+0:? 'patchOut' ( patch out 4-component vector of float)
+0:? 'in1' ( smooth in float)
+0:? 'in2' ( smooth in 2-component vector of float)
+0:? 'in3' ( smooth in 3-component vector of float)
+0:? 'in4' ( smooth in 4-component vector of float)
+0:? 'colorSampIn' ( smooth sample in 4-component vector of float)
+0:? 'colorSampleBad' ( sample out 4-component vector of float)
+0:? 'colorfsi' ( noperspective in 4-component vector of float)
+0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
+0:? 'scalarIn' ( smooth in float)
+0:? 'colorfc' ( centroid flat in 2-component vector of float)
+0:? 's1' ( smooth in structure{ global float x})
+0:? 's2' ( sample temp structure{ global float x})
+0:? 'samp1D' ( uniform sampler1D)
+0:? 'isamp2D' ( uniform isampler2D)
+0:? 'usamp3D' ( uniform usampler3D)
+0:? 'sampCube' ( uniform samplerCube)
+0:? 'isamp1DA' ( uniform isampler1DArray)
+0:? 'usamp2DA' ( uniform usampler2DArray)
+0:? 'isampCubeA' ( uniform isamplerCubeArray)
+0:? 'samp1Ds' ( uniform sampler1DShadow)
+0:? 'samp2Ds' ( uniform sampler2DShadow)
+0:? 'sampCubes' ( uniform samplerCubeShadow)
+0:? 'samp1DAs' ( uniform sampler1DArrayShadow)
+0:? 'samp2DAs' ( uniform sampler2DArrayShadow)
+0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow)
+0:? 'sampBuf' ( uniform samplerBuffer)
+0:? 'sampRect' ( uniform sampler2DRect)
Linked fragment stage:
@@ -523,39 +523,39 @@ Requested GL_ARB_separate_shader_objects
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
-0:10 Function Definition: main( (global void)
+0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:? Sequence
-0:13 move second child to first child (temp 4-component vector of float)
-0:13 'v' (temp 4-component vector of float)
-0:13 texture (global 4-component vector of float)
-0:13 indirect index (temp sampler2D)
-0:13 'arrayedSampler' (uniform 5-element array of sampler2D)
-0:13 'i' (flat in int)
-0:13 'c2D' (smooth in 2-component vector of float)
-0:14 move second child to first child (temp float)
-0:14 direct index (temp float)
-0:14 'outp' (out 4-component vector of float)
+0:13 move second child to first child ( temp 4-component vector of float)
+0:13 'v' ( temp 4-component vector of float)
+0:13 texture ( global 4-component vector of float)
+0:13 indirect index ( temp sampler2D)
+0:13 'arrayedSampler' ( uniform 5-element array of sampler2D)
+0:13 'i' ( flat in int)
+0:13 'c2D' ( smooth in 2-component vector of float)
+0:14 move second child to first child ( temp float)
+0:14 direct index ( temp float)
+0:14 'outp' ( out 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
-0:14 direct index (smooth temp float ClipDistance)
-0:14 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance)
+0:14 direct index ( smooth temp float ClipDistance)
+0:14 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:14 Constant:
0:14 1 (const int)
0:18 Sequence
-0:18 move second child to first child (temp 4-component vector of uint)
-0:18 'uv4' (temp 4-component vector of uint)
-0:18 textureGatherOffsets (global 4-component vector of uint)
-0:18 'samp2dr' (uniform usampler2DRect)
-0:18 'c2D' (smooth in 2-component vector of float)
-0:18 'offsets' (temp 4-element array of 2-component vector of int)
+0:18 move second child to first child ( temp 4-component vector of uint)
+0:18 'uv4' ( temp 4-component vector of uint)
+0:18 textureGatherOffsets ( global 4-component vector of uint)
+0:18 'samp2dr' ( uniform usampler2DRect)
+0:18 'c2D' ( smooth in 2-component vector of float)
+0:18 'offsets' ( temp 4-element array of 2-component vector of int)
0:18 Constant:
0:18 2 (const int)
-0:19 move second child to first child (temp 4-component vector of uint)
-0:19 'uv4' (temp 4-component vector of uint)
-0:19 textureGatherOffsets (global 4-component vector of uint)
-0:19 'samp2dr' (uniform usampler2DRect)
-0:19 'c2D' (smooth in 2-component vector of float)
+0:19 move second child to first child ( temp 4-component vector of uint)
+0:19 'uv4' ( temp 4-component vector of uint)
+0:19 textureGatherOffsets ( global 4-component vector of uint)
+0:19 'samp2dr' ( uniform usampler2DRect)
+0:19 'c2D' ( smooth in 2-component vector of float)
0:19 Constant:
0:19 1 (const int)
0:19 2 (const int)
@@ -568,19 +568,19 @@ ERROR: node is still EOpNull!
0:19 Constant:
0:19 2 (const int)
0:20 Sequence
-0:20 move second child to first child (temp 4-component vector of float)
-0:20 'v4' (temp 4-component vector of float)
-0:20 textureGather (global 4-component vector of float)
-0:20 direct index (temp sampler2D)
-0:20 'arrayedSampler' (uniform 5-element array of sampler2D)
+0:20 move second child to first child ( temp 4-component vector of float)
+0:20 'v4' ( temp 4-component vector of float)
+0:20 textureGather ( global 4-component vector of float)
+0:20 direct index ( temp sampler2D)
+0:20 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:20 Constant:
0:20 0 (const int)
-0:20 'c2D' (smooth in 2-component vector of float)
+0:20 'c2D' ( smooth in 2-component vector of float)
0:21 Sequence
-0:21 move second child to first child (temp 4-component vector of int)
-0:21 'iv4' (temp 4-component vector of int)
-0:21 textureGatherOffset (global 4-component vector of int)
-0:21 'isamp2DA' (uniform isampler2DArray)
+0:21 move second child to first child ( temp 4-component vector of int)
+0:21 'iv4' ( temp 4-component vector of int)
+0:21 textureGatherOffset ( global 4-component vector of int)
+0:21 'isamp2DA' ( uniform isampler2DArray)
0:21 Constant:
0:21 0.100000
0:21 0.100000
@@ -590,10 +590,10 @@ ERROR: node is still EOpNull!
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
-0:22 move second child to first child (temp 4-component vector of int)
-0:22 'iv4' (temp 4-component vector of int)
-0:22 textureGatherOffset (global 4-component vector of int)
-0:22 'isamp2DA' (uniform isampler2DArray)
+0:22 move second child to first child ( temp 4-component vector of int)
+0:22 'iv4' ( temp 4-component vector of int)
+0:22 textureGatherOffset ( global 4-component vector of int)
+0:22 'isamp2DA' ( uniform isampler2DArray)
0:22 Constant:
0:22 0.100000
0:22 0.100000
@@ -601,11 +601,11 @@ ERROR: node is still EOpNull!
0:22 Constant:
0:22 1 (const int)
0:22 1 (const int)
-0:22 'i' (flat in int)
-0:23 move second child to first child (temp 4-component vector of int)
-0:23 'iv4' (temp 4-component vector of int)
-0:23 textureGatherOffset (global 4-component vector of int)
-0:23 'isamp2DA' (uniform isampler2DArray)
+0:22 'i' ( flat in int)
+0:23 move second child to first child ( temp 4-component vector of int)
+0:23 'iv4' ( temp 4-component vector of int)
+0:23 textureGatherOffset ( global 4-component vector of int)
+0:23 'isamp2DA' ( uniform isampler2DArray)
0:23 Constant:
0:23 0.100000
0:23 0.100000
@@ -615,10 +615,10 @@ ERROR: node is still EOpNull!
0:23 1 (const int)
0:23 Constant:
0:23 4 (const int)
-0:24 move second child to first child (temp 4-component vector of int)
-0:24 'iv4' (temp 4-component vector of int)
-0:24 textureGatherOffset (global 4-component vector of int)
-0:24 'isamp2DA' (uniform isampler2DArray)
+0:24 move second child to first child ( temp 4-component vector of int)
+0:24 'iv4' ( temp 4-component vector of int)
+0:24 textureGatherOffset ( global 4-component vector of int)
+0:24 'isamp2DA' ( uniform isampler2DArray)
0:24 Constant:
0:24 0.100000
0:24 0.100000
@@ -628,61 +628,61 @@ ERROR: node is still EOpNull!
0:24 1 (const int)
0:24 Constant:
0:24 3 (const int)
-0:25 move second child to first child (temp 4-component vector of int)
-0:25 'iv4' (temp 4-component vector of int)
-0:25 textureGatherOffset (global 4-component vector of int)
-0:25 'isamp2DA' (uniform isampler2DArray)
+0:25 move second child to first child ( temp 4-component vector of int)
+0:25 'iv4' ( temp 4-component vector of int)
+0:25 textureGatherOffset ( global 4-component vector of int)
+0:25 'isamp2DA' ( uniform isampler2DArray)
0:25 Constant:
0:25 0.100000
0:25 0.100000
0:25 0.100000
-0:25 Construct ivec2 (temp 2-component vector of int)
-0:25 'i' (flat in int)
+0:25 Construct ivec2 ( temp 2-component vector of int)
+0:25 'i' ( flat in int)
0:27 Sequence
-0:27 move second child to first child (temp 4-component vector of float)
-0:27 'c' (temp 4-component vector of float)
-0:27 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
+0:27 move second child to first child ( temp 4-component vector of float)
+0:27 'c' ( temp 4-component vector of float)
+0:27 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:? Linker Objects
-0:? 'c2D' (smooth in 2-component vector of float)
-0:? 'i' (flat in int)
-0:? 'outp' (out 4-component vector of float)
-0:? 'arrayedSampler' (uniform 5-element array of sampler2D)
-0:? 'samp2dr' (uniform usampler2DRect)
-0:? 'isamp2DA' (uniform isampler2DArray)
-0:? 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance)
-0:? 'vl' (layout(location=4 ) smooth in 4-component vector of float)
-0:? 'vl2' (layout(location=6 ) smooth in 4-component vector of float)
-0:? 'uv3' (layout(location=3 ) uniform 3-component vector of float)
-0:? 'anon@0' (in block{in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
-0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
-0:? 'u2drs' (uniform sampler2DRectShadow)
-0:? 'patchIn' (smooth patch in 4-component vector of float)
-0:? 'patchOut' (patch out 4-component vector of float)
-0:? 'in1' (smooth in float)
-0:? 'in2' (smooth in 2-component vector of float)
-0:? 'in3' (smooth in 3-component vector of float)
-0:? 'in4' (smooth in 4-component vector of float)
-0:? 'colorSampIn' (smooth sample in 4-component vector of float)
-0:? 'colorSampleBad' (sample out 4-component vector of float)
-0:? 'colorfsi' (noperspective in 4-component vector of float)
-0:? 'sampInArray' (smooth sample in 4-element array of 3-component vector of float)
-0:? 'scalarIn' (smooth in float)
-0:? 'colorfc' (centroid flat in 2-component vector of float)
-0:? 's1' (smooth in structure{global float x})
-0:? 's2' (sample temp structure{global float x})
-0:? 'samp1D' (uniform sampler1D)
-0:? 'isamp2D' (uniform isampler2D)
-0:? 'usamp3D' (uniform usampler3D)
-0:? 'sampCube' (uniform samplerCube)
-0:? 'isamp1DA' (uniform isampler1DArray)
-0:? 'usamp2DA' (uniform usampler2DArray)
-0:? 'isampCubeA' (uniform isamplerCubeArray)
-0:? 'samp1Ds' (uniform sampler1DShadow)
-0:? 'samp2Ds' (uniform sampler2DShadow)
-0:? 'sampCubes' (uniform samplerCubeShadow)
-0:? 'samp1DAs' (uniform sampler1DArrayShadow)
-0:? 'samp2DAs' (uniform sampler2DArrayShadow)
-0:? 'sampCubeAs' (uniform samplerCubeArrayShadow)
-0:? 'sampBuf' (uniform samplerBuffer)
-0:? 'sampRect' (uniform sampler2DRect)
+0:? 'c2D' ( smooth in 2-component vector of float)
+0:? 'i' ( flat in int)
+0:? 'outp' ( out 4-component vector of float)
+0:? 'arrayedSampler' ( uniform 5-element array of sampler2D)
+0:? 'samp2dr' ( uniform usampler2DRect)
+0:? 'isamp2DA' ( uniform isampler2DArray)
+0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
+0:? 'vl' (layout( location=4) smooth in 4-component vector of float)
+0:? 'vl2' (layout( location=6) smooth in 4-component vector of float)
+0:? 'uv3' (layout( location=3) uniform 3-component vector of float)
+0:? 'anon@0' ( in block{ in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
+0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:? 'u2drs' ( uniform sampler2DRectShadow)
+0:? 'patchIn' ( smooth patch in 4-component vector of float)
+0:? 'patchOut' ( patch out 4-component vector of float)
+0:? 'in1' ( smooth in float)
+0:? 'in2' ( smooth in 2-component vector of float)
+0:? 'in3' ( smooth in 3-component vector of float)
+0:? 'in4' ( smooth in 4-component vector of float)
+0:? 'colorSampIn' ( smooth sample in 4-component vector of float)
+0:? 'colorSampleBad' ( sample out 4-component vector of float)
+0:? 'colorfsi' ( noperspective in 4-component vector of float)
+0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
+0:? 'scalarIn' ( smooth in float)
+0:? 'colorfc' ( centroid flat in 2-component vector of float)
+0:? 's1' ( smooth in structure{ global float x})
+0:? 's2' ( sample temp structure{ global float x})
+0:? 'samp1D' ( uniform sampler1D)
+0:? 'isamp2D' ( uniform isampler2D)
+0:? 'usamp3D' ( uniform usampler3D)
+0:? 'sampCube' ( uniform samplerCube)
+0:? 'isamp1DA' ( uniform isampler1DArray)
+0:? 'usamp2DA' ( uniform usampler2DArray)
+0:? 'isampCubeA' ( uniform isamplerCubeArray)
+0:? 'samp1Ds' ( uniform sampler1DShadow)
+0:? 'samp2Ds' ( uniform sampler2DShadow)
+0:? 'sampCubes' ( uniform samplerCubeShadow)
+0:? 'samp1DAs' ( uniform sampler1DArrayShadow)
+0:? 'samp2DAs' ( uniform sampler2DArrayShadow)
+0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow)
+0:? 'sampBuf' ( uniform samplerBuffer)
+0:? 'sampRect' ( uniform sampler2DRect)