diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/newTexture.frag.out')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/baseResults/newTexture.frag.out | 828 |
1 files changed, 414 insertions, 414 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/newTexture.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/newTexture.frag.out index f63d79f12d1..3a1c7a201c8 100644 --- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/newTexture.frag.out +++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/newTexture.frag.out @@ -3,261 +3,261 @@ Warning, version 430 is not yet complete; most version-specific features are pre Shader version: 430 0:? Sequence -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:38 Sequence 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of float) -0:38 'v' (temp 4-component vector of float) -0:38 texture (global 4-component vector of float) -0:38 's2D' (uniform sampler2D) -0:38 'c2D' (smooth in 2-component vector of float) -0:39 add second child into first child (temp 4-component vector of float) -0:39 'v' (temp 4-component vector of float) -0:39 textureProj (global 4-component vector of float) -0:39 's3D' (uniform sampler3D) -0:39 'c4D' (smooth in 4-component vector of float) -0:40 add second child into first child (temp 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:40 textureLod (global 4-component vector of float) -0:40 's2DArray' (uniform sampler2DArray) -0:40 'c3D' (smooth in 3-component vector of float) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) +0:38 texture ( global 4-component vector of float) +0:38 's2D' ( uniform sampler2D) +0:38 'c2D' ( smooth in 2-component vector of float) +0:39 add second child into first child ( temp 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) +0:39 textureProj ( global 4-component vector of float) +0:39 's3D' ( uniform sampler3D) +0:39 'c4D' ( smooth in 4-component vector of float) +0:40 add second child into first child ( temp 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:40 textureLod ( global 4-component vector of float) +0:40 's2DArray' ( uniform sampler2DArray) +0:40 'c3D' ( smooth in 3-component vector of float) 0:40 Constant: 0:40 1.200000 -0:41 add second child into first child (temp float) -0:41 direct index (temp float) -0:41 'v' (temp 4-component vector of float) +0:41 add second child into first child ( temp float) +0:41 direct index ( temp float) +0:41 'v' ( temp 4-component vector of float) 0:41 Constant: 0:41 1 (const int) -0:41 textureOffset (global float) -0:41 's2DShadow' (uniform sampler2DShadow) -0:41 'c3D' (smooth in 3-component vector of float) +0:41 textureOffset ( global float) +0:41 's2DShadow' ( uniform sampler2DShadow) +0:41 'c3D' ( smooth in 3-component vector of float) 0:41 Constant: 0:41 3 (const int) 0:41 3 (const int) -0:41 'c1D' (smooth in float) -0:42 add second child into first child (temp 4-component vector of float) -0:42 'v' (temp 4-component vector of float) -0:42 textureFetch (global 4-component vector of float) -0:42 's3D' (uniform sampler3D) -0:42 'ic3D' (flat in 3-component vector of int) -0:42 'ic1D' (flat in int) -0:43 add second child into first child (temp 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:43 textureFetchOffset (global 4-component vector of float) -0:43 's2D' (uniform sampler2D) -0:43 'ic2D' (flat in 2-component vector of int) +0:41 'c1D' ( smooth in float) +0:42 add second child into first child ( temp 4-component vector of float) +0:42 'v' ( temp 4-component vector of float) +0:42 textureFetch ( global 4-component vector of float) +0:42 's3D' ( uniform sampler3D) +0:42 'ic3D' ( flat in 3-component vector of int) +0:42 'ic1D' ( flat in int) +0:43 add second child into first child ( temp 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:43 textureFetchOffset ( global 4-component vector of float) +0:43 's2D' ( uniform sampler2D) +0:43 'ic2D' ( flat in 2-component vector of int) 0:43 Constant: 0:43 4 (const int) 0:43 Constant: 0:43 3 (const int) 0:43 3 (const int) -0:44 add second child into first child (temp 4-component vector of float) -0:44 'v' (temp 4-component vector of float) -0:44 textureFetchOffset (global 4-component vector of float) -0:44 'sr' (uniform sampler2DRect) -0:44 'ic2D' (flat in 2-component vector of int) +0:44 add second child into first child ( temp 4-component vector of float) +0:44 'v' ( temp 4-component vector of float) +0:44 textureFetchOffset ( global 4-component vector of float) +0:44 'sr' ( uniform sampler2DRect) +0:44 'ic2D' ( flat in 2-component vector of int) 0:44 Constant: 0:44 4 (const int) 0:44 4 (const int) -0:45 add second child into first child (temp float) -0:45 direct index (temp float) -0:45 'v' (temp 4-component vector of float) +0:45 add second child into first child ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( temp 4-component vector of float) 0:45 Constant: 0:45 1 (const int) -0:45 textureLodOffset (global float) -0:45 's2DShadow' (uniform sampler2DShadow) -0:45 'c3D' (smooth in 3-component vector of float) -0:45 'c1D' (smooth in float) +0:45 textureLodOffset ( global float) +0:45 's2DShadow' ( uniform sampler2DShadow) +0:45 'c3D' ( smooth in 3-component vector of float) +0:45 'c1D' ( smooth in float) 0:45 Constant: 0:45 3 (const int) 0:45 3 (const int) -0:46 add second child into first child (temp 4-component vector of float) -0:46 'v' (temp 4-component vector of float) -0:46 textureProjLodOffset (global 4-component vector of float) -0:46 's2D' (uniform sampler2D) -0:46 'c3D' (smooth in 3-component vector of float) -0:46 'c1D' (smooth in float) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'v' ( temp 4-component vector of float) +0:46 textureProjLodOffset ( global 4-component vector of float) +0:46 's2D' ( uniform sampler2D) +0:46 'c3D' ( smooth in 3-component vector of float) +0:46 'c1D' ( smooth in float) 0:46 Constant: 0:46 3 (const int) 0:46 3 (const int) -0:47 add second child into first child (temp 4-component vector of float) -0:47 'v' (temp 4-component vector of float) -0:47 textureGrad (global 4-component vector of float) -0:47 'sCube' (uniform samplerCube) -0:47 'c3D' (smooth in 3-component vector of float) -0:47 'c3D' (smooth in 3-component vector of float) -0:47 'c3D' (smooth in 3-component vector of float) -0:48 add second child into first child (temp float) -0:48 direct index (temp float) -0:48 'v' (temp 4-component vector of float) +0:47 add second child into first child ( temp 4-component vector of float) +0:47 'v' ( temp 4-component vector of float) +0:47 textureGrad ( global 4-component vector of float) +0:47 'sCube' ( uniform samplerCube) +0:47 'c3D' ( smooth in 3-component vector of float) +0:47 'c3D' ( smooth in 3-component vector of float) +0:47 'c3D' ( smooth in 3-component vector of float) +0:48 add second child into first child ( temp float) +0:48 direct index ( temp float) +0:48 'v' ( temp 4-component vector of float) 0:48 Constant: 0:48 0 (const int) -0:48 textureGradOffset (global float) -0:48 's2DArrayShadow' (uniform sampler2DArrayShadow) -0:48 'c4D' (smooth in 4-component vector of float) -0:48 'c2D' (smooth in 2-component vector of float) -0:48 'c2D' (smooth in 2-component vector of float) +0:48 textureGradOffset ( global float) +0:48 's2DArrayShadow' ( uniform sampler2DArrayShadow) +0:48 'c4D' ( smooth in 4-component vector of float) +0:48 'c2D' ( smooth in 2-component vector of float) +0:48 'c2D' ( smooth in 2-component vector of float) 0:48 Constant: 0:48 3 (const int) 0:48 3 (const int) -0:49 add second child into first child (temp 4-component vector of float) -0:49 'v' (temp 4-component vector of float) -0:49 textureProjGrad (global 4-component vector of float) -0:49 's3D' (uniform sampler3D) -0:49 'c4D' (smooth in 4-component vector of float) -0:49 'c3D' (smooth in 3-component vector of float) -0:49 'c3D' (smooth in 3-component vector of float) -0:50 add second child into first child (temp 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:50 textureProjGradOffset (global 4-component vector of float) -0:50 's2D' (uniform sampler2D) -0:50 'c3D' (smooth in 3-component vector of float) -0:50 'c2D' (smooth in 2-component vector of float) -0:50 'c2D' (smooth in 2-component vector of float) +0:49 add second child into first child ( temp 4-component vector of float) +0:49 'v' ( temp 4-component vector of float) +0:49 textureProjGrad ( global 4-component vector of float) +0:49 's3D' ( uniform sampler3D) +0:49 'c4D' ( smooth in 4-component vector of float) +0:49 'c3D' ( smooth in 3-component vector of float) +0:49 'c3D' ( smooth in 3-component vector of float) +0:50 add second child into first child ( temp 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:50 textureProjGradOffset ( global 4-component vector of float) +0:50 's2D' ( uniform sampler2D) +0:50 'c3D' ( smooth in 3-component vector of float) +0:50 'c2D' ( smooth in 2-component vector of float) +0:50 'c2D' ( smooth in 2-component vector of float) 0:50 Constant: 0:50 3 (const int) 0:50 3 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'iv' (temp 4-component vector of int) -0:52 texture (global 4-component vector of int) -0:52 'is2D' (uniform isampler2D) -0:52 'c2D' (smooth in 2-component vector of float) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'v' (temp 4-component vector of float) -0:53 Convert int to float (temp 4-component vector of float) -0:53 'iv' (temp 4-component vector of int) -0:54 move second child to first child (temp 4-component vector of int) -0:54 'iv' (temp 4-component vector of int) -0:54 textureProjOffset (global 4-component vector of int) -0:54 'is2D' (uniform isampler2D) -0:54 'c4D' (smooth in 4-component vector of float) +0:52 move second child to first child ( temp 4-component vector of int) +0:52 'iv' ( temp 4-component vector of int) +0:52 texture ( global 4-component vector of int) +0:52 'is2D' ( uniform isampler2D) +0:52 'c2D' ( smooth in 2-component vector of float) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'v' ( temp 4-component vector of float) +0:53 Convert int to float ( temp 4-component vector of float) +0:53 'iv' ( temp 4-component vector of int) +0:54 move second child to first child ( temp 4-component vector of int) +0:54 'iv' ( temp 4-component vector of int) +0:54 textureProjOffset ( global 4-component vector of int) +0:54 'is2D' ( uniform isampler2D) +0:54 'c4D' ( smooth in 4-component vector of float) 0:54 Constant: 0:54 3 (const int) 0:54 3 (const int) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:55 Convert int to float (temp 4-component vector of float) -0:55 'iv' (temp 4-component vector of int) -0:56 move second child to first child (temp 4-component vector of int) -0:56 'iv' (temp 4-component vector of int) -0:56 textureProjLod (global 4-component vector of int) -0:56 'is2D' (uniform isampler2D) -0:56 'c3D' (smooth in 3-component vector of float) -0:56 'c1D' (smooth in float) -0:57 add second child into first child (temp 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:57 Convert int to float (temp 4-component vector of float) -0:57 'iv' (temp 4-component vector of int) -0:58 move second child to first child (temp 4-component vector of int) -0:58 'iv' (temp 4-component vector of int) -0:58 textureProjGrad (global 4-component vector of int) -0:58 'is2D' (uniform isampler2D) -0:58 'c3D' (smooth in 3-component vector of float) -0:58 'c2D' (smooth in 2-component vector of float) -0:58 'c2D' (smooth in 2-component vector of float) -0:59 add second child into first child (temp 4-component vector of float) -0:59 'v' (temp 4-component vector of float) -0:59 Convert int to float (temp 4-component vector of float) -0:59 'iv' (temp 4-component vector of int) -0:60 move second child to first child (temp 4-component vector of int) -0:60 'iv' (temp 4-component vector of int) -0:60 texture (global 4-component vector of int) -0:60 'is3D' (uniform isampler3D) -0:60 'c3D' (smooth in 3-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:55 Convert int to float ( temp 4-component vector of float) +0:55 'iv' ( temp 4-component vector of int) +0:56 move second child to first child ( temp 4-component vector of int) +0:56 'iv' ( temp 4-component vector of int) +0:56 textureProjLod ( global 4-component vector of int) +0:56 'is2D' ( uniform isampler2D) +0:56 'c3D' ( smooth in 3-component vector of float) +0:56 'c1D' ( smooth in float) +0:57 add second child into first child ( temp 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:57 Convert int to float ( temp 4-component vector of float) +0:57 'iv' ( temp 4-component vector of int) +0:58 move second child to first child ( temp 4-component vector of int) +0:58 'iv' ( temp 4-component vector of int) +0:58 textureProjGrad ( global 4-component vector of int) +0:58 'is2D' ( uniform isampler2D) +0:58 'c3D' ( smooth in 3-component vector of float) +0:58 'c2D' ( smooth in 2-component vector of float) +0:58 'c2D' ( smooth in 2-component vector of float) +0:59 add second child into first child ( temp 4-component vector of float) +0:59 'v' ( temp 4-component vector of float) +0:59 Convert int to float ( temp 4-component vector of float) +0:59 'iv' ( temp 4-component vector of int) +0:60 move second child to first child ( temp 4-component vector of int) +0:60 'iv' ( temp 4-component vector of int) +0:60 texture ( global 4-component vector of int) +0:60 'is3D' ( uniform isampler3D) +0:60 'c3D' ( smooth in 3-component vector of float) 0:60 Constant: 0:60 4.200000 -0:61 add second child into first child (temp 4-component vector of float) -0:61 'v' (temp 4-component vector of float) -0:61 Convert int to float (temp 4-component vector of float) -0:61 'iv' (temp 4-component vector of int) -0:62 move second child to first child (temp 4-component vector of int) -0:62 'iv' (temp 4-component vector of int) -0:62 textureLod (global 4-component vector of int) -0:62 'isCube' (uniform isamplerCube) -0:62 'c3D' (smooth in 3-component vector of float) -0:62 'c1D' (smooth in float) -0:63 add second child into first child (temp 4-component vector of float) -0:63 'v' (temp 4-component vector of float) -0:63 Convert int to float (temp 4-component vector of float) -0:63 'iv' (temp 4-component vector of int) -0:64 move second child to first child (temp 4-component vector of int) -0:64 'iv' (temp 4-component vector of int) -0:64 textureFetch (global 4-component vector of int) -0:64 'is2DArray' (uniform isampler2DArray) -0:64 'ic3D' (flat in 3-component vector of int) -0:64 'ic1D' (flat in int) -0:65 add second child into first child (temp 4-component vector of float) -0:65 'v' (temp 4-component vector of float) -0:65 Convert int to float (temp 4-component vector of float) -0:65 'iv' (temp 4-component vector of int) -0:66 add second child into first child (temp 4-component vector of int) -0:66 'iv' (temp 4-component vector of int) -0:66 textureFetch (global 4-component vector of int) -0:66 'is2Dms' (uniform isampler2DMS) -0:66 'ic2D' (flat in 2-component vector of int) -0:66 'ic1D' (flat in int) -0:67 add second child into first child (temp 4-component vector of float) -0:67 'v' (temp 4-component vector of float) -0:67 Convert int to float (temp 4-component vector of float) -0:67 'iv' (temp 4-component vector of int) -0:68 add second child into first child (temp 4-component vector of float) -0:68 'v' (temp 4-component vector of float) -0:68 textureFetch (global 4-component vector of float) -0:68 'sb' (uniform samplerBuffer) -0:68 'ic1D' (flat in int) -0:69 add second child into first child (temp 4-component vector of float) -0:69 'v' (temp 4-component vector of float) -0:69 textureFetch (global 4-component vector of float) -0:69 'sr' (uniform sampler2DRect) -0:69 'ic2D' (flat in 2-component vector of int) +0:61 add second child into first child ( temp 4-component vector of float) +0:61 'v' ( temp 4-component vector of float) +0:61 Convert int to float ( temp 4-component vector of float) +0:61 'iv' ( temp 4-component vector of int) +0:62 move second child to first child ( temp 4-component vector of int) +0:62 'iv' ( temp 4-component vector of int) +0:62 textureLod ( global 4-component vector of int) +0:62 'isCube' ( uniform isamplerCube) +0:62 'c3D' ( smooth in 3-component vector of float) +0:62 'c1D' ( smooth in float) +0:63 add second child into first child ( temp 4-component vector of float) +0:63 'v' ( temp 4-component vector of float) +0:63 Convert int to float ( temp 4-component vector of float) +0:63 'iv' ( temp 4-component vector of int) +0:64 move second child to first child ( temp 4-component vector of int) +0:64 'iv' ( temp 4-component vector of int) +0:64 textureFetch ( global 4-component vector of int) +0:64 'is2DArray' ( uniform isampler2DArray) +0:64 'ic3D' ( flat in 3-component vector of int) +0:64 'ic1D' ( flat in int) +0:65 add second child into first child ( temp 4-component vector of float) +0:65 'v' ( temp 4-component vector of float) +0:65 Convert int to float ( temp 4-component vector of float) +0:65 'iv' ( temp 4-component vector of int) +0:66 add second child into first child ( temp 4-component vector of int) +0:66 'iv' ( temp 4-component vector of int) +0:66 textureFetch ( global 4-component vector of int) +0:66 'is2Dms' ( uniform isampler2DMS) +0:66 'ic2D' ( flat in 2-component vector of int) +0:66 'ic1D' ( flat in int) +0:67 add second child into first child ( temp 4-component vector of float) +0:67 'v' ( temp 4-component vector of float) +0:67 Convert int to float ( temp 4-component vector of float) +0:67 'iv' ( temp 4-component vector of int) +0:68 add second child into first child ( temp 4-component vector of float) +0:68 'v' ( temp 4-component vector of float) +0:68 textureFetch ( global 4-component vector of float) +0:68 'sb' ( uniform samplerBuffer) +0:68 'ic1D' ( flat in int) +0:69 add second child into first child ( temp 4-component vector of float) +0:69 'v' ( temp 4-component vector of float) +0:69 textureFetch ( global 4-component vector of float) +0:69 'sr' ( uniform sampler2DRect) +0:69 'ic2D' ( flat in 2-component vector of int) 0:71 Sequence -0:71 move second child to first child (temp 2-component vector of int) -0:71 'iv2' (temp 2-component vector of int) -0:71 textureSize (global 2-component vector of int) -0:71 'sCubeShadow' (uniform samplerCubeShadow) +0:71 move second child to first child ( temp 2-component vector of int) +0:71 'iv2' ( temp 2-component vector of int) +0:71 textureSize ( global 2-component vector of int) +0:71 'sCubeShadow' ( uniform samplerCubeShadow) 0:71 Constant: 0:71 2 (const int) -0:74 move second child to first child (temp 4-component vector of float) -0:74 'FragData' (out 4-component vector of float) -0:74 add (temp 4-component vector of float) -0:74 'v' (temp 4-component vector of float) -0:74 Construct vec4 (temp 4-component vector of float) -0:74 Convert int to float (temp 2-component vector of float) -0:74 'iv2' (temp 2-component vector of int) +0:74 move second child to first child ( temp 4-component vector of float) +0:74 'FragData' ( out 4-component vector of float) +0:74 add ( temp 4-component vector of float) +0:74 'v' ( temp 4-component vector of float) +0:74 Construct vec4 ( temp 4-component vector of float) +0:74 Convert int to float ( temp 2-component vector of float) +0:74 'iv2' ( temp 2-component vector of int) 0:74 Constant: 0:74 0.000000 0:74 Constant: 0:74 0.000000 0:? Linker Objects -0:? 'sb' (uniform samplerBuffer) -0:? 'sr' (uniform sampler2DRect) -0:? 's2D' (uniform sampler2D) -0:? 's3D' (uniform sampler3D) -0:? 'sCube' (uniform samplerCube) -0:? 'sCubeShadow' (uniform samplerCubeShadow) -0:? 's2DShadow' (uniform sampler2DShadow) -0:? 's2DArray' (uniform sampler2DArray) -0:? 's2DArrayShadow' (uniform sampler2DArrayShadow) -0:? 'is2D' (uniform isampler2D) -0:? 'is3D' (uniform isampler3D) -0:? 'isCube' (uniform isamplerCube) -0:? 'is2DArray' (uniform isampler2DArray) -0:? 'is2Dms' (uniform isampler2DMS) -0:? 'us2D' (uniform usampler2D) -0:? 'us3D' (uniform usampler3D) -0:? 'usCube' (uniform usamplerCube) -0:? 'us2DArray' (uniform usampler2DArray) -0:? 'c1D' (smooth in float) -0:? 'c2D' (smooth in 2-component vector of float) -0:? 'c3D' (smooth in 3-component vector of float) -0:? 'c4D' (smooth in 4-component vector of float) -0:? 'ic1D' (flat in int) -0:? 'ic2D' (flat in 2-component vector of int) -0:? 'ic3D' (flat in 3-component vector of int) -0:? 'ic4D' (flat in 4-component vector of int) -0:? 'FragData' (out 4-component vector of float) +0:? 'sb' ( uniform samplerBuffer) +0:? 'sr' ( uniform sampler2DRect) +0:? 's2D' ( uniform sampler2D) +0:? 's3D' ( uniform sampler3D) +0:? 'sCube' ( uniform samplerCube) +0:? 'sCubeShadow' ( uniform samplerCubeShadow) +0:? 's2DShadow' ( uniform sampler2DShadow) +0:? 's2DArray' ( uniform sampler2DArray) +0:? 's2DArrayShadow' ( uniform sampler2DArrayShadow) +0:? 'is2D' ( uniform isampler2D) +0:? 'is3D' ( uniform isampler3D) +0:? 'isCube' ( uniform isamplerCube) +0:? 'is2DArray' ( uniform isampler2DArray) +0:? 'is2Dms' ( uniform isampler2DMS) +0:? 'us2D' ( uniform usampler2D) +0:? 'us3D' ( uniform usampler3D) +0:? 'usCube' ( uniform usamplerCube) +0:? 'us2DArray' ( uniform usampler2DArray) +0:? 'c1D' ( smooth in float) +0:? 'c2D' ( smooth in 2-component vector of float) +0:? 'c3D' ( smooth in 3-component vector of float) +0:? 'c4D' ( smooth in 4-component vector of float) +0:? 'ic1D' ( flat in int) +0:? 'ic2D' ( flat in 2-component vector of int) +0:? 'ic3D' ( flat in 3-component vector of int) +0:? 'ic4D' ( flat in 4-component vector of int) +0:? 'FragData' ( out 4-component vector of float) Linked fragment stage: @@ -265,259 +265,259 @@ Linked fragment stage: Shader version: 430 0:? Sequence -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:38 Sequence 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of float) -0:38 'v' (temp 4-component vector of float) -0:38 texture (global 4-component vector of float) -0:38 's2D' (uniform sampler2D) -0:38 'c2D' (smooth in 2-component vector of float) -0:39 add second child into first child (temp 4-component vector of float) -0:39 'v' (temp 4-component vector of float) -0:39 textureProj (global 4-component vector of float) -0:39 's3D' (uniform sampler3D) -0:39 'c4D' (smooth in 4-component vector of float) -0:40 add second child into first child (temp 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:40 textureLod (global 4-component vector of float) -0:40 's2DArray' (uniform sampler2DArray) -0:40 'c3D' (smooth in 3-component vector of float) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) +0:38 texture ( global 4-component vector of float) +0:38 's2D' ( uniform sampler2D) +0:38 'c2D' ( smooth in 2-component vector of float) +0:39 add second child into first child ( temp 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) +0:39 textureProj ( global 4-component vector of float) +0:39 's3D' ( uniform sampler3D) +0:39 'c4D' ( smooth in 4-component vector of float) +0:40 add second child into first child ( temp 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:40 textureLod ( global 4-component vector of float) +0:40 's2DArray' ( uniform sampler2DArray) +0:40 'c3D' ( smooth in 3-component vector of float) 0:40 Constant: 0:40 1.200000 -0:41 add second child into first child (temp float) -0:41 direct index (temp float) -0:41 'v' (temp 4-component vector of float) +0:41 add second child into first child ( temp float) +0:41 direct index ( temp float) +0:41 'v' ( temp 4-component vector of float) 0:41 Constant: 0:41 1 (const int) -0:41 textureOffset (global float) -0:41 's2DShadow' (uniform sampler2DShadow) -0:41 'c3D' (smooth in 3-component vector of float) +0:41 textureOffset ( global float) +0:41 's2DShadow' ( uniform sampler2DShadow) +0:41 'c3D' ( smooth in 3-component vector of float) 0:41 Constant: 0:41 3 (const int) 0:41 3 (const int) -0:41 'c1D' (smooth in float) -0:42 add second child into first child (temp 4-component vector of float) -0:42 'v' (temp 4-component vector of float) -0:42 textureFetch (global 4-component vector of float) -0:42 's3D' (uniform sampler3D) -0:42 'ic3D' (flat in 3-component vector of int) -0:42 'ic1D' (flat in int) -0:43 add second child into first child (temp 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:43 textureFetchOffset (global 4-component vector of float) -0:43 's2D' (uniform sampler2D) -0:43 'ic2D' (flat in 2-component vector of int) +0:41 'c1D' ( smooth in float) +0:42 add second child into first child ( temp 4-component vector of float) +0:42 'v' ( temp 4-component vector of float) +0:42 textureFetch ( global 4-component vector of float) +0:42 's3D' ( uniform sampler3D) +0:42 'ic3D' ( flat in 3-component vector of int) +0:42 'ic1D' ( flat in int) +0:43 add second child into first child ( temp 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:43 textureFetchOffset ( global 4-component vector of float) +0:43 's2D' ( uniform sampler2D) +0:43 'ic2D' ( flat in 2-component vector of int) 0:43 Constant: 0:43 4 (const int) 0:43 Constant: 0:43 3 (const int) 0:43 3 (const int) -0:44 add second child into first child (temp 4-component vector of float) -0:44 'v' (temp 4-component vector of float) -0:44 textureFetchOffset (global 4-component vector of float) -0:44 'sr' (uniform sampler2DRect) -0:44 'ic2D' (flat in 2-component vector of int) +0:44 add second child into first child ( temp 4-component vector of float) +0:44 'v' ( temp 4-component vector of float) +0:44 textureFetchOffset ( global 4-component vector of float) +0:44 'sr' ( uniform sampler2DRect) +0:44 'ic2D' ( flat in 2-component vector of int) 0:44 Constant: 0:44 4 (const int) 0:44 4 (const int) -0:45 add second child into first child (temp float) -0:45 direct index (temp float) -0:45 'v' (temp 4-component vector of float) +0:45 add second child into first child ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( temp 4-component vector of float) 0:45 Constant: 0:45 1 (const int) -0:45 textureLodOffset (global float) -0:45 's2DShadow' (uniform sampler2DShadow) -0:45 'c3D' (smooth in 3-component vector of float) -0:45 'c1D' (smooth in float) +0:45 textureLodOffset ( global float) +0:45 's2DShadow' ( uniform sampler2DShadow) +0:45 'c3D' ( smooth in 3-component vector of float) +0:45 'c1D' ( smooth in float) 0:45 Constant: 0:45 3 (const int) 0:45 3 (const int) -0:46 add second child into first child (temp 4-component vector of float) -0:46 'v' (temp 4-component vector of float) -0:46 textureProjLodOffset (global 4-component vector of float) -0:46 's2D' (uniform sampler2D) -0:46 'c3D' (smooth in 3-component vector of float) -0:46 'c1D' (smooth in float) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'v' ( temp 4-component vector of float) +0:46 textureProjLodOffset ( global 4-component vector of float) +0:46 's2D' ( uniform sampler2D) +0:46 'c3D' ( smooth in 3-component vector of float) +0:46 'c1D' ( smooth in float) 0:46 Constant: 0:46 3 (const int) 0:46 3 (const int) -0:47 add second child into first child (temp 4-component vector of float) -0:47 'v' (temp 4-component vector of float) -0:47 textureGrad (global 4-component vector of float) -0:47 'sCube' (uniform samplerCube) -0:47 'c3D' (smooth in 3-component vector of float) -0:47 'c3D' (smooth in 3-component vector of float) -0:47 'c3D' (smooth in 3-component vector of float) -0:48 add second child into first child (temp float) -0:48 direct index (temp float) -0:48 'v' (temp 4-component vector of float) +0:47 add second child into first child ( temp 4-component vector of float) +0:47 'v' ( temp 4-component vector of float) +0:47 textureGrad ( global 4-component vector of float) +0:47 'sCube' ( uniform samplerCube) +0:47 'c3D' ( smooth in 3-component vector of float) +0:47 'c3D' ( smooth in 3-component vector of float) +0:47 'c3D' ( smooth in 3-component vector of float) +0:48 add second child into first child ( temp float) +0:48 direct index ( temp float) +0:48 'v' ( temp 4-component vector of float) 0:48 Constant: 0:48 0 (const int) -0:48 textureGradOffset (global float) -0:48 's2DArrayShadow' (uniform sampler2DArrayShadow) -0:48 'c4D' (smooth in 4-component vector of float) -0:48 'c2D' (smooth in 2-component vector of float) -0:48 'c2D' (smooth in 2-component vector of float) +0:48 textureGradOffset ( global float) +0:48 's2DArrayShadow' ( uniform sampler2DArrayShadow) +0:48 'c4D' ( smooth in 4-component vector of float) +0:48 'c2D' ( smooth in 2-component vector of float) +0:48 'c2D' ( smooth in 2-component vector of float) 0:48 Constant: 0:48 3 (const int) 0:48 3 (const int) -0:49 add second child into first child (temp 4-component vector of float) -0:49 'v' (temp 4-component vector of float) -0:49 textureProjGrad (global 4-component vector of float) -0:49 's3D' (uniform sampler3D) -0:49 'c4D' (smooth in 4-component vector of float) -0:49 'c3D' (smooth in 3-component vector of float) -0:49 'c3D' (smooth in 3-component vector of float) -0:50 add second child into first child (temp 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:50 textureProjGradOffset (global 4-component vector of float) -0:50 's2D' (uniform sampler2D) -0:50 'c3D' (smooth in 3-component vector of float) -0:50 'c2D' (smooth in 2-component vector of float) -0:50 'c2D' (smooth in 2-component vector of float) +0:49 add second child into first child ( temp 4-component vector of float) +0:49 'v' ( temp 4-component vector of float) +0:49 textureProjGrad ( global 4-component vector of float) +0:49 's3D' ( uniform sampler3D) +0:49 'c4D' ( smooth in 4-component vector of float) +0:49 'c3D' ( smooth in 3-component vector of float) +0:49 'c3D' ( smooth in 3-component vector of float) +0:50 add second child into first child ( temp 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:50 textureProjGradOffset ( global 4-component vector of float) +0:50 's2D' ( uniform sampler2D) +0:50 'c3D' ( smooth in 3-component vector of float) +0:50 'c2D' ( smooth in 2-component vector of float) +0:50 'c2D' ( smooth in 2-component vector of float) 0:50 Constant: 0:50 3 (const int) 0:50 3 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'iv' (temp 4-component vector of int) -0:52 texture (global 4-component vector of int) -0:52 'is2D' (uniform isampler2D) -0:52 'c2D' (smooth in 2-component vector of float) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'v' (temp 4-component vector of float) -0:53 Convert int to float (temp 4-component vector of float) -0:53 'iv' (temp 4-component vector of int) -0:54 move second child to first child (temp 4-component vector of int) -0:54 'iv' (temp 4-component vector of int) -0:54 textureProjOffset (global 4-component vector of int) -0:54 'is2D' (uniform isampler2D) -0:54 'c4D' (smooth in 4-component vector of float) +0:52 move second child to first child ( temp 4-component vector of int) +0:52 'iv' ( temp 4-component vector of int) +0:52 texture ( global 4-component vector of int) +0:52 'is2D' ( uniform isampler2D) +0:52 'c2D' ( smooth in 2-component vector of float) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'v' ( temp 4-component vector of float) +0:53 Convert int to float ( temp 4-component vector of float) +0:53 'iv' ( temp 4-component vector of int) +0:54 move second child to first child ( temp 4-component vector of int) +0:54 'iv' ( temp 4-component vector of int) +0:54 textureProjOffset ( global 4-component vector of int) +0:54 'is2D' ( uniform isampler2D) +0:54 'c4D' ( smooth in 4-component vector of float) 0:54 Constant: 0:54 3 (const int) 0:54 3 (const int) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:55 Convert int to float (temp 4-component vector of float) -0:55 'iv' (temp 4-component vector of int) -0:56 move second child to first child (temp 4-component vector of int) -0:56 'iv' (temp 4-component vector of int) -0:56 textureProjLod (global 4-component vector of int) -0:56 'is2D' (uniform isampler2D) -0:56 'c3D' (smooth in 3-component vector of float) -0:56 'c1D' (smooth in float) -0:57 add second child into first child (temp 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:57 Convert int to float (temp 4-component vector of float) -0:57 'iv' (temp 4-component vector of int) -0:58 move second child to first child (temp 4-component vector of int) -0:58 'iv' (temp 4-component vector of int) -0:58 textureProjGrad (global 4-component vector of int) -0:58 'is2D' (uniform isampler2D) -0:58 'c3D' (smooth in 3-component vector of float) -0:58 'c2D' (smooth in 2-component vector of float) -0:58 'c2D' (smooth in 2-component vector of float) -0:59 add second child into first child (temp 4-component vector of float) -0:59 'v' (temp 4-component vector of float) -0:59 Convert int to float (temp 4-component vector of float) -0:59 'iv' (temp 4-component vector of int) -0:60 move second child to first child (temp 4-component vector of int) -0:60 'iv' (temp 4-component vector of int) -0:60 texture (global 4-component vector of int) -0:60 'is3D' (uniform isampler3D) -0:60 'c3D' (smooth in 3-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:55 Convert int to float ( temp 4-component vector of float) +0:55 'iv' ( temp 4-component vector of int) +0:56 move second child to first child ( temp 4-component vector of int) +0:56 'iv' ( temp 4-component vector of int) +0:56 textureProjLod ( global 4-component vector of int) +0:56 'is2D' ( uniform isampler2D) +0:56 'c3D' ( smooth in 3-component vector of float) +0:56 'c1D' ( smooth in float) +0:57 add second child into first child ( temp 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:57 Convert int to float ( temp 4-component vector of float) +0:57 'iv' ( temp 4-component vector of int) +0:58 move second child to first child ( temp 4-component vector of int) +0:58 'iv' ( temp 4-component vector of int) +0:58 textureProjGrad ( global 4-component vector of int) +0:58 'is2D' ( uniform isampler2D) +0:58 'c3D' ( smooth in 3-component vector of float) +0:58 'c2D' ( smooth in 2-component vector of float) +0:58 'c2D' ( smooth in 2-component vector of float) +0:59 add second child into first child ( temp 4-component vector of float) +0:59 'v' ( temp 4-component vector of float) +0:59 Convert int to float ( temp 4-component vector of float) +0:59 'iv' ( temp 4-component vector of int) +0:60 move second child to first child ( temp 4-component vector of int) +0:60 'iv' ( temp 4-component vector of int) +0:60 texture ( global 4-component vector of int) +0:60 'is3D' ( uniform isampler3D) +0:60 'c3D' ( smooth in 3-component vector of float) 0:60 Constant: 0:60 4.200000 -0:61 add second child into first child (temp 4-component vector of float) -0:61 'v' (temp 4-component vector of float) -0:61 Convert int to float (temp 4-component vector of float) -0:61 'iv' (temp 4-component vector of int) -0:62 move second child to first child (temp 4-component vector of int) -0:62 'iv' (temp 4-component vector of int) -0:62 textureLod (global 4-component vector of int) -0:62 'isCube' (uniform isamplerCube) -0:62 'c3D' (smooth in 3-component vector of float) -0:62 'c1D' (smooth in float) -0:63 add second child into first child (temp 4-component vector of float) -0:63 'v' (temp 4-component vector of float) -0:63 Convert int to float (temp 4-component vector of float) -0:63 'iv' (temp 4-component vector of int) -0:64 move second child to first child (temp 4-component vector of int) -0:64 'iv' (temp 4-component vector of int) -0:64 textureFetch (global 4-component vector of int) -0:64 'is2DArray' (uniform isampler2DArray) -0:64 'ic3D' (flat in 3-component vector of int) -0:64 'ic1D' (flat in int) -0:65 add second child into first child (temp 4-component vector of float) -0:65 'v' (temp 4-component vector of float) -0:65 Convert int to float (temp 4-component vector of float) -0:65 'iv' (temp 4-component vector of int) -0:66 add second child into first child (temp 4-component vector of int) -0:66 'iv' (temp 4-component vector of int) -0:66 textureFetch (global 4-component vector of int) -0:66 'is2Dms' (uniform isampler2DMS) -0:66 'ic2D' (flat in 2-component vector of int) -0:66 'ic1D' (flat in int) -0:67 add second child into first child (temp 4-component vector of float) -0:67 'v' (temp 4-component vector of float) -0:67 Convert int to float (temp 4-component vector of float) -0:67 'iv' (temp 4-component vector of int) -0:68 add second child into first child (temp 4-component vector of float) -0:68 'v' (temp 4-component vector of float) -0:68 textureFetch (global 4-component vector of float) -0:68 'sb' (uniform samplerBuffer) -0:68 'ic1D' (flat in int) -0:69 add second child into first child (temp 4-component vector of float) -0:69 'v' (temp 4-component vector of float) -0:69 textureFetch (global 4-component vector of float) -0:69 'sr' (uniform sampler2DRect) -0:69 'ic2D' (flat in 2-component vector of int) +0:61 add second child into first child ( temp 4-component vector of float) +0:61 'v' ( temp 4-component vector of float) +0:61 Convert int to float ( temp 4-component vector of float) +0:61 'iv' ( temp 4-component vector of int) +0:62 move second child to first child ( temp 4-component vector of int) +0:62 'iv' ( temp 4-component vector of int) +0:62 textureLod ( global 4-component vector of int) +0:62 'isCube' ( uniform isamplerCube) +0:62 'c3D' ( smooth in 3-component vector of float) +0:62 'c1D' ( smooth in float) +0:63 add second child into first child ( temp 4-component vector of float) +0:63 'v' ( temp 4-component vector of float) +0:63 Convert int to float ( temp 4-component vector of float) +0:63 'iv' ( temp 4-component vector of int) +0:64 move second child to first child ( temp 4-component vector of int) +0:64 'iv' ( temp 4-component vector of int) +0:64 textureFetch ( global 4-component vector of int) +0:64 'is2DArray' ( uniform isampler2DArray) +0:64 'ic3D' ( flat in 3-component vector of int) +0:64 'ic1D' ( flat in int) +0:65 add second child into first child ( temp 4-component vector of float) +0:65 'v' ( temp 4-component vector of float) +0:65 Convert int to float ( temp 4-component vector of float) +0:65 'iv' ( temp 4-component vector of int) +0:66 add second child into first child ( temp 4-component vector of int) +0:66 'iv' ( temp 4-component vector of int) +0:66 textureFetch ( global 4-component vector of int) +0:66 'is2Dms' ( uniform isampler2DMS) +0:66 'ic2D' ( flat in 2-component vector of int) +0:66 'ic1D' ( flat in int) +0:67 add second child into first child ( temp 4-component vector of float) +0:67 'v' ( temp 4-component vector of float) +0:67 Convert int to float ( temp 4-component vector of float) +0:67 'iv' ( temp 4-component vector of int) +0:68 add second child into first child ( temp 4-component vector of float) +0:68 'v' ( temp 4-component vector of float) +0:68 textureFetch ( global 4-component vector of float) +0:68 'sb' ( uniform samplerBuffer) +0:68 'ic1D' ( flat in int) +0:69 add second child into first child ( temp 4-component vector of float) +0:69 'v' ( temp 4-component vector of float) +0:69 textureFetch ( global 4-component vector of float) +0:69 'sr' ( uniform sampler2DRect) +0:69 'ic2D' ( flat in 2-component vector of int) 0:71 Sequence -0:71 move second child to first child (temp 2-component vector of int) -0:71 'iv2' (temp 2-component vector of int) -0:71 textureSize (global 2-component vector of int) -0:71 'sCubeShadow' (uniform samplerCubeShadow) +0:71 move second child to first child ( temp 2-component vector of int) +0:71 'iv2' ( temp 2-component vector of int) +0:71 textureSize ( global 2-component vector of int) +0:71 'sCubeShadow' ( uniform samplerCubeShadow) 0:71 Constant: 0:71 2 (const int) -0:74 move second child to first child (temp 4-component vector of float) -0:74 'FragData' (out 4-component vector of float) -0:74 add (temp 4-component vector of float) -0:74 'v' (temp 4-component vector of float) -0:74 Construct vec4 (temp 4-component vector of float) -0:74 Convert int to float (temp 2-component vector of float) -0:74 'iv2' (temp 2-component vector of int) +0:74 move second child to first child ( temp 4-component vector of float) +0:74 'FragData' ( out 4-component vector of float) +0:74 add ( temp 4-component vector of float) +0:74 'v' ( temp 4-component vector of float) +0:74 Construct vec4 ( temp 4-component vector of float) +0:74 Convert int to float ( temp 2-component vector of float) +0:74 'iv2' ( temp 2-component vector of int) 0:74 Constant: 0:74 0.000000 0:74 Constant: 0:74 0.000000 0:? Linker Objects -0:? 'sb' (uniform samplerBuffer) -0:? 'sr' (uniform sampler2DRect) -0:? 's2D' (uniform sampler2D) -0:? 's3D' (uniform sampler3D) -0:? 'sCube' (uniform samplerCube) -0:? 'sCubeShadow' (uniform samplerCubeShadow) -0:? 's2DShadow' (uniform sampler2DShadow) -0:? 's2DArray' (uniform sampler2DArray) -0:? 's2DArrayShadow' (uniform sampler2DArrayShadow) -0:? 'is2D' (uniform isampler2D) -0:? 'is3D' (uniform isampler3D) -0:? 'isCube' (uniform isamplerCube) -0:? 'is2DArray' (uniform isampler2DArray) -0:? 'is2Dms' (uniform isampler2DMS) -0:? 'us2D' (uniform usampler2D) -0:? 'us3D' (uniform usampler3D) -0:? 'usCube' (uniform usamplerCube) -0:? 'us2DArray' (uniform usampler2DArray) -0:? 'c1D' (smooth in float) -0:? 'c2D' (smooth in 2-component vector of float) -0:? 'c3D' (smooth in 3-component vector of float) -0:? 'c4D' (smooth in 4-component vector of float) -0:? 'ic1D' (flat in int) -0:? 'ic2D' (flat in 2-component vector of int) -0:? 'ic3D' (flat in 3-component vector of int) -0:? 'ic4D' (flat in 4-component vector of int) -0:? 'FragData' (out 4-component vector of float) +0:? 'sb' ( uniform samplerBuffer) +0:? 'sr' ( uniform sampler2DRect) +0:? 's2D' ( uniform sampler2D) +0:? 's3D' ( uniform sampler3D) +0:? 'sCube' ( uniform samplerCube) +0:? 'sCubeShadow' ( uniform samplerCubeShadow) +0:? 's2DShadow' ( uniform sampler2DShadow) +0:? 's2DArray' ( uniform sampler2DArray) +0:? 's2DArrayShadow' ( uniform sampler2DArrayShadow) +0:? 'is2D' ( uniform isampler2D) +0:? 'is3D' ( uniform isampler3D) +0:? 'isCube' ( uniform isamplerCube) +0:? 'is2DArray' ( uniform isampler2DArray) +0:? 'is2Dms' ( uniform isampler2DMS) +0:? 'us2D' ( uniform usampler2D) +0:? 'us3D' ( uniform usampler3D) +0:? 'usCube' ( uniform usamplerCube) +0:? 'us2DArray' ( uniform usampler2DArray) +0:? 'c1D' ( smooth in float) +0:? 'c2D' ( smooth in 2-component vector of float) +0:? 'c3D' ( smooth in 3-component vector of float) +0:? 'c4D' ( smooth in 4-component vector of float) +0:? 'ic1D' ( flat in int) +0:? 'ic2D' ( flat in 2-component vector of int) +0:? 'ic3D' ( flat in 3-component vector of int) +0:? 'ic4D' ( flat in 4-component vector of int) +0:? 'FragData' ( out 4-component vector of float) |