glslang/Test/baseResults/forwardRef.frag.out

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forwardRef.frag
Shader version: 110
0:? Sequence
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'color' ( temp 4-component vector of float)
0:13 Construct vec4 ( temp 4-component vector of float)
0:13 Function Call: foo(vf4; ( global float)
0:13 'BaseColor' ( smooth in 4-component vector of float)
0:15 Function Call: bar( ( global void)
0:16 Sequence
0:16 move second child to first child ( temp float)
0:16 'f' ( temp float)
0:16 Function Call: unreachableReturn( ( global float)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:18 vector-scale ( temp 4-component vector of float)
0:18 'color' ( temp 4-component vector of float)
0:18 'f' ( temp float)
0:21 Function Definition: bar( ( global void)
0:21 Function Parameters:
0:25 Function Definition: unreachableReturn( ( global float)
0:25 Function Parameters:
0:27 Sequence
0:27 Function Call: bar( ( global void)
0:28 Test condition and select ( temp void)
0:28 Condition
0:28 Compare Less Than ( temp bool)
0:28 'd' ( uniform float)
0:28 Constant:
0:28 4.200000
0:28 true case
0:29 Branch: Return with expression
0:29 Constant:
0:29 1.200000
0:28 false case
0:31 Branch: Return with expression
0:31 Constant:
0:31 4.500000
0:34 Function Definition: foo(vf4; ( global float)
0:34 Function Parameters:
0:34 'bar' ( in 4-component vector of float)
0:36 Sequence
0:36 Branch: Return with expression
0:36 add ( temp float)
0:36 direct index ( temp float)
0:36 'bar' ( in 4-component vector of float)
0:36 Constant:
0:36 0 (const int)
0:36 direct index ( temp float)
0:36 'bar' ( in 4-component vector of float)
0:36 Constant:
0:36 1 (const int)
0:? Linker Objects
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'd' ( uniform float)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'color' ( temp 4-component vector of float)
0:13 Construct vec4 ( temp 4-component vector of float)
0:13 Function Call: foo(vf4; ( global float)
0:13 'BaseColor' ( smooth in 4-component vector of float)
0:15 Function Call: bar( ( global void)
0:16 Sequence
0:16 move second child to first child ( temp float)
0:16 'f' ( temp float)
0:16 Function Call: unreachableReturn( ( global float)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:18 vector-scale ( temp 4-component vector of float)
0:18 'color' ( temp 4-component vector of float)
0:18 'f' ( temp float)
0:21 Function Definition: bar( ( global void)
0:21 Function Parameters:
0:25 Function Definition: unreachableReturn( ( global float)
0:25 Function Parameters:
0:27 Sequence
0:27 Function Call: bar( ( global void)
0:28 Test condition and select ( temp void)
0:28 Condition
0:28 Compare Less Than ( temp bool)
0:28 'd' ( uniform float)
0:28 Constant:
0:28 4.200000
0:28 true case
0:29 Branch: Return with expression
0:29 Constant:
0:29 1.200000
0:28 false case
0:31 Branch: Return with expression
0:31 Constant:
0:31 4.500000
0:34 Function Definition: foo(vf4; ( global float)
0:34 Function Parameters:
0:34 'bar' ( in 4-component vector of float)
0:36 Sequence
0:36 Branch: Return with expression
0:36 add ( temp float)
0:36 direct index ( temp float)
0:36 'bar' ( in 4-component vector of float)
0:36 Constant:
0:36 0 (const int)
0:36 direct index ( temp float)
0:36 'bar' ( in 4-component vector of float)
0:36 Constant:
0:36 1 (const int)
0:? Linker Objects
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'd' ( uniform float)