mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-18 08:47:37 +00:00
71c100d7c0
Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
258 lines
10 KiB
Plaintext
258 lines
10 KiB
Plaintext
earlyReturnDiscard.frag
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Shader version: 110
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0:? Sequence
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0:19 Function Definition: main( ( global void)
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0:19 Function Parameters:
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0:21 Sequence
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0:21 Sequence
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0:21 move second child to first child ( temp 4-component vector of float)
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0:21 'color' ( temp 4-component vector of float)
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0:21 'BaseColor' ( smooth in 4-component vector of float)
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0:24 move second child to first child ( temp 4-component vector of float)
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0:24 'color2' ( temp 4-component vector of float)
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0:24 'otherColor' ( uniform 4-component vector of float)
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0:26 Test condition and select ( temp void)
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0:26 Condition
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0:26 Compare Greater Than ( temp bool)
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0:26 'c' ( smooth in float)
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0:26 'd' ( uniform float)
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0:26 true case
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0:27 add second child into first child ( temp 4-component vector of float)
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0:27 'color' ( temp 4-component vector of float)
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0:27 'bigColor' ( uniform 4-component vector of float)
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0:26 false case
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0:29 add second child into first child ( temp 4-component vector of float)
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0:29 'color' ( temp 4-component vector of float)
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0:29 'smallColor' ( uniform 4-component vector of float)
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0:31 Test condition and select ( temp void)
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0:31 Condition
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0:31 Compare Less Than ( temp bool)
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0:31 direct index ( temp float)
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0:31 'color' ( temp 4-component vector of float)
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0:31 Constant:
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0:31 2 (const int)
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0:31 'minimum' ( uniform float)
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0:31 true case
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0:32 Branch: Return
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0:34 Post-Increment ( temp float)
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0:34 direct index ( temp float)
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0:34 'color' ( temp 4-component vector of float)
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0:34 Constant:
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0:34 2 (const int)
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0:36 Test condition and select ( temp void)
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0:36 Condition
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0:36 Compare Greater Than ( temp bool)
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0:36 direct index ( temp float)
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0:36 'color' ( temp 4-component vector of float)
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0:36 Constant:
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0:36 2 (const int)
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0:36 'threshhold' ( uniform float)
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0:36 true case
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0:37 Branch: Kill
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0:39 Post-Increment ( temp 4-component vector of float)
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0:39 'color' ( temp 4-component vector of float)
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0:42 Test condition and select ( temp void)
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0:42 Condition
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0:42 Compare Greater Than ( temp bool)
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0:42 direct index ( temp float)
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0:42 'color' ( temp 4-component vector of float)
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0:42 Constant:
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0:42 3 (const int)
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0:42 'threshhold2' ( uniform float)
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0:42 true case
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0:43 Sequence
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0:43 Test condition and select ( temp void)
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0:43 Condition
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0:43 Compare Greater Than ( temp bool)
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0:43 direct index ( temp float)
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0:43 'color' ( temp 4-component vector of float)
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0:43 Constant:
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0:43 2 (const int)
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0:43 'threshhold2' ( uniform float)
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0:43 true case
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0:44 Branch: Return
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0:43 false case
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0:45 Test condition and select ( temp void)
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0:45 Condition
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0:45 'b' ( uniform bool)
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0:45 true case
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0:46 Post-Increment ( temp float)
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0:46 direct index ( temp float)
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0:46 'color' ( temp 4-component vector of float)
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0:46 Constant:
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0:46 2 (const int)
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0:45 false case
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0:48 Sequence
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0:48 Test condition and select ( temp void)
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0:48 Condition
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0:48 Compare Less Than ( temp bool)
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0:48 direct index ( temp float)
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0:48 'color' ( temp 4-component vector of float)
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0:48 Constant:
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0:48 0 (const int)
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0:48 'minimum' ( uniform float)
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0:48 true case
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0:49 Sequence
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0:49 Branch: Kill
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0:48 false case
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0:51 Sequence
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0:51 Post-Increment ( temp 4-component vector of float)
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0:51 'color' ( temp 4-component vector of float)
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0:42 false case
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0:55 Sequence
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0:55 Test condition and select ( temp void)
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0:55 Condition
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0:55 'b' ( uniform bool)
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0:55 true case
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0:56 Branch: Kill
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0:55 false case
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0:58 Branch: Return
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0:101 move second child to first child ( temp 4-component vector of float)
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0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:101 component-wise multiply ( temp 4-component vector of float)
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0:101 'color' ( temp 4-component vector of float)
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0:101 'color2' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'd' ( uniform float)
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0:? 'bigColor' ( uniform 4-component vector of float)
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0:? 'smallColor' ( uniform 4-component vector of float)
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0:? 'otherColor' ( uniform 4-component vector of float)
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0:? 'c' ( smooth in float)
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0:? 'threshhold' ( uniform float)
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0:? 'threshhold2' ( uniform float)
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0:? 'threshhold3' ( uniform float)
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0:? 'minimum' ( uniform float)
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0:? 'BaseColor' ( smooth in 4-component vector of float)
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0:? 'b' ( uniform bool)
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Linked fragment stage:
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Shader version: 110
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0:? Sequence
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0:19 Function Definition: main( ( global void)
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0:19 Function Parameters:
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0:21 Sequence
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0:21 Sequence
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0:21 move second child to first child ( temp 4-component vector of float)
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0:21 'color' ( temp 4-component vector of float)
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0:21 'BaseColor' ( smooth in 4-component vector of float)
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0:24 move second child to first child ( temp 4-component vector of float)
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0:24 'color2' ( temp 4-component vector of float)
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0:24 'otherColor' ( uniform 4-component vector of float)
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0:26 Test condition and select ( temp void)
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0:26 Condition
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0:26 Compare Greater Than ( temp bool)
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0:26 'c' ( smooth in float)
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0:26 'd' ( uniform float)
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0:26 true case
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0:27 add second child into first child ( temp 4-component vector of float)
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0:27 'color' ( temp 4-component vector of float)
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0:27 'bigColor' ( uniform 4-component vector of float)
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0:26 false case
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0:29 add second child into first child ( temp 4-component vector of float)
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0:29 'color' ( temp 4-component vector of float)
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0:29 'smallColor' ( uniform 4-component vector of float)
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0:31 Test condition and select ( temp void)
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0:31 Condition
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0:31 Compare Less Than ( temp bool)
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0:31 direct index ( temp float)
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0:31 'color' ( temp 4-component vector of float)
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0:31 Constant:
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0:31 2 (const int)
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0:31 'minimum' ( uniform float)
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0:31 true case
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0:32 Branch: Return
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0:34 Post-Increment ( temp float)
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0:34 direct index ( temp float)
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0:34 'color' ( temp 4-component vector of float)
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0:34 Constant:
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0:34 2 (const int)
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0:36 Test condition and select ( temp void)
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0:36 Condition
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0:36 Compare Greater Than ( temp bool)
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0:36 direct index ( temp float)
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0:36 'color' ( temp 4-component vector of float)
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0:36 Constant:
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0:36 2 (const int)
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0:36 'threshhold' ( uniform float)
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0:36 true case
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0:37 Branch: Kill
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0:39 Post-Increment ( temp 4-component vector of float)
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0:39 'color' ( temp 4-component vector of float)
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0:42 Test condition and select ( temp void)
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0:42 Condition
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0:42 Compare Greater Than ( temp bool)
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0:42 direct index ( temp float)
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0:42 'color' ( temp 4-component vector of float)
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0:42 Constant:
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0:42 3 (const int)
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0:42 'threshhold2' ( uniform float)
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0:42 true case
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0:43 Sequence
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0:43 Test condition and select ( temp void)
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0:43 Condition
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0:43 Compare Greater Than ( temp bool)
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0:43 direct index ( temp float)
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0:43 'color' ( temp 4-component vector of float)
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0:43 Constant:
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0:43 2 (const int)
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0:43 'threshhold2' ( uniform float)
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0:43 true case
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0:44 Branch: Return
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0:43 false case
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0:45 Test condition and select ( temp void)
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0:45 Condition
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0:45 'b' ( uniform bool)
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0:45 true case
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0:46 Post-Increment ( temp float)
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0:46 direct index ( temp float)
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0:46 'color' ( temp 4-component vector of float)
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0:46 Constant:
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0:46 2 (const int)
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0:45 false case
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0:48 Sequence
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0:48 Test condition and select ( temp void)
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0:48 Condition
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0:48 Compare Less Than ( temp bool)
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0:48 direct index ( temp float)
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0:48 'color' ( temp 4-component vector of float)
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0:48 Constant:
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0:48 0 (const int)
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0:48 'minimum' ( uniform float)
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0:48 true case
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0:49 Sequence
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0:49 Branch: Kill
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0:48 false case
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0:51 Sequence
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0:51 Post-Increment ( temp 4-component vector of float)
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0:51 'color' ( temp 4-component vector of float)
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0:42 false case
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0:55 Sequence
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0:55 Test condition and select ( temp void)
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0:55 Condition
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0:55 'b' ( uniform bool)
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0:55 true case
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0:56 Branch: Kill
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0:55 false case
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0:58 Branch: Return
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0:101 move second child to first child ( temp 4-component vector of float)
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0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:101 component-wise multiply ( temp 4-component vector of float)
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0:101 'color' ( temp 4-component vector of float)
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0:101 'color2' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'd' ( uniform float)
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0:? 'bigColor' ( uniform 4-component vector of float)
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0:? 'smallColor' ( uniform 4-component vector of float)
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0:? 'otherColor' ( uniform 4-component vector of float)
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0:? 'c' ( smooth in float)
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0:? 'threshhold' ( uniform float)
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0:? 'threshhold2' ( uniform float)
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0:? 'threshhold3' ( uniform float)
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0:? 'minimum' ( uniform float)
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0:? 'BaseColor' ( smooth in 4-component vector of float)
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0:? 'b' ( uniform bool)
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