mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-23 11:19:40 +00:00
275d7ae882
avoid declaring them in GLSL 1.50+ if core profile is chosen by the version statement fixes #2663
602 lines
31 KiB
Plaintext
602 lines
31 KiB
Plaintext
specExamples.vert
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ERROR: 0:29: 'location' : can only apply to uniform, buffer, in, or out storage qualifiers
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ERROR: 0:31: 'triangles' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
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ERROR: 0:31: 'invocations' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:33: 'lines' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
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ERROR: 0:35: 'triangle_strip' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
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ERROR: 0:35: 'max_vertices' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:36: 'max_vertices' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:37: 'triangle_strip' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
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ERROR: 0:41: 'stream' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:43: 'stream' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:45: 'stream' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:46: 'stream' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:47: 'stream' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:50: 'stream' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:55: 'stream' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:80: 's17' : redefinition
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ERROR: 0:85: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
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ERROR: 0:87: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
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ERROR: 0:89: 'binding' : atomic_uint binding is too large
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ERROR: 0:91: 'bar' : redefinition
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ERROR: 0:94: 'a2' : redefinition
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ERROR: 0:95: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
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ERROR: 0:96: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
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ERROR: 0:97: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
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ERROR: 0:106: '' : vertex input cannot be further qualified
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ERROR: 0:106: 'gl_FrontColor' : identifiers starting with "gl_" are reserved
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ERROR: 0:107: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_FrontColor
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ERROR: 0:112: 'ColorIvn' : identifier not previously declared
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ERROR: 0:132: 'shared' : not supported in this stage: vertex
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ERROR: 0:134: '' : function does not return a value: funcA
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ERROR: 0:136: '' : function does not return a value: funcB
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ERROR: 0:153: '' : function does not return a value: func3
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ERROR: 0:169: 'format' : image formats must match
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ERROR: 0:170: 'coherent' : argument cannot drop memory qualifier when passed to formal parameter
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ERROR: 0:170: 'format' : image formats must match
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ERROR: 35 compilation errors. No code generated.
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Shader version: 430
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Requested GL_3DL_array_objects
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ERROR: node is still EOpNull!
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0:134 Function Definition: funcA(I21; ( global 4-component vector of float)
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0:134 Function Parameters:
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0:134 'a' ( restrict in image2D)
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0:136 Function Definition: funcB(I21; ( global 4-component vector of float)
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0:136 Function Parameters:
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0:136 'a' ( in image2D)
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0:140 Function Definition: func(f1;f1;f1;f1; ( global float)
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0:140 Function Parameters:
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0:140 'e' ( in float)
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0:140 'f' ( in float)
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0:140 'g' ( in float)
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0:140 'h' ( in float)
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0:142 Sequence
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0:142 Branch: Return with expression
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0:142 add ( temp float)
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0:142 component-wise multiply ( temp float)
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0:142 'e' ( in float)
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0:142 'f' ( in float)
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0:142 component-wise multiply ( temp float)
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0:142 'g' ( in float)
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0:142 'h' ( in float)
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0:146 Function Definition: func2(f1;f1;f1;f1; ( global float)
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0:146 Function Parameters:
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0:146 'e' ( in float)
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0:146 'f' ( in float)
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0:146 'g' ( in float)
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0:146 'h' ( in float)
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0:148 Sequence
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0:148 Sequence
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0:148 move second child to first child ( temp float)
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0:148 'result' ( noContraction temp float)
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0:148 add ( temp float)
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0:148 component-wise multiply ( temp float)
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0:148 'e' ( in float)
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0:148 'f' ( in float)
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0:148 component-wise multiply ( temp float)
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0:148 'g' ( in float)
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0:148 'h' ( in float)
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0:150 Branch: Return with expression
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0:150 'result' ( noContraction temp float)
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0:153 Function Definition: func3(f1;f1;f1; ( global float)
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0:153 Function Parameters:
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0:153 'i' ( in float)
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0:153 'j' ( in float)
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0:153 'k' ( noContraction out float)
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0:155 Sequence
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0:155 move second child to first child ( temp float)
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0:155 'k' ( noContraction out float)
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0:155 add ( temp float)
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0:155 component-wise multiply ( temp float)
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0:155 'i' ( in float)
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0:155 'i' ( in float)
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0:155 'j' ( in float)
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0:158 Function Definition: main( ( global void)
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0:158 Function Parameters:
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0:160 Sequence
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0:160 Sequence
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0:160 move second child to first child ( temp 3-component vector of float)
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0:160 'r' ( temp 3-component vector of float)
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0:160 Construct vec3 ( temp 3-component vector of float)
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0:160 component-wise multiply ( temp 4-component vector of float)
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0:160 'a' ( in 4-component vector of float)
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0:160 'b' ( in 4-component vector of float)
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0:161 Sequence
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0:161 move second child to first child ( temp 3-component vector of float)
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0:161 's' ( temp 3-component vector of float)
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0:161 Construct vec3 ( temp 3-component vector of float)
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0:161 component-wise multiply ( temp 4-component vector of float)
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0:161 'c' ( in 4-component vector of float)
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0:161 'd' ( in 4-component vector of float)
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0:162 move second child to first child ( temp 3-component vector of float)
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0:162 vector swizzle ( noContraction temp 3-component vector of float)
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0:162 'v' ( noContraction smooth out 4-component vector of float)
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0:162 Sequence
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0:162 Constant:
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0:162 0 (const int)
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0:162 Constant:
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0:162 1 (const int)
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0:162 Constant:
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0:162 2 (const int)
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0:162 add ( temp 3-component vector of float)
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0:162 'r' ( temp 3-component vector of float)
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0:162 's' ( temp 3-component vector of float)
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0:163 move second child to first child ( temp float)
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0:163 direct index ( noContraction temp float)
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0:163 'v' ( noContraction smooth out 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:163 add ( temp float)
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0:163 component-wise multiply ( temp float)
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0:163 direct index ( temp float)
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0:163 'a' ( in 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:163 direct index ( temp float)
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0:163 'b' ( in 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:163 component-wise multiply ( temp float)
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0:163 direct index ( temp float)
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0:163 'c' ( in 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:163 direct index ( temp float)
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0:163 'd' ( in 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:164 move second child to first child ( temp float)
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0:164 direct index ( noContraction temp float)
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0:164 'v' ( noContraction smooth out 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:164 Function Call: func(f1;f1;f1;f1; ( global float)
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0:164 direct index ( temp float)
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0:164 'a' ( in 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:164 direct index ( temp float)
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0:164 'b' ( in 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:164 direct index ( temp float)
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0:164 'c' ( in 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:164 direct index ( temp float)
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0:164 'd' ( in 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:166 move second child to first child ( temp float)
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0:166 direct index ( noContraction temp float)
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0:166 'v' ( noContraction smooth out 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:166 Function Call: func2(f1;f1;f1;f1; ( global float)
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0:166 direct index ( temp float)
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0:166 'a' ( in 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:166 direct index ( temp float)
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0:166 'b' ( in 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:166 direct index ( temp float)
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0:166 'c' ( in 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:166 direct index ( temp float)
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0:166 'd' ( in 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:167 Function Call: func3(f1;f1;f1; ( global float)
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0:167 component-wise multiply ( temp float)
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0:167 direct index ( temp float)
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0:167 'a' ( in 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:167 direct index ( temp float)
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0:167 'b' ( in 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:167 component-wise multiply ( temp float)
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0:167 direct index ( temp float)
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0:167 'c' ( in 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:167 direct index ( temp float)
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0:167 'd' ( in 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:167 direct index ( noContraction temp float)
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0:167 'v' ( noContraction smooth out 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:169 Function Call: funcA(I21; ( global 4-component vector of float)
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0:169 'img1' (layout( rgba32f) uniform image2D)
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0:170 Function Call: funcB(I21; ( global 4-component vector of float)
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0:170 'img2' (layout( rgba32f) coherent uniform image2D)
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0:? Sequence
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0:178 Sequence
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0:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position})
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0:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position})
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0:178 Constant:
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0:178 3.000000
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0:178 1.000000
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0:178 2.000000
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0:178 3.000000
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0:? Sequence
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0:185 Sequence
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0:185 move second child to first child ( temp 5-element array of float)
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0:185 'a' ( temp 5-element array of float)
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0:185 Construct float ( temp 5-element array of float)
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0:185 'g' ( temp float)
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0:185 Constant:
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0:185 1.000000
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0:185 'g' ( temp float)
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0:185 Constant:
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0:185 2.300000
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0:185 'g' ( temp float)
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0:188 move second child to first child ( temp 3-element array of float)
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0:188 'b' ( temp 3-element array of float)
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0:188 Construct float ( temp 3-element array of float)
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0:188 'g' ( temp float)
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0:188 add ( temp float)
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0:188 'g' ( temp float)
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0:188 Constant:
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0:188 1.000000
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0:188 add ( temp float)
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0:188 'g' ( temp float)
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0:188 Constant:
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0:188 2.000000
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0:191 Sequence
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0:191 Sequence
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0:191 move second child to first child ( temp 2-element array of 4-component vector of float)
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0:191 'b' ( temp 2-element array of 4-component vector of float)
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0:191 Constant:
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float)
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0:192 'b' ( temp 2-element array of 4-component vector of float)
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0:192 'b' ( temp 2-element array of 4-component vector of float)
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0:192 'b' ( temp 2-element array of 4-component vector of float)
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0:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float)
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0:193 'b' ( temp 2-element array of 4-component vector of float)
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0:193 'b' ( temp 2-element array of 4-component vector of float)
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0:193 'b' ( temp 2-element array of 4-component vector of float)
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0:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float)
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0:194 'b' ( temp 2-element array of 4-component vector of float)
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0:194 'b' ( temp 2-element array of 4-component vector of float)
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0:194 'b' ( temp 2-element array of 4-component vector of float)
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0:? Linker Objects
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0:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture})
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0:? 'anon@0' ( out block{ out 4-component vector of float Color})
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0:? 'transforms' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform 4X4 matrix of float ModelViewMatrix, layout( column_major shared) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout( column_major shared) uniform unsized 1-element array of 4-component vector of float a, layout( column_major shared) uniform float Deformation})
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0:? 'normal' (layout( location=3) in 4-component vector of float)
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0:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float)
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0:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float)
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0:? 's' (layout( location=3) temp structure{ global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c})
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0:? 'var1' ( smooth out 4-component vector of float)
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0:? 'anon@1' ( out block{ out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4})
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0:? 'var5' ( smooth out 4-component vector of float)
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0:? 'anon@2' ( out block{ out 4-component vector of float var6})
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0:? 'var7' ( smooth out 4-component vector of float)
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0:? 'anon@3' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform 3X3 matrix of float N1})
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0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform 4X4 matrix of float M13, layout( row_major shared) uniform 4X4 matrix of float m14, layout( column_major shared) uniform 3X3 matrix of float N12})
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0:? 's17' (layout( binding=3) uniform sampler2D)
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0:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint)
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0:? 'bar' (layout( binding=2) uniform atomic_uint)
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0:? 'bar23' (layout( offset=8) uniform atomic_uint)
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0:? 'b2' (layout( binding=2) uniform atomic_uint)
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0:? 'c2' (layout( binding=3) uniform atomic_uint)
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0:? 'd2' (layout( binding=2) uniform atomic_uint)
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0:? 'gl_FrontColor' ( flat in 4-component vector of float)
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0:? 'ColorInv' ( smooth out 3-component vector of float)
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0:? 'Color4' ( invariant centroid smooth out 3-component vector of float)
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0:? 'position' ( noContraction smooth out 4-component vector of float)
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0:? 'Color5' ( noContraction smooth out 3-component vector of float)
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0:? 'a' ( in 4-component vector of float)
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0:? 'b' ( in 4-component vector of float)
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0:? 'c' ( in 4-component vector of float)
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0:? 'd' ( in 4-component vector of float)
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0:? 'v' ( noContraction smooth out 4-component vector of float)
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0:? 'anon@6' (layout( column_major shared) coherent buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1, layout( column_major shared) coherent buffer 4-component vector of float member2})
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0:? 'anon@7' (layout( column_major shared) buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1A, layout( column_major shared) coherent buffer 4-component vector of float member2A})
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0:? 'shv' ( shared 4-component vector of float)
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0:? 'img1' (layout( rgba32f) uniform image2D)
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0:? 'img2' (layout( rgba32f) coherent uniform image2D)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Linked vertex stage:
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Shader version: 430
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Requested GL_3DL_array_objects
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ERROR: node is still EOpNull!
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0:134 Function Definition: funcA(I21; ( global 4-component vector of float)
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0:134 Function Parameters:
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0:134 'a' ( restrict in image2D)
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0:136 Function Definition: funcB(I21; ( global 4-component vector of float)
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0:136 Function Parameters:
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0:136 'a' ( in image2D)
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0:140 Function Definition: func(f1;f1;f1;f1; ( global float)
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0:140 Function Parameters:
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0:140 'e' ( in float)
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0:140 'f' ( in float)
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0:140 'g' ( in float)
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0:140 'h' ( in float)
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0:142 Sequence
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0:142 Branch: Return with expression
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0:142 add ( temp float)
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0:142 component-wise multiply ( temp float)
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0:142 'e' ( in float)
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0:142 'f' ( in float)
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0:142 component-wise multiply ( temp float)
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0:142 'g' ( in float)
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0:142 'h' ( in float)
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0:146 Function Definition: func2(f1;f1;f1;f1; ( global float)
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0:146 Function Parameters:
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0:146 'e' ( in float)
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0:146 'f' ( in float)
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0:146 'g' ( in float)
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0:146 'h' ( in float)
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0:148 Sequence
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0:148 Sequence
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0:148 move second child to first child ( temp float)
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0:148 'result' ( noContraction temp float)
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0:148 add ( temp float)
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0:148 component-wise multiply ( temp float)
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0:148 'e' ( in float)
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0:148 'f' ( in float)
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0:148 component-wise multiply ( temp float)
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0:148 'g' ( in float)
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0:148 'h' ( in float)
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0:150 Branch: Return with expression
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0:150 'result' ( noContraction temp float)
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0:153 Function Definition: func3(f1;f1;f1; ( global float)
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0:153 Function Parameters:
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0:153 'i' ( in float)
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0:153 'j' ( in float)
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0:153 'k' ( noContraction out float)
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0:155 Sequence
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0:155 move second child to first child ( temp float)
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0:155 'k' ( noContraction out float)
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0:155 add ( temp float)
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0:155 component-wise multiply ( temp float)
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0:155 'i' ( in float)
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0:155 'i' ( in float)
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0:155 'j' ( in float)
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0:158 Function Definition: main( ( global void)
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0:158 Function Parameters:
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0:160 Sequence
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0:160 Sequence
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0:160 move second child to first child ( temp 3-component vector of float)
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0:160 'r' ( temp 3-component vector of float)
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0:160 Construct vec3 ( temp 3-component vector of float)
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0:160 component-wise multiply ( temp 4-component vector of float)
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0:160 'a' ( in 4-component vector of float)
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0:160 'b' ( in 4-component vector of float)
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0:161 Sequence
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0:161 move second child to first child ( temp 3-component vector of float)
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0:161 's' ( temp 3-component vector of float)
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0:161 Construct vec3 ( temp 3-component vector of float)
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0:161 component-wise multiply ( temp 4-component vector of float)
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0:161 'c' ( in 4-component vector of float)
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0:161 'd' ( in 4-component vector of float)
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0:162 move second child to first child ( temp 3-component vector of float)
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0:162 vector swizzle ( noContraction temp 3-component vector of float)
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0:162 'v' ( noContraction smooth out 4-component vector of float)
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0:162 Sequence
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0:162 Constant:
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0:162 0 (const int)
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0:162 Constant:
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0:162 1 (const int)
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0:162 Constant:
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0:162 2 (const int)
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0:162 add ( temp 3-component vector of float)
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0:162 'r' ( temp 3-component vector of float)
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0:162 's' ( temp 3-component vector of float)
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0:163 move second child to first child ( temp float)
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0:163 direct index ( noContraction temp float)
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0:163 'v' ( noContraction smooth out 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:163 add ( temp float)
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0:163 component-wise multiply ( temp float)
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0:163 direct index ( temp float)
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0:163 'a' ( in 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:163 direct index ( temp float)
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0:163 'b' ( in 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:163 component-wise multiply ( temp float)
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0:163 direct index ( temp float)
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0:163 'c' ( in 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:163 direct index ( temp float)
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0:163 'd' ( in 4-component vector of float)
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0:163 Constant:
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0:163 3 (const int)
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0:164 move second child to first child ( temp float)
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0:164 direct index ( noContraction temp float)
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0:164 'v' ( noContraction smooth out 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:164 Function Call: func(f1;f1;f1;f1; ( global float)
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0:164 direct index ( temp float)
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0:164 'a' ( in 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:164 direct index ( temp float)
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0:164 'b' ( in 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:164 direct index ( temp float)
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0:164 'c' ( in 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:164 direct index ( temp float)
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0:164 'd' ( in 4-component vector of float)
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0:164 Constant:
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0:164 0 (const int)
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0:166 move second child to first child ( temp float)
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0:166 direct index ( noContraction temp float)
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0:166 'v' ( noContraction smooth out 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:166 Function Call: func2(f1;f1;f1;f1; ( global float)
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0:166 direct index ( temp float)
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0:166 'a' ( in 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:166 direct index ( temp float)
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0:166 'b' ( in 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:166 direct index ( temp float)
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0:166 'c' ( in 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:166 direct index ( temp float)
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0:166 'd' ( in 4-component vector of float)
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0:166 Constant:
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0:166 0 (const int)
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0:167 Function Call: func3(f1;f1;f1; ( global float)
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0:167 component-wise multiply ( temp float)
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0:167 direct index ( temp float)
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0:167 'a' ( in 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:167 direct index ( temp float)
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0:167 'b' ( in 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:167 component-wise multiply ( temp float)
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0:167 direct index ( temp float)
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0:167 'c' ( in 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:167 direct index ( temp float)
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0:167 'd' ( in 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:167 direct index ( noContraction temp float)
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0:167 'v' ( noContraction smooth out 4-component vector of float)
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0:167 Constant:
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0:167 0 (const int)
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0:169 Function Call: funcA(I21; ( global 4-component vector of float)
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0:169 'img1' (layout( rgba32f) uniform image2D)
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0:170 Function Call: funcB(I21; ( global 4-component vector of float)
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0:170 'img2' (layout( rgba32f) coherent uniform image2D)
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0:? Sequence
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0:178 Sequence
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0:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position})
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0:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position})
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0:178 Constant:
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0:178 3.000000
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0:178 1.000000
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0:178 2.000000
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0:178 3.000000
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0:? Sequence
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0:185 Sequence
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0:185 move second child to first child ( temp 5-element array of float)
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0:185 'a' ( temp 5-element array of float)
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0:185 Construct float ( temp 5-element array of float)
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0:185 'g' ( temp float)
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0:185 Constant:
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0:185 1.000000
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0:185 'g' ( temp float)
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0:185 Constant:
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0:185 2.300000
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0:185 'g' ( temp float)
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0:188 move second child to first child ( temp 3-element array of float)
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0:188 'b' ( temp 3-element array of float)
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0:188 Construct float ( temp 3-element array of float)
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0:188 'g' ( temp float)
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0:188 add ( temp float)
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0:188 'g' ( temp float)
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0:188 Constant:
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0:188 1.000000
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0:188 add ( temp float)
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0:188 'g' ( temp float)
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0:188 Constant:
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0:188 2.000000
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0:191 Sequence
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0:191 Sequence
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0:191 move second child to first child ( temp 2-element array of 4-component vector of float)
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0:191 'b' ( temp 2-element array of 4-component vector of float)
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0:191 Constant:
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:191 1.000000
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0:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float)
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0:192 'b' ( temp 2-element array of 4-component vector of float)
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0:192 'b' ( temp 2-element array of 4-component vector of float)
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0:192 'b' ( temp 2-element array of 4-component vector of float)
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0:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float)
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0:193 'b' ( temp 2-element array of 4-component vector of float)
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0:193 'b' ( temp 2-element array of 4-component vector of float)
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0:193 'b' ( temp 2-element array of 4-component vector of float)
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0:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float)
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0:194 'b' ( temp 2-element array of 4-component vector of float)
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0:194 'b' ( temp 2-element array of 4-component vector of float)
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0:194 'b' ( temp 2-element array of 4-component vector of float)
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0:? Linker Objects
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0:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture})
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0:? 'anon@0' ( out block{ out 4-component vector of float Color})
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0:? 'transforms' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform 4X4 matrix of float ModelViewMatrix, layout( column_major shared) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout( column_major shared) uniform 1-element array of 4-component vector of float a, layout( column_major shared) uniform float Deformation})
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0:? 'normal' (layout( location=3) in 4-component vector of float)
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0:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float)
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0:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float)
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0:? 's' (layout( location=3) temp structure{ global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c})
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0:? 'var1' ( smooth out 4-component vector of float)
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0:? 'anon@1' ( out block{ out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4})
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0:? 'var5' ( smooth out 4-component vector of float)
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0:? 'anon@2' ( out block{ out 4-component vector of float var6})
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0:? 'var7' ( smooth out 4-component vector of float)
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0:? 'anon@3' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform 3X3 matrix of float N1})
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0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform 4X4 matrix of float M13, layout( row_major shared) uniform 4X4 matrix of float m14, layout( column_major shared) uniform 3X3 matrix of float N12})
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0:? 's17' (layout( binding=3) uniform sampler2D)
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0:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint)
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0:? 'bar' (layout( binding=2) uniform atomic_uint)
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0:? 'bar23' (layout( offset=8) uniform atomic_uint)
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0:? 'b2' (layout( binding=2) uniform atomic_uint)
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0:? 'c2' (layout( binding=3) uniform atomic_uint)
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0:? 'd2' (layout( binding=2) uniform atomic_uint)
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0:? 'gl_FrontColor' ( flat in 4-component vector of float)
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0:? 'ColorInv' ( smooth out 3-component vector of float)
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0:? 'Color4' ( invariant centroid smooth out 3-component vector of float)
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0:? 'position' ( noContraction smooth out 4-component vector of float)
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0:? 'Color5' ( noContraction smooth out 3-component vector of float)
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0:? 'a' ( in 4-component vector of float)
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0:? 'b' ( in 4-component vector of float)
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0:? 'c' ( in 4-component vector of float)
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0:? 'd' ( in 4-component vector of float)
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0:? 'v' ( noContraction smooth out 4-component vector of float)
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0:? 'anon@6' (layout( column_major shared) coherent buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1, layout( column_major shared) coherent buffer 4-component vector of float member2})
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0:? 'anon@7' (layout( column_major shared) buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1A, layout( column_major shared) coherent buffer 4-component vector of float member2A})
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0:? 'shv' ( shared 4-component vector of float)
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0:? 'img1' (layout( rgba32f) uniform image2D)
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0:? 'img2' (layout( rgba32f) coherent uniform image2D)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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