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https://github.com/RPCS3/glslang.git
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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.
64 lines
2.2 KiB
Plaintext
64 lines
2.2 KiB
Plaintext
conditionalDiscard.frag
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Shader version: 110
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0:? Sequence
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0:6 Function Definition: main( ( global void)
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0:6 Function Parameters:
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0:8 Sequence
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0:8 Sequence
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 'v' ( temp 4-component vector of float)
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0:8 texture ( global 4-component vector of float)
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0:8 'tex' ( uniform sampler2D)
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0:8 'coord' ( smooth in 2-component vector of float)
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0:10 Test condition and select ( temp void)
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0:10 Condition
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0:10 Compare Equal ( temp bool)
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0:10 'v' ( temp 4-component vector of float)
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0:10 Constant:
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0:10 0.100000
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0:10 0.200000
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0:10 0.300000
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0:10 0.400000
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0:10 true case
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0:11 Branch: Kill
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:13 'v' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'tex' ( uniform sampler2D)
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0:? 'coord' ( smooth in 2-component vector of float)
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Linked fragment stage:
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Shader version: 110
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0:? Sequence
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0:6 Function Definition: main( ( global void)
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0:6 Function Parameters:
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0:8 Sequence
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0:8 Sequence
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 'v' ( temp 4-component vector of float)
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0:8 texture ( global 4-component vector of float)
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0:8 'tex' ( uniform sampler2D)
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0:8 'coord' ( smooth in 2-component vector of float)
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0:10 Test condition and select ( temp void)
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0:10 Condition
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0:10 Compare Equal ( temp bool)
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0:10 'v' ( temp 4-component vector of float)
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0:10 Constant:
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0:10 0.100000
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0:10 0.200000
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0:10 0.300000
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0:10 0.400000
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0:10 true case
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0:11 Branch: Kill
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:13 'v' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'tex' ( uniform sampler2D)
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0:? 'coord' ( smooth in 2-component vector of float)
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