mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-03 08:32:18 +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.
299 lines
14 KiB
Plaintext
299 lines
14 KiB
Plaintext
aggOps.frag
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WARNING: 0:4: varying deprecated in version 130; may be removed in future release
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WARNING: 0:6: varying deprecated in version 130; may be removed in future release
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Shader version: 130
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0:? Sequence
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0:23 Function Definition: main( ( global void)
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0:23 Function Parameters:
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0:? Sequence
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0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
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0:27 'a' ( temp 3-element array of structure{ global int i, global float f})
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0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f})
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0:27 Construct structure ( temp structure{ global int i, global float f})
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0:27 Convert float to int ( temp int)
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0:27 direct index ( temp float)
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0:27 'u' ( smooth in 4-component vector of float)
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0:27 Constant:
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0:27 0 (const int)
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0:27 direct index ( temp float)
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0:27 'u' ( smooth in 4-component vector of float)
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0:27 Constant:
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0:27 1 (const int)
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0:27 Construct structure ( temp structure{ global int i, global float f})
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0:27 Convert float to int ( temp int)
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0:27 direct index ( temp float)
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0:27 'u' ( smooth in 4-component vector of float)
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0:27 Constant:
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0:27 2 (const int)
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0:27 direct index ( temp float)
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0:27 'u' ( smooth in 4-component vector of float)
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0:27 Constant:
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0:27 3 (const int)
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0:27 Constant:
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0:27 14 (const int)
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0:27 14.000000
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0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
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0:28 'b' ( temp 3-element array of structure{ global int i, global float f})
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0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f})
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0:28 Constant:
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0:28 17 (const int)
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0:28 17.000000
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0:28 Construct structure ( temp structure{ global int i, global float f})
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0:28 Convert float to int ( temp int)
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0:28 direct index ( temp float)
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0:28 'w' ( smooth in 4-component vector of float)
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0:28 Constant:
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0:28 0 (const int)
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0:28 direct index ( temp float)
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0:28 'w' ( smooth in 4-component vector of float)
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0:28 Constant:
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0:28 1 (const int)
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0:28 Construct structure ( temp structure{ global int i, global float f})
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0:28 Convert float to int ( temp int)
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0:28 direct index ( temp float)
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0:28 'w' ( smooth in 4-component vector of float)
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0:28 Constant:
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0:28 2 (const int)
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0:28 direct index ( temp float)
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0:28 'w' ( smooth in 4-component vector of float)
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0:28 Constant:
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0:28 3 (const int)
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0:30 Test condition and select ( temp void)
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0:30 Condition
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0:30 Compare Equal ( temp bool)
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0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:30 true case
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0:31 move second child to first child ( temp 4-component vector of float)
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0:31 'v' ( temp 4-component vector of float)
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0:31 texture ( global 4-component vector of float)
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0:31 'sampler' ( uniform sampler2D)
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0:31 'coord' ( smooth in 2-component vector of float)
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0:30 false case
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0:33 move second child to first child ( temp 4-component vector of float)
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0:33 'v' ( temp 4-component vector of float)
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0:33 texture ( global 4-component vector of float)
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0:33 'sampler' ( uniform sampler2D)
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0:33 vector-scale ( temp 2-component vector of float)
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0:33 Constant:
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0:33 2.000000
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0:33 'coord' ( smooth in 2-component vector of float)
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0:35 Test condition and select ( temp void)
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0:35 Condition
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0:35 Compare Equal ( temp bool)
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0:35 'u' ( smooth in 4-component vector of float)
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0:35 'v' ( temp 4-component vector of float)
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0:35 true case
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0:36 vector scale second child into first child ( temp 4-component vector of float)
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0:36 'v' ( temp 4-component vector of float)
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0:36 Constant:
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0:36 3.000000
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0:38 Test condition and select ( temp void)
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0:38 Condition
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0:38 Compare Not Equal ( temp bool)
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0:38 'u' ( smooth in 4-component vector of float)
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0:38 'v' ( temp 4-component vector of float)
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0:38 true case
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0:39 vector scale second child into first child ( temp 4-component vector of float)
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0:39 'v' ( temp 4-component vector of float)
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0:39 Constant:
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0:39 4.000000
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0:41 Test condition and select ( temp void)
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0:41 Condition
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0:41 Compare Equal ( temp bool)
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0:41 'coord' ( smooth in 2-component vector of float)
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0:41 vector swizzle ( temp 2-component vector of float)
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0:41 'v' ( temp 4-component vector of float)
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0:41 Sequence
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0:41 Constant:
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0:41 1 (const int)
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0:41 Constant:
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0:41 3 (const int)
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0:41 true case
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0:42 vector scale second child into first child ( temp 4-component vector of float)
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0:42 'v' ( temp 4-component vector of float)
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0:42 Constant:
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0:42 5.000000
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0:44 Test condition and select ( temp void)
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0:44 Condition
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0:44 Compare Equal ( temp bool)
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0:44 'a' ( temp 3-element array of structure{ global int i, global float f})
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0:44 'b' ( temp 3-element array of structure{ global int i, global float f})
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0:44 true case
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0:45 vector scale second child into first child ( temp 4-component vector of float)
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0:45 'v' ( temp 4-component vector of float)
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0:45 Constant:
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0:45 6.000000
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0:47 Test condition and select ( temp void)
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0:47 Condition
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0:47 Compare Not Equal ( temp bool)
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0:47 'a' ( temp 3-element array of structure{ global int i, global float f})
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0:47 'b' ( temp 3-element array of structure{ global int i, global float f})
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0:47 true case
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0:48 vector scale second child into first child ( temp 4-component vector of float)
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0:48 'v' ( temp 4-component vector of float)
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0:48 Constant:
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0:48 7.000000
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0:50 move second child to first child ( temp 4-component vector of float)
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0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:50 'v' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'sampler' ( uniform sampler2D)
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0:? 'coord' ( smooth in 2-component vector of float)
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0:? 'u' ( smooth in 4-component vector of float)
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0:? 'w' ( smooth in 4-component vector of float)
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0:? 'foo1' ( uniform structure{ global int i, global float f})
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0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
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Linked fragment stage:
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Shader version: 130
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0:? Sequence
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0:23 Function Definition: main( ( global void)
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0:23 Function Parameters:
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0:? Sequence
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0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
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0:27 'a' ( temp 3-element array of structure{ global int i, global float f})
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0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f})
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0:27 Construct structure ( temp structure{ global int i, global float f})
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0:27 Convert float to int ( temp int)
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0:27 direct index ( temp float)
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0:27 'u' ( smooth in 4-component vector of float)
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0:27 Constant:
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0:27 0 (const int)
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0:27 direct index ( temp float)
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0:27 'u' ( smooth in 4-component vector of float)
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0:27 Constant:
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0:27 1 (const int)
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0:27 Construct structure ( temp structure{ global int i, global float f})
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0:27 Convert float to int ( temp int)
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0:27 direct index ( temp float)
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0:27 'u' ( smooth in 4-component vector of float)
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0:27 Constant:
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0:27 2 (const int)
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0:27 direct index ( temp float)
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0:27 'u' ( smooth in 4-component vector of float)
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0:27 Constant:
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0:27 3 (const int)
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0:27 Constant:
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0:27 14 (const int)
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0:27 14.000000
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0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
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0:28 'b' ( temp 3-element array of structure{ global int i, global float f})
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0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f})
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0:28 Constant:
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0:28 17 (const int)
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0:28 17.000000
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0:28 Construct structure ( temp structure{ global int i, global float f})
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0:28 Convert float to int ( temp int)
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0:28 direct index ( temp float)
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0:28 'w' ( smooth in 4-component vector of float)
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0:28 Constant:
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0:28 0 (const int)
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0:28 direct index ( temp float)
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0:28 'w' ( smooth in 4-component vector of float)
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0:28 Constant:
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0:28 1 (const int)
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0:28 Construct structure ( temp structure{ global int i, global float f})
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0:28 Convert float to int ( temp int)
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0:28 direct index ( temp float)
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0:28 'w' ( smooth in 4-component vector of float)
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0:28 Constant:
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0:28 2 (const int)
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0:28 direct index ( temp float)
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0:28 'w' ( smooth in 4-component vector of float)
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0:28 Constant:
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0:28 3 (const int)
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0:30 Test condition and select ( temp void)
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0:30 Condition
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0:30 Compare Equal ( temp bool)
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0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:30 true case
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0:31 move second child to first child ( temp 4-component vector of float)
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0:31 'v' ( temp 4-component vector of float)
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0:31 texture ( global 4-component vector of float)
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0:31 'sampler' ( uniform sampler2D)
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0:31 'coord' ( smooth in 2-component vector of float)
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0:30 false case
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0:33 move second child to first child ( temp 4-component vector of float)
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0:33 'v' ( temp 4-component vector of float)
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0:33 texture ( global 4-component vector of float)
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0:33 'sampler' ( uniform sampler2D)
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0:33 vector-scale ( temp 2-component vector of float)
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0:33 Constant:
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0:33 2.000000
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0:33 'coord' ( smooth in 2-component vector of float)
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0:35 Test condition and select ( temp void)
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0:35 Condition
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0:35 Compare Equal ( temp bool)
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0:35 'u' ( smooth in 4-component vector of float)
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0:35 'v' ( temp 4-component vector of float)
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0:35 true case
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0:36 vector scale second child into first child ( temp 4-component vector of float)
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0:36 'v' ( temp 4-component vector of float)
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0:36 Constant:
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0:36 3.000000
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0:38 Test condition and select ( temp void)
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0:38 Condition
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0:38 Compare Not Equal ( temp bool)
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0:38 'u' ( smooth in 4-component vector of float)
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0:38 'v' ( temp 4-component vector of float)
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0:38 true case
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0:39 vector scale second child into first child ( temp 4-component vector of float)
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0:39 'v' ( temp 4-component vector of float)
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0:39 Constant:
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0:39 4.000000
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0:41 Test condition and select ( temp void)
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0:41 Condition
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0:41 Compare Equal ( temp bool)
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0:41 'coord' ( smooth in 2-component vector of float)
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0:41 vector swizzle ( temp 2-component vector of float)
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0:41 'v' ( temp 4-component vector of float)
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0:41 Sequence
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0:41 Constant:
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0:41 1 (const int)
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0:41 Constant:
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0:41 3 (const int)
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0:41 true case
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0:42 vector scale second child into first child ( temp 4-component vector of float)
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0:42 'v' ( temp 4-component vector of float)
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0:42 Constant:
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0:42 5.000000
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0:44 Test condition and select ( temp void)
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0:44 Condition
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0:44 Compare Equal ( temp bool)
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0:44 'a' ( temp 3-element array of structure{ global int i, global float f})
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0:44 'b' ( temp 3-element array of structure{ global int i, global float f})
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0:44 true case
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0:45 vector scale second child into first child ( temp 4-component vector of float)
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0:45 'v' ( temp 4-component vector of float)
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0:45 Constant:
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0:45 6.000000
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0:47 Test condition and select ( temp void)
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0:47 Condition
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0:47 Compare Not Equal ( temp bool)
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0:47 'a' ( temp 3-element array of structure{ global int i, global float f})
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0:47 'b' ( temp 3-element array of structure{ global int i, global float f})
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0:47 true case
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0:48 vector scale second child into first child ( temp 4-component vector of float)
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0:48 'v' ( temp 4-component vector of float)
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0:48 Constant:
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0:48 7.000000
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0:50 move second child to first child ( temp 4-component vector of float)
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0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:50 'v' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'sampler' ( uniform sampler2D)
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0:? 'coord' ( smooth in 2-component vector of float)
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0:? 'u' ( smooth in 4-component vector of float)
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0:? 'w' ( smooth in 4-component vector of float)
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0:? 'foo1' ( uniform structure{ global int i, global float f})
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0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
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