mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-19 17:26:39 +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.
415 lines
22 KiB
Plaintext
415 lines
22 KiB
Plaintext
localAggregates.frag
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WARNING: 0:4: varying deprecated in version 130; may be removed in future release
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WARNING: 0:5: 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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0:34 Function Definition: main( ( global void)
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0:34 Function Parameters:
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0:? Sequence
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0:41 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:41 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:41 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:41 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:41 Constant:
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0:41 0 (const int)
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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 i: direct index for structure ( global int)
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0:43 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:43 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:43 Constant:
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0:43 0 (const int)
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0:43 Constant:
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0:43 0 (const int)
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0:43 Constant:
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0:43 0 (const int)
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0:43 true case
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0:44 Sequence
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0:44 move second child to first child ( temp float)
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0:44 f: direct index for structure ( global float)
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0:44 s1_1: direct index for structure ( global structure{ global int i, global float f})
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0:44 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:44 Constant:
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0:44 2 (const int)
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0:44 Constant:
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0:44 1 (const int)
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0:44 Constant:
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0:44 1.000000
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0:45 move second child to first child ( temp float)
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0:45 direct index ( temp float)
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0:45 'localFArray' ( temp 16-element array of float)
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0:45 Constant:
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0:45 4 (const int)
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0:45 direct index ( temp float)
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0:45 'coord' ( smooth in 2-component vector of float)
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0:45 Constant:
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0:45 0 (const int)
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0:46 move second child to first child ( temp int)
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0:46 direct index ( temp int)
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0:46 'localIArray' ( temp 8-element array of int)
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0:46 Constant:
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0:46 2 (const int)
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0:46 i: direct index for structure ( global int)
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0:46 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:46 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:46 Constant:
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0:46 0 (const int)
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0:46 Constant:
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0:46 0 (const int)
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0:43 false case
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0:48 Sequence
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0:48 move second child to first child ( temp float)
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0:48 f: direct index for structure ( global float)
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0:48 s1_1: direct index for structure ( global structure{ global int i, global float f})
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0:48 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:48 Constant:
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0:48 2 (const int)
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0:48 Constant:
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0:48 1 (const int)
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0:48 direct index ( temp float)
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0:48 'coord' ( smooth in 2-component vector of float)
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0:48 Constant:
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0:48 0 (const int)
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0:49 move second child to first child ( temp float)
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0:49 direct index ( temp float)
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0:49 'localFArray' ( temp 16-element array of float)
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0:49 Constant:
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0:49 4 (const int)
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0:49 Constant:
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0:49 1.000000
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0:50 move second child to first child ( temp int)
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0:50 direct index ( temp int)
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0:50 'localIArray' ( temp 8-element array of int)
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0:50 Constant:
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0:50 2 (const int)
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0:50 Constant:
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0:50 0 (const int)
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0:53 Test condition and select ( temp void)
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0:53 Condition
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0:53 Compare Equal ( temp bool)
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0:53 direct index ( temp int)
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0:53 'localIArray' ( temp 8-element array of int)
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0:53 Constant:
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0:53 2 (const int)
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0:53 Constant:
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0:53 0 (const int)
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0:53 true case
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0:54 Pre-Increment ( temp float)
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0:54 direct index ( temp float)
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0:54 'localFArray' ( temp 16-element array of float)
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0:54 Constant:
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0:54 4 (const int)
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0:57 Sequence
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0:57 move second child to first child ( temp int)
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0:57 'x' ( temp int)
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0:57 Constant:
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0:57 5 (const int)
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0:58 move second child to first child ( temp float)
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0:58 indirect index ( temp float)
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0:58 'localArray' ( temp 16-element array of float)
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0:58 'x' ( temp int)
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0:58 direct index ( temp float)
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0:58 'coord' ( smooth in 2-component vector of float)
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0:58 Constant:
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0:58 0 (const int)
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0:62 Sequence
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0:62 Sequence
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0:62 move second child to first child ( temp int)
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0:62 'i' ( temp int)
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0:62 Constant:
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0:62 0 (const int)
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0:62 Loop with condition tested first
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0:62 Loop Condition
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0:62 Compare Less Than ( temp bool)
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0:62 'i' ( temp int)
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0:62 Constant:
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0:62 16 (const int)
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0:62 Loop Body
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0:63 move second child to first child ( temp float)
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0:63 indirect index ( temp float)
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0:63 'a' ( temp 16-element array of float)
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0:63 'i' ( temp int)
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0:63 Constant:
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0:63 0.000000
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0:62 Loop Terminal Expression
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0:62 Post-Increment ( temp int)
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0:62 'i' ( temp int)
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0:65 Test condition and select ( temp void)
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0:65 Condition
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0:65 Compare Equal ( temp bool)
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0:65 'condition' ( uniform int)
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0:65 Constant:
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0:65 1 (const int)
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0:65 true case
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0:66 move second child to first child ( temp 16-element array of float)
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0:66 'a' ( temp 16-element array of float)
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0:66 'localArray' ( temp 16-element array of float)
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0:68 move second child to first child ( temp 4-component vector of float)
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0:68 bleh: direct index for structure ( global 4-component vector of float)
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0:68 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:68 Constant:
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0:68 3 (const int)
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0:68 'color' ( smooth in 4-component vector of float)
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0:69 move second child to first child ( temp float)
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0:69 direct index ( temp float)
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0:69 bleh: direct index for structure ( global 4-component vector of float)
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0:69 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:69 Constant:
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0:69 3 (const int)
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0:69 Constant:
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0:69 2 (const int)
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0:69 direct index ( temp float)
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0:69 'coord' ( smooth in 2-component vector of float)
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0:69 Constant:
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0:69 1 (const int)
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0:71 move second child to first child ( temp 4-component vector of float)
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0:71 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:71 component-wise multiply ( temp 4-component vector of float)
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0:71 vector-scale ( temp 4-component vector of float)
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0:71 bleh: direct index for structure ( global 4-component vector of float)
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0:71 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:71 Constant:
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0:71 3 (const int)
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0:71 add ( temp float)
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0:71 add ( temp float)
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0:71 add ( temp float)
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0:71 direct index ( temp float)
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0:71 'localFArray' ( temp 16-element array of float)
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0:71 Constant:
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0:71 4 (const int)
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0:71 f: direct index for structure ( global float)
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0:71 s1_1: direct index for structure ( global structure{ global int i, global float f})
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0:71 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:71 Constant:
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0:71 2 (const int)
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0:71 Constant:
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0:71 1 (const int)
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0:71 indirect index ( temp float)
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0:71 'localArray' ( temp 16-element array of float)
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0:71 'x' ( temp int)
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0:71 indirect index ( temp float)
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0:71 'a' ( temp 16-element array of float)
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0:71 'x' ( temp int)
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0:71 texture ( global 4-component vector of float)
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0:71 'sampler' ( uniform sampler2D)
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0:71 'coord' ( smooth in 2-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:? 'color' ( smooth in 4-component vector of float)
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0:? 'foo' ( uniform structure{ global int i, global float f})
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0:? 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:? 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:? 'uFloatArray' ( uniform 16-element array of float)
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0:? 'condition' ( uniform int)
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Linked fragment stage:
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Shader version: 130
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0:? Sequence
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0:34 Function Definition: main( ( global void)
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0:34 Function Parameters:
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0:? Sequence
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0:41 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:41 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:41 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:41 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:41 Constant:
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0:41 0 (const int)
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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 i: direct index for structure ( global int)
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0:43 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:43 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:43 Constant:
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0:43 0 (const int)
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0:43 Constant:
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0:43 0 (const int)
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0:43 Constant:
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0:43 0 (const int)
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0:43 true case
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0:44 Sequence
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0:44 move second child to first child ( temp float)
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0:44 f: direct index for structure ( global float)
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0:44 s1_1: direct index for structure ( global structure{ global int i, global float f})
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0:44 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:44 Constant:
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0:44 2 (const int)
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0:44 Constant:
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0:44 1 (const int)
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0:44 Constant:
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0:44 1.000000
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0:45 move second child to first child ( temp float)
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0:45 direct index ( temp float)
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0:45 'localFArray' ( temp 16-element array of float)
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0:45 Constant:
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0:45 4 (const int)
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0:45 direct index ( temp float)
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0:45 'coord' ( smooth in 2-component vector of float)
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0:45 Constant:
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0:45 0 (const int)
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0:46 move second child to first child ( temp int)
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0:46 direct index ( temp int)
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0:46 'localIArray' ( temp 8-element array of int)
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0:46 Constant:
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0:46 2 (const int)
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0:46 i: direct index for structure ( global int)
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0:46 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:46 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:46 Constant:
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0:46 0 (const int)
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0:46 Constant:
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0:46 0 (const int)
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0:43 false case
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0:48 Sequence
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0:48 move second child to first child ( temp float)
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0:48 f: direct index for structure ( global float)
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0:48 s1_1: direct index for structure ( global structure{ global int i, global float f})
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0:48 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:48 Constant:
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0:48 2 (const int)
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0:48 Constant:
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0:48 1 (const int)
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0:48 direct index ( temp float)
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0:48 'coord' ( smooth in 2-component vector of float)
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0:48 Constant:
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0:48 0 (const int)
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0:49 move second child to first child ( temp float)
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0:49 direct index ( temp float)
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0:49 'localFArray' ( temp 16-element array of float)
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0:49 Constant:
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0:49 4 (const int)
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0:49 Constant:
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0:49 1.000000
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0:50 move second child to first child ( temp int)
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0:50 direct index ( temp int)
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0:50 'localIArray' ( temp 8-element array of int)
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0:50 Constant:
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0:50 2 (const int)
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0:50 Constant:
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0:50 0 (const int)
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0:53 Test condition and select ( temp void)
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0:53 Condition
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0:53 Compare Equal ( temp bool)
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0:53 direct index ( temp int)
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0:53 'localIArray' ( temp 8-element array of int)
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0:53 Constant:
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0:53 2 (const int)
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0:53 Constant:
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0:53 0 (const int)
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0:53 true case
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0:54 Pre-Increment ( temp float)
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0:54 direct index ( temp float)
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0:54 'localFArray' ( temp 16-element array of float)
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0:54 Constant:
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0:54 4 (const int)
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0:57 Sequence
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0:57 move second child to first child ( temp int)
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0:57 'x' ( temp int)
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0:57 Constant:
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0:57 5 (const int)
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0:58 move second child to first child ( temp float)
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0:58 indirect index ( temp float)
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0:58 'localArray' ( temp 16-element array of float)
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0:58 'x' ( temp int)
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0:58 direct index ( temp float)
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0:58 'coord' ( smooth in 2-component vector of float)
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0:58 Constant:
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0:58 0 (const int)
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0:62 Sequence
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0:62 Sequence
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0:62 move second child to first child ( temp int)
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0:62 'i' ( temp int)
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0:62 Constant:
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0:62 0 (const int)
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0:62 Loop with condition tested first
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0:62 Loop Condition
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0:62 Compare Less Than ( temp bool)
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0:62 'i' ( temp int)
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0:62 Constant:
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0:62 16 (const int)
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0:62 Loop Body
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0:63 move second child to first child ( temp float)
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0:63 indirect index ( temp float)
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0:63 'a' ( temp 16-element array of float)
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0:63 'i' ( temp int)
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0:63 Constant:
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0:63 0.000000
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0:62 Loop Terminal Expression
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0:62 Post-Increment ( temp int)
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0:62 'i' ( temp int)
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0:65 Test condition and select ( temp void)
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0:65 Condition
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0:65 Compare Equal ( temp bool)
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0:65 'condition' ( uniform int)
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0:65 Constant:
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0:65 1 (const int)
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0:65 true case
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0:66 move second child to first child ( temp 16-element array of float)
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0:66 'a' ( temp 16-element array of float)
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0:66 'localArray' ( temp 16-element array of float)
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0:68 move second child to first child ( temp 4-component vector of float)
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0:68 bleh: direct index for structure ( global 4-component vector of float)
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0:68 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:68 Constant:
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0:68 3 (const int)
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0:68 'color' ( smooth in 4-component vector of float)
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0:69 move second child to first child ( temp float)
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0:69 direct index ( temp float)
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0:69 bleh: direct index for structure ( global 4-component vector of float)
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0:69 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:69 Constant:
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0:69 3 (const int)
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0:69 Constant:
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0:69 2 (const int)
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0:69 direct index ( temp float)
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0:69 'coord' ( smooth in 2-component vector of float)
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0:69 Constant:
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0:69 1 (const int)
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0:71 move second child to first child ( temp 4-component vector of float)
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0:71 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:71 component-wise multiply ( temp 4-component vector of float)
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0:71 vector-scale ( temp 4-component vector of float)
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0:71 bleh: direct index for structure ( global 4-component vector of float)
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0:71 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:71 Constant:
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0:71 3 (const int)
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0:71 add ( temp float)
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0:71 add ( temp float)
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0:71 add ( temp float)
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0:71 direct index ( temp float)
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0:71 'localFArray' ( temp 16-element array of float)
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0:71 Constant:
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0:71 4 (const int)
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0:71 f: direct index for structure ( global float)
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0:71 s1_1: direct index for structure ( global structure{ global int i, global float f})
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0:71 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:71 Constant:
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0:71 2 (const int)
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0:71 Constant:
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0:71 1 (const int)
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0:71 indirect index ( temp float)
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0:71 'localArray' ( temp 16-element array of float)
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0:71 'x' ( temp int)
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0:71 indirect index ( temp float)
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0:71 'a' ( temp 16-element array of float)
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0:71 'x' ( temp int)
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0:71 texture ( global 4-component vector of float)
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0:71 'sampler' ( uniform sampler2D)
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0:71 'coord' ( smooth in 2-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:? 'color' ( smooth in 4-component vector of float)
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0:? 'foo' ( uniform structure{ global int i, global float f})
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0:? 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh})
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0:? 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1})
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0:? 'uFloatArray' ( uniform 16-element array of float)
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0:? 'condition' ( uniform int)
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