зеркало из https://github.com/stride3d/xkslang.git
glslang tests: Update test result from test-file change.
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@31288 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
Родитель
bd7b669213
Коммит
92993c5e2f
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@ -3,204 +3,226 @@ Warning, version 430 is not yet complete; most version-specific features are pre
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Shader version: 430
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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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0:36 Sequence
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0:36 Sequence
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0:36 move second child to 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 Function Call: texture(s21;vf2; (global 4-component vector of float)
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0:36 's2D' (uniform sampler2D)
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0:36 'c2D' (smooth in 2-component vector of float)
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0:37 add second child into first child (temp 4-component vector of float)
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0:37 'v' (temp 4-component vector of float)
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0:37 Function Call: textureProj(s31;vf4; (global 4-component vector of float)
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0:37 's3D' (uniform sampler3D)
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0:37 'c4D' (smooth in 4-component vector of float)
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0:38 add second child into first child (temp 4-component vector of float)
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0:38 'v' (temp 4-component vector of float)
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0:38 Function Call: textureLod(sA21;vf3;f1; (global 4-component vector of float)
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0:38 's2DArray' (uniform sampler2DArray)
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0:38 'c3D' (smooth in 3-component vector of float)
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0:38 Constant:
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0:38 1.200000
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0:39 add second child into first child (temp float)
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0:39 direct index (temp 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 1 (const int)
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0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (global float)
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0:39 's2DShadow' (uniform sampler2DShadow)
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0:39 'c3D' (smooth in 3-component vector of float)
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0:39 Constant:
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0:39 3 (const int)
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0:39 3 (const int)
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0:39 'c1D' (smooth in float)
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0:36 Function Definition: main( (global void)
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0:36 Function Parameters:
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0:38 Sequence
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0:38 Sequence
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0:38 move second child to first child (temp 4-component vector of float)
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0:38 'v' (temp 4-component vector of float)
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0:38 Function Call: texture(s21;vf2; (global 4-component vector of float)
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0:38 's2D' (uniform sampler2D)
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0:38 'c2D' (smooth in 2-component vector of float)
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0:39 add 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 Function Call: textureProj(s31;vf4; (global 4-component vector of float)
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0:39 's3D' (uniform sampler3D)
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0:39 'c4D' (smooth in 4-component vector of float)
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0:40 add second child into first child (temp 4-component vector of float)
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0:40 'v' (temp 4-component vector of float)
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0:40 Function Call: texelFetch(s31;vi3;i1; (global 4-component vector of float)
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0:40 's3D' (uniform sampler3D)
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0:40 'ic3D' (flat in 3-component vector of int)
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0:40 'ic1D' (flat in int)
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0:41 add second child into first child (temp 4-component vector of float)
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0:41 'v' (temp 4-component vector of float)
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0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global 4-component vector of float)
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0:41 's2D' (uniform sampler2D)
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0:41 'ic2D' (flat in 2-component vector of int)
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0:40 Function Call: textureLod(sA21;vf3;f1; (global 4-component vector of float)
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0:40 's2DArray' (uniform sampler2DArray)
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0:40 'c3D' (smooth in 3-component vector of float)
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0:40 Constant:
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0:40 1.200000
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0:41 add second child into first child (temp float)
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0:41 direct index (temp float)
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0:41 'v' (temp 4-component vector of float)
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0:41 Constant:
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0:41 4 (const int)
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0:41 'ic2D' (flat in 2-component vector of int)
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0:42 add second child into first child (temp float)
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0:42 direct index (temp 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 1 (const int)
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0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float)
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0:42 's2DShadow' (uniform sampler2DShadow)
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0:42 'c3D' (smooth in 3-component vector of float)
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0:42 'c1D' (smooth in float)
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0:42 Constant:
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0:42 3 (const int)
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0:42 3 (const int)
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0:41 1 (const int)
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0:41 Function Call: textureOffset(sS21;vf3;vi2;f1; (global float)
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0:41 's2DShadow' (uniform sampler2DShadow)
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0:41 'c3D' (smooth in 3-component vector of float)
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0:41 Constant:
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0:41 3 (const int)
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0:41 3 (const int)
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0:41 'c1D' (smooth in float)
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0:42 add 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 Function Call: texelFetch(s31;vi3;i1; (global 4-component vector of float)
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0:42 's3D' (uniform sampler3D)
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0:42 'ic3D' (flat in 3-component vector of int)
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0:42 'ic1D' (flat in int)
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0:43 add second child into first child (temp 4-component vector of float)
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0:43 'v' (temp 4-component vector of float)
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0:43 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float)
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0:43 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global 4-component vector of float)
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0:43 's2D' (uniform sampler2D)
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0:43 'c3D' (smooth in 3-component vector of float)
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0:43 'c1D' (smooth in float)
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0:43 'ic2D' (flat in 2-component vector of int)
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0:43 Constant:
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0:43 3 (const int)
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0:43 3 (const int)
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0:44 add second child into first child (temp 4-component vector of float)
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0:44 'v' (temp 4-component vector of float)
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0:44 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float)
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0:44 'sCube' (uniform samplerCube)
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0:43 4 (const int)
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0:43 'ic2D' (flat in 2-component vector of int)
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0:44 add second child into first child (temp float)
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0:44 direct index (temp float)
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0:44 'v' (temp 4-component vector of float)
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0:44 Constant:
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0:44 1 (const int)
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0:44 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float)
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0:44 's2DShadow' (uniform sampler2DShadow)
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0:44 'c3D' (smooth in 3-component vector of float)
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0:44 'c3D' (smooth in 3-component vector of float)
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0:44 'c3D' (smooth in 3-component vector of float)
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0:45 add second child into first child (temp float)
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0:45 direct index (temp 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 0 (const int)
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0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float)
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0:45 's2DArrayShadow' (uniform sampler2DArrayShadow)
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0:45 'c4D' (smooth in 4-component vector of float)
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0:45 'c2D' (smooth in 2-component vector of float)
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0:45 'c2D' (smooth in 2-component vector of float)
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0:44 'c1D' (smooth in float)
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0:44 Constant:
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0:44 3 (const int)
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0:44 3 (const int)
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0:45 add 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 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float)
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0:45 's2D' (uniform sampler2D)
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0:45 'c3D' (smooth in 3-component vector of float)
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0:45 'c1D' (smooth in float)
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0:45 Constant:
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0:45 3 (const int)
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0:45 3 (const int)
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0:46 add second child into first child (temp 4-component vector of float)
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0:46 'v' (temp 4-component vector of float)
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0:46 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float)
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0:46 's3D' (uniform sampler3D)
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0:46 'c4D' (smooth in 4-component vector of float)
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0:46 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float)
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0:46 'sCube' (uniform samplerCube)
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0:46 'c3D' (smooth in 3-component vector of float)
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0:46 'c3D' (smooth in 3-component vector of float)
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0:47 add second child into first child (temp 4-component vector of float)
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0:47 'v' (temp 4-component vector of float)
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0:47 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float)
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0:47 's2D' (uniform sampler2D)
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0:47 'c3D' (smooth in 3-component vector of float)
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0:46 'c3D' (smooth in 3-component vector of float)
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0:47 add second child into first child (temp float)
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0:47 direct index (temp float)
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0:47 'v' (temp 4-component vector of float)
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0:47 Constant:
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0:47 0 (const int)
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0:47 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float)
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0:47 's2DArrayShadow' (uniform sampler2DArrayShadow)
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0:47 'c4D' (smooth in 4-component vector of float)
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||||
0:47 'c2D' (smooth in 2-component vector of float)
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0:47 'c2D' (smooth in 2-component vector of float)
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0:47 Constant:
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0:47 3 (const int)
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0:47 3 (const int)
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0:49 Sequence
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0:49 move second child to first child (temp 4-component vector of int)
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0:49 'iv' (temp 4-component vector of int)
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0:49 Function Call: texture(is21;vf2; (global 4-component vector of int)
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0:49 'is2D' (uniform isampler2D)
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0:49 'c2D' (smooth in 2-component vector of float)
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||||
0:50 add second child into first child (temp 4-component vector of float)
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0:50 'v' (temp 4-component vector of float)
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0:50 Convert int to float (temp 4-component vector of float)
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0:50 'iv' (temp 4-component vector of int)
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0:51 move second child to first child (temp 4-component vector of int)
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0:51 'iv' (temp 4-component vector of int)
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0:51 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int)
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0:51 'is2D' (uniform isampler2D)
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0:51 'c4D' (smooth in 4-component vector of float)
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0:51 Constant:
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0:51 3 (const int)
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0:51 3 (const int)
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0:48 add 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 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float)
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0:48 's3D' (uniform sampler3D)
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0:48 'c4D' (smooth in 4-component vector of float)
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0:48 'c3D' (smooth in 3-component vector of float)
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0:48 'c3D' (smooth in 3-component vector of float)
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0:49 add second child into first child (temp 4-component vector of float)
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0:49 'v' (temp 4-component vector of float)
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0:49 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float)
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0:49 's2D' (uniform sampler2D)
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0:49 'c3D' (smooth in 3-component vector of float)
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0:49 'c2D' (smooth in 2-component vector of float)
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0:49 'c2D' (smooth in 2-component vector of float)
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0:49 Constant:
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0:49 3 (const int)
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0:49 3 (const int)
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0:51 Sequence
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0:51 move second child to first child (temp 4-component vector of int)
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0:51 'iv' (temp 4-component vector of int)
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0:51 Function Call: texture(is21;vf2; (global 4-component vector of int)
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0:51 'is2D' (uniform isampler2D)
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0:51 'c2D' (smooth in 2-component vector of float)
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0:52 add second child into first child (temp 4-component vector of float)
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0:52 'v' (temp 4-component vector of float)
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0:52 Convert int to float (temp 4-component vector of float)
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0:52 'iv' (temp 4-component vector of int)
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0:53 move second child to first child (temp 4-component vector of int)
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0:53 'iv' (temp 4-component vector of int)
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0:53 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int)
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0:53 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int)
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0:53 'is2D' (uniform isampler2D)
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0:53 'c3D' (smooth in 3-component vector of float)
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0:53 'c1D' (smooth in float)
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0:53 'c4D' (smooth in 4-component vector of float)
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0:53 Constant:
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0:53 3 (const int)
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0:53 3 (const int)
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0:54 add second child into first child (temp 4-component vector of float)
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0:54 'v' (temp 4-component vector of float)
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0:54 Convert int to float (temp 4-component vector of float)
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0:54 'iv' (temp 4-component vector of int)
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0:55 move second child to first child (temp 4-component vector of int)
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0:55 'iv' (temp 4-component vector of int)
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0:55 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int)
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0:55 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int)
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0:55 'is2D' (uniform isampler2D)
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0:55 'c3D' (smooth in 3-component vector of float)
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0:55 'c2D' (smooth in 2-component vector of float)
|
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0:55 'c2D' (smooth in 2-component vector of float)
|
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0:55 'c1D' (smooth in float)
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0:56 add second child into first child (temp 4-component vector of float)
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0:56 'v' (temp 4-component vector of float)
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0:56 Convert int to float (temp 4-component vector of float)
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0:56 'iv' (temp 4-component vector of int)
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0:57 move second child to first child (temp 4-component vector of int)
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0:57 'iv' (temp 4-component vector of int)
|
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0:57 Function Call: texture(is31;vf3;f1; (global 4-component vector of int)
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0:57 'is3D' (uniform isampler3D)
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0:57 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int)
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0:57 'is2D' (uniform isampler2D)
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0:57 'c3D' (smooth in 3-component vector of float)
|
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0:57 Constant:
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0:57 4.200000
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0:57 'c2D' (smooth in 2-component vector of float)
|
||||
0:57 'c2D' (smooth in 2-component vector of float)
|
||||
0:58 add second child into first child (temp 4-component vector of float)
|
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0:58 'v' (temp 4-component vector of float)
|
||||
0:58 Convert int to float (temp 4-component vector of float)
|
||||
0:58 'iv' (temp 4-component vector of int)
|
||||
0:59 move second child to first child (temp 4-component vector of int)
|
||||
0:59 'iv' (temp 4-component vector of int)
|
||||
0:59 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int)
|
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0:59 'isCube' (uniform isamplerCube)
|
||||
0:59 Function Call: texture(is31;vf3;f1; (global 4-component vector of int)
|
||||
0:59 'is3D' (uniform isampler3D)
|
||||
0:59 'c3D' (smooth in 3-component vector of float)
|
||||
0:59 'c1D' (smooth in float)
|
||||
0:59 Constant:
|
||||
0:59 4.200000
|
||||
0:60 add second child into first child (temp 4-component vector of float)
|
||||
0:60 'v' (temp 4-component vector of float)
|
||||
0:60 Convert int to float (temp 4-component vector of float)
|
||||
0:60 'iv' (temp 4-component vector of int)
|
||||
0:61 move second child to first child (temp 4-component vector of int)
|
||||
0:61 'iv' (temp 4-component vector of int)
|
||||
0:61 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int)
|
||||
0:61 'is2DArray' (uniform isampler2DArray)
|
||||
0:61 'ic3D' (flat in 3-component vector of int)
|
||||
0:61 'ic1D' (flat in int)
|
||||
0:61 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int)
|
||||
0:61 'isCube' (uniform isamplerCube)
|
||||
0:61 'c3D' (smooth in 3-component vector of float)
|
||||
0:61 'c1D' (smooth in float)
|
||||
0:62 add second child into first child (temp 4-component vector of float)
|
||||
0:62 'v' (temp 4-component vector of float)
|
||||
0:62 Convert int to float (temp 4-component vector of float)
|
||||
0:62 'iv' (temp 4-component vector of int)
|
||||
0:64 Sequence
|
||||
0:64 move second child to first child (temp 2-component vector of int)
|
||||
0:64 'iv2' (temp 2-component vector of int)
|
||||
0:64 Function Call: textureSize(sSC1;i1; (global 2-component vector of int)
|
||||
0:64 'sCubeShadow' (uniform samplerCubeShadow)
|
||||
0:64 Constant:
|
||||
0:64 2 (const int)
|
||||
0:67 move second child to first child (temp 4-component vector of float)
|
||||
0:67 'FragData' (out 4-component vector of float)
|
||||
0:67 add (temp 4-component vector of float)
|
||||
0:67 'v' (temp 4-component vector of float)
|
||||
0:67 Construct vec4 (temp 4-component vector of float)
|
||||
0:67 Convert int to float (temp 2-component vector of float)
|
||||
0:67 'iv2' (temp 2-component vector of int)
|
||||
0:67 Constant:
|
||||
0:67 0.000000
|
||||
0:67 Constant:
|
||||
0:67 0.000000
|
||||
0:63 move second child to first child (temp 4-component vector of int)
|
||||
0:63 'iv' (temp 4-component vector of int)
|
||||
0:63 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int)
|
||||
0:63 'is2DArray' (uniform isampler2DArray)
|
||||
0:63 'ic3D' (flat in 3-component vector of int)
|
||||
0:63 'ic1D' (flat in int)
|
||||
0:64 add second child into first child (temp 4-component vector of float)
|
||||
0:64 'v' (temp 4-component vector of float)
|
||||
0:64 Convert int to float (temp 4-component vector of float)
|
||||
0:64 'iv' (temp 4-component vector of int)
|
||||
0:66 add second child into first child (temp 4-component vector of int)
|
||||
0:66 'iv' (temp 4-component vector of int)
|
||||
0:66 Function Call: texelFetch(is21;vi2;i1; (global 4-component vector of int)
|
||||
0:66 'is2Dms' (uniform isampler2DMS)
|
||||
0:66 'ic2D' (flat in 2-component vector of int)
|
||||
0:66 'ic1D' (flat in int)
|
||||
0:67 add second child into first child (temp 4-component vector of float)
|
||||
0:67 'v' (temp 4-component vector of float)
|
||||
0:67 Convert int to float (temp 4-component vector of float)
|
||||
0:67 'iv' (temp 4-component vector of int)
|
||||
0:68 add second child into first child (temp 4-component vector of float)
|
||||
0:68 'v' (temp 4-component vector of float)
|
||||
0:68 Function Call: texelFetch(sB1;i1; (global 4-component vector of float)
|
||||
0:68 'sb' (uniform samplerBuffer)
|
||||
0:68 'ic1D' (flat in int)
|
||||
0:69 add second child into first child (temp 4-component vector of float)
|
||||
0:69 'v' (temp 4-component vector of float)
|
||||
0:69 Function Call: texelFetch(sR21;vi2; (global 4-component vector of float)
|
||||
0:69 'sr' (uniform sampler2DRect)
|
||||
0:69 'ic2D' (flat in 2-component vector of int)
|
||||
0:71 Sequence
|
||||
0:71 move second child to first child (temp 2-component vector of int)
|
||||
0:71 'iv2' (temp 2-component vector of int)
|
||||
0:71 Function Call: textureSize(sSC1;i1; (global 2-component vector of int)
|
||||
0:71 'sCubeShadow' (uniform samplerCubeShadow)
|
||||
0:71 Constant:
|
||||
0:71 2 (const int)
|
||||
0:74 move second child to first child (temp 4-component vector of float)
|
||||
0:74 'FragData' (out 4-component vector of float)
|
||||
0:74 add (temp 4-component vector of float)
|
||||
0:74 'v' (temp 4-component vector of float)
|
||||
0:74 Construct vec4 (temp 4-component vector of float)
|
||||
0:74 Convert int to float (temp 2-component vector of float)
|
||||
0:74 'iv2' (temp 2-component vector of int)
|
||||
0:74 Constant:
|
||||
0:74 0.000000
|
||||
0:74 Constant:
|
||||
0:74 0.000000
|
||||
0:? Linker Objects
|
||||
0:? 'sb' (uniform samplerBuffer)
|
||||
0:? 'sr' (uniform sampler2DRect)
|
||||
0:? 's2D' (uniform sampler2D)
|
||||
0:? 's3D' (uniform sampler3D)
|
||||
0:? 'sCube' (uniform samplerCube)
|
||||
|
@ -233,204 +255,226 @@ Linked fragment stage:
|
|||
|
||||
Shader version: 430
|
||||
0:? Sequence
|
||||
0:34 Function Definition: main( (global void)
|
||||
0:34 Function Parameters:
|
||||
0:36 Sequence
|
||||
0:36 Sequence
|
||||
0:36 move second child to first child (temp 4-component vector of float)
|
||||
0:36 'v' (temp 4-component vector of float)
|
||||
0:36 Function Call: texture(s21;vf2; (global 4-component vector of float)
|
||||
0:36 's2D' (uniform sampler2D)
|
||||
0:36 'c2D' (smooth in 2-component vector of float)
|
||||
0:37 add second child into first child (temp 4-component vector of float)
|
||||
0:37 'v' (temp 4-component vector of float)
|
||||
0:37 Function Call: textureProj(s31;vf4; (global 4-component vector of float)
|
||||
0:37 's3D' (uniform sampler3D)
|
||||
0:37 'c4D' (smooth in 4-component vector of float)
|
||||
0:38 add second child into first child (temp 4-component vector of float)
|
||||
0:38 'v' (temp 4-component vector of float)
|
||||
0:38 Function Call: textureLod(sA21;vf3;f1; (global 4-component vector of float)
|
||||
0:38 's2DArray' (uniform sampler2DArray)
|
||||
0:38 'c3D' (smooth in 3-component vector of float)
|
||||
0:38 Constant:
|
||||
0:38 1.200000
|
||||
0:39 add second child into first child (temp float)
|
||||
0:39 direct index (temp float)
|
||||
0:39 'v' (temp 4-component vector of float)
|
||||
0:39 Constant:
|
||||
0:39 1 (const int)
|
||||
0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (global float)
|
||||
0:39 's2DShadow' (uniform sampler2DShadow)
|
||||
0:39 'c3D' (smooth in 3-component vector of float)
|
||||
0:39 Constant:
|
||||
0:39 3 (const int)
|
||||
0:39 3 (const int)
|
||||
0:39 'c1D' (smooth in float)
|
||||
0:36 Function Definition: main( (global void)
|
||||
0:36 Function Parameters:
|
||||
0:38 Sequence
|
||||
0:38 Sequence
|
||||
0:38 move second child to first child (temp 4-component vector of float)
|
||||
0:38 'v' (temp 4-component vector of float)
|
||||
0:38 Function Call: texture(s21;vf2; (global 4-component vector of float)
|
||||
0:38 's2D' (uniform sampler2D)
|
||||
0:38 'c2D' (smooth in 2-component vector of float)
|
||||
0:39 add second child into first child (temp 4-component vector of float)
|
||||
0:39 'v' (temp 4-component vector of float)
|
||||
0:39 Function Call: textureProj(s31;vf4; (global 4-component vector of float)
|
||||
0:39 's3D' (uniform sampler3D)
|
||||
0:39 'c4D' (smooth in 4-component vector of float)
|
||||
0:40 add second child into first child (temp 4-component vector of float)
|
||||
0:40 'v' (temp 4-component vector of float)
|
||||
0:40 Function Call: texelFetch(s31;vi3;i1; (global 4-component vector of float)
|
||||
0:40 's3D' (uniform sampler3D)
|
||||
0:40 'ic3D' (flat in 3-component vector of int)
|
||||
0:40 'ic1D' (flat in int)
|
||||
0:41 add second child into first child (temp 4-component vector of float)
|
||||
0:41 'v' (temp 4-component vector of float)
|
||||
0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global 4-component vector of float)
|
||||
0:41 's2D' (uniform sampler2D)
|
||||
0:41 'ic2D' (flat in 2-component vector of int)
|
||||
0:40 Function Call: textureLod(sA21;vf3;f1; (global 4-component vector of float)
|
||||
0:40 's2DArray' (uniform sampler2DArray)
|
||||
0:40 'c3D' (smooth in 3-component vector of float)
|
||||
0:40 Constant:
|
||||
0:40 1.200000
|
||||
0:41 add second child into first child (temp float)
|
||||
0:41 direct index (temp float)
|
||||
0:41 'v' (temp 4-component vector of float)
|
||||
0:41 Constant:
|
||||
0:41 4 (const int)
|
||||
0:41 'ic2D' (flat in 2-component vector of int)
|
||||
0:42 add second child into first child (temp float)
|
||||
0:42 direct index (temp float)
|
||||
0:42 'v' (temp 4-component vector of float)
|
||||
0:42 Constant:
|
||||
0:42 1 (const int)
|
||||
0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float)
|
||||
0:42 's2DShadow' (uniform sampler2DShadow)
|
||||
0:42 'c3D' (smooth in 3-component vector of float)
|
||||
0:42 'c1D' (smooth in float)
|
||||
0:42 Constant:
|
||||
0:42 3 (const int)
|
||||
0:42 3 (const int)
|
||||
0:41 1 (const int)
|
||||
0:41 Function Call: textureOffset(sS21;vf3;vi2;f1; (global float)
|
||||
0:41 's2DShadow' (uniform sampler2DShadow)
|
||||
0:41 'c3D' (smooth in 3-component vector of float)
|
||||
0:41 Constant:
|
||||
0:41 3 (const int)
|
||||
0:41 3 (const int)
|
||||
0:41 'c1D' (smooth in float)
|
||||
0:42 add second child into first child (temp 4-component vector of float)
|
||||
0:42 'v' (temp 4-component vector of float)
|
||||
0:42 Function Call: texelFetch(s31;vi3;i1; (global 4-component vector of float)
|
||||
0:42 's3D' (uniform sampler3D)
|
||||
0:42 'ic3D' (flat in 3-component vector of int)
|
||||
0:42 'ic1D' (flat in int)
|
||||
0:43 add second child into first child (temp 4-component vector of float)
|
||||
0:43 'v' (temp 4-component vector of float)
|
||||
0:43 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float)
|
||||
0:43 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global 4-component vector of float)
|
||||
0:43 's2D' (uniform sampler2D)
|
||||
0:43 'c3D' (smooth in 3-component vector of float)
|
||||
0:43 'c1D' (smooth in float)
|
||||
0:43 'ic2D' (flat in 2-component vector of int)
|
||||
0:43 Constant:
|
||||
0:43 3 (const int)
|
||||
0:43 3 (const int)
|
||||
0:44 add second child into first child (temp 4-component vector of float)
|
||||
0:44 'v' (temp 4-component vector of float)
|
||||
0:44 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float)
|
||||
0:44 'sCube' (uniform samplerCube)
|
||||
0:43 4 (const int)
|
||||
0:43 'ic2D' (flat in 2-component vector of int)
|
||||
0:44 add second child into first child (temp float)
|
||||
0:44 direct index (temp float)
|
||||
0:44 'v' (temp 4-component vector of float)
|
||||
0:44 Constant:
|
||||
0:44 1 (const int)
|
||||
0:44 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float)
|
||||
0:44 's2DShadow' (uniform sampler2DShadow)
|
||||
0:44 'c3D' (smooth in 3-component vector of float)
|
||||
0:44 'c3D' (smooth in 3-component vector of float)
|
||||
0:44 'c3D' (smooth in 3-component vector of float)
|
||||
0:45 add second child into first child (temp float)
|
||||
0:45 direct index (temp float)
|
||||
0:45 'v' (temp 4-component vector of float)
|
||||
0:45 Constant:
|
||||
0:45 0 (const int)
|
||||
0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float)
|
||||
0:45 's2DArrayShadow' (uniform sampler2DArrayShadow)
|
||||
0:45 'c4D' (smooth in 4-component vector of float)
|
||||
0:45 'c2D' (smooth in 2-component vector of float)
|
||||
0:45 'c2D' (smooth in 2-component vector of float)
|
||||
0:44 'c1D' (smooth in float)
|
||||
0:44 Constant:
|
||||
0:44 3 (const int)
|
||||
0:44 3 (const int)
|
||||
0:45 add second child into first child (temp 4-component vector of float)
|
||||
0:45 'v' (temp 4-component vector of float)
|
||||
0:45 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float)
|
||||
0:45 's2D' (uniform sampler2D)
|
||||
0:45 'c3D' (smooth in 3-component vector of float)
|
||||
0:45 'c1D' (smooth in float)
|
||||
0:45 Constant:
|
||||
0:45 3 (const int)
|
||||
0:45 3 (const int)
|
||||
0:46 add second child into first child (temp 4-component vector of float)
|
||||
0:46 'v' (temp 4-component vector of float)
|
||||
0:46 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float)
|
||||
0:46 's3D' (uniform sampler3D)
|
||||
0:46 'c4D' (smooth in 4-component vector of float)
|
||||
0:46 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float)
|
||||
0:46 'sCube' (uniform samplerCube)
|
||||
0:46 'c3D' (smooth in 3-component vector of float)
|
||||
0:46 'c3D' (smooth in 3-component vector of float)
|
||||
0:47 add second child into first child (temp 4-component vector of float)
|
||||
0:47 'v' (temp 4-component vector of float)
|
||||
0:47 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float)
|
||||
0:47 's2D' (uniform sampler2D)
|
||||
0:47 'c3D' (smooth in 3-component vector of float)
|
||||
0:46 'c3D' (smooth in 3-component vector of float)
|
||||
0:47 add second child into first child (temp float)
|
||||
0:47 direct index (temp float)
|
||||
0:47 'v' (temp 4-component vector of float)
|
||||
0:47 Constant:
|
||||
0:47 0 (const int)
|
||||
0:47 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float)
|
||||
0:47 's2DArrayShadow' (uniform sampler2DArrayShadow)
|
||||
0:47 'c4D' (smooth in 4-component vector of float)
|
||||
0:47 'c2D' (smooth in 2-component vector of float)
|
||||
0:47 'c2D' (smooth in 2-component vector of float)
|
||||
0:47 Constant:
|
||||
0:47 3 (const int)
|
||||
0:47 3 (const int)
|
||||
0:49 Sequence
|
||||
0:49 move second child to first child (temp 4-component vector of int)
|
||||
0:49 'iv' (temp 4-component vector of int)
|
||||
0:49 Function Call: texture(is21;vf2; (global 4-component vector of int)
|
||||
0:49 'is2D' (uniform isampler2D)
|
||||
0:49 'c2D' (smooth in 2-component vector of float)
|
||||
0:50 add second child into first child (temp 4-component vector of float)
|
||||
0:50 'v' (temp 4-component vector of float)
|
||||
0:50 Convert int to float (temp 4-component vector of float)
|
||||
0:50 'iv' (temp 4-component vector of int)
|
||||
0:51 move second child to first child (temp 4-component vector of int)
|
||||
0:51 'iv' (temp 4-component vector of int)
|
||||
0:51 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int)
|
||||
0:51 'is2D' (uniform isampler2D)
|
||||
0:51 'c4D' (smooth in 4-component vector of float)
|
||||
0:51 Constant:
|
||||
0:51 3 (const int)
|
||||
0:51 3 (const int)
|
||||
0:48 add second child into first child (temp 4-component vector of float)
|
||||
0:48 'v' (temp 4-component vector of float)
|
||||
0:48 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float)
|
||||
0:48 's3D' (uniform sampler3D)
|
||||
0:48 'c4D' (smooth in 4-component vector of float)
|
||||
0:48 'c3D' (smooth in 3-component vector of float)
|
||||
0:48 'c3D' (smooth in 3-component vector of float)
|
||||
0:49 add second child into first child (temp 4-component vector of float)
|
||||
0:49 'v' (temp 4-component vector of float)
|
||||
0:49 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float)
|
||||
0:49 's2D' (uniform sampler2D)
|
||||
0:49 'c3D' (smooth in 3-component vector of float)
|
||||
0:49 'c2D' (smooth in 2-component vector of float)
|
||||
0:49 'c2D' (smooth in 2-component vector of float)
|
||||
0:49 Constant:
|
||||
0:49 3 (const int)
|
||||
0:49 3 (const int)
|
||||
0:51 Sequence
|
||||
0:51 move second child to first child (temp 4-component vector of int)
|
||||
0:51 'iv' (temp 4-component vector of int)
|
||||
0:51 Function Call: texture(is21;vf2; (global 4-component vector of int)
|
||||
0:51 'is2D' (uniform isampler2D)
|
||||
0:51 'c2D' (smooth in 2-component vector of float)
|
||||
0:52 add second child into first child (temp 4-component vector of float)
|
||||
0:52 'v' (temp 4-component vector of float)
|
||||
0:52 Convert int to float (temp 4-component vector of float)
|
||||
0:52 'iv' (temp 4-component vector of int)
|
||||
0:53 move second child to first child (temp 4-component vector of int)
|
||||
0:53 'iv' (temp 4-component vector of int)
|
||||
0:53 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int)
|
||||
0:53 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int)
|
||||
0:53 'is2D' (uniform isampler2D)
|
||||
0:53 'c3D' (smooth in 3-component vector of float)
|
||||
0:53 'c1D' (smooth in float)
|
||||
0:53 'c4D' (smooth in 4-component vector of float)
|
||||
0:53 Constant:
|
||||
0:53 3 (const int)
|
||||
0:53 3 (const int)
|
||||
0:54 add second child into first child (temp 4-component vector of float)
|
||||
0:54 'v' (temp 4-component vector of float)
|
||||
0:54 Convert int to float (temp 4-component vector of float)
|
||||
0:54 'iv' (temp 4-component vector of int)
|
||||
0:55 move second child to first child (temp 4-component vector of int)
|
||||
0:55 'iv' (temp 4-component vector of int)
|
||||
0:55 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int)
|
||||
0:55 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int)
|
||||
0:55 'is2D' (uniform isampler2D)
|
||||
0:55 'c3D' (smooth in 3-component vector of float)
|
||||
0:55 'c2D' (smooth in 2-component vector of float)
|
||||
0:55 'c2D' (smooth in 2-component vector of float)
|
||||
0:55 'c1D' (smooth in float)
|
||||
0:56 add second child into first child (temp 4-component vector of float)
|
||||
0:56 'v' (temp 4-component vector of float)
|
||||
0:56 Convert int to float (temp 4-component vector of float)
|
||||
0:56 'iv' (temp 4-component vector of int)
|
||||
0:57 move second child to first child (temp 4-component vector of int)
|
||||
0:57 'iv' (temp 4-component vector of int)
|
||||
0:57 Function Call: texture(is31;vf3;f1; (global 4-component vector of int)
|
||||
0:57 'is3D' (uniform isampler3D)
|
||||
0:57 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int)
|
||||
0:57 'is2D' (uniform isampler2D)
|
||||
0:57 'c3D' (smooth in 3-component vector of float)
|
||||
0:57 Constant:
|
||||
0:57 4.200000
|
||||
0:57 'c2D' (smooth in 2-component vector of float)
|
||||
0:57 'c2D' (smooth in 2-component vector of float)
|
||||
0:58 add second child into first child (temp 4-component vector of float)
|
||||
0:58 'v' (temp 4-component vector of float)
|
||||
0:58 Convert int to float (temp 4-component vector of float)
|
||||
0:58 'iv' (temp 4-component vector of int)
|
||||
0:59 move second child to first child (temp 4-component vector of int)
|
||||
0:59 'iv' (temp 4-component vector of int)
|
||||
0:59 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int)
|
||||
0:59 'isCube' (uniform isamplerCube)
|
||||
0:59 Function Call: texture(is31;vf3;f1; (global 4-component vector of int)
|
||||
0:59 'is3D' (uniform isampler3D)
|
||||
0:59 'c3D' (smooth in 3-component vector of float)
|
||||
0:59 'c1D' (smooth in float)
|
||||
0:59 Constant:
|
||||
0:59 4.200000
|
||||
0:60 add second child into first child (temp 4-component vector of float)
|
||||
0:60 'v' (temp 4-component vector of float)
|
||||
0:60 Convert int to float (temp 4-component vector of float)
|
||||
0:60 'iv' (temp 4-component vector of int)
|
||||
0:61 move second child to first child (temp 4-component vector of int)
|
||||
0:61 'iv' (temp 4-component vector of int)
|
||||
0:61 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int)
|
||||
0:61 'is2DArray' (uniform isampler2DArray)
|
||||
0:61 'ic3D' (flat in 3-component vector of int)
|
||||
0:61 'ic1D' (flat in int)
|
||||
0:61 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int)
|
||||
0:61 'isCube' (uniform isamplerCube)
|
||||
0:61 'c3D' (smooth in 3-component vector of float)
|
||||
0:61 'c1D' (smooth in float)
|
||||
0:62 add second child into first child (temp 4-component vector of float)
|
||||
0:62 'v' (temp 4-component vector of float)
|
||||
0:62 Convert int to float (temp 4-component vector of float)
|
||||
0:62 'iv' (temp 4-component vector of int)
|
||||
0:64 Sequence
|
||||
0:64 move second child to first child (temp 2-component vector of int)
|
||||
0:64 'iv2' (temp 2-component vector of int)
|
||||
0:64 Function Call: textureSize(sSC1;i1; (global 2-component vector of int)
|
||||
0:64 'sCubeShadow' (uniform samplerCubeShadow)
|
||||
0:64 Constant:
|
||||
0:64 2 (const int)
|
||||
0:67 move second child to first child (temp 4-component vector of float)
|
||||
0:67 'FragData' (out 4-component vector of float)
|
||||
0:67 add (temp 4-component vector of float)
|
||||
0:67 'v' (temp 4-component vector of float)
|
||||
0:67 Construct vec4 (temp 4-component vector of float)
|
||||
0:67 Convert int to float (temp 2-component vector of float)
|
||||
0:67 'iv2' (temp 2-component vector of int)
|
||||
0:67 Constant:
|
||||
0:67 0.000000
|
||||
0:67 Constant:
|
||||
0:67 0.000000
|
||||
0:63 move second child to first child (temp 4-component vector of int)
|
||||
0:63 'iv' (temp 4-component vector of int)
|
||||
0:63 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int)
|
||||
0:63 'is2DArray' (uniform isampler2DArray)
|
||||
0:63 'ic3D' (flat in 3-component vector of int)
|
||||
0:63 'ic1D' (flat in int)
|
||||
0:64 add second child into first child (temp 4-component vector of float)
|
||||
0:64 'v' (temp 4-component vector of float)
|
||||
0:64 Convert int to float (temp 4-component vector of float)
|
||||
0:64 'iv' (temp 4-component vector of int)
|
||||
0:66 add second child into first child (temp 4-component vector of int)
|
||||
0:66 'iv' (temp 4-component vector of int)
|
||||
0:66 Function Call: texelFetch(is21;vi2;i1; (global 4-component vector of int)
|
||||
0:66 'is2Dms' (uniform isampler2DMS)
|
||||
0:66 'ic2D' (flat in 2-component vector of int)
|
||||
0:66 'ic1D' (flat in int)
|
||||
0:67 add second child into first child (temp 4-component vector of float)
|
||||
0:67 'v' (temp 4-component vector of float)
|
||||
0:67 Convert int to float (temp 4-component vector of float)
|
||||
0:67 'iv' (temp 4-component vector of int)
|
||||
0:68 add second child into first child (temp 4-component vector of float)
|
||||
0:68 'v' (temp 4-component vector of float)
|
||||
0:68 Function Call: texelFetch(sB1;i1; (global 4-component vector of float)
|
||||
0:68 'sb' (uniform samplerBuffer)
|
||||
0:68 'ic1D' (flat in int)
|
||||
0:69 add second child into first child (temp 4-component vector of float)
|
||||
0:69 'v' (temp 4-component vector of float)
|
||||
0:69 Function Call: texelFetch(sR21;vi2; (global 4-component vector of float)
|
||||
0:69 'sr' (uniform sampler2DRect)
|
||||
0:69 'ic2D' (flat in 2-component vector of int)
|
||||
0:71 Sequence
|
||||
0:71 move second child to first child (temp 2-component vector of int)
|
||||
0:71 'iv2' (temp 2-component vector of int)
|
||||
0:71 Function Call: textureSize(sSC1;i1; (global 2-component vector of int)
|
||||
0:71 'sCubeShadow' (uniform samplerCubeShadow)
|
||||
0:71 Constant:
|
||||
0:71 2 (const int)
|
||||
0:74 move second child to first child (temp 4-component vector of float)
|
||||
0:74 'FragData' (out 4-component vector of float)
|
||||
0:74 add (temp 4-component vector of float)
|
||||
0:74 'v' (temp 4-component vector of float)
|
||||
0:74 Construct vec4 (temp 4-component vector of float)
|
||||
0:74 Convert int to float (temp 2-component vector of float)
|
||||
0:74 'iv2' (temp 2-component vector of int)
|
||||
0:74 Constant:
|
||||
0:74 0.000000
|
||||
0:74 Constant:
|
||||
0:74 0.000000
|
||||
0:? Linker Objects
|
||||
0:? 'sb' (uniform samplerBuffer)
|
||||
0:? 'sr' (uniform sampler2DRect)
|
||||
0:? 's2D' (uniform sampler2D)
|
||||
0:? 's3D' (uniform sampler3D)
|
||||
0:? 'sCube' (uniform samplerCube)
|
||||
|
|
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