277 lines
12 KiB
Plaintext
277 lines
12 KiB
Plaintext
450.frag
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Warning, version 450 is not yet complete; most version-specific features are present, but some are missing.
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Shader version: 450
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0:? Sequence
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 Sequence
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0:10 move second child to first child ( temp 2-component vector of float)
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0:10 'v2' ( temp 2-component vector of float)
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0:10 dPdxFine ( global 2-component vector of float)
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0:10 'in2' ( smooth in 2-component vector of float)
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0:11 Sequence
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0:11 move second child to first child ( temp 3-component vector of float)
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0:11 'v3' ( temp 3-component vector of float)
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0:11 dPdyCoarse ( global 3-component vector of float)
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0:11 'in3' ( smooth in 3-component vector of float)
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of float)
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0:12 'v4' ( temp 4-component vector of float)
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0:12 fwidth ( global 4-component vector of float)
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0:12 'in4' ( smooth in 4-component vector of float)
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 'v4' ( temp 4-component vector of float)
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0:13 dPdyFine ( global 4-component vector of float)
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0:13 'in4' ( smooth in 4-component vector of float)
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0:14 move second child to first child ( temp 3-component vector of float)
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0:14 'v3' ( temp 3-component vector of float)
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0:14 dPdyFine ( global 3-component vector of float)
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0:14 'in3' ( smooth in 3-component vector of float)
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0:15 Sequence
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0:15 move second child to first child ( temp float)
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0:15 'f' ( temp float)
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0:15 add ( temp float)
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0:15 add ( temp float)
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0:15 dPdx ( global float)
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0:15 'in1' ( smooth in float)
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0:15 dPdxFine ( global float)
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0:15 'in1' ( smooth in float)
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0:15 dPdxCoarse ( global float)
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0:15 'in1' ( smooth in float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 'v4' ( temp 4-component vector of float)
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0:16 add ( temp 4-component vector of float)
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0:16 fwidthCoarse ( global 4-component vector of float)
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0:16 'in4' ( smooth in 4-component vector of float)
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0:16 fwidthFine ( global 4-component vector of float)
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0:16 'in4' ( smooth in 4-component vector of float)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'cull' ( temp float)
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0:18 direct index ( smooth temp float CullDistance)
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0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:18 Constant:
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0:18 2 (const int)
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'consts' ( temp float)
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0:19 Constant:
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0:19 20.000000
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0:21 Test condition and select ( temp void)
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0:21 Condition
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0:21 'gl_HelperInvocation' ( in bool HelperInvocation)
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0:21 true case
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0:22 Pre-Increment ( temp 4-component vector of float)
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0:22 'v4' ( temp 4-component vector of float)
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0:24 Sequence
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0:24 move second child to first child ( temp int)
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0:24 'sum' ( temp int)
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0:24 Constant:
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0:24 32 (const int)
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0:32 Sequence
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0:32 move second child to first child ( temp 2-component vector of bool)
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0:32 'b2' ( temp 2-component vector of bool)
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0:32 mix ( global 2-component vector of bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b1' ( temp bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b3' ( temp bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b' ( temp bool)
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0:33 Sequence
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0:33 move second child to first child ( temp uint)
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0:33 'um' ( temp uint)
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0:33 mix ( global uint)
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0:33 'uin' ( temp uint)
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0:33 'uin' ( temp uint)
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0:33 'b' ( temp bool)
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0:34 Sequence
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0:34 move second child to first child ( temp 3-component vector of int)
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0:34 'im3' ( temp 3-component vector of int)
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0:34 mix ( global 3-component vector of int)
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0:34 Construct ivec3 ( temp 3-component vector of int)
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0:34 Convert uint to int ( temp int)
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0:34 'uin' ( temp uint)
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0:34 Construct ivec3 ( temp 3-component vector of int)
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0:34 Convert uint to int ( temp int)
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0:34 'uin' ( temp uint)
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0:34 Construct bvec3 ( temp 3-component vector of bool)
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0:34 'b' ( temp bool)
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0:42 Function Definition: foo( ( global void)
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0:42 Function Parameters:
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0:44 Sequence
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0:44 Sequence
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0:44 move second child to first child ( temp int)
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0:44 's' ( temp int)
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0:44 textureSamples ( global int)
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0:44 's2dms' ( uniform sampler2DMS)
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0:45 add second child into first child ( temp int)
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0:45 's' ( temp int)
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0:45 textureSamples ( global int)
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0:45 'us2dmsa' ( uniform usampler2DMSArray)
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0:46 add second child into first child ( temp int)
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0:46 's' ( temp int)
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0:46 imageQuerySamples ( global int)
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0:46 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:47 add second child into first child ( temp int)
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0:47 's' ( temp int)
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0:47 imageQuerySamples ( global int)
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0:47 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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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' ( temp float)
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0:48 imageAtomicExchange ( global float)
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0:48 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:48 Convert float to int ( temp 3-component vector of int)
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0:48 'in3' ( smooth in 3-component vector of float)
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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 4.500000
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0:53 Function Definition: cull(i1; ( global float)
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0:53 Function Parameters:
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0:53 'i' ( in int)
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0:55 Sequence
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0:55 Branch: Return with expression
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0:55 Test condition and select ( temp float)
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0:55 Condition
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0:55 Compare Greater Than or Equal ( temp bool)
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0:55 'i' ( in int)
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0:55 Constant:
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0:55 6 (const int)
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0:55 true case
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0:55 direct index ( smooth temp float CullDistance)
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0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:55 Constant:
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0:55 5 (const int)
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0:55 false case
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0:55 indirect index ( smooth temp float CullDistance)
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0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:55 'i' ( in int)
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0:? Linker Objects
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0:? 'in1' ( smooth in float)
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0:? 'in2' ( smooth in 2-component vector of float)
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0:? 'in3' ( smooth in 3-component vector of float)
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0:? 'in4' ( smooth in 4-component vector of float)
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0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:? 's2dms' ( uniform sampler2DMS)
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0:? 'us2dmsa' ( uniform usampler2DMSArray)
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0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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Linked fragment stage:
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Shader version: 450
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0:? Sequence
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 Sequence
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0:10 move second child to first child ( temp 2-component vector of float)
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0:10 'v2' ( temp 2-component vector of float)
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0:10 dPdxFine ( global 2-component vector of float)
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0:10 'in2' ( smooth in 2-component vector of float)
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0:11 Sequence
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0:11 move second child to first child ( temp 3-component vector of float)
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0:11 'v3' ( temp 3-component vector of float)
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0:11 dPdyCoarse ( global 3-component vector of float)
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0:11 'in3' ( smooth in 3-component vector of float)
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of float)
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0:12 'v4' ( temp 4-component vector of float)
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0:12 fwidth ( global 4-component vector of float)
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0:12 'in4' ( smooth in 4-component vector of float)
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 'v4' ( temp 4-component vector of float)
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0:13 dPdyFine ( global 4-component vector of float)
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0:13 'in4' ( smooth in 4-component vector of float)
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0:14 move second child to first child ( temp 3-component vector of float)
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0:14 'v3' ( temp 3-component vector of float)
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0:14 dPdyFine ( global 3-component vector of float)
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0:14 'in3' ( smooth in 3-component vector of float)
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0:15 Sequence
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0:15 move second child to first child ( temp float)
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0:15 'f' ( temp float)
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0:15 add ( temp float)
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0:15 add ( temp float)
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0:15 dPdx ( global float)
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0:15 'in1' ( smooth in float)
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0:15 dPdxFine ( global float)
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0:15 'in1' ( smooth in float)
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0:15 dPdxCoarse ( global float)
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0:15 'in1' ( smooth in float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 'v4' ( temp 4-component vector of float)
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0:16 add ( temp 4-component vector of float)
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0:16 fwidthCoarse ( global 4-component vector of float)
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0:16 'in4' ( smooth in 4-component vector of float)
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0:16 fwidthFine ( global 4-component vector of float)
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0:16 'in4' ( smooth in 4-component vector of float)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'cull' ( temp float)
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0:18 direct index ( smooth temp float CullDistance)
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0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:18 Constant:
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0:18 2 (const int)
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'consts' ( temp float)
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0:19 Constant:
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0:19 20.000000
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0:21 Test condition and select ( temp void)
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0:21 Condition
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0:21 'gl_HelperInvocation' ( in bool HelperInvocation)
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0:21 true case
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0:22 Pre-Increment ( temp 4-component vector of float)
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0:22 'v4' ( temp 4-component vector of float)
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0:24 Sequence
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0:24 move second child to first child ( temp int)
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0:24 'sum' ( temp int)
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0:24 Constant:
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0:24 32 (const int)
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0:32 Sequence
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0:32 move second child to first child ( temp 2-component vector of bool)
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0:32 'b2' ( temp 2-component vector of bool)
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0:32 mix ( global 2-component vector of bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b1' ( temp bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b3' ( temp bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b' ( temp bool)
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0:33 Sequence
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0:33 move second child to first child ( temp uint)
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0:33 'um' ( temp uint)
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0:33 mix ( global uint)
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0:33 'uin' ( temp uint)
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0:33 'uin' ( temp uint)
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0:33 'b' ( temp bool)
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0:34 Sequence
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0:34 move second child to first child ( temp 3-component vector of int)
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0:34 'im3' ( temp 3-component vector of int)
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0:34 mix ( global 3-component vector of int)
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0:34 Construct ivec3 ( temp 3-component vector of int)
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0:34 Convert uint to int ( temp int)
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0:34 'uin' ( temp uint)
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0:34 Construct ivec3 ( temp 3-component vector of int)
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0:34 Convert uint to int ( temp int)
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0:34 'uin' ( temp uint)
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0:34 Construct bvec3 ( temp 3-component vector of bool)
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0:34 'b' ( temp bool)
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0:? Linker Objects
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0:? 'in1' ( smooth in float)
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0:? 'in2' ( smooth in 2-component vector of float)
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0:? 'in3' ( smooth in 3-component vector of float)
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0:? 'in4' ( smooth in 4-component vector of float)
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0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:? 's2dms' ( uniform sampler2DMS)
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0:? 'us2dmsa' ( uniform usampler2DMSArray)
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0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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