bgfx/3rdparty/glslang/Test/baseResults/Operations.frag.out
Branimir Karadžić 5239c5bbe1 Updated glslang.
2017-03-17 20:46:01 -07:00

1152 lines
55 KiB
Plaintext

Operations.frag
ERROR: 0:76: 'intBitsToFloat' : no matching overloaded function found
ERROR: 0:77: 'uintBitsToFloat' : no matching overloaded function found
ERROR: 0:78: 'fma' : no matching overloaded function found
ERROR: 0:79: 'frexp' : no matching overloaded function found
ERROR: 0:80: 'ldexp' : no matching overloaded function found
ERROR: 0:81: 'unpackUnorm2x16' : no matching overloaded function found
ERROR: 0:82: 'unpackUnorm4x8' : no matching overloaded function found
ERROR: 0:83: 'unpackSnorm4x8' : no matching overloaded function found
ERROR: 0:107: 'floatsBitsToInt' : no matching overloaded function found
ERROR: 0:108: 'packUnorm2x16' : no matching overloaded function found
ERROR: 0:109: 'packUnorm4x8' : no matching overloaded function found
ERROR: 0:110: 'packSnorm4x8' : no matching overloaded function found
ERROR: 0:113: 'assign' : cannot convert from ' global float' to ' temp uint'
ERROR: 0:114: 'assign' : cannot convert from ' global float' to ' temp uint'
ERROR: 0:118: 'floatsBitToInt' : no matching overloaded function found
ERROR: 0:118: 'assign' : cannot convert from ' const float' to ' temp uint'
ERROR: 0:119: 'packUnorm2x16' : no matching overloaded function found
ERROR: 0:119: 'assign' : cannot convert from ' const float' to ' temp uint'
ERROR: 0:120: 'packUnorm4x8' : no matching overloaded function found
ERROR: 0:120: 'assign' : cannot convert from ' const float' to ' temp uint'
ERROR: 0:121: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' uniform uint' and a right operand of type ' temp int' (or there is no acceptable conversion)
ERROR: 0:121: 'assign' : cannot convert from ' uniform uint' to ' temp int'
ERROR: 0:122: '^' : wrong operand types: no operation '^' exists that takes a left-hand operand of type ' uniform uint' and a right operand of type ' temp int' (or there is no acceptable conversion)
ERROR: 0:122: 'assign' : cannot convert from ' uniform uint' to ' temp int'
ERROR: 0:123: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type ' temp int' and a right operand of type ' uniform uint' (or there is no acceptable conversion)
ERROR: 25 compilation errors. No code generated.
Shader version: 130
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'v' ( temp 4-component vector of float)
0:27 radians ( global 4-component vector of float)
0:27 'uv4' ( uniform 4-component vector of float)
0:28 add second child into first child ( temp 4-component vector of float)
0:28 'v' ( temp 4-component vector of float)
0:28 degrees ( global 4-component vector of float)
0:28 'v' ( temp 4-component vector of float)
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'v' ( temp 4-component vector of float)
0:29 Comma ( temp 4-component vector of float)
0:29 move second child to first child ( temp int)
0:29 'i' ( temp int)
0:29 component-wise multiply ( temp int)
0:29 'ui' ( uniform int)
0:29 'ui' ( uniform int)
0:29 sine ( global 4-component vector of float)
0:29 'v' ( temp 4-component vector of float)
0:30 add second child into first child ( temp 4-component vector of float)
0:30 'v' ( temp 4-component vector of float)
0:30 cosine ( global 4-component vector of float)
0:30 'v' ( temp 4-component vector of float)
0:31 add second child into first child ( temp 4-component vector of float)
0:31 'v' ( temp 4-component vector of float)
0:31 tangent ( global 4-component vector of float)
0:31 'v' ( temp 4-component vector of float)
0:32 add second child into first child ( temp 4-component vector of float)
0:32 'v' ( temp 4-component vector of float)
0:32 arc sine ( global 4-component vector of float)
0:32 'v' ( temp 4-component vector of float)
0:33 add second child into first child ( temp 4-component vector of float)
0:33 'v' ( temp 4-component vector of float)
0:33 arc cosine ( global 4-component vector of float)
0:33 'v' ( temp 4-component vector of float)
0:35 add second child into first child ( temp 4-component vector of float)
0:35 'v' ( temp 4-component vector of float)
0:35 arc tangent ( global 4-component vector of float)
0:35 'v' ( temp 4-component vector of float)
0:36 add second child into first child ( temp 4-component vector of float)
0:36 'v' ( temp 4-component vector of float)
0:36 hyp. sine ( global 4-component vector of float)
0:36 'v' ( temp 4-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 hyp. cosine ( global 4-component vector of float)
0:37 'v' ( temp 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 hyp. tangent ( global 4-component vector of float)
0:38 'v' ( temp 4-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 arc hyp. sine ( global 4-component vector of float)
0:39 'v' ( temp 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 arc hyp. cosine ( global 4-component vector of float)
0:40 'v' ( temp 4-component vector of float)
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 arc hyp. tangent ( global 4-component vector of float)
0:41 'v' ( temp 4-component vector of float)
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 pow ( global 4-component vector of float)
0:43 'v' ( temp 4-component vector of float)
0:43 'v' ( temp 4-component vector of float)
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 exp ( global 4-component vector of float)
0:44 'v' ( temp 4-component vector of float)
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 log ( global 4-component vector of float)
0:45 'v' ( temp 4-component vector of float)
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 exp2 ( global 4-component vector of float)
0:46 'v' ( temp 4-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 log2 ( global 4-component vector of float)
0:47 'v' ( temp 4-component vector of float)
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 sqrt ( global 4-component vector of float)
0:48 'v' ( temp 4-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 inverse sqrt ( global 4-component vector of float)
0:49 'v' ( temp 4-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 Absolute value ( global 4-component vector of float)
0:50 'v' ( temp 4-component vector of float)
0:51 add second child into first child ( temp 4-component vector of float)
0:51 'v' ( temp 4-component vector of float)
0:51 Sign ( global 4-component vector of float)
0:51 'v' ( temp 4-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 Floor ( global 4-component vector of float)
0:52 'v' ( temp 4-component vector of float)
0:55 add second child into first child ( temp 4-component vector of float)
0:55 'v' ( temp 4-component vector of float)
0:55 trunc ( global 4-component vector of float)
0:55 'v' ( temp 4-component vector of 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 round ( global 4-component vector of float)
0:56 'v' ( temp 4-component vector of float)
0:57 add second child into first child ( temp 4-component vector of float)
0:57 'v' ( temp 4-component vector of float)
0:57 roundEven ( global 4-component vector of float)
0:57 'v' ( temp 4-component vector of float)
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 Ceiling ( global 4-component vector of float)
0:60 'v' ( temp 4-component vector of float)
0:61 add second child into first child ( temp 4-component vector of float)
0:61 'v' ( temp 4-component vector of float)
0:61 Fraction ( global 4-component vector of float)
0:61 'v' ( temp 4-component vector of 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 mod ( global 4-component vector of float)
0:62 'v' ( temp 4-component vector of float)
0:62 'v' ( temp 4-component vector of float)
0:63 add second child into first child ( temp 4-component vector of float)
0:63 'v' ( temp 4-component vector of float)
0:63 mod ( global 4-component vector of float)
0:63 'v' ( temp 4-component vector of float)
0:63 direct index ( temp float)
0:63 'v' ( temp 4-component vector of float)
0:63 Constant:
0:63 0 (const int)
0:66 add second child into first child ( temp 4-component vector of float)
0:66 'v' ( temp 4-component vector of float)
0:66 modf ( global 4-component vector of float)
0:66 'v' ( temp 4-component vector of float)
0:66 'v' ( temp 4-component vector of float)
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 min ( global 4-component vector of float)
0:69 'v' ( temp 4-component vector of float)
0:69 'uv4' ( uniform 4-component vector of float)
0:70 add second child into first child ( temp 4-component vector of float)
0:70 'v' ( temp 4-component vector of float)
0:70 max ( global 4-component vector of float)
0:70 'v' ( temp 4-component vector of float)
0:70 'uv4' ( uniform 4-component vector of float)
0:71 add second child into first child ( temp 4-component vector of float)
0:71 'v' ( temp 4-component vector of float)
0:71 clamp ( global 4-component vector of float)
0:71 'v' ( temp 4-component vector of float)
0:71 'uv4' ( uniform 4-component vector of float)
0:71 'uv4' ( uniform 4-component vector of float)
0:72 add second child into first child ( temp 4-component vector of float)
0:72 'v' ( temp 4-component vector of float)
0:72 mix ( global 4-component vector of float)
0:72 'v' ( temp 4-component vector of float)
0:72 'v' ( temp 4-component vector of float)
0:72 'v' ( temp 4-component vector of float)
0:75 add second child into first child ( temp 4-component vector of float)
0:75 'v' ( temp 4-component vector of float)
0:75 mix ( global 4-component vector of float)
0:75 'v' ( temp 4-component vector of float)
0:75 'v' ( temp 4-component vector of float)
0:75 'bv4' ( temp 4-component vector of bool)
0:76 add second child into first child ( temp 4-component vector of float)
0:76 'v' ( temp 4-component vector of float)
0:76 Constant:
0:76 0.000000
0:77 add second child into first child ( temp 4-component vector of float)
0:77 'v' ( temp 4-component vector of float)
0:77 Constant:
0:77 0.000000
0:78 add second child into first child ( temp 4-component vector of float)
0:78 'v' ( temp 4-component vector of float)
0:78 Constant:
0:78 0.000000
0:79 add second child into first child ( temp 4-component vector of float)
0:79 'v' ( temp 4-component vector of float)
0:79 Constant:
0:79 0.000000
0:80 add second child into first child ( temp 4-component vector of float)
0:80 'v' ( temp 4-component vector of float)
0:80 Constant:
0:80 0.000000
0:81 add second child into first child ( temp 4-component vector of float)
0:81 'v' ( temp 4-component vector of float)
0:81 Constant:
0:81 0.000000
0:82 add second child into first child ( temp 4-component vector of float)
0:82 'v' ( temp 4-component vector of float)
0:82 Constant:
0:82 0.000000
0:83 add second child into first child ( temp 4-component vector of float)
0:83 'v' ( temp 4-component vector of float)
0:83 Constant:
0:83 0.000000
0:86 add second child into first child ( temp 4-component vector of float)
0:86 'v' ( temp 4-component vector of float)
0:86 step ( global 4-component vector of float)
0:86 'v' ( temp 4-component vector of float)
0:86 'v' ( temp 4-component vector of float)
0:87 add second child into first child ( temp 4-component vector of float)
0:87 'v' ( temp 4-component vector of float)
0:87 smoothstep ( global 4-component vector of float)
0:87 'v' ( temp 4-component vector of float)
0:87 'v' ( temp 4-component vector of float)
0:87 'v' ( temp 4-component vector of float)
0:88 add second child into first child ( temp 4-component vector of float)
0:88 'v' ( temp 4-component vector of float)
0:88 step ( global 4-component vector of float)
0:88 'uf' ( uniform float)
0:88 'v' ( temp 4-component vector of float)
0:89 add second child into first child ( temp 4-component vector of float)
0:89 'v' ( temp 4-component vector of float)
0:89 smoothstep ( global 4-component vector of float)
0:89 'uf' ( uniform float)
0:89 'uf' ( uniform float)
0:89 'v' ( temp 4-component vector of float)
0:90 add second child into first child ( temp 4-component vector of float)
0:90 'v' ( temp 4-component vector of float)
0:90 normalize ( global 4-component vector of float)
0:90 'v' ( temp 4-component vector of float)
0:91 add second child into first child ( temp 4-component vector of float)
0:91 'v' ( temp 4-component vector of float)
0:91 face-forward ( global 4-component vector of float)
0:91 'v' ( temp 4-component vector of float)
0:91 'v' ( temp 4-component vector of float)
0:91 'v' ( temp 4-component vector of float)
0:92 add second child into first child ( temp 4-component vector of float)
0:92 'v' ( temp 4-component vector of float)
0:92 reflect ( global 4-component vector of float)
0:92 'v' ( temp 4-component vector of float)
0:92 'v' ( temp 4-component vector of float)
0:93 add second child into first child ( temp 4-component vector of float)
0:93 'v' ( temp 4-component vector of float)
0:93 refract ( global 4-component vector of float)
0:93 'v' ( temp 4-component vector of float)
0:93 'v' ( temp 4-component vector of float)
0:93 'uf' ( uniform float)
0:94 add second child into first child ( temp 4-component vector of float)
0:94 'v' ( temp 4-component vector of float)
0:94 dPdx ( global 4-component vector of float)
0:94 'v' ( temp 4-component vector of float)
0:95 add second child into first child ( temp 4-component vector of float)
0:95 'v' ( temp 4-component vector of float)
0:95 dPdy ( global 4-component vector of float)
0:95 'v' ( temp 4-component vector of float)
0:96 add second child into first child ( temp 4-component vector of float)
0:96 'v' ( temp 4-component vector of float)
0:96 fwidth ( global 4-component vector of float)
0:96 'v' ( temp 4-component vector of float)
0:101 add second child into first child ( temp int)
0:101 'i' ( temp int)
0:101 Absolute value ( global int)
0:101 'ui' ( uniform int)
0:102 add second child into first child ( temp int)
0:102 'i' ( temp int)
0:102 Sign ( global int)
0:102 'i' ( temp int)
0:103 add second child into first child ( temp int)
0:103 'i' ( temp int)
0:103 min ( global int)
0:103 'i' ( temp int)
0:103 'ui' ( uniform int)
0:104 add second child into first child ( temp int)
0:104 'i' ( temp int)
0:104 max ( global int)
0:104 'i' ( temp int)
0:104 'ui' ( uniform int)
0:105 add second child into first child ( temp int)
0:105 'i' ( temp int)
0:105 clamp ( global int)
0:105 'i' ( temp int)
0:105 'ui' ( uniform int)
0:105 'ui' ( uniform int)
0:107 Constant:
0:107 0.000000
0:108 Constant:
0:108 0.000000
0:109 Constant:
0:109 0.000000
0:110 Constant:
0:110 0.000000
0:113 'u' ( temp uint)
0:114 'u' ( temp uint)
0:115 add second child into first child ( temp uint)
0:115 'u' ( temp uint)
0:115 min ( global uint)
0:115 'u' ( temp uint)
0:115 'uui' ( uniform uint)
0:116 add second child into first child ( temp uint)
0:116 'u' ( temp uint)
0:116 max ( global uint)
0:116 'u' ( temp uint)
0:116 'uui' ( uniform uint)
0:117 add second child into first child ( temp uint)
0:117 'u' ( temp uint)
0:117 clamp ( global uint)
0:117 'u' ( temp uint)
0:117 'uui' ( uniform uint)
0:117 'uui' ( uniform uint)
0:118 'u' ( temp uint)
0:119 'u' ( temp uint)
0:120 'u' ( temp uint)
0:121 'i' ( temp int)
0:122 'i' ( temp int)
0:123 add second child into first child ( temp int)
0:123 'i' ( temp int)
0:123 'i' ( temp int)
0:127 move second child to first child ( temp bool)
0:127 'b' ( temp bool)
0:127 isnan ( global bool)
0:127 'uf' ( uniform float)
0:128 move second child to first child ( temp bool)
0:128 'b' ( temp bool)
0:128 isinf ( global bool)
0:128 direct index ( temp float)
0:128 'v' ( temp 4-component vector of float)
0:128 Constant:
0:128 1 (const int)
0:130 move second child to first child ( temp bool)
0:130 'b' ( temp bool)
0:130 any ( global bool)
0:130 Compare Less Than ( global 4-component vector of bool)
0:130 'v' ( temp 4-component vector of float)
0:130 'uv4' ( uniform 4-component vector of float)
0:131 move second child to first child ( temp bool)
0:131 'b' ( temp bool)
0:131 logical-and ( temp bool)
0:131 'b' ( temp bool)
0:131 any ( global bool)
0:131 Compare Less Than or Equal ( global 4-component vector of bool)
0:131 'v' ( temp 4-component vector of float)
0:131 'uv4' ( uniform 4-component vector of float)
0:132 move second child to first child ( temp bool)
0:132 'b' ( temp bool)
0:132 logical-and ( temp bool)
0:132 'b' ( temp bool)
0:132 any ( global bool)
0:132 Compare Greater Than ( global 4-component vector of bool)
0:132 'v' ( temp 4-component vector of float)
0:132 'uv4' ( uniform 4-component vector of float)
0:133 move second child to first child ( temp bool)
0:133 'b' ( temp bool)
0:133 logical-and ( temp bool)
0:133 'b' ( temp bool)
0:133 any ( global bool)
0:133 Compare Greater Than or Equal ( global 4-component vector of bool)
0:133 'v' ( temp 4-component vector of float)
0:133 'uv4' ( uniform 4-component vector of float)
0:134 move second child to first child ( temp bool)
0:134 'b' ( temp bool)
0:134 logical-and ( temp bool)
0:134 'b' ( temp bool)
0:134 any ( global bool)
0:134 Equal ( global 4-component vector of bool)
0:134 'ub41' ( uniform 4-component vector of bool)
0:134 'ub42' ( uniform 4-component vector of bool)
0:135 move second child to first child ( temp bool)
0:135 'b' ( temp bool)
0:135 logical-and ( temp bool)
0:135 'b' ( temp bool)
0:135 any ( global bool)
0:135 NotEqual ( global 4-component vector of bool)
0:135 'ub41' ( uniform 4-component vector of bool)
0:135 'ub42' ( uniform 4-component vector of bool)
0:136 move second child to first child ( temp bool)
0:136 'b' ( temp bool)
0:136 logical-and ( temp bool)
0:136 'b' ( temp bool)
0:136 any ( global bool)
0:136 'ub41' ( uniform 4-component vector of bool)
0:137 move second child to first child ( temp bool)
0:137 'b' ( temp bool)
0:137 logical-and ( temp bool)
0:137 'b' ( temp bool)
0:137 all ( global bool)
0:137 'ub41' ( uniform 4-component vector of bool)
0:138 move second child to first child ( temp bool)
0:138 'b' ( temp bool)
0:138 logical-and ( temp bool)
0:138 'b' ( temp bool)
0:138 any ( global bool)
0:138 Negate conditional ( global 4-component vector of bool)
0:138 'ub41' ( uniform 4-component vector of bool)
0:140 move second child to first child ( temp int)
0:140 'i' ( temp int)
0:140 divide ( temp int)
0:140 subtract ( temp int)
0:140 component-wise multiply ( temp int)
0:140 add ( temp int)
0:140 'i' ( temp int)
0:140 'ui' ( uniform int)
0:140 'i' ( temp int)
0:140 'ui' ( uniform int)
0:140 'i' ( temp int)
0:141 move second child to first child ( temp int)
0:141 'i' ( temp int)
0:141 mod ( temp int)
0:141 'i' ( temp int)
0:141 'ui' ( uniform int)
0:142 Test condition and select ( temp void)
0:142 Condition
0:142 logical-or ( temp bool)
0:142 Compare Equal ( temp bool)
0:142 'i' ( temp int)
0:142 'ui' ( uniform int)
0:142 logical-xor ( temp bool)
0:142 logical-and ( temp bool)
0:142 Compare Not Equal ( temp bool)
0:142 'i' ( temp int)
0:142 'ui' ( uniform int)
0:142 Compare Equal ( temp bool)
0:142 'i' ( temp int)
0:142 'ui' ( uniform int)
0:142 Compare Not Equal ( temp bool)
0:142 'i' ( temp int)
0:142 Constant:
0:142 2 (const int)
0:142 true case
0:143 Pre-Increment ( temp int)
0:143 'i' ( temp int)
0:145 move second child to first child ( temp float)
0:145 'f' ( temp float)
0:145 divide ( temp float)
0:145 subtract ( temp float)
0:145 component-wise multiply ( temp float)
0:145 add ( temp float)
0:145 'uf' ( uniform float)
0:145 'uf' ( uniform float)
0:145 'uf' ( uniform float)
0:145 'uf' ( uniform float)
0:145 'uf' ( uniform float)
0:147 add second child into first child ( temp float)
0:147 'f' ( temp float)
0:147 length ( global float)
0:147 'v' ( temp 4-component vector of float)
0:148 add second child into first child ( temp float)
0:148 'f' ( temp float)
0:148 distance ( global float)
0:148 'v' ( temp 4-component vector of float)
0:148 'v' ( temp 4-component vector of float)
0:149 add second child into first child ( temp float)
0:149 'f' ( temp float)
0:149 dot-product ( global float)
0:149 'v' ( temp 4-component vector of float)
0:149 'v' ( temp 4-component vector of float)
0:150 add second child into first child ( temp float)
0:150 'f' ( temp float)
0:150 dot-product ( global float)
0:150 'f' ( temp float)
0:150 'uf' ( uniform float)
0:151 add second child into first child ( temp float)
0:151 'f' ( temp float)
0:151 direct index ( temp float)
0:151 cross-product ( global 3-component vector of float)
0:151 vector swizzle ( temp 3-component vector of float)
0:151 'v' ( temp 4-component vector of float)
0:151 Sequence
0:151 Constant:
0:151 0 (const int)
0:151 Constant:
0:151 1 (const int)
0:151 Constant:
0:151 2 (const int)
0:151 vector swizzle ( temp 3-component vector of float)
0:151 'v' ( temp 4-component vector of float)
0:151 Sequence
0:151 Constant:
0:151 0 (const int)
0:151 Constant:
0:151 1 (const int)
0:151 Constant:
0:151 2 (const int)
0:151 Constant:
0:151 0 (const int)
0:153 Test condition and select ( temp void)
0:153 Condition
0:153 logical-or ( temp bool)
0:153 Compare Equal ( temp bool)
0:153 'f' ( temp float)
0:153 'uf' ( uniform float)
0:153 logical-and ( temp bool)
0:153 Compare Not Equal ( temp bool)
0:153 'f' ( temp float)
0:153 'uf' ( uniform float)
0:153 Compare Not Equal ( temp bool)
0:153 'f' ( temp float)
0:153 Constant:
0:153 2.000000
0:153 true case
0:154 Pre-Increment ( temp float)
0:154 'f' ( temp float)
0:156 and second child into first child ( temp int)
0:156 'i' ( temp int)
0:156 'ui' ( uniform int)
0:157 or second child into first child ( temp int)
0:157 'i' ( temp int)
0:157 Constant:
0:157 66 (const int)
0:158 exclusive or second child into first child ( temp int)
0:158 'i' ( temp int)
0:158 'ui' ( uniform int)
0:159 mod second child into first child ( temp int)
0:159 'i' ( temp int)
0:159 Constant:
0:159 17 (const int)
0:160 right shift second child into first child ( temp int)
0:160 'i' ( temp int)
0:160 Constant:
0:160 2 (const int)
0:161 left shift second child into first child ( temp int)
0:161 'i' ( temp int)
0:161 'ui' ( uniform int)
0:162 move second child to first child ( temp int)
0:162 'i' ( temp int)
0:162 Bitwise not ( temp int)
0:162 'i' ( temp int)
0:163 move second child to first child ( temp bool)
0:163 'b' ( temp bool)
0:163 Negate conditional ( temp bool)
0:163 'b' ( temp bool)
0:165 move second child to first child ( temp 4-component vector of float)
0:165 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:165 Test condition and select ( temp 4-component vector of float)
0:165 Condition
0:165 'b' ( temp bool)
0:165 true case
0:165 add ( temp 4-component vector of float)
0:165 add ( temp 4-component vector of float)
0:165 Construct vec4 ( temp 4-component vector of float)
0:165 Convert int to float ( temp float)
0:165 'i' ( temp int)
0:165 Construct vec4 ( temp 4-component vector of float)
0:165 'f' ( temp float)
0:165 'v' ( temp 4-component vector of float)
0:165 false case
0:165 'v' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'uiv4' ( uniform 4-component vector of int)
0:? 'uv4' ( uniform 4-component vector of float)
0:? 'ub' ( uniform bool)
0:? 'ub41' ( uniform 4-component vector of bool)
0:? 'ub42' ( uniform 4-component vector of bool)
0:? 'uf' ( uniform float)
0:? 'ui' ( uniform int)
0:? 'uuv4' ( uniform 4-component vector of uint)
0:? 'uui' ( uniform uint)
Linked fragment stage:
Shader version: 130
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'v' ( temp 4-component vector of float)
0:27 radians ( global 4-component vector of float)
0:27 'uv4' ( uniform 4-component vector of float)
0:28 add second child into first child ( temp 4-component vector of float)
0:28 'v' ( temp 4-component vector of float)
0:28 degrees ( global 4-component vector of float)
0:28 'v' ( temp 4-component vector of float)
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'v' ( temp 4-component vector of float)
0:29 Comma ( temp 4-component vector of float)
0:29 move second child to first child ( temp int)
0:29 'i' ( temp int)
0:29 component-wise multiply ( temp int)
0:29 'ui' ( uniform int)
0:29 'ui' ( uniform int)
0:29 sine ( global 4-component vector of float)
0:29 'v' ( temp 4-component vector of float)
0:30 add second child into first child ( temp 4-component vector of float)
0:30 'v' ( temp 4-component vector of float)
0:30 cosine ( global 4-component vector of float)
0:30 'v' ( temp 4-component vector of float)
0:31 add second child into first child ( temp 4-component vector of float)
0:31 'v' ( temp 4-component vector of float)
0:31 tangent ( global 4-component vector of float)
0:31 'v' ( temp 4-component vector of float)
0:32 add second child into first child ( temp 4-component vector of float)
0:32 'v' ( temp 4-component vector of float)
0:32 arc sine ( global 4-component vector of float)
0:32 'v' ( temp 4-component vector of float)
0:33 add second child into first child ( temp 4-component vector of float)
0:33 'v' ( temp 4-component vector of float)
0:33 arc cosine ( global 4-component vector of float)
0:33 'v' ( temp 4-component vector of float)
0:35 add second child into first child ( temp 4-component vector of float)
0:35 'v' ( temp 4-component vector of float)
0:35 arc tangent ( global 4-component vector of float)
0:35 'v' ( temp 4-component vector of float)
0:36 add second child into first child ( temp 4-component vector of float)
0:36 'v' ( temp 4-component vector of float)
0:36 hyp. sine ( global 4-component vector of float)
0:36 'v' ( temp 4-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 hyp. cosine ( global 4-component vector of float)
0:37 'v' ( temp 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 hyp. tangent ( global 4-component vector of float)
0:38 'v' ( temp 4-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 arc hyp. sine ( global 4-component vector of float)
0:39 'v' ( temp 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 arc hyp. cosine ( global 4-component vector of float)
0:40 'v' ( temp 4-component vector of float)
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 arc hyp. tangent ( global 4-component vector of float)
0:41 'v' ( temp 4-component vector of float)
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 pow ( global 4-component vector of float)
0:43 'v' ( temp 4-component vector of float)
0:43 'v' ( temp 4-component vector of float)
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 exp ( global 4-component vector of float)
0:44 'v' ( temp 4-component vector of float)
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 log ( global 4-component vector of float)
0:45 'v' ( temp 4-component vector of float)
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 exp2 ( global 4-component vector of float)
0:46 'v' ( temp 4-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 log2 ( global 4-component vector of float)
0:47 'v' ( temp 4-component vector of float)
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 sqrt ( global 4-component vector of float)
0:48 'v' ( temp 4-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 inverse sqrt ( global 4-component vector of float)
0:49 'v' ( temp 4-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 Absolute value ( global 4-component vector of float)
0:50 'v' ( temp 4-component vector of float)
0:51 add second child into first child ( temp 4-component vector of float)
0:51 'v' ( temp 4-component vector of float)
0:51 Sign ( global 4-component vector of float)
0:51 'v' ( temp 4-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 Floor ( global 4-component vector of float)
0:52 'v' ( temp 4-component vector of float)
0:55 add second child into first child ( temp 4-component vector of float)
0:55 'v' ( temp 4-component vector of float)
0:55 trunc ( global 4-component vector of float)
0:55 'v' ( temp 4-component vector of 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 round ( global 4-component vector of float)
0:56 'v' ( temp 4-component vector of float)
0:57 add second child into first child ( temp 4-component vector of float)
0:57 'v' ( temp 4-component vector of float)
0:57 roundEven ( global 4-component vector of float)
0:57 'v' ( temp 4-component vector of float)
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 Ceiling ( global 4-component vector of float)
0:60 'v' ( temp 4-component vector of float)
0:61 add second child into first child ( temp 4-component vector of float)
0:61 'v' ( temp 4-component vector of float)
0:61 Fraction ( global 4-component vector of float)
0:61 'v' ( temp 4-component vector of 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 mod ( global 4-component vector of float)
0:62 'v' ( temp 4-component vector of float)
0:62 'v' ( temp 4-component vector of float)
0:63 add second child into first child ( temp 4-component vector of float)
0:63 'v' ( temp 4-component vector of float)
0:63 mod ( global 4-component vector of float)
0:63 'v' ( temp 4-component vector of float)
0:63 direct index ( temp float)
0:63 'v' ( temp 4-component vector of float)
0:63 Constant:
0:63 0 (const int)
0:66 add second child into first child ( temp 4-component vector of float)
0:66 'v' ( temp 4-component vector of float)
0:66 modf ( global 4-component vector of float)
0:66 'v' ( temp 4-component vector of float)
0:66 'v' ( temp 4-component vector of float)
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 min ( global 4-component vector of float)
0:69 'v' ( temp 4-component vector of float)
0:69 'uv4' ( uniform 4-component vector of float)
0:70 add second child into first child ( temp 4-component vector of float)
0:70 'v' ( temp 4-component vector of float)
0:70 max ( global 4-component vector of float)
0:70 'v' ( temp 4-component vector of float)
0:70 'uv4' ( uniform 4-component vector of float)
0:71 add second child into first child ( temp 4-component vector of float)
0:71 'v' ( temp 4-component vector of float)
0:71 clamp ( global 4-component vector of float)
0:71 'v' ( temp 4-component vector of float)
0:71 'uv4' ( uniform 4-component vector of float)
0:71 'uv4' ( uniform 4-component vector of float)
0:72 add second child into first child ( temp 4-component vector of float)
0:72 'v' ( temp 4-component vector of float)
0:72 mix ( global 4-component vector of float)
0:72 'v' ( temp 4-component vector of float)
0:72 'v' ( temp 4-component vector of float)
0:72 'v' ( temp 4-component vector of float)
0:75 add second child into first child ( temp 4-component vector of float)
0:75 'v' ( temp 4-component vector of float)
0:75 mix ( global 4-component vector of float)
0:75 'v' ( temp 4-component vector of float)
0:75 'v' ( temp 4-component vector of float)
0:75 'bv4' ( temp 4-component vector of bool)
0:76 add second child into first child ( temp 4-component vector of float)
0:76 'v' ( temp 4-component vector of float)
0:76 Constant:
0:76 0.000000
0:77 add second child into first child ( temp 4-component vector of float)
0:77 'v' ( temp 4-component vector of float)
0:77 Constant:
0:77 0.000000
0:78 add second child into first child ( temp 4-component vector of float)
0:78 'v' ( temp 4-component vector of float)
0:78 Constant:
0:78 0.000000
0:79 add second child into first child ( temp 4-component vector of float)
0:79 'v' ( temp 4-component vector of float)
0:79 Constant:
0:79 0.000000
0:80 add second child into first child ( temp 4-component vector of float)
0:80 'v' ( temp 4-component vector of float)
0:80 Constant:
0:80 0.000000
0:81 add second child into first child ( temp 4-component vector of float)
0:81 'v' ( temp 4-component vector of float)
0:81 Constant:
0:81 0.000000
0:82 add second child into first child ( temp 4-component vector of float)
0:82 'v' ( temp 4-component vector of float)
0:82 Constant:
0:82 0.000000
0:83 add second child into first child ( temp 4-component vector of float)
0:83 'v' ( temp 4-component vector of float)
0:83 Constant:
0:83 0.000000
0:86 add second child into first child ( temp 4-component vector of float)
0:86 'v' ( temp 4-component vector of float)
0:86 step ( global 4-component vector of float)
0:86 'v' ( temp 4-component vector of float)
0:86 'v' ( temp 4-component vector of float)
0:87 add second child into first child ( temp 4-component vector of float)
0:87 'v' ( temp 4-component vector of float)
0:87 smoothstep ( global 4-component vector of float)
0:87 'v' ( temp 4-component vector of float)
0:87 'v' ( temp 4-component vector of float)
0:87 'v' ( temp 4-component vector of float)
0:88 add second child into first child ( temp 4-component vector of float)
0:88 'v' ( temp 4-component vector of float)
0:88 step ( global 4-component vector of float)
0:88 'uf' ( uniform float)
0:88 'v' ( temp 4-component vector of float)
0:89 add second child into first child ( temp 4-component vector of float)
0:89 'v' ( temp 4-component vector of float)
0:89 smoothstep ( global 4-component vector of float)
0:89 'uf' ( uniform float)
0:89 'uf' ( uniform float)
0:89 'v' ( temp 4-component vector of float)
0:90 add second child into first child ( temp 4-component vector of float)
0:90 'v' ( temp 4-component vector of float)
0:90 normalize ( global 4-component vector of float)
0:90 'v' ( temp 4-component vector of float)
0:91 add second child into first child ( temp 4-component vector of float)
0:91 'v' ( temp 4-component vector of float)
0:91 face-forward ( global 4-component vector of float)
0:91 'v' ( temp 4-component vector of float)
0:91 'v' ( temp 4-component vector of float)
0:91 'v' ( temp 4-component vector of float)
0:92 add second child into first child ( temp 4-component vector of float)
0:92 'v' ( temp 4-component vector of float)
0:92 reflect ( global 4-component vector of float)
0:92 'v' ( temp 4-component vector of float)
0:92 'v' ( temp 4-component vector of float)
0:93 add second child into first child ( temp 4-component vector of float)
0:93 'v' ( temp 4-component vector of float)
0:93 refract ( global 4-component vector of float)
0:93 'v' ( temp 4-component vector of float)
0:93 'v' ( temp 4-component vector of float)
0:93 'uf' ( uniform float)
0:94 add second child into first child ( temp 4-component vector of float)
0:94 'v' ( temp 4-component vector of float)
0:94 dPdx ( global 4-component vector of float)
0:94 'v' ( temp 4-component vector of float)
0:95 add second child into first child ( temp 4-component vector of float)
0:95 'v' ( temp 4-component vector of float)
0:95 dPdy ( global 4-component vector of float)
0:95 'v' ( temp 4-component vector of float)
0:96 add second child into first child ( temp 4-component vector of float)
0:96 'v' ( temp 4-component vector of float)
0:96 fwidth ( global 4-component vector of float)
0:96 'v' ( temp 4-component vector of float)
0:101 add second child into first child ( temp int)
0:101 'i' ( temp int)
0:101 Absolute value ( global int)
0:101 'ui' ( uniform int)
0:102 add second child into first child ( temp int)
0:102 'i' ( temp int)
0:102 Sign ( global int)
0:102 'i' ( temp int)
0:103 add second child into first child ( temp int)
0:103 'i' ( temp int)
0:103 min ( global int)
0:103 'i' ( temp int)
0:103 'ui' ( uniform int)
0:104 add second child into first child ( temp int)
0:104 'i' ( temp int)
0:104 max ( global int)
0:104 'i' ( temp int)
0:104 'ui' ( uniform int)
0:105 add second child into first child ( temp int)
0:105 'i' ( temp int)
0:105 clamp ( global int)
0:105 'i' ( temp int)
0:105 'ui' ( uniform int)
0:105 'ui' ( uniform int)
0:107 Constant:
0:107 0.000000
0:108 Constant:
0:108 0.000000
0:109 Constant:
0:109 0.000000
0:110 Constant:
0:110 0.000000
0:113 'u' ( temp uint)
0:114 'u' ( temp uint)
0:115 add second child into first child ( temp uint)
0:115 'u' ( temp uint)
0:115 min ( global uint)
0:115 'u' ( temp uint)
0:115 'uui' ( uniform uint)
0:116 add second child into first child ( temp uint)
0:116 'u' ( temp uint)
0:116 max ( global uint)
0:116 'u' ( temp uint)
0:116 'uui' ( uniform uint)
0:117 add second child into first child ( temp uint)
0:117 'u' ( temp uint)
0:117 clamp ( global uint)
0:117 'u' ( temp uint)
0:117 'uui' ( uniform uint)
0:117 'uui' ( uniform uint)
0:118 'u' ( temp uint)
0:119 'u' ( temp uint)
0:120 'u' ( temp uint)
0:121 'i' ( temp int)
0:122 'i' ( temp int)
0:123 add second child into first child ( temp int)
0:123 'i' ( temp int)
0:123 'i' ( temp int)
0:127 move second child to first child ( temp bool)
0:127 'b' ( temp bool)
0:127 isnan ( global bool)
0:127 'uf' ( uniform float)
0:128 move second child to first child ( temp bool)
0:128 'b' ( temp bool)
0:128 isinf ( global bool)
0:128 direct index ( temp float)
0:128 'v' ( temp 4-component vector of float)
0:128 Constant:
0:128 1 (const int)
0:130 move second child to first child ( temp bool)
0:130 'b' ( temp bool)
0:130 any ( global bool)
0:130 Compare Less Than ( global 4-component vector of bool)
0:130 'v' ( temp 4-component vector of float)
0:130 'uv4' ( uniform 4-component vector of float)
0:131 move second child to first child ( temp bool)
0:131 'b' ( temp bool)
0:131 logical-and ( temp bool)
0:131 'b' ( temp bool)
0:131 any ( global bool)
0:131 Compare Less Than or Equal ( global 4-component vector of bool)
0:131 'v' ( temp 4-component vector of float)
0:131 'uv4' ( uniform 4-component vector of float)
0:132 move second child to first child ( temp bool)
0:132 'b' ( temp bool)
0:132 logical-and ( temp bool)
0:132 'b' ( temp bool)
0:132 any ( global bool)
0:132 Compare Greater Than ( global 4-component vector of bool)
0:132 'v' ( temp 4-component vector of float)
0:132 'uv4' ( uniform 4-component vector of float)
0:133 move second child to first child ( temp bool)
0:133 'b' ( temp bool)
0:133 logical-and ( temp bool)
0:133 'b' ( temp bool)
0:133 any ( global bool)
0:133 Compare Greater Than or Equal ( global 4-component vector of bool)
0:133 'v' ( temp 4-component vector of float)
0:133 'uv4' ( uniform 4-component vector of float)
0:134 move second child to first child ( temp bool)
0:134 'b' ( temp bool)
0:134 logical-and ( temp bool)
0:134 'b' ( temp bool)
0:134 any ( global bool)
0:134 Equal ( global 4-component vector of bool)
0:134 'ub41' ( uniform 4-component vector of bool)
0:134 'ub42' ( uniform 4-component vector of bool)
0:135 move second child to first child ( temp bool)
0:135 'b' ( temp bool)
0:135 logical-and ( temp bool)
0:135 'b' ( temp bool)
0:135 any ( global bool)
0:135 NotEqual ( global 4-component vector of bool)
0:135 'ub41' ( uniform 4-component vector of bool)
0:135 'ub42' ( uniform 4-component vector of bool)
0:136 move second child to first child ( temp bool)
0:136 'b' ( temp bool)
0:136 logical-and ( temp bool)
0:136 'b' ( temp bool)
0:136 any ( global bool)
0:136 'ub41' ( uniform 4-component vector of bool)
0:137 move second child to first child ( temp bool)
0:137 'b' ( temp bool)
0:137 logical-and ( temp bool)
0:137 'b' ( temp bool)
0:137 all ( global bool)
0:137 'ub41' ( uniform 4-component vector of bool)
0:138 move second child to first child ( temp bool)
0:138 'b' ( temp bool)
0:138 logical-and ( temp bool)
0:138 'b' ( temp bool)
0:138 any ( global bool)
0:138 Negate conditional ( global 4-component vector of bool)
0:138 'ub41' ( uniform 4-component vector of bool)
0:140 move second child to first child ( temp int)
0:140 'i' ( temp int)
0:140 divide ( temp int)
0:140 subtract ( temp int)
0:140 component-wise multiply ( temp int)
0:140 add ( temp int)
0:140 'i' ( temp int)
0:140 'ui' ( uniform int)
0:140 'i' ( temp int)
0:140 'ui' ( uniform int)
0:140 'i' ( temp int)
0:141 move second child to first child ( temp int)
0:141 'i' ( temp int)
0:141 mod ( temp int)
0:141 'i' ( temp int)
0:141 'ui' ( uniform int)
0:142 Test condition and select ( temp void)
0:142 Condition
0:142 logical-or ( temp bool)
0:142 Compare Equal ( temp bool)
0:142 'i' ( temp int)
0:142 'ui' ( uniform int)
0:142 logical-xor ( temp bool)
0:142 logical-and ( temp bool)
0:142 Compare Not Equal ( temp bool)
0:142 'i' ( temp int)
0:142 'ui' ( uniform int)
0:142 Compare Equal ( temp bool)
0:142 'i' ( temp int)
0:142 'ui' ( uniform int)
0:142 Compare Not Equal ( temp bool)
0:142 'i' ( temp int)
0:142 Constant:
0:142 2 (const int)
0:142 true case
0:143 Pre-Increment ( temp int)
0:143 'i' ( temp int)
0:145 move second child to first child ( temp float)
0:145 'f' ( temp float)
0:145 divide ( temp float)
0:145 subtract ( temp float)
0:145 component-wise multiply ( temp float)
0:145 add ( temp float)
0:145 'uf' ( uniform float)
0:145 'uf' ( uniform float)
0:145 'uf' ( uniform float)
0:145 'uf' ( uniform float)
0:145 'uf' ( uniform float)
0:147 add second child into first child ( temp float)
0:147 'f' ( temp float)
0:147 length ( global float)
0:147 'v' ( temp 4-component vector of float)
0:148 add second child into first child ( temp float)
0:148 'f' ( temp float)
0:148 distance ( global float)
0:148 'v' ( temp 4-component vector of float)
0:148 'v' ( temp 4-component vector of float)
0:149 add second child into first child ( temp float)
0:149 'f' ( temp float)
0:149 dot-product ( global float)
0:149 'v' ( temp 4-component vector of float)
0:149 'v' ( temp 4-component vector of float)
0:150 add second child into first child ( temp float)
0:150 'f' ( temp float)
0:150 dot-product ( global float)
0:150 'f' ( temp float)
0:150 'uf' ( uniform float)
0:151 add second child into first child ( temp float)
0:151 'f' ( temp float)
0:151 direct index ( temp float)
0:151 cross-product ( global 3-component vector of float)
0:151 vector swizzle ( temp 3-component vector of float)
0:151 'v' ( temp 4-component vector of float)
0:151 Sequence
0:151 Constant:
0:151 0 (const int)
0:151 Constant:
0:151 1 (const int)
0:151 Constant:
0:151 2 (const int)
0:151 vector swizzle ( temp 3-component vector of float)
0:151 'v' ( temp 4-component vector of float)
0:151 Sequence
0:151 Constant:
0:151 0 (const int)
0:151 Constant:
0:151 1 (const int)
0:151 Constant:
0:151 2 (const int)
0:151 Constant:
0:151 0 (const int)
0:153 Test condition and select ( temp void)
0:153 Condition
0:153 logical-or ( temp bool)
0:153 Compare Equal ( temp bool)
0:153 'f' ( temp float)
0:153 'uf' ( uniform float)
0:153 logical-and ( temp bool)
0:153 Compare Not Equal ( temp bool)
0:153 'f' ( temp float)
0:153 'uf' ( uniform float)
0:153 Compare Not Equal ( temp bool)
0:153 'f' ( temp float)
0:153 Constant:
0:153 2.000000
0:153 true case
0:154 Pre-Increment ( temp float)
0:154 'f' ( temp float)
0:156 and second child into first child ( temp int)
0:156 'i' ( temp int)
0:156 'ui' ( uniform int)
0:157 or second child into first child ( temp int)
0:157 'i' ( temp int)
0:157 Constant:
0:157 66 (const int)
0:158 exclusive or second child into first child ( temp int)
0:158 'i' ( temp int)
0:158 'ui' ( uniform int)
0:159 mod second child into first child ( temp int)
0:159 'i' ( temp int)
0:159 Constant:
0:159 17 (const int)
0:160 right shift second child into first child ( temp int)
0:160 'i' ( temp int)
0:160 Constant:
0:160 2 (const int)
0:161 left shift second child into first child ( temp int)
0:161 'i' ( temp int)
0:161 'ui' ( uniform int)
0:162 move second child to first child ( temp int)
0:162 'i' ( temp int)
0:162 Bitwise not ( temp int)
0:162 'i' ( temp int)
0:163 move second child to first child ( temp bool)
0:163 'b' ( temp bool)
0:163 Negate conditional ( temp bool)
0:163 'b' ( temp bool)
0:165 move second child to first child ( temp 4-component vector of float)
0:165 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:165 Test condition and select ( temp 4-component vector of float)
0:165 Condition
0:165 'b' ( temp bool)
0:165 true case
0:165 add ( temp 4-component vector of float)
0:165 add ( temp 4-component vector of float)
0:165 Construct vec4 ( temp 4-component vector of float)
0:165 Convert int to float ( temp float)
0:165 'i' ( temp int)
0:165 Construct vec4 ( temp 4-component vector of float)
0:165 'f' ( temp float)
0:165 'v' ( temp 4-component vector of float)
0:165 false case
0:165 'v' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'uiv4' ( uniform 4-component vector of int)
0:? 'uv4' ( uniform 4-component vector of float)
0:? 'ub' ( uniform bool)
0:? 'ub41' ( uniform 4-component vector of bool)
0:? 'ub42' ( uniform 4-component vector of bool)
0:? 'uf' ( uniform float)
0:? 'ui' ( uniform int)
0:? 'uuv4' ( uniform 4-component vector of uint)
0:? 'uui' ( uniform uint)