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1BestMatchFunction.vert
2WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
3
4Shader version: 150
5Requested GL_ARB_gpu_shader5
60:? Sequence
70:7  Function Definition: f(vf4;vf4; ( global 4-component vector of float)
80:7    Function Parameters:
90:7      'a' ( in 4-component vector of float)
100:7      'b' ( in 4-component vector of float)
110:7    Sequence
120:7      Branch: Return with expression
130:7        component-wise multiply ( temp 4-component vector of float)
140:7          'a' ( in 4-component vector of float)
150:7          'b' ( in 4-component vector of float)
160:8  Function Definition: f(vu4;vu4; ( global 4-component vector of float)
170:8    Function Parameters:
180:8      'a' ( in 4-component vector of uint)
190:8      'b' ( in 4-component vector of uint)
200:8    Sequence
210:8      Branch: Return with expression
220:8        Convert uint to float ( temp 4-component vector of float)
230:8          subtract ( temp 4-component vector of uint)
240:8            'a' ( in 4-component vector of uint)
250:8            'b' ( in 4-component vector of uint)
260:10  Function Definition: main( ( global void)
270:10    Function Parameters:
280:12    Sequence
290:12      move second child to first child ( temp 4-component vector of float)
300:12        'result' ( smooth out 4-component vector of float)
310:12        Function Call: f(vu4;vu4; ( global 4-component vector of float)
320:12          Convert int to uint ( temp 4-component vector of uint)
330:12            'u1' ( uniform 4-component vector of int)
340:12          'u2' ( uniform 4-component vector of uint)
350:13      switch
360:13      condition
370:13        'gl_VertexID' ( gl_VertexId int VertexId)
380:13      body
390:13        Sequence
400:15          case:  with expression
410:15            Constant:
420:15              0 (const int)
430:?           Sequence
440:15            move second child to first child ( temp 4-component vector of float)
450:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
460:15                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
470:15                Constant:
480:15                  0 (const uint)
490:15              Constant:
500:15                -1.000000
510:15                1.000000
520:15                0.000000
530:15                1.000000
540:15            Branch: Break
550:16          case:  with expression
560:16            Constant:
570:16              1 (const int)
580:?           Sequence
590:16            move second child to first child ( temp 4-component vector of float)
600:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
610:16                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
620:16                Constant:
630:16                  0 (const uint)
640:16              Constant:
650:16                1.000000
660:16                1.000000
670:16                0.000000
680:16                1.000000
690:16            Branch: Break
700:17          case:  with expression
710:17            Constant:
720:17              2 (const int)
730:?           Sequence
740:17            move second child to first child ( temp 4-component vector of float)
750:17              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
760:17                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
770:17                Constant:
780:17                  0 (const uint)
790:17              Constant:
800:17                -1.000000
810:17                -1.000000
820:17                0.000000
830:17                1.000000
840:17            Branch: Break
850:18          case:  with expression
860:18            Constant:
870:18              3 (const int)
880:?           Sequence
890:18            move second child to first child ( temp 4-component vector of float)
900:18              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
910:18                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
920:18                Constant:
930:18                  0 (const uint)
940:18              Constant:
950:18                1.000000
960:18                -1.000000
970:18                0.000000
980:18                1.000000
990:18            Branch: Break
1000:?   Linker Objects
1010:?     'u1' ( uniform 4-component vector of int)
1020:?     'u2' ( uniform 4-component vector of uint)
1030:?     'result' ( smooth out 4-component vector of float)
1040:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
1050:?     'gl_VertexID' ( gl_VertexId int VertexId)
1060:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
107
108
109Linked vertex stage:
110
111
112Shader version: 150
113Requested GL_ARB_gpu_shader5
1140:? Sequence
1150:8  Function Definition: f(vu4;vu4; ( global 4-component vector of float)
1160:8    Function Parameters:
1170:8      'a' ( in 4-component vector of uint)
1180:8      'b' ( in 4-component vector of uint)
1190:8    Sequence
1200:8      Branch: Return with expression
1210:8        Convert uint to float ( temp 4-component vector of float)
1220:8          subtract ( temp 4-component vector of uint)
1230:8            'a' ( in 4-component vector of uint)
1240:8            'b' ( in 4-component vector of uint)
1250:10  Function Definition: main( ( global void)
1260:10    Function Parameters:
1270:12    Sequence
1280:12      move second child to first child ( temp 4-component vector of float)
1290:12        'result' ( smooth out 4-component vector of float)
1300:12        Function Call: f(vu4;vu4; ( global 4-component vector of float)
1310:12          Convert int to uint ( temp 4-component vector of uint)
1320:12            'u1' ( uniform 4-component vector of int)
1330:12          'u2' ( uniform 4-component vector of uint)
1340:13      switch
1350:13      condition
1360:13        'gl_VertexID' ( gl_VertexId int VertexId)
1370:13      body
1380:13        Sequence
1390:15          case:  with expression
1400:15            Constant:
1410:15              0 (const int)
1420:?           Sequence
1430:15            move second child to first child ( temp 4-component vector of float)
1440:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1450:15                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
1460:15                Constant:
1470:15                  0 (const uint)
1480:15              Constant:
1490:15                -1.000000
1500:15                1.000000
1510:15                0.000000
1520:15                1.000000
1530:15            Branch: Break
1540:16          case:  with expression
1550:16            Constant:
1560:16              1 (const int)
1570:?           Sequence
1580:16            move second child to first child ( temp 4-component vector of float)
1590:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1600:16                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
1610:16                Constant:
1620:16                  0 (const uint)
1630:16              Constant:
1640:16                1.000000
1650:16                1.000000
1660:16                0.000000
1670:16                1.000000
1680:16            Branch: Break
1690:17          case:  with expression
1700:17            Constant:
1710:17              2 (const int)
1720:?           Sequence
1730:17            move second child to first child ( temp 4-component vector of float)
1740:17              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1750:17                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
1760:17                Constant:
1770:17                  0 (const uint)
1780:17              Constant:
1790:17                -1.000000
1800:17                -1.000000
1810:17                0.000000
1820:17                1.000000
1830:17            Branch: Break
1840:18          case:  with expression
1850:18            Constant:
1860:18              3 (const int)
1870:?           Sequence
1880:18            move second child to first child ( temp 4-component vector of float)
1890:18              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1900:18                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
1910:18                Constant:
1920:18                  0 (const uint)
1930:18              Constant:
1940:18                1.000000
1950:18                -1.000000
1960:18                0.000000
1970:18                1.000000
1980:18            Branch: Break
1990:?   Linker Objects
2000:?     'u1' ( uniform 4-component vector of int)
2010:?     'u2' ( uniform 4-component vector of uint)
2020:?     'result' ( smooth out 4-component vector of float)
2030:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
2040:?     'gl_VertexID' ( gl_VertexId int VertexId)
2050:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
206
207