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