1floatBitsToInt.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 70:6 Function Definition: main( ( global void) 80:6 Function Parameters: 90:8 Sequence 100:8 move second child to first child ( temp 4-component vector of float) 110:8 'result' ( smooth out 4-component vector of float) 120:8 Constant: 130:8 1.000000 140:8 1.000000 150:8 1.000000 160:8 1.000000 170:9 Sequence 180:9 move second child to first child ( temp int) 190:9 'ret_val' ( temp int) 200:9 floatBitsToInt ( global int) 210:9 'value' ( uniform float) 220:10 Test condition and select ( temp void) 230:10 Condition 240:10 Compare Not Equal ( temp bool) 250:10 'expected_value' ( uniform int) 260:10 'ret_val' ( temp int) 270:10 true case 280:10 Sequence 290:10 move second child to first child ( temp 4-component vector of float) 300:10 'result' ( smooth out 4-component vector of float) 310:10 Constant: 320:10 0.000000 330:10 0.000000 340:10 0.000000 350:10 0.000000 360:12 switch 370:12 condition 380:12 'gl_VertexID' ( gl_VertexId int VertexId) 390:12 body 400:12 Sequence 410:13 case: with expression 420:13 Constant: 430:13 0 (const int) 440:? Sequence 450:13 move second child to first child ( temp 4-component vector of float) 460:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 470:13 '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}) 480:13 Constant: 490:13 0 (const uint) 500:13 Constant: 510:13 -1.000000 520:13 1.000000 530:13 0.000000 540:13 1.000000 550:13 Branch: Break 560:14 case: with expression 570:14 Constant: 580:14 1 (const int) 590:? Sequence 600:14 move second child to first child ( temp 4-component vector of float) 610:14 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 620:14 '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}) 630:14 Constant: 640:14 0 (const uint) 650:14 Constant: 660:14 1.000000 670:14 1.000000 680:14 0.000000 690:14 1.000000 700:14 Branch: Break 710:15 case: with expression 720:15 Constant: 730:15 2 (const int) 740:? Sequence 750:15 move second child to first child ( temp 4-component vector of float) 760:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 770:15 '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}) 780:15 Constant: 790:15 0 (const uint) 800:15 Constant: 810:15 -1.000000 820:15 -1.000000 830:15 0.000000 840:15 1.000000 850:15 Branch: Break 860:16 case: with expression 870:16 Constant: 880:16 3 (const int) 890:? Sequence 900:16 move second child to first child ( temp 4-component vector of float) 910:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 920:16 '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}) 930:16 Constant: 940:16 0 (const uint) 950:16 Constant: 960:16 1.000000 970:16 -1.000000 980:16 0.000000 990:16 1.000000 1000:16 Branch: Break 1010:? Linker Objects 1020:? 'expected_value' ( uniform int) 1030:? 'value' ( uniform float) 1040:? 'result' ( smooth out 4-component vector of float) 1050:? '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}) 1060:? 'gl_VertexID' ( gl_VertexId int VertexId) 1070:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 108 109 110Linked vertex stage: 111 112 113Shader version: 150 114Requested GL_ARB_gpu_shader5 1150:? Sequence 1160:6 Function Definition: main( ( global void) 1170:6 Function Parameters: 1180:8 Sequence 1190:8 move second child to first child ( temp 4-component vector of float) 1200:8 'result' ( smooth out 4-component vector of float) 1210:8 Constant: 1220:8 1.000000 1230:8 1.000000 1240:8 1.000000 1250:8 1.000000 1260:9 Sequence 1270:9 move second child to first child ( temp int) 1280:9 'ret_val' ( temp int) 1290:9 floatBitsToInt ( global int) 1300:9 'value' ( uniform float) 1310:10 Test condition and select ( temp void) 1320:10 Condition 1330:10 Compare Not Equal ( temp bool) 1340:10 'expected_value' ( uniform int) 1350:10 'ret_val' ( temp int) 1360:10 true case 1370:10 Sequence 1380:10 move second child to first child ( temp 4-component vector of float) 1390:10 'result' ( smooth out 4-component vector of float) 1400:10 Constant: 1410:10 0.000000 1420:10 0.000000 1430:10 0.000000 1440:10 0.000000 1450:12 switch 1460:12 condition 1470:12 'gl_VertexID' ( gl_VertexId int VertexId) 1480:12 body 1490:12 Sequence 1500:13 case: with expression 1510:13 Constant: 1520:13 0 (const int) 1530:? Sequence 1540:13 move second child to first child ( temp 4-component vector of float) 1550:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1560:13 '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}) 1570:13 Constant: 1580:13 0 (const uint) 1590:13 Constant: 1600:13 -1.000000 1610:13 1.000000 1620:13 0.000000 1630:13 1.000000 1640:13 Branch: Break 1650:14 case: with expression 1660:14 Constant: 1670:14 1 (const int) 1680:? Sequence 1690:14 move second child to first child ( temp 4-component vector of float) 1700:14 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1710:14 '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}) 1720:14 Constant: 1730:14 0 (const uint) 1740:14 Constant: 1750:14 1.000000 1760:14 1.000000 1770:14 0.000000 1780:14 1.000000 1790:14 Branch: Break 1800:15 case: with expression 1810:15 Constant: 1820:15 2 (const int) 1830:? Sequence 1840:15 move second child to first child ( temp 4-component vector of float) 1850:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1860:15 '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}) 1870:15 Constant: 1880:15 0 (const uint) 1890:15 Constant: 1900:15 -1.000000 1910:15 -1.000000 1920:15 0.000000 1930:15 1.000000 1940:15 Branch: Break 1950:16 case: with expression 1960:16 Constant: 1970:16 3 (const int) 1980:? Sequence 1990:16 move second child to first child ( temp 4-component vector of float) 2000:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 2010:16 '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}) 2020:16 Constant: 2030:16 0 (const uint) 2040:16 Constant: 2050:16 1.000000 2060:16 -1.000000 2070:16 0.000000 2080:16 1.000000 2090:16 Branch: Break 2100:? Linker Objects 2110:? 'expected_value' ( uniform int) 2120:? 'value' ( uniform float) 2130:? 'result' ( smooth out 4-component vector of float) 2140:? '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}) 2150:? 'gl_VertexID' ( gl_VertexId int VertexId) 2160:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 217 218