aggOps.frag WARNING: 0:4: varying deprecated in version 130; may be removed in future release WARNING: 0:6: varying deprecated in version 130; may be removed in future release Shader version: 130 0:? Sequence 0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:? Sequence 0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f}) 0:27 'a' ( temp 3-element array of structure{ global int i, global float f}) 0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f}) 0:27 Construct structure ( temp structure{ global int i, global float f}) 0:27 Convert float to int ( temp int) 0:27 direct index ( temp float) 0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 0 (const int) 0:27 direct index ( temp float) 0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 1 (const int) 0:27 Construct structure ( temp structure{ global int i, global float f}) 0:27 Convert float to int ( temp int) 0:27 direct index ( temp float) 0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 2 (const int) 0:27 direct index ( temp float) 0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 3 (const int) 0:27 Constant: 0:27 14 (const int) 0:27 14.000000 0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f}) 0:28 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f}) 0:28 Constant: 0:28 17 (const int) 0:28 17.000000 0:28 Construct structure ( temp structure{ global int i, global float f}) 0:28 Convert float to int ( temp int) 0:28 direct index ( temp float) 0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 0 (const int) 0:28 direct index ( temp float) 0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 1 (const int) 0:28 Construct structure ( temp structure{ global int i, global float f}) 0:28 Convert float to int ( temp int) 0:28 direct index ( temp float) 0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 2 (const int) 0:28 direct index ( temp float) 0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 3 (const int) 0:30 Test condition and select ( temp void) 0:30 Condition 0:30 Compare Equal ( temp bool) 0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:30 true case 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'v' ( temp 4-component vector of float) 0:31 texture ( global 4-component vector of float) 0:31 'sampler' ( uniform sampler2D) 0:31 'coord' ( smooth in 2-component vector of float) 0:30 false case 0:33 move second child to first child ( temp 4-component vector of float) 0:33 'v' ( temp 4-component vector of float) 0:33 texture ( global 4-component vector of float) 0:33 'sampler' ( uniform sampler2D) 0:33 vector-scale ( temp 2-component vector of float) 0:33 Constant: 0:33 2.000000 0:33 'coord' ( smooth in 2-component vector of float) 0:35 Test condition and select ( temp void) 0:35 Condition 0:35 Compare Equal ( temp bool) 0:35 'u' ( smooth in 4-component vector of float) 0:35 'v' ( temp 4-component vector of float) 0:35 true case 0:36 vector scale second child into first child ( temp 4-component vector of float) 0:36 'v' ( temp 4-component vector of float) 0:36 Constant: 0:36 3.000000 0:38 Test condition and select ( temp void) 0:38 Condition 0:38 Compare Not Equal ( temp bool) 0:38 'u' ( smooth in 4-component vector of float) 0:38 'v' ( temp 4-component vector of float) 0:38 true case 0:39 vector scale second child into first child ( temp 4-component vector of float) 0:39 'v' ( temp 4-component vector of float) 0:39 Constant: 0:39 4.000000 0:41 Test condition and select ( temp void) 0:41 Condition 0:41 Compare Equal ( temp bool) 0:41 'coord' ( smooth in 2-component vector of float) 0:41 vector swizzle ( temp 2-component vector of float) 0:41 'v' ( temp 4-component vector of float) 0:41 Sequence 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 3 (const int) 0:41 true case 0:42 vector scale second child into first child ( temp 4-component vector of float) 0:42 'v' ( temp 4-component vector of float) 0:42 Constant: 0:42 5.000000 0:44 Test condition and select ( temp void) 0:44 Condition 0:44 Compare Equal ( temp bool) 0:44 'a' ( temp 3-element array of structure{ global int i, global float f}) 0:44 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:44 true case 0:45 vector scale second child into first child ( temp 4-component vector of float) 0:45 'v' ( temp 4-component vector of float) 0:45 Constant: 0:45 6.000000 0:47 Test condition and select ( temp void) 0:47 Condition 0:47 Compare Not Equal ( temp bool) 0:47 'a' ( temp 3-element array of structure{ global int i, global float f}) 0:47 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:47 true case 0:48 vector scale second child into first child ( temp 4-component vector of float) 0:48 'v' ( temp 4-component vector of float) 0:48 Constant: 0:48 7.000000 0:50 move second child to first child ( temp 4-component vector of float) 0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:50 'v' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'sampler' ( uniform sampler2D) 0:? 'coord' ( smooth in 2-component vector of float) 0:? 'u' ( smooth in 4-component vector of float) 0:? 'w' ( smooth in 4-component vector of float) 0:? 'foo1' ( uniform structure{ global int i, global float f}) 0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) Linked fragment stage: Shader version: 130 0:? Sequence 0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:? Sequence 0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f}) 0:27 'a' ( temp 3-element array of structure{ global int i, global float f}) 0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f}) 0:27 Construct structure ( temp structure{ global int i, global float f}) 0:27 Convert float to int ( temp int) 0:27 direct index ( temp float) 0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 0 (const int) 0:27 direct index ( temp float) 0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 1 (const int) 0:27 Construct structure ( temp structure{ global int i, global float f}) 0:27 Convert float to int ( temp int) 0:27 direct index ( temp float) 0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 2 (const int) 0:27 direct index ( temp float) 0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 3 (const int) 0:27 Constant: 0:27 14 (const int) 0:27 14.000000 0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f}) 0:28 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f}) 0:28 Constant: 0:28 17 (const int) 0:28 17.000000 0:28 Construct structure ( temp structure{ global int i, global float f}) 0:28 Convert float to int ( temp int) 0:28 direct index ( temp float) 0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 0 (const int) 0:28 direct index ( temp float) 0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 1 (const int) 0:28 Construct structure ( temp structure{ global int i, global float f}) 0:28 Convert float to int ( temp int) 0:28 direct index ( temp float) 0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 2 (const int) 0:28 direct index ( temp float) 0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 3 (const int) 0:30 Test condition and select ( temp void) 0:30 Condition 0:30 Compare Equal ( temp bool) 0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:30 true case 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'v' ( temp 4-component vector of float) 0:31 texture ( global 4-component vector of float) 0:31 'sampler' ( uniform sampler2D) 0:31 'coord' ( smooth in 2-component vector of float) 0:30 false case 0:33 move second child to first child ( temp 4-component vector of float) 0:33 'v' ( temp 4-component vector of float) 0:33 texture ( global 4-component vector of float) 0:33 'sampler' ( uniform sampler2D) 0:33 vector-scale ( temp 2-component vector of float) 0:33 Constant: 0:33 2.000000 0:33 'coord' ( smooth in 2-component vector of float) 0:35 Test condition and select ( temp void) 0:35 Condition 0:35 Compare Equal ( temp bool) 0:35 'u' ( smooth in 4-component vector of float) 0:35 'v' ( temp 4-component vector of float) 0:35 true case 0:36 vector scale second child into first child ( temp 4-component vector of float) 0:36 'v' ( temp 4-component vector of float) 0:36 Constant: 0:36 3.000000 0:38 Test condition and select ( temp void) 0:38 Condition 0:38 Compare Not Equal ( temp bool) 0:38 'u' ( smooth in 4-component vector of float) 0:38 'v' ( temp 4-component vector of float) 0:38 true case 0:39 vector scale second child into first child ( temp 4-component vector of float) 0:39 'v' ( temp 4-component vector of float) 0:39 Constant: 0:39 4.000000 0:41 Test condition and select ( temp void) 0:41 Condition 0:41 Compare Equal ( temp bool) 0:41 'coord' ( smooth in 2-component vector of float) 0:41 vector swizzle ( temp 2-component vector of float) 0:41 'v' ( temp 4-component vector of float) 0:41 Sequence 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 3 (const int) 0:41 true case 0:42 vector scale second child into first child ( temp 4-component vector of float) 0:42 'v' ( temp 4-component vector of float) 0:42 Constant: 0:42 5.000000 0:44 Test condition and select ( temp void) 0:44 Condition 0:44 Compare Equal ( temp bool) 0:44 'a' ( temp 3-element array of structure{ global int i, global float f}) 0:44 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:44 true case 0:45 vector scale second child into first child ( temp 4-component vector of float) 0:45 'v' ( temp 4-component vector of float) 0:45 Constant: 0:45 6.000000 0:47 Test condition and select ( temp void) 0:47 Condition 0:47 Compare Not Equal ( temp bool) 0:47 'a' ( temp 3-element array of structure{ global int i, global float f}) 0:47 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:47 true case 0:48 vector scale second child into first child ( temp 4-component vector of float) 0:48 'v' ( temp 4-component vector of float) 0:48 Constant: 0:48 7.000000 0:50 move second child to first child ( temp 4-component vector of float) 0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:50 'v' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'sampler' ( uniform sampler2D) 0:? 'coord' ( smooth in 2-component vector of float) 0:? 'u' ( smooth in 4-component vector of float) 0:? 'w' ( smooth in 4-component vector of float) 0:? 'foo1' ( uniform structure{ global int i, global float f}) 0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})