glslang/Test/baseResults/discard-dce.frag.out

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discard-dce.frag
Shader version: 110
0:? Sequence
0:4 Function Definition: main( ( global void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'white' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'black' ( temp 4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'color' ( temp 4-component vector of float)
0:8 'white' ( temp 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp float)
0:11 'x' ( temp float)
0:11 subtract ( temp float)
0:11 component-wise multiply ( temp float)
0:11 direct index ( temp float)
0:11 'tex_coord' ( smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'y' ( temp float)
0:12 subtract ( temp float)
0:12 component-wise multiply ( temp float)
0:12 direct index ( temp float)
0:12 'tex_coord' ( smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Sequence
0:14 move second child to first child ( temp float)
0:14 'radius' ( temp float)
0:14 sqrt ( global float)
0:14 add ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'x' ( temp float)
0:14 'x' ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'y' ( temp float)
0:14 'y' ( temp float)
0:15 Test condition and select ( temp void)
0:15 Condition
0:15 Compare Greater Than ( temp bool)
0:15 'radius' ( temp float)
0:15 Constant:
0:15 1.000000
0:15 true case
0:16 Sequence
0:16 Test condition and select ( temp void)
0:16 Condition
0:16 Compare Greater Than ( temp bool)
0:16 'radius' ( temp float)
0:16 Constant:
0:16 1.100000
0:16 true case
0:17 Sequence
0:17 Pre-Increment ( temp 4-component vector of float)
0:17 'color' ( temp 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:20 'color' ( temp 4-component vector of float)
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Compare Greater Than ( temp bool)
0:22 'radius' ( temp float)
0:22 Constant:
0:22 1.200000
0:22 true case
0:23 Sequence
0:23 Pre-Increment ( temp 4-component vector of float)
0:23 'color' ( temp 4-component vector of float)
0:26 Branch: Kill
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 Compare Greater Than or Equal ( temp bool)
0:30 'radius' ( temp float)
0:30 Constant:
0:30 0.750000
0:30 true case
0:31 subtract second child into first child ( temp 4-component vector of float)
0:31 'color' ( temp 4-component vector of float)
0:31 Absolute value ( global float)
0:31 divide ( temp float)
0:31 pow ( global float)
0:31 'radius' ( temp float)
0:31 Constant:
0:31 16.000000
0:31 Constant:
0:31 2.000000
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:33 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' ( smooth in 2-component vector of float)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:4 Function Definition: main( ( global void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'white' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'black' ( temp 4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'color' ( temp 4-component vector of float)
0:8 'white' ( temp 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp float)
0:11 'x' ( temp float)
0:11 subtract ( temp float)
0:11 component-wise multiply ( temp float)
0:11 direct index ( temp float)
0:11 'tex_coord' ( smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'y' ( temp float)
0:12 subtract ( temp float)
0:12 component-wise multiply ( temp float)
0:12 direct index ( temp float)
0:12 'tex_coord' ( smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Sequence
0:14 move second child to first child ( temp float)
0:14 'radius' ( temp float)
0:14 sqrt ( global float)
0:14 add ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'x' ( temp float)
0:14 'x' ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'y' ( temp float)
0:14 'y' ( temp float)
0:15 Test condition and select ( temp void)
0:15 Condition
0:15 Compare Greater Than ( temp bool)
0:15 'radius' ( temp float)
0:15 Constant:
0:15 1.000000
0:15 true case
0:16 Sequence
0:16 Test condition and select ( temp void)
0:16 Condition
0:16 Compare Greater Than ( temp bool)
0:16 'radius' ( temp float)
0:16 Constant:
0:16 1.100000
0:16 true case
0:17 Sequence
0:17 Pre-Increment ( temp 4-component vector of float)
0:17 'color' ( temp 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:20 'color' ( temp 4-component vector of float)
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Compare Greater Than ( temp bool)
0:22 'radius' ( temp float)
0:22 Constant:
0:22 1.200000
0:22 true case
0:23 Sequence
0:23 Pre-Increment ( temp 4-component vector of float)
0:23 'color' ( temp 4-component vector of float)
0:26 Branch: Kill
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 Compare Greater Than or Equal ( temp bool)
0:30 'radius' ( temp float)
0:30 Constant:
0:30 0.750000
0:30 true case
0:31 subtract second child into first child ( temp 4-component vector of float)
0:31 'color' ( temp 4-component vector of float)
0:31 Absolute value ( global float)
0:31 divide ( temp float)
0:31 pow ( global float)
0:31 'radius' ( temp float)
0:31 Constant:
0:31 16.000000
0:31 Constant:
0:31 2.000000
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:33 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' ( smooth in 2-component vector of float)