mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-12 21:20:06 +00:00
275d7ae882
avoid declaring them in GLSL 1.50+ if core profile is chosen by the version statement fixes #2663
158 lines
11 KiB
Plaintext
158 lines
11 KiB
Plaintext
link.multiAnonBlocksValid.0.0.vert
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Shader version: 430
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0:? Sequence
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0:32 Function Definition: main( ( global void)
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0:32 Function Parameters:
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0:34 Sequence
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 'oColor' ( smooth out 4-component vector of float)
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0:34 component-wise multiply ( temp 4-component vector of float)
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0:34 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:34 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:34 Constant:
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0:34 0 (const uint)
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0:34 Function Call: getColor2( ( global 4-component vector of float)
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0:35 move second child to first child ( temp 4-component vector of float)
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0:35 v1: direct index for structure ( out 4-component vector of float)
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0:35 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
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0:35 Constant:
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0:35 0 (const uint)
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0:35 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:35 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:35 Constant:
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0:35 0 (const uint)
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0:37 move second child to first child ( temp 4-component vector of float)
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0:37 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:37 'anon@3' ( 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})
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0:37 Constant:
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0:37 0 (const uint)
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0:37 matrix-times-vector ( temp 4-component vector of float)
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0:37 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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0:37 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:37 Constant:
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0:37 0 (const uint)
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0:37 Function Call: getWorld( ( global 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:? 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
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0:? 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:? 'oColor' ( smooth out 4-component vector of float)
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0:? 'anon@3' ( 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})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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link.multiAnonBlocksValid.0.1.vert
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Shader version: 430
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0:? Sequence
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0:24 Function Definition: getColor2( ( global 4-component vector of float)
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0:24 Function Parameters:
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0:26 Sequence
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0:26 Branch: Return with expression
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0:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float)
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0:26 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:26 Constant:
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0:26 1 (const uint)
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0:29 Function Definition: getWorld( ( global 4-component vector of float)
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0:29 Function Parameters:
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0:31 Sequence
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0:31 Branch: Return with expression
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0:31 matrix-times-vector ( temp 4-component vector of float)
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0:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
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0:31 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:31 Constant:
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0:31 1 (const uint)
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0:31 'P' ( in 4-component vector of float)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 v2: direct index for structure ( out 4-component vector of float)
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0:32 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:? Linker Objects
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0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:? 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
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0:? 'P' ( in 4-component vector of float)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Linked vertex stage:
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Shader version: 430
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0:? Sequence
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0:32 Function Definition: main( ( global void)
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0:32 Function Parameters:
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0:34 Sequence
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 'oColor' ( smooth out 4-component vector of float)
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0:34 component-wise multiply ( temp 4-component vector of float)
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0:34 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:34 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:34 Constant:
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0:34 0 (const uint)
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0:34 Function Call: getColor2( ( global 4-component vector of float)
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0:35 move second child to first child ( temp 4-component vector of float)
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0:35 v1: direct index for structure ( out 4-component vector of float)
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0:35 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
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0:35 Constant:
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0:35 0 (const uint)
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0:35 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:35 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:35 Constant:
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0:35 0 (const uint)
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0:37 move second child to first child ( temp 4-component vector of float)
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0:37 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:37 'anon@3' ( 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})
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0:37 Constant:
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0:37 0 (const uint)
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0:37 matrix-times-vector ( temp 4-component vector of float)
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0:37 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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0:37 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:37 Constant:
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0:37 0 (const uint)
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0:37 Function Call: getWorld( ( global 4-component vector of float)
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0:24 Function Definition: getColor2( ( global 4-component vector of float)
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0:24 Function Parameters:
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0:26 Sequence
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0:26 Branch: Return with expression
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0:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float)
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0:26 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:26 Constant:
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0:26 1 (const uint)
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0:29 Function Definition: getWorld( ( global 4-component vector of float)
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0:29 Function Parameters:
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0:31 Sequence
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0:31 Branch: Return with expression
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0:31 matrix-times-vector ( temp 4-component vector of float)
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0:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
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0:31 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:31 Constant:
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0:31 1 (const uint)
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0:31 'P' ( in 4-component vector of float)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 v2: direct index for structure ( out 4-component vector of float)
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0:32 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:? Linker Objects
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0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:? 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
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0:? 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
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0:? 'oColor' ( smooth out 4-component vector of float)
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0:? 'anon@3' ( 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})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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0:? 'P' ( in 4-component vector of float)
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