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floatBitsToInt.vert
Shader version: 150
Requested GL_ARB_gpu_shader5
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'result' ( smooth out 4-component vector of float)
0:8 Constant:
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:9 Sequence
0:9 move second child to first child ( temp int)
0:9 'ret_val' ( temp int)
0:9 floatBitsToInt ( global int)
0:9 'value' ( uniform float)
0:10 Test condition and select ( temp void)
0:10 Condition
0:10 Compare Not Equal ( temp bool)
0:10 'expected_value' ( uniform int)
0:10 'ret_val' ( temp int)
0:10 true case
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'result' ( smooth out 4-component vector of float)
0:10 Constant:
0:10 0.000000
0:10 0.000000
0:10 0.000000
0:10 0.000000
0:12 switch
0:12 condition
0:12 'gl_VertexID' ( gl_VertexId int VertexId)
0:12 body
0:12 Sequence
0:13 case: with expression
0:13 Constant:
0:13 0 (const int)
0:? Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13 '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})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 -1.000000
0:13 1.000000
0:13 0.000000
0:13 1.000000
0:13 Branch: Break
0:14 case: with expression
0:14 Constant:
0:14 1 (const int)
0:? Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:14 '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})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
0:14 1.000000
0:14 1.000000
0:14 0.000000
0:14 1.000000
0:14 Branch: Break
0:15 case: with expression
0:15 Constant:
0:15 2 (const int)
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:15 '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})
0:15 Constant:
0:15 0 (const uint)
0:15 Constant:
0:15 -1.000000
0:15 -1.000000
0:15 0.000000
0:15 1.000000
0:15 Branch: Break
0:16 case: with expression
0:16 Constant:
0:16 3 (const int)
0:? Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:16 '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})
0:16 Constant:
0:16 0 (const uint)
0:16 Constant:
0:16 1.000000
0:16 -1.000000
0:16 0.000000
0:16 1.000000
0:16 Branch: Break
0:? Linker Objects
0:? 'expected_value' ( uniform int)
0:? 'value' ( uniform float)
0:? 'result' ( smooth out 4-component vector of float)
0:? '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})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 150
Requested GL_ARB_gpu_shader5
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'result' ( smooth out 4-component vector of float)
0:8 Constant:
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:9 Sequence
0:9 move second child to first child ( temp int)
0:9 'ret_val' ( temp int)
0:9 floatBitsToInt ( global int)
0:9 'value' ( uniform float)
0:10 Test condition and select ( temp void)
0:10 Condition
0:10 Compare Not Equal ( temp bool)
0:10 'expected_value' ( uniform int)
0:10 'ret_val' ( temp int)
0:10 true case
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'result' ( smooth out 4-component vector of float)
0:10 Constant:
0:10 0.000000
0:10 0.000000
0:10 0.000000
0:10 0.000000
0:12 switch
0:12 condition
0:12 'gl_VertexID' ( gl_VertexId int VertexId)
0:12 body
0:12 Sequence
0:13 case: with expression
0:13 Constant:
0:13 0 (const int)
0:? Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13 '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})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 -1.000000
0:13 1.000000
0:13 0.000000
0:13 1.000000
0:13 Branch: Break
0:14 case: with expression
0:14 Constant:
0:14 1 (const int)
0:? Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:14 '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})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
0:14 1.000000
0:14 1.000000
0:14 0.000000
0:14 1.000000
0:14 Branch: Break
0:15 case: with expression
0:15 Constant:
0:15 2 (const int)
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:15 '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})
0:15 Constant:
0:15 0 (const uint)
0:15 Constant:
0:15 -1.000000
0:15 -1.000000
0:15 0.000000
0:15 1.000000
0:15 Branch: Break
0:16 case: with expression
0:16 Constant:
0:16 3 (const int)
0:? Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:16 '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})
0:16 Constant:
0:16 0 (const uint)
0:16 Constant:
0:16 1.000000
0:16 -1.000000
0:16 0.000000
0:16 1.000000
0:16 Branch: Break
0:? Linker Objects
0:? 'expected_value' ( uniform int)
0:? 'value' ( uniform float)
0:? 'result' ( smooth out 4-component vector of float)
0:? '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})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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