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implicitArraySizeUniform.vert
Shader version: 460
Requested GL_EXT_nonuniform_qualifier
0:? Sequence
0:49 Function Definition: main( ( global void)
0:49 Function Parameters:
0:50 Sequence
0:50 move second child to first child ( temp 4-component vector of float)
0:50 'out_VS' ( smooth out 4-component vector of float)
0:50 texture ( global 4-component vector of float)
0:50 indirect index ( nonuniform temp sampler2D)
0:50 's1' ( uniform runtime-sized array of sampler2D)
0:50 copy object ( nonuniform temp int)
0:50 Constant:
0:50 0 (const int)
0:50 Constant:
0:50 0.000000
0:50 0.000000
0:51 move second child to first child ( temp 4-component vector of float)
0:51 'out_VS' ( smooth out 4-component vector of float)
0:51 direct index (layout( column_major shared) temp 4-component vector of float)
0:51 a: direct index for structure (layout( column_major shared) uniform unsized 11-element array of 4-component vector of float)
0:51 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 11-element array of 4-component vector of float a})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 10 (const int)
0:52 move second child to first child ( temp 4-component vector of float)
0:52 'out_VS' ( smooth out 4-component vector of float)
0:52 direct index (layout( column_major shared) temp 4-component vector of float)
0:52 a: direct index for structure (layout( column_major shared) buffer unsized 6-element array of 4-component vector of float)
0:52 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer unsized 6-element array of 4-component vector of float a})
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 5 (const int)
0:? Linker Objects
0:? 'f0' ( uniform unsized 1-element array of float)
0:? 's0' ( uniform unsized 1-element array of sampler2D)
0:? 's1' ( uniform runtime-sized array of sampler2D)
0:? 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 11-element array of 4-component vector of float a})
0:? 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 1-element array of 4-component vector of float a})
0:? 'b0' (layout( column_major shared) buffer unsized 1-element array of block{layout( column_major shared) buffer 4-component vector of float a})
0:? 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer unsized 6-element array of 4-component vector of float a})
0:? 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer unsized 1-element array of 4-component vector of float a})
0:? 'out_VS' ( smooth out 4-component vector of float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
implicitArraySizeUniform.frag
Shader version: 460
Requested GL_EXT_nonuniform_qualifier
0:? Sequence
0:50 Function Definition: main( ( global void)
0:50 Function Parameters:
0:51 Sequence
0:51 move second child to first child ( temp 4-component vector of float)
0:51 'o' ( out 4-component vector of float)
0:51 texture ( global 4-component vector of float)
0:51 indirect index ( nonuniform temp sampler2D)
0:51 's0' ( uniform runtime-sized array of sampler2D)
0:51 copy object ( nonuniform temp int)
0:51 Constant:
0:51 1 (const int)
0:51 vector swizzle ( temp 2-component vector of float)
0:51 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:51 Sequence
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 1 (const int)
0:52 add second child into first child ( temp 4-component vector of float)
0:52 'o' ( out 4-component vector of float)
0:52 direct index (layout( column_major shared) temp 4-component vector of float)
0:52 a: direct index for structure (layout( column_major shared) uniform unsized 7-element array of 4-component vector of float)
0:52 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 7-element array of 4-component vector of float a})
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 6 (const int)
0:53 add second child into first child ( temp 4-component vector of float)
0:53 'o' ( out 4-component vector of float)
0:53 a: direct index for structure (layout( column_major shared) buffer 4-component vector of float)
0:53 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer 4-component vector of float a})
0:53 'b0' (layout( column_major shared) buffer unsized 10-element array of block{layout( column_major shared) buffer 4-component vector of float a})
0:53 Constant:
0:53 9 (const int)
0:53 Constant:
0:53 0 (const int)
0:54 add second child into first child ( temp 4-component vector of float)
0:54 'o' ( out 4-component vector of float)
0:54 indirect index (layout( column_major shared) nonuniform temp 4-component vector of float)
0:54 a: direct index for structure (layout( column_major shared) buffer runtime-sized array of 4-component vector of float)
0:54 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a})
0:54 Constant:
0:54 0 (const int)
0:54 copy object ( nonuniform temp int)
0:54 Constant:
0:54 1 (const int)
0:? Linker Objects
0:? 'f0' ( uniform unsized 1-element array of float)
0:? 's0' ( uniform runtime-sized array of sampler2D)
0:? 's1' ( uniform unsized 1-element array of sampler2D)
0:? 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 1-element array of 4-component vector of float a})
0:? 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 7-element array of 4-component vector of float a})
0:? 'b0' (layout( column_major shared) buffer unsized 10-element array of block{layout( column_major shared) buffer 4-component vector of float a})
0:? 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 11-element array of 4-component vector of float a})
0:? 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a})
0:? 'out_VS' ( smooth in 4-component vector of float)
0:? 'o' ( out 4-component vector of float)
Linked vertex stage:
Linked fragment stage:
Shader version: 460
Requested GL_EXT_nonuniform_qualifier
0:? Sequence
0:49 Function Definition: main( ( global void)
0:49 Function Parameters:
0:50 Sequence
0:50 move second child to first child ( temp 4-component vector of float)
0:50 'out_VS' ( smooth out 4-component vector of float)
0:50 texture ( global 4-component vector of float)
0:50 indirect index ( nonuniform temp sampler2D)
0:50 's1' ( uniform runtime-sized array of sampler2D)
0:50 copy object ( nonuniform temp int)
0:50 Constant:
0:50 0 (const int)
0:50 Constant:
0:50 0.000000
0:50 0.000000
0:51 move second child to first child ( temp 4-component vector of float)
0:51 'out_VS' ( smooth out 4-component vector of float)
0:51 direct index (layout( column_major shared) temp 4-component vector of float)
0:51 a: direct index for structure (layout( column_major shared) uniform 11-element array of 4-component vector of float)
0:51 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform 11-element array of 4-component vector of float a})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 10 (const int)
0:52 move second child to first child ( temp 4-component vector of float)
0:52 'out_VS' ( smooth out 4-component vector of float)
0:52 direct index (layout( column_major shared) temp 4-component vector of float)
0:52 a: direct index for structure (layout( column_major shared) buffer 11-element array of 4-component vector of float)
0:52 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 11-element array of 4-component vector of float a})
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 5 (const int)
0:? Linker Objects
0:? 'f0' ( uniform 1-element array of float)
0:? 's0' ( uniform runtime-sized array of sampler2D)
0:? 's1' ( uniform runtime-sized array of sampler2D)
0:? 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform 11-element array of 4-component vector of float a})
0:? 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform 7-element array of 4-component vector of float a})
0:? 'b0' (layout( column_major shared) buffer 10-element array of block{layout( column_major shared) buffer 4-component vector of float a})
0:? 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 11-element array of 4-component vector of float a})
0:? 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a})
0:? 'out_VS' ( smooth out 4-component vector of float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 460
Requested GL_EXT_nonuniform_qualifier
0:? Sequence
0:50 Function Definition: main( ( global void)
0:50 Function Parameters:
0:51 Sequence
0:51 move second child to first child ( temp 4-component vector of float)
0:51 'o' ( out 4-component vector of float)
0:51 texture ( global 4-component vector of float)
0:51 indirect index ( nonuniform temp sampler2D)
0:51 's0' ( uniform runtime-sized array of sampler2D)
0:51 copy object ( nonuniform temp int)
0:51 Constant:
0:51 1 (const int)
0:51 vector swizzle ( temp 2-component vector of float)
0:51 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:51 Sequence
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 1 (const int)
0:52 add second child into first child ( temp 4-component vector of float)
0:52 'o' ( out 4-component vector of float)
0:52 direct index (layout( column_major shared) temp 4-component vector of float)
0:52 a: direct index for structure (layout( column_major shared) uniform 7-element array of 4-component vector of float)
0:52 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform 7-element array of 4-component vector of float a})
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 6 (const int)
0:53 add second child into first child ( temp 4-component vector of float)
0:53 'o' ( out 4-component vector of float)
0:53 a: direct index for structure (layout( column_major shared) buffer 4-component vector of float)
0:53 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer 4-component vector of float a})
0:53 'b0' (layout( column_major shared) buffer 10-element array of block{layout( column_major shared) buffer 4-component vector of float a})
0:53 Constant:
0:53 9 (const int)
0:53 Constant:
0:53 0 (const int)
0:54 add second child into first child ( temp 4-component vector of float)
0:54 'o' ( out 4-component vector of float)
0:54 indirect index (layout( column_major shared) nonuniform temp 4-component vector of float)
0:54 a: direct index for structure (layout( column_major shared) buffer runtime-sized array of 4-component vector of float)
0:54 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a})
0:54 Constant:
0:54 0 (const int)
0:54 copy object ( nonuniform temp int)
0:54 Constant:
0:54 1 (const int)
0:? Linker Objects
0:? 'f0' ( uniform 1-element array of float)
0:? 's0' ( uniform runtime-sized array of sampler2D)
0:? 's1' ( uniform runtime-sized array of sampler2D)
0:? 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform 11-element array of 4-component vector of float a})
0:? 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform 7-element array of 4-component vector of float a})
0:? 'b0' (layout( column_major shared) buffer 10-element array of block{layout( column_major shared) buffer 4-component vector of float a})
0:? 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 11-element array of 4-component vector of float a})
0:? 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a})
0:? 'out_VS' ( smooth in 4-component vector of float)
0:? 'o' ( out 4-component vector of float)
|