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iomap.variableOutBlockIn.2.vert
Shader version: 440
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 'a1' (layout( location=0) 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 move second child to first child ( temp 2-component vector of float)
0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
0:9 Constant:
0:9 0.500000
0:9 0.500000
0:10 move second child to first child ( temp 4-component vector of float)
0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:10 '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})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
0:? 'a2' (layout( location=1) smooth out 2-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)
iomap.variableOutBlockIn.geom
Shader version: 440
invocations = -1
max_vertices = 3
input primitive = triangles
output primitive = triangle_strip
0:? Sequence
0:14 Function Definition: main( ( global void)
0:14 Function Parameters:
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:16 Constant:
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:17 move second child to first child ( temp 2-component vector of float)
0:17 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:17 Constant:
0:17 0.500000
0:17 0.500000
0:18 move second child to first child ( temp 4-component vector of float)
0:18 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:18 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:18 Constant:
0:18 0 (const uint)
0:18 Constant:
0:18 1.000000
0:18 1.000000
0:18 1.000000
0:18 1.000000
0:? Linker Objects
0:? 'gin' (layout( location=0) in 3-element array of block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:? 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:? 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
Linked vertex stage:
Linked geometry stage:
Shader version: 440
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 'a1' (layout( location=0) 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 move second child to first child ( temp 2-component vector of float)
0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
0:9 Constant:
0:9 0.500000
0:9 0.500000
0:10 move second child to first child ( temp 4-component vector of float)
0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:10 '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})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
0:? 'a2' (layout( location=1) smooth out 2-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)
Shader version: 440
invocations = 1
max_vertices = 3
input primitive = triangles
output primitive = triangle_strip
0:? Sequence
0:14 Function Definition: main( ( global void)
0:14 Function Parameters:
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:16 Constant:
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:17 move second child to first child ( temp 2-component vector of float)
0:17 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:17 Constant:
0:17 0.500000
0:17 0.500000
0:18 move second child to first child ( temp 4-component vector of float)
0:18 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:18 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
0:18 Constant:
0:18 0 (const uint)
0:18 Constant:
0:18 1.000000
0:18 1.000000
0:18 1.000000
0:18 1.000000
0:? Linker Objects
0:? 'gin' (layout( location=0) in 3-element array of block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:? 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:? 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 29
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 9 14 22 27 28
Source GLSL 440
Name 4 "main"
Name 9 "a1"
Name 14 "a2"
Name 20 "gl_PerVertex"
MemberName 20(gl_PerVertex) 0 "gl_Position"
MemberName 20(gl_PerVertex) 1 "gl_PointSize"
MemberName 20(gl_PerVertex) 2 "gl_ClipDistance"
Name 22 ""
Name 27 "gl_VertexID"
Name 28 "gl_InstanceID"
Decorate 9(a1) Location 0
Decorate 14(a2) Location 1
Decorate 20(gl_PerVertex) Block
MemberDecorate 20(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 20(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 20(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 27(gl_VertexID) BuiltIn VertexId
Decorate 28(gl_InstanceID) BuiltIn InstanceId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(a1): 8(ptr) Variable Output
10: 6(float) Constant 1065353216
11: 7(fvec4) ConstantComposite 10 10 10 10
12: TypeVector 6(float) 2
13: TypePointer Output 12(fvec2)
14(a2): 13(ptr) Variable Output
15: 6(float) Constant 1056964608
16: 12(fvec2) ConstantComposite 15 15
17: TypeInt 32 0
18: 17(int) Constant 1
19: TypeArray 6(float) 18
20(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 19
21: TypePointer Output 20(gl_PerVertex)
22: 21(ptr) Variable Output
23: TypeInt 32 1
24: 23(int) Constant 0
26: TypePointer Input 23(int)
27(gl_VertexID): 26(ptr) Variable Input
28(gl_InstanceID): 26(ptr) Variable Input
4(main): 2 Function None 3
5: Label
Store 9(a1) 11
Store 14(a2) 16
25: 8(ptr) AccessChain 22 24
Store 25 11
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 31
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 9 14 22 30
ExecutionMode 4 Triangles
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 3
Source GLSL 440
Name 4 "main"
Name 9 "a1"
Name 14 "a2"
Name 20 "gl_PerVertex"
MemberName 20(gl_PerVertex) 0 "gl_Position"
MemberName 20(gl_PerVertex) 1 "gl_PointSize"
MemberName 20(gl_PerVertex) 2 "gl_ClipDistance"
Name 22 ""
Name 26 "Inputs"
MemberName 26(Inputs) 0 "a1"
MemberName 26(Inputs) 1 "a2"
Name 30 "gin"
Decorate 9(a1) Location 0
Decorate 14(a2) Location 1
Decorate 20(gl_PerVertex) Block
MemberDecorate 20(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 20(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 20(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 26(Inputs) Block
Decorate 30(gin) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(a1): 8(ptr) Variable Output
10: 6(float) Constant 1065353216
11: 7(fvec4) ConstantComposite 10 10 10 10
12: TypeVector 6(float) 2
13: TypePointer Output 12(fvec2)
14(a2): 13(ptr) Variable Output
15: 6(float) Constant 1056964608
16: 12(fvec2) ConstantComposite 15 15
17: TypeInt 32 0
18: 17(int) Constant 1
19: TypeArray 6(float) 18
20(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 19
21: TypePointer Output 20(gl_PerVertex)
22: 21(ptr) Variable Output
23: TypeInt 32 1
24: 23(int) Constant 0
26(Inputs): TypeStruct 7(fvec4) 12(fvec2)
27: 17(int) Constant 3
28: TypeArray 26(Inputs) 27
29: TypePointer Input 28
30(gin): 29(ptr) Variable Input
4(main): 2 Function None 3
5: Label
Store 9(a1) 11
Store 14(a2) 16
25: 8(ptr) AccessChain 22 24
Store 25 11
Return
FunctionEnd
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