--- /dev/null
+gl_FragCoord.frag
+Shader version: 150
+Requested GL_ARB_explicit_attrib_location
+gl_FragCoord pixel center is integer
+gl_FragCoord origin is upper left
+0:? Sequence
+0:9 Sequence
+0:9 move second child to first child ( temp float)
+0:9 'myGlobalVar' ( global float)
+0:9 direct index ( temp float)
+0:9 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:9 Constant:
+0:9 0 (const int)
+0:16 Function Definition: main( ( global void)
+0:16 Function Parameters:
+0:17 Sequence
+0:17 move second child to first child ( temp 4-component vector of float)
+0:17 'myColor' (layout( location=0) out 4-component vector of float)
+0:17 Constant:
+0:17 0.200000
+0:17 0.200000
+0:17 0.200000
+0:17 0.200000
+0:18 Test condition and select ( temp void)
+0:18 Condition
+0:18 Compare Greater Than or Equal ( temp bool)
+0:18 direct index ( temp float)
+0:18 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:18 Constant:
+0:18 1 (const int)
+0:18 Constant:
+0:18 10.000000
+0:18 true case
+0:19 Sequence
+0:19 move second child to first child ( temp float)
+0:19 direct index ( temp float)
+0:19 'myColor' (layout( location=0) out 4-component vector of float)
+0:19 Constant:
+0:19 2 (const int)
+0:19 Constant:
+0:19 0.800000
+0:21 Test condition and select ( temp void)
+0:21 Condition
+0:21 Compare Equal ( temp bool)
+0:21 direct index ( temp float)
+0:21 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:21 Constant:
+0:21 1 (const int)
+0:21 trunc ( global float)
+0:21 direct index ( temp float)
+0:21 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:21 Constant:
+0:21 1 (const int)
+0:21 true case
+0:22 Sequence
+0:22 move second child to first child ( temp float)
+0:22 direct index ( temp float)
+0:22 'myColor' (layout( location=0) out 4-component vector of float)
+0:22 Constant:
+0:22 1 (const int)
+0:22 Constant:
+0:22 0.800000
+0:24 Test condition and select ( temp void)
+0:24 Condition
+0:24 Compare Equal ( temp bool)
+0:24 direct index ( temp float)
+0:24 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:24 Constant:
+0:24 0 (const int)
+0:24 trunc ( global float)
+0:24 direct index ( temp float)
+0:24 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:24 Constant:
+0:24 0 (const int)
+0:24 true case
+0:25 Sequence
+0:25 move second child to first child ( temp float)
+0:25 direct index ( temp float)
+0:25 'myColor' (layout( location=0) out 4-component vector of float)
+0:25 Constant:
+0:25 0 (const int)
+0:25 Constant:
+0:25 0.800000
+0:28 Sequence
+0:28 move second child to first child ( temp 4-component vector of float)
+0:28 'diff' ( temp 4-component vector of float)
+0:28 subtract ( temp 4-component vector of float)
+0:28 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:28 'i' ( smooth in 4-component vector of float)
+0:29 Test condition and select ( temp void)
+0:29 Condition
+0:29 Compare Greater Than ( temp bool)
+0:29 Absolute value ( global float)
+0:29 direct index ( temp float)
+0:29 'diff' ( temp 4-component vector of float)
+0:29 Constant:
+0:29 2 (const int)
+0:29 Constant:
+0:29 0.001000
+0:29 true case
+0:29 move second child to first child ( temp float)
+0:29 direct index ( temp float)
+0:29 'myColor' (layout( location=0) out 4-component vector of float)
+0:29 Constant:
+0:29 2 (const int)
+0:29 Constant:
+0:29 0.500000
+0:30 Test condition and select ( temp void)
+0:30 Condition
+0:30 Compare Greater Than ( temp bool)
+0:30 Absolute value ( global float)
+0:30 direct index ( temp float)
+0:30 'diff' ( temp 4-component vector of float)
+0:30 Constant:
+0:30 3 (const int)
+0:30 Constant:
+0:30 0.001000
+0:30 true case
+0:30 move second child to first child ( temp float)
+0:30 direct index ( temp float)
+0:30 'myColor' (layout( location=0) out 4-component vector of float)
+0:30 Constant:
+0:30 3 (const int)
+0:30 Constant:
+0:30 0.500000
+0:? Linker Objects
+0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:? 'myGlobalVar' ( global float)
+0:? 'i' ( smooth in 4-component vector of float)
+0:? 'myColor' (layout( location=0) out 4-component vector of float)
+0:? 'eps' ( const float)
+0:? 0.001000
+
+
+Linked fragment stage:
+
+
+Shader version: 150
+Requested GL_ARB_explicit_attrib_location
+gl_FragCoord pixel center is integer
+gl_FragCoord origin is upper left
+0:? Sequence
+0:9 Sequence
+0:9 move second child to first child ( temp float)
+0:9 'myGlobalVar' ( global float)
+0:9 direct index ( temp float)
+0:9 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:9 Constant:
+0:9 0 (const int)
+0:16 Function Definition: main( ( global void)
+0:16 Function Parameters:
+0:17 Sequence
+0:17 move second child to first child ( temp 4-component vector of float)
+0:17 'myColor' (layout( location=0) out 4-component vector of float)
+0:17 Constant:
+0:17 0.200000
+0:17 0.200000
+0:17 0.200000
+0:17 0.200000
+0:18 Test condition and select ( temp void)
+0:18 Condition
+0:18 Compare Greater Than or Equal ( temp bool)
+0:18 direct index ( temp float)
+0:18 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:18 Constant:
+0:18 1 (const int)
+0:18 Constant:
+0:18 10.000000
+0:18 true case
+0:19 Sequence
+0:19 move second child to first child ( temp float)
+0:19 direct index ( temp float)
+0:19 'myColor' (layout( location=0) out 4-component vector of float)
+0:19 Constant:
+0:19 2 (const int)
+0:19 Constant:
+0:19 0.800000
+0:21 Test condition and select ( temp void)
+0:21 Condition
+0:21 Compare Equal ( temp bool)
+0:21 direct index ( temp float)
+0:21 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:21 Constant:
+0:21 1 (const int)
+0:21 trunc ( global float)
+0:21 direct index ( temp float)
+0:21 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:21 Constant:
+0:21 1 (const int)
+0:21 true case
+0:22 Sequence
+0:22 move second child to first child ( temp float)
+0:22 direct index ( temp float)
+0:22 'myColor' (layout( location=0) out 4-component vector of float)
+0:22 Constant:
+0:22 1 (const int)
+0:22 Constant:
+0:22 0.800000
+0:24 Test condition and select ( temp void)
+0:24 Condition
+0:24 Compare Equal ( temp bool)
+0:24 direct index ( temp float)
+0:24 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:24 Constant:
+0:24 0 (const int)
+0:24 trunc ( global float)
+0:24 direct index ( temp float)
+0:24 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:24 Constant:
+0:24 0 (const int)
+0:24 true case
+0:25 Sequence
+0:25 move second child to first child ( temp float)
+0:25 direct index ( temp float)
+0:25 'myColor' (layout( location=0) out 4-component vector of float)
+0:25 Constant:
+0:25 0 (const int)
+0:25 Constant:
+0:25 0.800000
+0:28 Sequence
+0:28 move second child to first child ( temp 4-component vector of float)
+0:28 'diff' ( temp 4-component vector of float)
+0:28 subtract ( temp 4-component vector of float)
+0:28 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:28 'i' ( smooth in 4-component vector of float)
+0:29 Test condition and select ( temp void)
+0:29 Condition
+0:29 Compare Greater Than ( temp bool)
+0:29 Absolute value ( global float)
+0:29 direct index ( temp float)
+0:29 'diff' ( temp 4-component vector of float)
+0:29 Constant:
+0:29 2 (const int)
+0:29 Constant:
+0:29 0.001000
+0:29 true case
+0:29 move second child to first child ( temp float)
+0:29 direct index ( temp float)
+0:29 'myColor' (layout( location=0) out 4-component vector of float)
+0:29 Constant:
+0:29 2 (const int)
+0:29 Constant:
+0:29 0.500000
+0:30 Test condition and select ( temp void)
+0:30 Condition
+0:30 Compare Greater Than ( temp bool)
+0:30 Absolute value ( global float)
+0:30 direct index ( temp float)
+0:30 'diff' ( temp 4-component vector of float)
+0:30 Constant:
+0:30 3 (const int)
+0:30 Constant:
+0:30 0.001000
+0:30 true case
+0:30 move second child to first child ( temp float)
+0:30 direct index ( temp float)
+0:30 'myColor' (layout( location=0) out 4-component vector of float)
+0:30 Constant:
+0:30 3 (const int)
+0:30 Constant:
+0:30 0.500000
+0:? Linker Objects
+0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
+0:? 'myGlobalVar' ( global float)
+0:? 'i' ( smooth in 4-component vector of float)
+0:? 'myColor' (layout( location=0) out 4-component vector of float)
+0:? 'eps' ( const float)
+0:? 0.001000
+
useVulkanMemoryModel(false),
invocations(TQualifier::layoutNotSet), vertices(TQualifier::layoutNotSet),
inputPrimitive(ElgNone), outputPrimitive(ElgNone),
- pixelCenterInteger(false), originUpperLeft(false),
+ pixelCenterInteger(false), originUpperLeft(false),texCoordBuiltinRedeclared(false),
vertexSpacing(EvsNone), vertexOrder(EvoNone), interlockOrdering(EioNone), pointMode(false), earlyFragmentTests(false),
postDepthCoverage(false), depthLayout(EldNone),
hlslFunctionality1(false),
bool getOriginUpperLeft() const { return originUpperLeft; }
void setPixelCenterInteger() { pixelCenterInteger = true; }
bool getPixelCenterInteger() const { return pixelCenterInteger; }
+ void setTexCoordRedeclared() { texCoordBuiltinRedeclared = true; }
+ bool getTexCoordRedeclared() const { return texCoordBuiltinRedeclared; }
void addBlendEquation(TBlendEquationShift b) { blendEquations |= (1 << b); }
unsigned int getBlendEquations() const { return blendEquations; }
bool setXfbBufferStride(int buffer, unsigned stride)
TLayoutGeometry outputPrimitive;
bool pixelCenterInteger;
bool originUpperLeft;
+ bool texCoordBuiltinRedeclared;
TVertexSpacing vertexSpacing;
TVertexOrder vertexOrder;
TInterlockOrdering interlockOrdering;
// for callableData/callableDataIn
// set of names of statically read/written I/O that might need extra checking
std::set<TString> ioAccessed;
+
// source code of shader, useful as part of debug information
std::string sourceFile;
std::string sourceText;