--- /dev/null
+BestMatchFunction.vert
+WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
+
+Shader version: 150
+Requested GL_ARB_gpu_shader5
+0:? Sequence
+0:7 Function Definition: f(vf4;vf4; ( global 4-component vector of float)
+0:7 Function Parameters:
+0:7 'a' ( in 4-component vector of float)
+0:7 'b' ( in 4-component vector of float)
+0:7 Sequence
+0:7 Branch: Return with expression
+0:7 component-wise multiply ( temp 4-component vector of float)
+0:7 'a' ( in 4-component vector of float)
+0:7 'b' ( in 4-component vector of float)
+0:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float)
+0:8 Function Parameters:
+0:8 'a' ( in 4-component vector of uint)
+0:8 'b' ( in 4-component vector of uint)
+0:8 Sequence
+0:8 Branch: Return with expression
+0:8 Convert uint to float ( temp 4-component vector of float)
+0:8 subtract ( temp 4-component vector of uint)
+0:8 'a' ( in 4-component vector of uint)
+0:8 'b' ( in 4-component vector of uint)
+0:10 Function Definition: main( ( global void)
+0:10 Function Parameters:
+0:12 Sequence
+0:12 move second child to first child ( temp 4-component vector of float)
+0:12 'result' ( smooth out 4-component vector of float)
+0:12 Function Call: f(vu4;vu4; ( global 4-component vector of float)
+0:12 Convert int to uint ( temp 4-component vector of uint)
+0:12 'u1' ( uniform 4-component vector of int)
+0:12 'u2' ( uniform 4-component vector of uint)
+0:13 switch
+0:13 condition
+0:13 'gl_VertexID' ( gl_VertexId int VertexId)
+0:13 body
+0:13 Sequence
+0:15 case: with expression
+0:15 Constant:
+0:15 0 (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 1 (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
+0:17 case: with expression
+0:17 Constant:
+0:17 2 (const int)
+0:? Sequence
+0:17 move second child to first child ( temp 4-component vector of float)
+0:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:17 '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})
+0:17 Constant:
+0:17 0 (const uint)
+0:17 Constant:
+0:17 -1.000000
+0:17 -1.000000
+0:17 0.000000
+0:17 1.000000
+0:17 Branch: Break
+0:18 case: with expression
+0:18 Constant:
+0:18 3 (const int)
+0:? Sequence
+0:18 move second child to first child ( temp 4-component vector of float)
+0:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:18 '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})
+0:18 Constant:
+0:18 0 (const uint)
+0:18 Constant:
+0:18 1.000000
+0:18 -1.000000
+0:18 0.000000
+0:18 1.000000
+0:18 Branch: Break
+0:? Linker Objects
+0:? 'u1' ( uniform 4-component vector of int)
+0:? 'u2' ( uniform 4-component vector of uint)
+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
+0:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float)
+0:8 Function Parameters:
+0:8 'a' ( in 4-component vector of uint)
+0:8 'b' ( in 4-component vector of uint)
+0:8 Sequence
+0:8 Branch: Return with expression
+0:8 Convert uint to float ( temp 4-component vector of float)
+0:8 subtract ( temp 4-component vector of uint)
+0:8 'a' ( in 4-component vector of uint)
+0:8 'b' ( in 4-component vector of uint)
+0:10 Function Definition: main( ( global void)
+0:10 Function Parameters:
+0:12 Sequence
+0:12 move second child to first child ( temp 4-component vector of float)
+0:12 'result' ( smooth out 4-component vector of float)
+0:12 Function Call: f(vu4;vu4; ( global 4-component vector of float)
+0:12 Convert int to uint ( temp 4-component vector of uint)
+0:12 'u1' ( uniform 4-component vector of int)
+0:12 'u2' ( uniform 4-component vector of uint)
+0:13 switch
+0:13 condition
+0:13 'gl_VertexID' ( gl_VertexId int VertexId)
+0:13 body
+0:13 Sequence
+0:15 case: with expression
+0:15 Constant:
+0:15 0 (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 1 (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
+0:17 case: with expression
+0:17 Constant:
+0:17 2 (const int)
+0:? Sequence
+0:17 move second child to first child ( temp 4-component vector of float)
+0:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:17 '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})
+0:17 Constant:
+0:17 0 (const uint)
+0:17 Constant:
+0:17 -1.000000
+0:17 -1.000000
+0:17 0.000000
+0:17 1.000000
+0:17 Branch: Break
+0:18 case: with expression
+0:18 Constant:
+0:18 3 (const int)
+0:? Sequence
+0:18 move second child to first child ( temp 4-component vector of float)
+0:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:18 '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})
+0:18 Constant:
+0:18 0 (const uint)
+0:18 Constant:
+0:18 1.000000
+0:18 -1.000000
+0:18 0.000000
+0:18 1.000000
+0:18 Branch: Break
+0:? Linker Objects
+0:? 'u1' ( uniform 4-component vector of int)
+0:? 'u2' ( uniform 4-component vector of uint)
+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)
+