ERROR: 0:4: '#version' : must occur first in shader \r
ERROR: 0:7: 'attribute' : not supported in this stage: fragment\r
ERROR: 0:7: 'float' : type requires declaration of default precision qualifier \r
-ERROR: 0:9: '=' : cannot convert from 'const int' to 'mediump float'\r
+ERROR: 0:9: '=' : cannot convert from 'const int' to 'global mediump float'\r
ERROR: 0:11: 'uniform block' : not supported for this version or the enabled extensions \r
ERROR: 0:19: 'foo' : no matching overloaded function found \r
ERROR: 0:20: 'bit shift left' : not supported for this version or the enabled extensions \r
Requested GL_OES_texture_3D\r
ERROR: node is still EOpNull!\r
0:3 Sequence\r
-0:3 move second child to first child (3-element array of mediump int)\r
-0:3 'a' (3-element array of mediump int)\r
+0:3 move second child to first child (temp 3-element array of mediump int)\r
+0:3 'a' (global 3-element array of mediump int)\r
0:3 Constant:\r
0:3 2 (const int)\r
0:3 3 (const int)\r
0:3 4 (const int)\r
-0:17 Function Definition: main( (void)\r
+0:17 Function Definition: main( (global void)\r
0:17 Function Parameters: \r
0:19 Sequence\r
0:19 Constant:\r
0:19 0.000000\r
0:20 Sequence\r
-0:20 move second child to first child (mediump int)\r
-0:20 's' (mediump int)\r
+0:20 move second child to first child (temp mediump int)\r
+0:20 's' (temp mediump int)\r
0:20 Constant:\r
0:20 16 (const int)\r
-0:21 move second child to first child (mediump int)\r
-0:21 's' (mediump int)\r
+0:21 move second child to first child (temp mediump int)\r
+0:21 's' (temp mediump int)\r
0:21 Constant:\r
0:21 4 (const int)\r
-0:22 Test condition and select (void)\r
+0:22 Test condition and select (temp void)\r
0:22 Condition\r
-0:22 Compare Equal (bool)\r
-0:22 'a' (3-element array of mediump int)\r
-0:22 'a' (3-element array of mediump int)\r
+0:22 Compare Equal (temp bool)\r
+0:22 'a' (global 3-element array of mediump int)\r
+0:22 'a' (global 3-element array of mediump int)\r
0:22 true case is null\r
-0:24 move second child to first child (mediump int)\r
-0:24 'b' (mediump int)\r
-0:24 bitwise and (mediump int)\r
-0:24 'c' (mediump int)\r
+0:24 move second child to first child (temp mediump int)\r
+0:24 'b' (temp mediump int)\r
+0:24 bitwise and (temp mediump int)\r
+0:24 'c' (temp mediump int)\r
0:24 Constant:\r
0:24 4 (const int)\r
-0:25 move second child to first child (mediump int)\r
-0:25 'b' (mediump int)\r
-0:25 mod (mediump int)\r
-0:25 'c' (mediump int)\r
+0:25 move second child to first child (temp mediump int)\r
+0:25 'b' (temp mediump int)\r
+0:25 mod (temp mediump int)\r
+0:25 'c' (temp mediump int)\r
0:25 Constant:\r
0:25 4 (const int)\r
-0:26 move second child to first child (mediump int)\r
-0:26 'b' (mediump int)\r
-0:26 inclusive-or (mediump int)\r
-0:26 'c' (mediump int)\r
+0:26 move second child to first child (temp mediump int)\r
+0:26 'b' (temp mediump int)\r
+0:26 inclusive-or (temp mediump int)\r
+0:26 'c' (temp mediump int)\r
0:26 Constant:\r
0:26 4 (const int)\r
-0:27 right shift second child into first child (mediump int)\r
-0:27 'b' (mediump int)\r
+0:27 right shift second child into first child (temp mediump int)\r
+0:27 'b' (temp mediump int)\r
0:27 Constant:\r
0:27 2 (const int)\r
-0:28 left shift second child into first child (mediump int)\r
-0:28 'b' (mediump int)\r
+0:28 left shift second child into first child (temp mediump int)\r
+0:28 'b' (temp mediump int)\r
0:28 Constant:\r
0:28 2 (const int)\r
-0:29 mod second child into first child (mediump int)\r
-0:29 'b' (mediump int)\r
+0:29 mod second child into first child (temp mediump int)\r
+0:29 'b' (temp mediump int)\r
0:29 Constant:\r
0:29 3 (const int)\r
-0:36 move second child to first child (structure{mediump float f, 10-element array of mediump float a})\r
-0:36 's1' (structure{mediump float f, 10-element array of mediump float a})\r
-0:36 's2' (structure{mediump float f, 10-element array of mediump float a})\r
-0:37 Test condition and select (void)\r
+0:36 move second child to first child (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:36 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:36 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:37 Test condition and select (temp void)\r
0:37 Condition\r
-0:37 Compare Equal (bool)\r
-0:37 's1' (structure{mediump float f, 10-element array of mediump float a})\r
-0:37 's2' (structure{mediump float f, 10-element array of mediump float a})\r
+0:37 Compare Equal (temp bool)\r
+0:37 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:37 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
0:37 true case is null\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Not Equal (bool)\r
-0:38 's1' (structure{mediump float f, 10-element array of mediump float a})\r
-0:38 's2' (structure{mediump float f, 10-element array of mediump float a})\r
+0:38 Compare Not Equal (temp bool)\r
+0:38 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:38 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
0:38 true case is null\r
-0:40 'b' (mediump int)\r
-0:54 Function Definition: foo10( (void)\r
+0:40 'b' (temp mediump int)\r
+0:54 Function Definition: foo10( (global void)\r
0:54 Function Parameters: \r
-0:67 Function Definition: f11(s21; (void)\r
+0:67 Function Definition: f11(s21; (global void)\r
0:67 Function Parameters: \r
0:67 'p2d' (in lowp sampler2D)\r
-0:87 Function Definition: foo234( (void)\r
+0:87 Function Definition: foo234( (global void)\r
0:87 Function Parameters: \r
0:89 Sequence\r
-0:89 Function Call: texture3D(s31;vf3;f1; (highp 4-component vector of float)\r
+0:89 Function Call: texture3D(s31;vf3;f1; (global highp 4-component vector of float)\r
0:89 's3D2' (uniform highp sampler3D)\r
0:89 Constant:\r
0:89 0.200000\r
0:89 0.200000\r
0:89 Constant:\r
0:89 0.200000\r
-0:90 Function Call: texture3DProj(s31;vf4;f1; (highp 4-component vector of float)\r
+0:90 Function Call: texture3DProj(s31;vf4;f1; (global highp 4-component vector of float)\r
0:90 's3D2' (uniform highp sampler3D)\r
-0:90 direct index (smooth mediump 4-component vector of float)\r
+0:90 direct index (smooth temp mediump 4-component vector of float)\r
0:90 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:90 Constant:\r
0:90 1 (const int)\r
0:90 Constant:\r
0:90 0.400000\r
-0:91 dPdx (mediump 4-component vector of float)\r
-0:91 direct index (smooth mediump 4-component vector of float)\r
+0:91 dPdx (global mediump 4-component vector of float)\r
+0:91 direct index (smooth temp mediump 4-component vector of float)\r
0:91 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:91 Constant:\r
0:91 0 (const int)\r
0:92 Constant:\r
0:92 0.000000\r
-0:93 fwidth (mediump float)\r
-0:93 'f13' (invariant mediump float)\r
-0:98 Function Definition: foo236( (void)\r
+0:93 fwidth (global mediump float)\r
+0:93 'f13' (invariant global mediump float)\r
+0:98 Function Definition: foo236( (global void)\r
0:98 Function Parameters: \r
0:100 Sequence\r
-0:100 dPdx (mediump 4-component vector of float)\r
-0:100 direct index (smooth mediump 4-component vector of float)\r
+0:100 dPdx (global mediump 4-component vector of float)\r
+0:100 direct index (smooth temp mediump 4-component vector of float)\r
0:100 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:100 Constant:\r
0:100 0 (const int)\r
0:101 Constant:\r
0:101 0.000000\r
-0:102 fwidth (mediump float)\r
-0:102 'f13' (invariant mediump float)\r
-0:103 move second child to first child (mediump float)\r
-0:103 'gl_FragDepth' (mediump float)\r
-0:103 'f13' (invariant mediump float)\r
-0:104 move second child to first child (highp float)\r
+0:102 fwidth (global mediump float)\r
+0:102 'f13' (invariant global mediump float)\r
+0:103 move second child to first child (temp mediump float)\r
+0:103 'gl_FragDepth' (temp mediump float)\r
+0:103 'f13' (invariant global mediump float)\r
+0:104 move second child to first child (temp highp float)\r
0:104 'gl_FragDepthEXT' (gl_FragDepth highp float)\r
-0:104 'f13' (invariant mediump float)\r
-0:109 Function Definition: foo239( (void)\r
+0:104 'f13' (invariant global mediump float)\r
+0:109 Function Definition: foo239( (global void)\r
0:109 Function Parameters: \r
0:111 Sequence\r
-0:111 move second child to first child (mediump float)\r
-0:111 'gl_FragDepth' (mediump float)\r
-0:111 'f13' (invariant mediump float)\r
-0:112 move second child to first child (highp float)\r
+0:111 move second child to first child (temp mediump float)\r
+0:111 'gl_FragDepth' (temp mediump float)\r
+0:111 'f13' (invariant global mediump float)\r
+0:112 move second child to first child (temp highp float)\r
0:112 'gl_FragDepthEXT' (gl_FragDepth highp float)\r
-0:112 'f13' (invariant mediump float)\r
-0:119 Function Definition: foo245( (void)\r
+0:112 'f13' (invariant global mediump float)\r
+0:119 Function Definition: foo245( (global void)\r
0:119 Function Parameters: \r
0:121 Sequence\r
-0:121 Function Call: texture2D(sE21;vf2; (lowp 4-component vector of float)\r
+0:121 Function Call: texture2D(sE21;vf2; (global lowp 4-component vector of float)\r
0:121 'sExt' (uniform lowp samplerExternalOES)\r
0:121 Constant:\r
0:121 0.200000\r
0:121 0.200000\r
-0:122 Function Call: texture2DProj(sE21;vf3; (lowp 4-component vector of float)\r
+0:122 Function Call: texture2DProj(sE21;vf3; (global lowp 4-component vector of float)\r
0:122 'sExt' (uniform lowp samplerExternalOES)\r
-0:122 Construct vec3 (3-component vector of float)\r
-0:122 'f13' (invariant mediump float)\r
-0:123 Function Call: texture2DProj(sE21;vf4; (lowp 4-component vector of float)\r
+0:122 Construct vec3 (temp 3-component vector of float)\r
+0:122 'f13' (invariant global mediump float)\r
+0:123 Function Call: texture2DProj(sE21;vf4; (global lowp 4-component vector of float)\r
0:123 'sExt' (uniform lowp samplerExternalOES)\r
-0:123 direct index (smooth mediump 4-component vector of float)\r
+0:123 direct index (smooth temp mediump 4-component vector of float)\r
0:123 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:123 Constant:\r
0:123 2 (const int)\r
-0:130 Function Definition: foo246( (void)\r
+0:130 Function Definition: foo246( (global void)\r
0:130 Function Parameters: \r
0:132 Sequence\r
-0:132 Function Call: texture2D(sE21;vf2; (mediump 4-component vector of float)\r
+0:132 Function Call: texture2D(sE21;vf2; (global mediump 4-component vector of float)\r
0:132 'mediumExt' (uniform mediump samplerExternalOES)\r
0:132 Constant:\r
0:132 0.200000\r
0:132 0.200000\r
-0:133 Function Call: texture2DProj(sE21;vf4; (highp 4-component vector of float)\r
+0:133 Function Call: texture2DProj(sE21;vf4; (global highp 4-component vector of float)\r
0:133 'highExt' (uniform highp samplerExternalOES)\r
-0:133 direct index (smooth mediump 4-component vector of float)\r
+0:133 direct index (smooth temp mediump 4-component vector of float)\r
0:133 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:133 Constant:\r
0:133 2 (const int)\r
0:134 0.000000\r
0:135 Constant:\r
0:135 0.000000\r
-0:137 Bitwise not (mediump int)\r
-0:137 'a' (mediump int)\r
-0:138 inclusive-or (mediump int)\r
-0:138 'a' (mediump int)\r
-0:138 'a' (mediump int)\r
-0:139 bitwise and (mediump int)\r
-0:139 'a' (mediump int)\r
-0:139 'a' (mediump int)\r
-0:145 Function Definition: foo203940(i1;f1;f1; (mediump int)\r
+0:137 Bitwise not (temp mediump int)\r
+0:137 'a' (temp mediump int)\r
+0:138 inclusive-or (temp mediump int)\r
+0:138 'a' (temp mediump int)\r
+0:138 'a' (temp mediump int)\r
+0:139 bitwise and (temp mediump int)\r
+0:139 'a' (temp mediump int)\r
+0:139 'a' (temp mediump int)\r
+0:145 Function Definition: foo203940(i1;f1;f1; (global mediump int)\r
0:145 Function Parameters: \r
0:145 'a' (in mediump int)\r
0:145 'b' (in mediump float)\r
0:147 Sequence\r
-0:147 Function Call: texture2DProjGradEXT(s21;vf3;vf2;vf2; (lowp 4-component vector of float)\r
+0:147 Function Call: texture2DProjGradEXT(s21;vf3;vf2;vf2; (global lowp 4-component vector of float)\r
0:147 's2Dg' (uniform lowp sampler2D)\r
-0:147 Construct vec3 (3-component vector of float)\r
-0:147 'f13' (invariant mediump float)\r
+0:147 Construct vec3 (temp 3-component vector of float)\r
+0:147 'f13' (invariant global mediump float)\r
0:147 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:147 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:148 Branch: Return with expression\r
0:148 'a' (in mediump int)\r
0:151 Sequence\r
-0:151 move second child to first child (mediump float)\r
-0:151 'f123' (mediump float)\r
+0:151 move second child to first child (temp mediump float)\r
+0:151 'f123' (global mediump float)\r
0:151 Constant:\r
0:151 4.000000\r
0:152 Sequence\r
-0:152 move second child to first child (mediump float)\r
-0:152 'f124' (mediump float)\r
+0:152 move second child to first child (temp mediump float)\r
+0:152 'f124' (global mediump float)\r
0:152 Constant:\r
0:152 50000000000.000000\r
-0:158 Function Definition: foo323433( (void)\r
+0:158 Function Definition: foo323433( (global void)\r
0:158 Function Parameters: \r
0:160 Sequence\r
-0:160 Function Call: texture2DLodEXT(s21;vf2;f1; (lowp 4-component vector of float)\r
+0:160 Function Call: texture2DLodEXT(s21;vf2;f1; (global lowp 4-component vector of float)\r
0:160 's2Dg' (uniform lowp sampler2D)\r
0:160 'uv2' (invariant uniform mediump 2-component vector of float)\r
-0:160 'f13' (invariant mediump float)\r
-0:161 Function Call: texture2DProjGradEXT(s21;vf3;vf2;vf2; (lowp 4-component vector of float)\r
+0:160 'f13' (invariant global mediump float)\r
+0:161 Function Call: texture2DProjGradEXT(s21;vf3;vf2;vf2; (global lowp 4-component vector of float)\r
0:161 's2Dg' (uniform lowp sampler2D)\r
-0:161 Construct vec3 (3-component vector of float)\r
-0:161 'f13' (invariant mediump float)\r
+0:161 Construct vec3 (temp 3-component vector of float)\r
+0:161 'f13' (invariant global mediump float)\r
0:161 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:161 'uv2' (invariant uniform mediump 2-component vector of float)\r
-0:162 Function Call: texture2DGradEXT(s21;vf2;vf2;vf2; (lowp 4-component vector of float)\r
+0:162 Function Call: texture2DGradEXT(s21;vf2;vf2;vf2; (global lowp 4-component vector of float)\r
0:162 's2Dg' (uniform lowp sampler2D)\r
0:162 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:162 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:162 'uv2' (invariant uniform mediump 2-component vector of float)\r
-0:163 Function Call: textureCubeGradEXT(sC1;vf3;vf3;vf3; (lowp 4-component vector of float)\r
+0:163 Function Call: textureCubeGradEXT(sC1;vf3;vf3;vf3; (global lowp 4-component vector of float)\r
0:163 'sCube' (uniform lowp samplerCube)\r
-0:163 Construct vec3 (3-component vector of float)\r
-0:163 'f13' (invariant mediump float)\r
-0:163 Construct vec3 (3-component vector of float)\r
-0:163 'f13' (invariant mediump float)\r
-0:163 Construct vec3 (3-component vector of float)\r
-0:163 'f13' (invariant mediump float)\r
-0:167 Function Definition: fgfg(f1;i1; (mediump int)\r
+0:163 Construct vec3 (temp 3-component vector of float)\r
+0:163 'f13' (invariant global mediump float)\r
+0:163 Construct vec3 (temp 3-component vector of float)\r
+0:163 'f13' (invariant global mediump float)\r
+0:163 Construct vec3 (temp 3-component vector of float)\r
+0:163 'f13' (invariant global mediump float)\r
+0:167 Function Definition: fgfg(f1;i1; (global mediump int)\r
0:167 Function Parameters: \r
0:167 'f' (in mediump float)\r
0:167 'i' (in highp int)\r
0:167 Branch: Return with expression\r
0:167 Constant:\r
0:167 2 (const int)\r
-0:173 Function Definition: gggf(f1; (mediump int)\r
+0:173 Function Definition: gggf(f1; (global mediump int)\r
0:173 Function Parameters: \r
0:173 'f' (in mediump float)\r
0:173 Sequence\r
0:173 Branch: Return with expression\r
0:173 Constant:\r
0:173 2 (const int)\r
-0:175 Function Definition: agggf(f1; (mediump int)\r
+0:175 Function Definition: agggf(f1; (global mediump int)\r
0:175 Function Parameters: \r
0:175 'f' (in mediump float)\r
0:175 Sequence\r
0:175 Branch: Return with expression\r
0:175 Constant:\r
0:175 2 (const int)\r
-0:187 Function Definition: badswizzle( (void)\r
+0:187 Function Definition: badswizzle( (global void)\r
0:187 Function Parameters: \r
0:? Sequence\r
-0:190 'a' (5-element array of mediump 3-component vector of float)\r
-0:191 'a' (5-element array of mediump 3-component vector of float)\r
-0:192 'a' (5-element array of mediump 3-component vector of float)\r
+0:190 'a' (temp 5-element array of mediump 3-component vector of float)\r
+0:191 'a' (temp 5-element array of mediump 3-component vector of float)\r
+0:192 'a' (temp 5-element array of mediump 3-component vector of float)\r
0:193 Constant:\r
0:193 5 (const int)\r
0:194 Constant:\r
0:194 0.000000\r
0:? Linker Objects\r
-0:? 'a' (3-element array of mediump int)\r
-0:? 'uint' (mediump int)\r
+0:? 'a' (global 3-element array of mediump int)\r
+0:? 'uint' (global mediump int)\r
0:? 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
-0:? 'f' (mediump float)\r
+0:? 'f' (global mediump float)\r
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int x})\r
-0:? 'fa' (implicitly-sized array of mediump float)\r
-0:? 'f13' (mediump float)\r
-0:? 'fi' (invariant mediump float)\r
+0:? 'fa' (global implicitly-sized array of mediump float)\r
+0:? 'f13' (global mediump float)\r
+0:? 'fi' (invariant temp mediump float)\r
0:? 'av' (smooth in mediump 4-component vector of float)\r
0:? 'uv2' (uniform mediump 2-component vector of float)\r
0:? 'uv3' (invariant uniform mediump 3-component vector of float)\r
-0:? 'glob2D' (lowp sampler2D)\r
+0:? 'glob2D' (global lowp sampler2D)\r
0:? 'vary2D' (smooth in lowp sampler2D)\r
0:? 's3D' (uniform mediump sampler3D)\r
0:? 's3D2' (uniform highp sampler3D)\r
0:? 'mediumExt' (uniform mediump samplerExternalOES)\r
0:? 'highExt' (uniform highp samplerExternalOES)\r
0:? 's2Dg' (uniform lowp sampler2D)\r
-0:? 'f123' (mediump float)\r
-0:? 'f124' (mediump float)\r
+0:? 'f123' (global mediump float)\r
+0:? 'f124' (global mediump float)\r
0:? 'sCube' (uniform lowp samplerCube)\r
-0:? 's' (smooth in structure{mediump float f})\r
+0:? 's' (smooth in structure{global mediump float f})\r
\r
\r
Linked fragment stage:\r
Requested GL_OES_texture_3D\r
ERROR: node is still EOpNull!\r
0:3 Sequence\r
-0:3 move second child to first child (3-element array of mediump int)\r
-0:3 'a' (3-element array of mediump int)\r
+0:3 move second child to first child (temp 3-element array of mediump int)\r
+0:3 'a' (global 3-element array of mediump int)\r
0:3 Constant:\r
0:3 2 (const int)\r
0:3 3 (const int)\r
0:3 4 (const int)\r
-0:17 Function Definition: main( (void)\r
+0:17 Function Definition: main( (global void)\r
0:17 Function Parameters: \r
0:19 Sequence\r
0:19 Constant:\r
0:19 0.000000\r
0:20 Sequence\r
-0:20 move second child to first child (mediump int)\r
-0:20 's' (mediump int)\r
+0:20 move second child to first child (temp mediump int)\r
+0:20 's' (temp mediump int)\r
0:20 Constant:\r
0:20 16 (const int)\r
-0:21 move second child to first child (mediump int)\r
-0:21 's' (mediump int)\r
+0:21 move second child to first child (temp mediump int)\r
+0:21 's' (temp mediump int)\r
0:21 Constant:\r
0:21 4 (const int)\r
-0:22 Test condition and select (void)\r
+0:22 Test condition and select (temp void)\r
0:22 Condition\r
-0:22 Compare Equal (bool)\r
-0:22 'a' (3-element array of mediump int)\r
-0:22 'a' (3-element array of mediump int)\r
+0:22 Compare Equal (temp bool)\r
+0:22 'a' (global 3-element array of mediump int)\r
+0:22 'a' (global 3-element array of mediump int)\r
0:22 true case is null\r
-0:24 move second child to first child (mediump int)\r
-0:24 'b' (mediump int)\r
-0:24 bitwise and (mediump int)\r
-0:24 'c' (mediump int)\r
+0:24 move second child to first child (temp mediump int)\r
+0:24 'b' (temp mediump int)\r
+0:24 bitwise and (temp mediump int)\r
+0:24 'c' (temp mediump int)\r
0:24 Constant:\r
0:24 4 (const int)\r
-0:25 move second child to first child (mediump int)\r
-0:25 'b' (mediump int)\r
-0:25 mod (mediump int)\r
-0:25 'c' (mediump int)\r
+0:25 move second child to first child (temp mediump int)\r
+0:25 'b' (temp mediump int)\r
+0:25 mod (temp mediump int)\r
+0:25 'c' (temp mediump int)\r
0:25 Constant:\r
0:25 4 (const int)\r
-0:26 move second child to first child (mediump int)\r
-0:26 'b' (mediump int)\r
-0:26 inclusive-or (mediump int)\r
-0:26 'c' (mediump int)\r
+0:26 move second child to first child (temp mediump int)\r
+0:26 'b' (temp mediump int)\r
+0:26 inclusive-or (temp mediump int)\r
+0:26 'c' (temp mediump int)\r
0:26 Constant:\r
0:26 4 (const int)\r
-0:27 right shift second child into first child (mediump int)\r
-0:27 'b' (mediump int)\r
+0:27 right shift second child into first child (temp mediump int)\r
+0:27 'b' (temp mediump int)\r
0:27 Constant:\r
0:27 2 (const int)\r
-0:28 left shift second child into first child (mediump int)\r
-0:28 'b' (mediump int)\r
+0:28 left shift second child into first child (temp mediump int)\r
+0:28 'b' (temp mediump int)\r
0:28 Constant:\r
0:28 2 (const int)\r
-0:29 mod second child into first child (mediump int)\r
-0:29 'b' (mediump int)\r
+0:29 mod second child into first child (temp mediump int)\r
+0:29 'b' (temp mediump int)\r
0:29 Constant:\r
0:29 3 (const int)\r
-0:36 move second child to first child (structure{mediump float f, 10-element array of mediump float a})\r
-0:36 's1' (structure{mediump float f, 10-element array of mediump float a})\r
-0:36 's2' (structure{mediump float f, 10-element array of mediump float a})\r
-0:37 Test condition and select (void)\r
+0:36 move second child to first child (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:36 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:36 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:37 Test condition and select (temp void)\r
0:37 Condition\r
-0:37 Compare Equal (bool)\r
-0:37 's1' (structure{mediump float f, 10-element array of mediump float a})\r
-0:37 's2' (structure{mediump float f, 10-element array of mediump float a})\r
+0:37 Compare Equal (temp bool)\r
+0:37 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:37 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
0:37 true case is null\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Not Equal (bool)\r
-0:38 's1' (structure{mediump float f, 10-element array of mediump float a})\r
-0:38 's2' (structure{mediump float f, 10-element array of mediump float a})\r
+0:38 Compare Not Equal (temp bool)\r
+0:38 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
+0:38 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a})\r
0:38 true case is null\r
-0:40 'b' (mediump int)\r
-0:54 Function Definition: foo10( (void)\r
+0:40 'b' (temp mediump int)\r
+0:54 Function Definition: foo10( (global void)\r
0:54 Function Parameters: \r
-0:67 Function Definition: f11(s21; (void)\r
+0:67 Function Definition: f11(s21; (global void)\r
0:67 Function Parameters: \r
0:67 'p2d' (in lowp sampler2D)\r
-0:87 Function Definition: foo234( (void)\r
+0:87 Function Definition: foo234( (global void)\r
0:87 Function Parameters: \r
0:89 Sequence\r
-0:89 Function Call: texture3D(s31;vf3;f1; (highp 4-component vector of float)\r
+0:89 Function Call: texture3D(s31;vf3;f1; (global highp 4-component vector of float)\r
0:89 's3D2' (uniform highp sampler3D)\r
0:89 Constant:\r
0:89 0.200000\r
0:89 0.200000\r
0:89 Constant:\r
0:89 0.200000\r
-0:90 Function Call: texture3DProj(s31;vf4;f1; (highp 4-component vector of float)\r
+0:90 Function Call: texture3DProj(s31;vf4;f1; (global highp 4-component vector of float)\r
0:90 's3D2' (uniform highp sampler3D)\r
-0:90 direct index (smooth mediump 4-component vector of float)\r
+0:90 direct index (smooth temp mediump 4-component vector of float)\r
0:90 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:90 Constant:\r
0:90 1 (const int)\r
0:90 Constant:\r
0:90 0.400000\r
-0:91 dPdx (mediump 4-component vector of float)\r
-0:91 direct index (smooth mediump 4-component vector of float)\r
+0:91 dPdx (global mediump 4-component vector of float)\r
+0:91 direct index (smooth temp mediump 4-component vector of float)\r
0:91 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:91 Constant:\r
0:91 0 (const int)\r
0:92 Constant:\r
0:92 0.000000\r
-0:93 fwidth (mediump float)\r
-0:93 'f13' (invariant mediump float)\r
-0:98 Function Definition: foo236( (void)\r
+0:93 fwidth (global mediump float)\r
+0:93 'f13' (invariant global mediump float)\r
+0:98 Function Definition: foo236( (global void)\r
0:98 Function Parameters: \r
0:100 Sequence\r
-0:100 dPdx (mediump 4-component vector of float)\r
-0:100 direct index (smooth mediump 4-component vector of float)\r
+0:100 dPdx (global mediump 4-component vector of float)\r
+0:100 direct index (smooth temp mediump 4-component vector of float)\r
0:100 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:100 Constant:\r
0:100 0 (const int)\r
0:101 Constant:\r
0:101 0.000000\r
-0:102 fwidth (mediump float)\r
-0:102 'f13' (invariant mediump float)\r
-0:103 move second child to first child (mediump float)\r
-0:103 'gl_FragDepth' (mediump float)\r
-0:103 'f13' (invariant mediump float)\r
-0:104 move second child to first child (highp float)\r
+0:102 fwidth (global mediump float)\r
+0:102 'f13' (invariant global mediump float)\r
+0:103 move second child to first child (temp mediump float)\r
+0:103 'gl_FragDepth' (temp mediump float)\r
+0:103 'f13' (invariant global mediump float)\r
+0:104 move second child to first child (temp highp float)\r
0:104 'gl_FragDepthEXT' (gl_FragDepth highp float)\r
-0:104 'f13' (invariant mediump float)\r
-0:109 Function Definition: foo239( (void)\r
+0:104 'f13' (invariant global mediump float)\r
+0:109 Function Definition: foo239( (global void)\r
0:109 Function Parameters: \r
0:111 Sequence\r
-0:111 move second child to first child (mediump float)\r
-0:111 'gl_FragDepth' (mediump float)\r
-0:111 'f13' (invariant mediump float)\r
-0:112 move second child to first child (highp float)\r
+0:111 move second child to first child (temp mediump float)\r
+0:111 'gl_FragDepth' (temp mediump float)\r
+0:111 'f13' (invariant global mediump float)\r
+0:112 move second child to first child (temp highp float)\r
0:112 'gl_FragDepthEXT' (gl_FragDepth highp float)\r
-0:112 'f13' (invariant mediump float)\r
-0:119 Function Definition: foo245( (void)\r
+0:112 'f13' (invariant global mediump float)\r
+0:119 Function Definition: foo245( (global void)\r
0:119 Function Parameters: \r
0:121 Sequence\r
-0:121 Function Call: texture2D(sE21;vf2; (lowp 4-component vector of float)\r
+0:121 Function Call: texture2D(sE21;vf2; (global lowp 4-component vector of float)\r
0:121 'sExt' (uniform lowp samplerExternalOES)\r
0:121 Constant:\r
0:121 0.200000\r
0:121 0.200000\r
-0:122 Function Call: texture2DProj(sE21;vf3; (lowp 4-component vector of float)\r
+0:122 Function Call: texture2DProj(sE21;vf3; (global lowp 4-component vector of float)\r
0:122 'sExt' (uniform lowp samplerExternalOES)\r
-0:122 Construct vec3 (3-component vector of float)\r
-0:122 'f13' (invariant mediump float)\r
-0:123 Function Call: texture2DProj(sE21;vf4; (lowp 4-component vector of float)\r
+0:122 Construct vec3 (temp 3-component vector of float)\r
+0:122 'f13' (invariant global mediump float)\r
+0:123 Function Call: texture2DProj(sE21;vf4; (global lowp 4-component vector of float)\r
0:123 'sExt' (uniform lowp samplerExternalOES)\r
-0:123 direct index (smooth mediump 4-component vector of float)\r
+0:123 direct index (smooth temp mediump 4-component vector of float)\r
0:123 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:123 Constant:\r
0:123 2 (const int)\r
-0:130 Function Definition: foo246( (void)\r
+0:130 Function Definition: foo246( (global void)\r
0:130 Function Parameters: \r
0:132 Sequence\r
-0:132 Function Call: texture2D(sE21;vf2; (mediump 4-component vector of float)\r
+0:132 Function Call: texture2D(sE21;vf2; (global mediump 4-component vector of float)\r
0:132 'mediumExt' (uniform mediump samplerExternalOES)\r
0:132 Constant:\r
0:132 0.200000\r
0:132 0.200000\r
-0:133 Function Call: texture2DProj(sE21;vf4; (highp 4-component vector of float)\r
+0:133 Function Call: texture2DProj(sE21;vf4; (global highp 4-component vector of float)\r
0:133 'highExt' (uniform highp samplerExternalOES)\r
-0:133 direct index (smooth mediump 4-component vector of float)\r
+0:133 direct index (smooth temp mediump 4-component vector of float)\r
0:133 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:133 Constant:\r
0:133 2 (const int)\r
0:134 0.000000\r
0:135 Constant:\r
0:135 0.000000\r
-0:137 Bitwise not (mediump int)\r
-0:137 'a' (mediump int)\r
-0:138 inclusive-or (mediump int)\r
-0:138 'a' (mediump int)\r
-0:138 'a' (mediump int)\r
-0:139 bitwise and (mediump int)\r
-0:139 'a' (mediump int)\r
-0:139 'a' (mediump int)\r
-0:145 Function Definition: foo203940(i1;f1;f1; (mediump int)\r
+0:137 Bitwise not (temp mediump int)\r
+0:137 'a' (temp mediump int)\r
+0:138 inclusive-or (temp mediump int)\r
+0:138 'a' (temp mediump int)\r
+0:138 'a' (temp mediump int)\r
+0:139 bitwise and (temp mediump int)\r
+0:139 'a' (temp mediump int)\r
+0:139 'a' (temp mediump int)\r
+0:145 Function Definition: foo203940(i1;f1;f1; (global mediump int)\r
0:145 Function Parameters: \r
0:145 'a' (in mediump int)\r
0:145 'b' (in mediump float)\r
0:147 Sequence\r
-0:147 Function Call: texture2DProjGradEXT(s21;vf3;vf2;vf2; (lowp 4-component vector of float)\r
+0:147 Function Call: texture2DProjGradEXT(s21;vf3;vf2;vf2; (global lowp 4-component vector of float)\r
0:147 's2Dg' (uniform lowp sampler2D)\r
-0:147 Construct vec3 (3-component vector of float)\r
-0:147 'f13' (invariant mediump float)\r
+0:147 Construct vec3 (temp 3-component vector of float)\r
+0:147 'f13' (invariant global mediump float)\r
0:147 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:147 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:148 Branch: Return with expression\r
0:148 'a' (in mediump int)\r
0:151 Sequence\r
-0:151 move second child to first child (mediump float)\r
-0:151 'f123' (mediump float)\r
+0:151 move second child to first child (temp mediump float)\r
+0:151 'f123' (global mediump float)\r
0:151 Constant:\r
0:151 4.000000\r
0:152 Sequence\r
-0:152 move second child to first child (mediump float)\r
-0:152 'f124' (mediump float)\r
+0:152 move second child to first child (temp mediump float)\r
+0:152 'f124' (global mediump float)\r
0:152 Constant:\r
0:152 50000000000.000000\r
-0:158 Function Definition: foo323433( (void)\r
+0:158 Function Definition: foo323433( (global void)\r
0:158 Function Parameters: \r
0:160 Sequence\r
-0:160 Function Call: texture2DLodEXT(s21;vf2;f1; (lowp 4-component vector of float)\r
+0:160 Function Call: texture2DLodEXT(s21;vf2;f1; (global lowp 4-component vector of float)\r
0:160 's2Dg' (uniform lowp sampler2D)\r
0:160 'uv2' (invariant uniform mediump 2-component vector of float)\r
-0:160 'f13' (invariant mediump float)\r
-0:161 Function Call: texture2DProjGradEXT(s21;vf3;vf2;vf2; (lowp 4-component vector of float)\r
+0:160 'f13' (invariant global mediump float)\r
+0:161 Function Call: texture2DProjGradEXT(s21;vf3;vf2;vf2; (global lowp 4-component vector of float)\r
0:161 's2Dg' (uniform lowp sampler2D)\r
-0:161 Construct vec3 (3-component vector of float)\r
-0:161 'f13' (invariant mediump float)\r
+0:161 Construct vec3 (temp 3-component vector of float)\r
+0:161 'f13' (invariant global mediump float)\r
0:161 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:161 'uv2' (invariant uniform mediump 2-component vector of float)\r
-0:162 Function Call: texture2DGradEXT(s21;vf2;vf2;vf2; (lowp 4-component vector of float)\r
+0:162 Function Call: texture2DGradEXT(s21;vf2;vf2;vf2; (global lowp 4-component vector of float)\r
0:162 's2Dg' (uniform lowp sampler2D)\r
0:162 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:162 'uv2' (invariant uniform mediump 2-component vector of float)\r
0:162 'uv2' (invariant uniform mediump 2-component vector of float)\r
-0:163 Function Call: textureCubeGradEXT(sC1;vf3;vf3;vf3; (lowp 4-component vector of float)\r
+0:163 Function Call: textureCubeGradEXT(sC1;vf3;vf3;vf3; (global lowp 4-component vector of float)\r
0:163 'sCube' (uniform lowp samplerCube)\r
-0:163 Construct vec3 (3-component vector of float)\r
-0:163 'f13' (invariant mediump float)\r
-0:163 Construct vec3 (3-component vector of float)\r
-0:163 'f13' (invariant mediump float)\r
-0:163 Construct vec3 (3-component vector of float)\r
-0:163 'f13' (invariant mediump float)\r
-0:167 Function Definition: fgfg(f1;i1; (mediump int)\r
+0:163 Construct vec3 (temp 3-component vector of float)\r
+0:163 'f13' (invariant global mediump float)\r
+0:163 Construct vec3 (temp 3-component vector of float)\r
+0:163 'f13' (invariant global mediump float)\r
+0:163 Construct vec3 (temp 3-component vector of float)\r
+0:163 'f13' (invariant global mediump float)\r
+0:167 Function Definition: fgfg(f1;i1; (global mediump int)\r
0:167 Function Parameters: \r
0:167 'f' (in mediump float)\r
0:167 'i' (in highp int)\r
0:167 Branch: Return with expression\r
0:167 Constant:\r
0:167 2 (const int)\r
-0:173 Function Definition: gggf(f1; (mediump int)\r
+0:173 Function Definition: gggf(f1; (global mediump int)\r
0:173 Function Parameters: \r
0:173 'f' (in mediump float)\r
0:173 Sequence\r
0:173 Branch: Return with expression\r
0:173 Constant:\r
0:173 2 (const int)\r
-0:175 Function Definition: agggf(f1; (mediump int)\r
+0:175 Function Definition: agggf(f1; (global mediump int)\r
0:175 Function Parameters: \r
0:175 'f' (in mediump float)\r
0:175 Sequence\r
0:175 Branch: Return with expression\r
0:175 Constant:\r
0:175 2 (const int)\r
-0:187 Function Definition: badswizzle( (void)\r
+0:187 Function Definition: badswizzle( (global void)\r
0:187 Function Parameters: \r
0:? Sequence\r
-0:190 'a' (5-element array of mediump 3-component vector of float)\r
-0:191 'a' (5-element array of mediump 3-component vector of float)\r
-0:192 'a' (5-element array of mediump 3-component vector of float)\r
+0:190 'a' (temp 5-element array of mediump 3-component vector of float)\r
+0:191 'a' (temp 5-element array of mediump 3-component vector of float)\r
+0:192 'a' (temp 5-element array of mediump 3-component vector of float)\r
0:193 Constant:\r
0:193 5 (const int)\r
0:194 Constant:\r
0:194 0.000000\r
0:? Linker Objects\r
-0:? 'a' (3-element array of mediump int)\r
-0:? 'uint' (mediump int)\r
+0:? 'a' (global 3-element array of mediump int)\r
+0:? 'uint' (global mediump int)\r
0:? 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
-0:? 'f' (mediump float)\r
+0:? 'f' (global mediump float)\r
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int x})\r
-0:? 'fa' (1-element array of mediump float)\r
-0:? 'f13' (mediump float)\r
-0:? 'fi' (invariant mediump float)\r
+0:? 'fa' (global 1-element array of mediump float)\r
+0:? 'f13' (global mediump float)\r
+0:? 'fi' (invariant temp mediump float)\r
0:? 'av' (smooth in mediump 4-component vector of float)\r
0:? 'uv2' (uniform mediump 2-component vector of float)\r
0:? 'uv3' (invariant uniform mediump 3-component vector of float)\r
-0:? 'glob2D' (lowp sampler2D)\r
+0:? 'glob2D' (global lowp sampler2D)\r
0:? 'vary2D' (smooth in lowp sampler2D)\r
0:? 's3D' (uniform mediump sampler3D)\r
0:? 's3D2' (uniform highp sampler3D)\r
0:? 'mediumExt' (uniform mediump samplerExternalOES)\r
0:? 'highExt' (uniform highp samplerExternalOES)\r
0:? 's2Dg' (uniform lowp sampler2D)\r
-0:? 'f123' (mediump float)\r
-0:? 'f124' (mediump float)\r
+0:? 'f123' (global mediump float)\r
+0:? 'f124' (global mediump float)\r
0:? 'sCube' (uniform lowp samplerCube)\r
-0:? 's' (smooth in structure{mediump float f})\r
+0:? 's' (smooth in structure{global mediump float f})\r
\r
\r
Shader version: 100\r
0:? Sequence\r
-0:15 Function Definition: foo(f1; (void)\r
+0:15 Function Definition: foo(f1; (global void)\r
0:15 Function Parameters: \r
0:15 'a' (inout highp float)\r
-0:17 Function Definition: bar( (highp int)\r
+0:17 Function Definition: bar( (global highp int)\r
0:17 Function Parameters: \r
0:19 Sequence\r
0:19 Branch: Return with expression\r
0:19 Constant:\r
0:19 1 (const int)\r
-0:22 Function Definition: main( (void)\r
+0:22 Function Definition: main( (global void)\r
0:22 Function Parameters: \r
0:24 Sequence\r
0:24 Loop with condition tested first\r
0:24 Loop Condition\r
-0:24 Compare Less Than (bool)\r
-0:24 'ga' (highp int)\r
-0:24 'gb' (highp int)\r
+0:24 Compare Less Than (temp bool)\r
+0:24 'ga' (global highp int)\r
+0:24 'gb' (global highp int)\r
0:24 No loop body\r
0:26 Loop with condition not tested first\r
0:26 Loop Condition\r
0:29 Sequence\r
0:29 Loop with condition tested first\r
0:29 Loop Condition\r
-0:29 Compare Equal (bool)\r
-0:29 'ga' (highp int)\r
-0:29 'gb' (highp int)\r
+0:29 Compare Equal (temp bool)\r
+0:29 'ga' (global highp int)\r
+0:29 'gb' (global highp int)\r
0:29 No loop body\r
0:30 Sequence\r
0:30 Loop with condition tested first\r
0:30 No loop condition\r
0:30 No loop body\r
0:30 Loop Terminal Expression\r
-0:30 Post-Increment (highp float)\r
-0:30 'f' (highp float)\r
+0:30 Post-Increment (temp highp float)\r
+0:30 'f' (global highp float)\r
0:31 Sequence\r
-0:31 move second child to first child (highp int)\r
-0:31 'ga' (highp int)\r
+0:31 move second child to first child (temp highp int)\r
+0:31 'ga' (global highp int)\r
0:31 Constant:\r
0:31 0 (const int)\r
0:31 Loop with condition tested first\r
0:31 No loop body\r
0:32 Sequence\r
0:32 Sequence\r
-0:32 move second child to first child (bool)\r
-0:32 'a' (bool)\r
+0:32 move second child to first child (temp bool)\r
+0:32 'a' (temp bool)\r
0:32 Constant:\r
0:32 false (const bool)\r
0:32 Loop with condition tested first\r
0:32 No loop body\r
0:33 Sequence\r
0:33 Sequence\r
-0:33 move second child to first child (highp float)\r
-0:33 'a' (highp float)\r
+0:33 move second child to first child (temp highp float)\r
+0:33 'a' (temp highp float)\r
0:33 Constant:\r
0:33 0.000000\r
0:33 Loop with condition tested first\r
0:33 Loop Condition\r
-0:33 Compare Equal (bool)\r
-0:33 'a' (highp float)\r
-0:33 sine (highp float)\r
-0:33 'f' (highp float)\r
+0:33 Compare Equal (temp bool)\r
+0:33 'a' (temp highp float)\r
+0:33 sine (global highp float)\r
+0:33 'f' (global highp float)\r
0:33 No loop body\r
0:34 Sequence\r
0:34 Sequence\r
-0:34 move second child to first child (highp int)\r
-0:34 'a' (highp int)\r
+0:34 move second child to first child (temp highp int)\r
+0:34 'a' (temp highp int)\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 Loop with condition tested first\r
0:34 Loop Condition\r
-0:34 Compare Less Than (bool)\r
-0:34 'a' (highp int)\r
+0:34 Compare Less Than (temp bool)\r
+0:34 'a' (temp highp int)\r
0:34 Constant:\r
0:34 10 (const int)\r
0:34 No loop body\r
0:34 Loop Terminal Expression\r
-0:34 multiply second child into first child (highp int)\r
-0:34 'a' (highp int)\r
+0:34 multiply second child into first child (temp highp int)\r
+0:34 'a' (temp highp int)\r
0:34 Constant:\r
0:34 2 (const int)\r
0:35 Sequence\r
0:35 Sequence\r
-0:35 move second child to first child (highp int)\r
-0:35 'a' (highp int)\r
+0:35 move second child to first child (temp highp int)\r
+0:35 'a' (temp highp int)\r
0:35 Constant:\r
0:35 0 (const int)\r
0:35 Loop with condition tested first\r
0:35 Loop Condition\r
-0:35 Compare Less Than or Equal (bool)\r
-0:35 'a' (highp int)\r
+0:35 Compare Less Than or Equal (temp bool)\r
+0:35 'a' (temp highp int)\r
0:35 Constant:\r
0:35 20 (const int)\r
0:35 Loop Body\r
-0:35 Pre-Decrement (highp int)\r
-0:35 'a' (highp int)\r
+0:35 Pre-Decrement (temp highp int)\r
+0:35 'a' (temp highp int)\r
0:35 Loop Terminal Expression\r
-0:35 Post-Increment (highp int)\r
-0:35 'a' (highp int)\r
+0:35 Post-Increment (temp highp int)\r
+0:35 'a' (temp highp int)\r
0:36 Sequence\r
0:36 Sequence\r
-0:36 move second child to first child (highp int)\r
-0:36 'a' (highp int)\r
+0:36 move second child to first child (temp highp int)\r
+0:36 'a' (temp highp int)\r
0:36 Constant:\r
0:36 0 (const int)\r
0:36 Loop with condition tested first\r
0:36 Loop Condition\r
-0:36 Compare Less Than or Equal (bool)\r
-0:36 'a' (highp int)\r
+0:36 Compare Less Than or Equal (temp bool)\r
+0:36 'a' (temp highp int)\r
0:36 Constant:\r
0:36 20 (const int)\r
0:36 Loop Body\r
0:36 Sequence\r
-0:36 Test condition and select (void)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 Compare Equal (bool)\r
-0:36 'ga' (highp int)\r
+0:36 Compare Equal (temp bool)\r
+0:36 'ga' (global highp int)\r
0:36 Constant:\r
0:36 0 (const int)\r
0:36 true case\r
-0:36 move second child to first child (highp int)\r
-0:36 'a' (highp int)\r
+0:36 move second child to first child (temp highp int)\r
+0:36 'a' (temp highp int)\r
0:36 Constant:\r
0:36 4 (const int)\r
0:36 Loop Terminal Expression\r
-0:36 Post-Increment (highp int)\r
-0:36 'a' (highp int)\r
+0:36 Post-Increment (temp highp int)\r
+0:36 'a' (temp highp int)\r
0:37 Sequence\r
0:37 Sequence\r
-0:37 move second child to first child (highp float)\r
-0:37 'a' (highp float)\r
+0:37 move second child to first child (temp highp float)\r
+0:37 'a' (temp highp float)\r
0:37 Constant:\r
0:37 0.000000\r
0:37 Loop with condition tested first\r
0:37 Loop Condition\r
-0:37 Compare Less Than or Equal (bool)\r
-0:37 'a' (highp float)\r
+0:37 Compare Less Than or Equal (temp bool)\r
+0:37 'a' (temp highp float)\r
0:37 Constant:\r
0:37 20.000000\r
0:37 No loop body\r
0:37 Loop Terminal Expression\r
-0:37 add second child into first child (highp float)\r
-0:37 'a' (highp float)\r
+0:37 add second child into first child (temp highp float)\r
+0:37 'a' (temp highp float)\r
0:37 Constant:\r
0:37 2.000000\r
0:38 Sequence\r
0:38 Sequence\r
-0:38 move second child to first child (highp float)\r
-0:38 'a' (highp float)\r
+0:38 move second child to first child (temp highp float)\r
+0:38 'a' (temp highp float)\r
0:38 Constant:\r
0:38 0.000000\r
0:38 Loop with condition tested first\r
0:38 Loop Condition\r
-0:38 Compare Not Equal (bool)\r
-0:38 'a' (highp float)\r
+0:38 Compare Not Equal (temp bool)\r
+0:38 'a' (temp highp float)\r
0:38 Constant:\r
0:38 20.000000\r
0:38 Loop Body\r
0:38 Sequence\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Equal (bool)\r
-0:38 'ga' (highp int)\r
+0:38 Compare Equal (temp bool)\r
+0:38 'ga' (global highp int)\r
0:38 Constant:\r
0:38 0 (const int)\r
0:38 true case\r
-0:38 move second child to first child (highp int)\r
-0:38 'ga' (highp int)\r
+0:38 move second child to first child (temp highp int)\r
+0:38 'ga' (global highp int)\r
0:38 Constant:\r
0:38 4 (const int)\r
0:38 Loop Terminal Expression\r
-0:38 subtract second child into first child (highp float)\r
-0:38 'a' (highp float)\r
+0:38 subtract second child into first child (temp highp float)\r
+0:38 'a' (temp highp float)\r
0:38 Constant:\r
0:38 2.000000\r
0:39 Sequence\r
0:39 Sequence\r
-0:39 move second child to first child (highp float)\r
-0:39 'a' (highp float)\r
+0:39 move second child to first child (temp highp float)\r
+0:39 'a' (temp highp float)\r
0:39 Constant:\r
0:39 0.000000\r
0:39 Loop with condition tested first\r
0:39 Loop Condition\r
-0:39 Compare Equal (bool)\r
-0:39 'a' (highp float)\r
+0:39 Compare Equal (temp bool)\r
+0:39 'a' (temp highp float)\r
0:39 Constant:\r
0:39 20.000000\r
0:39 Loop Body\r
0:39 Sequence\r
0:39 Sequence\r
-0:39 move second child to first child (highp float)\r
-0:39 'a' (highp float)\r
+0:39 move second child to first child (temp highp float)\r
+0:39 'a' (temp highp float)\r
0:39 Constant:\r
0:39 0.000000\r
0:39 Loop with condition tested first\r
0:39 Loop Condition\r
-0:39 Compare Equal (bool)\r
-0:39 'a' (highp float)\r
+0:39 Compare Equal (temp bool)\r
+0:39 'a' (temp highp float)\r
0:39 Constant:\r
0:39 20.000000\r
0:39 No loop body\r
0:39 Loop Terminal Expression\r
-0:39 Post-Decrement (highp float)\r
-0:39 'a' (highp float)\r
+0:39 Post-Decrement (temp highp float)\r
+0:39 'a' (temp highp float)\r
0:39 Loop Terminal Expression\r
-0:39 Post-Decrement (highp float)\r
-0:39 'a' (highp float)\r
+0:39 Post-Decrement (temp highp float)\r
+0:39 'a' (temp highp float)\r
0:40 Sequence\r
0:40 Sequence\r
-0:40 move second child to first child (highp float)\r
-0:40 'a' (highp float)\r
+0:40 move second child to first child (temp highp float)\r
+0:40 'a' (temp highp float)\r
0:40 Constant:\r
0:40 0.000000\r
0:40 Loop with condition tested first\r
0:40 Loop Condition\r
-0:40 Compare Less Than or Equal (bool)\r
-0:40 'a' (highp float)\r
+0:40 Compare Less Than or Equal (temp bool)\r
+0:40 'a' (temp highp float)\r
0:40 Constant:\r
0:40 20.000000\r
0:40 No loop body\r
0:40 Loop Terminal Expression\r
-0:40 add second child into first child (highp float)\r
-0:40 'a' (highp float)\r
+0:40 add second child into first child (temp highp float)\r
+0:40 'a' (temp highp float)\r
0:40 Constant:\r
0:40 2.000000\r
0:41 Sequence\r
0:41 Sequence\r
-0:41 move second child to first child (highp float)\r
-0:41 'a' (highp float)\r
+0:41 move second child to first child (temp highp float)\r
+0:41 'a' (temp highp float)\r
0:41 Constant:\r
0:41 0.000000\r
0:41 Loop with condition tested first\r
0:41 Loop Condition\r
-0:41 Compare Less Than or Equal (bool)\r
-0:41 'a' (highp float)\r
+0:41 Compare Less Than or Equal (temp bool)\r
+0:41 'a' (temp highp float)\r
0:41 Constant:\r
0:41 20.000000\r
0:41 No loop body\r
0:41 Loop Terminal Expression\r
-0:41 add second child into first child (highp float)\r
-0:41 'a' (highp float)\r
+0:41 add second child into first child (temp highp float)\r
+0:41 'a' (temp highp float)\r
0:41 Constant:\r
0:41 2.000000\r
0:42 Sequence\r
0:42 Sequence\r
-0:42 move second child to first child (highp float)\r
-0:42 'a' (highp float)\r
+0:42 move second child to first child (temp highp float)\r
+0:42 'a' (temp highp float)\r
0:42 Constant:\r
0:42 0.000000\r
0:42 Loop with condition tested first\r
0:42 Loop Condition\r
-0:42 Compare Greater Than (bool)\r
-0:42 'a' (highp float)\r
+0:42 Compare Greater Than (temp bool)\r
+0:42 'a' (temp highp float)\r
0:42 Constant:\r
0:42 40.000000\r
0:42 No loop body\r
0:42 Loop Terminal Expression\r
-0:42 add second child into first child (highp float)\r
-0:42 'a' (highp float)\r
+0:42 add second child into first child (temp highp float)\r
+0:42 'a' (temp highp float)\r
0:42 Constant:\r
0:42 2.000000\r
0:43 Sequence\r
0:43 Sequence\r
-0:43 move second child to first child (highp float)\r
-0:43 'a' (highp float)\r
+0:43 move second child to first child (temp highp float)\r
+0:43 'a' (temp highp float)\r
0:43 Constant:\r
0:43 0.000000\r
0:43 Loop with condition tested first\r
0:43 Loop Condition\r
-0:43 Compare Greater Than or Equal (bool)\r
-0:43 'a' (highp float)\r
+0:43 Compare Greater Than or Equal (temp bool)\r
+0:43 'a' (temp highp float)\r
0:43 Constant:\r
0:43 20.000000\r
0:43 Loop Body\r
-0:43 Function Call: foo(f1; (void)\r
-0:43 'a' (highp float)\r
+0:43 Function Call: foo(f1; (global void)\r
+0:43 'a' (temp highp float)\r
0:43 Loop Terminal Expression\r
-0:43 add second child into first child (highp float)\r
-0:43 'a' (highp float)\r
+0:43 add second child into first child (temp highp float)\r
+0:43 'a' (temp highp float)\r
0:43 Constant:\r
0:43 2.000000\r
-0:47 indirect index (lowp sampler2D)\r
+0:47 indirect index (temp lowp sampler2D)\r
0:47 'fsa' (uniform 3-element array of lowp sampler2D)\r
-0:47 'ga' (highp int)\r
-0:48 indirect index (highp float)\r
+0:47 'ga' (global highp int)\r
+0:48 indirect index (temp highp float)\r
0:48 'fua' (uniform 10-element array of highp float)\r
-0:48 'ga' (highp int)\r
-0:49 indirect index (highp 3-component vector of float)\r
+0:48 'ga' (global highp int)\r
+0:49 indirect index (temp highp 3-component vector of float)\r
0:49 'am3' (in highp 3X3 matrix of float)\r
-0:49 'ga' (highp int)\r
-0:50 indirect index (highp float)\r
+0:49 'ga' (global highp int)\r
+0:50 indirect index (temp highp float)\r
0:50 'av2' (in highp 2-component vector of float)\r
-0:50 'ga' (highp int)\r
-0:51 indirect index (smooth highp 4-component vector of float)\r
+0:50 'ga' (global highp int)\r
+0:51 indirect index (smooth temp highp 4-component vector of float)\r
0:51 'va' (smooth out 4-element array of highp 4-component vector of float)\r
-0:51 add (highp int)\r
+0:51 add (temp highp int)\r
0:51 Constant:\r
0:51 2 (const int)\r
-0:51 'ga' (highp int)\r
-0:52 indirect index (highp 2-component vector of float)\r
+0:51 'ga' (global highp int)\r
+0:52 indirect index (temp highp 2-component vector of float)\r
0:52 Constant:\r
0:52 1.000000\r
0:52 0.000000\r
0:52 0.000000\r
0:52 1.000000\r
-0:52 'ga' (highp int)\r
-0:53 indirect index (highp float)\r
+0:52 'ga' (global highp int)\r
+0:53 indirect index (temp highp float)\r
0:53 Constant:\r
0:53 2.000000\r
0:53 2.000000\r
0:53 2.000000\r
-0:53 divide (highp int)\r
-0:53 'ga' (highp int)\r
+0:53 divide (temp highp int)\r
+0:53 'ga' (global highp int)\r
0:53 Constant:\r
0:53 2 (const int)\r
-0:54 indirect index (highp int)\r
-0:54 'ia' (9-element array of highp int)\r
-0:54 'ga' (highp int)\r
+0:54 indirect index (temp highp int)\r
+0:54 'ia' (temp 9-element array of highp int)\r
+0:54 'ga' (global highp int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (highp int)\r
-0:56 'a' (highp int)\r
+0:56 move second child to first child (temp highp int)\r
+0:56 'a' (temp highp int)\r
0:56 Constant:\r
0:56 3 (const int)\r
0:56 Loop with condition tested first\r
0:56 Loop Condition\r
-0:56 Compare Greater Than or Equal (bool)\r
-0:56 'a' (highp int)\r
+0:56 Compare Greater Than or Equal (temp bool)\r
+0:56 'a' (temp highp int)\r
0:56 Constant:\r
0:56 0 (const int)\r
0:56 Loop Body\r
0:57 Sequence\r
-0:57 indirect index (lowp sampler2D)\r
+0:57 indirect index (temp lowp sampler2D)\r
0:57 'fsa' (uniform 3-element array of lowp sampler2D)\r
-0:57 'a' (highp int)\r
-0:58 indirect index (highp float)\r
+0:57 'a' (temp highp int)\r
+0:58 indirect index (temp highp float)\r
0:58 'fua' (uniform 10-element array of highp float)\r
-0:58 add (highp int)\r
-0:58 'a' (highp int)\r
+0:58 add (temp highp int)\r
+0:58 'a' (temp highp int)\r
0:58 Constant:\r
0:58 2 (const int)\r
-0:59 indirect index (highp 3-component vector of float)\r
+0:59 indirect index (temp highp 3-component vector of float)\r
0:59 'am3' (in highp 3X3 matrix of float)\r
-0:59 component-wise multiply (highp int)\r
+0:59 component-wise multiply (temp highp int)\r
0:59 Constant:\r
0:59 3 (const int)\r
-0:59 'a' (highp int)\r
-0:60 indirect index (highp float)\r
+0:59 'a' (temp highp int)\r
+0:60 indirect index (temp highp float)\r
0:60 'av2' (in highp 2-component vector of float)\r
-0:60 component-wise multiply (highp int)\r
+0:60 component-wise multiply (temp highp int)\r
0:60 Constant:\r
0:60 3 (const int)\r
-0:60 'a' (highp int)\r
-0:61 indirect index (smooth highp 4-component vector of float)\r
+0:60 'a' (temp highp int)\r
+0:61 indirect index (smooth temp highp 4-component vector of float)\r
0:61 'va' (smooth out 4-element array of highp 4-component vector of float)\r
-0:61 subtract (highp int)\r
-0:61 'a' (highp int)\r
+0:61 subtract (temp highp int)\r
+0:61 'a' (temp highp int)\r
0:61 Constant:\r
0:61 1 (const int)\r
-0:62 indirect index (highp 2-component vector of float)\r
+0:62 indirect index (temp highp 2-component vector of float)\r
0:62 Constant:\r
0:62 1.000000\r
0:62 0.000000\r
0:62 0.000000\r
0:62 1.000000\r
-0:62 divide (highp int)\r
-0:62 'a' (highp int)\r
+0:62 divide (temp highp int)\r
+0:62 'a' (temp highp int)\r
0:62 Constant:\r
0:62 2 (const int)\r
-0:63 indirect index (highp float)\r
+0:63 indirect index (temp highp float)\r
0:63 Constant:\r
0:63 2.000000\r
0:63 2.000000\r
0:63 2.000000\r
-0:63 'a' (highp int)\r
-0:64 indirect index (highp int)\r
-0:64 'ia' (9-element array of highp int)\r
-0:64 'a' (highp int)\r
-0:65 indirect index (highp int)\r
-0:65 'ia' (9-element array of highp int)\r
-0:65 Function Call: bar( (highp int)\r
+0:63 'a' (temp highp int)\r
+0:64 indirect index (temp highp int)\r
+0:64 'ia' (temp 9-element array of highp int)\r
+0:64 'a' (temp highp int)\r
+0:65 indirect index (temp highp int)\r
+0:65 'ia' (temp 9-element array of highp int)\r
+0:65 Function Call: bar( (global highp int)\r
0:56 Loop Terminal Expression\r
-0:56 Post-Decrement (highp int)\r
-0:56 'a' (highp int)\r
-0:68 direct index (lowp sampler2D)\r
+0:56 Post-Decrement (temp highp int)\r
+0:56 'a' (temp highp int)\r
+0:68 direct index (temp lowp sampler2D)\r
0:68 'fsa' (uniform 3-element array of lowp sampler2D)\r
0:68 Constant:\r
0:68 2 (const int)\r
-0:69 direct index (highp float)\r
+0:69 direct index (temp highp float)\r
0:69 'fua' (uniform 10-element array of highp float)\r
0:69 Constant:\r
0:69 3 (const int)\r
-0:70 direct index (highp 3-component vector of float)\r
+0:70 direct index (temp highp 3-component vector of float)\r
0:70 'am3' (in highp 3X3 matrix of float)\r
0:70 Constant:\r
0:70 2 (const int)\r
-0:71 direct index (highp float)\r
+0:71 direct index (temp highp float)\r
0:71 'av2' (in highp 2-component vector of float)\r
0:71 Constant:\r
0:71 1 (const int)\r
-0:72 direct index (smooth highp 4-component vector of float)\r
+0:72 direct index (smooth temp highp 4-component vector of float)\r
0:72 'va' (smooth out 4-element array of highp 4-component vector of float)\r
0:72 Constant:\r
0:72 1 (const int)\r
0:73 1.000000\r
0:74 Constant:\r
0:74 2.000000\r
-0:75 direct index (highp int)\r
-0:75 'ia' (9-element array of highp int)\r
+0:75 direct index (temp highp int)\r
+0:75 'ia' (temp 9-element array of highp int)\r
0:75 Constant:\r
0:75 3 (const int)\r
0:? Linker Objects\r
-0:? 'ga' (highp int)\r
-0:? 'gb' (highp int)\r
-0:? 'f' (highp float)\r
+0:? 'ga' (global highp int)\r
+0:? 'gb' (global highp int)\r
+0:? 'f' (global highp float)\r
0:? 'fsa' (uniform 3-element array of lowp sampler2D)\r
0:? 'fua' (uniform 10-element array of highp float)\r
0:? 'am3' (in highp 3X3 matrix of float)\r
\r
Shader version: 100\r
0:? Sequence\r
-0:15 Function Definition: foo(f1; (void)\r
+0:15 Function Definition: foo(f1; (global void)\r
0:15 Function Parameters: \r
0:15 'a' (inout highp float)\r
-0:17 Function Definition: bar( (highp int)\r
+0:17 Function Definition: bar( (global highp int)\r
0:17 Function Parameters: \r
0:19 Sequence\r
0:19 Branch: Return with expression\r
0:19 Constant:\r
0:19 1 (const int)\r
-0:22 Function Definition: main( (void)\r
+0:22 Function Definition: main( (global void)\r
0:22 Function Parameters: \r
0:24 Sequence\r
0:24 Loop with condition tested first\r
0:24 Loop Condition\r
-0:24 Compare Less Than (bool)\r
-0:24 'ga' (highp int)\r
-0:24 'gb' (highp int)\r
+0:24 Compare Less Than (temp bool)\r
+0:24 'ga' (global highp int)\r
+0:24 'gb' (global highp int)\r
0:24 No loop body\r
0:26 Loop with condition not tested first\r
0:26 Loop Condition\r
0:29 Sequence\r
0:29 Loop with condition tested first\r
0:29 Loop Condition\r
-0:29 Compare Equal (bool)\r
-0:29 'ga' (highp int)\r
-0:29 'gb' (highp int)\r
+0:29 Compare Equal (temp bool)\r
+0:29 'ga' (global highp int)\r
+0:29 'gb' (global highp int)\r
0:29 No loop body\r
0:30 Sequence\r
0:30 Loop with condition tested first\r
0:30 No loop condition\r
0:30 No loop body\r
0:30 Loop Terminal Expression\r
-0:30 Post-Increment (highp float)\r
-0:30 'f' (highp float)\r
+0:30 Post-Increment (temp highp float)\r
+0:30 'f' (global highp float)\r
0:31 Sequence\r
-0:31 move second child to first child (highp int)\r
-0:31 'ga' (highp int)\r
+0:31 move second child to first child (temp highp int)\r
+0:31 'ga' (global highp int)\r
0:31 Constant:\r
0:31 0 (const int)\r
0:31 Loop with condition tested first\r
0:31 No loop body\r
0:32 Sequence\r
0:32 Sequence\r
-0:32 move second child to first child (bool)\r
-0:32 'a' (bool)\r
+0:32 move second child to first child (temp bool)\r
+0:32 'a' (temp bool)\r
0:32 Constant:\r
0:32 false (const bool)\r
0:32 Loop with condition tested first\r
0:32 No loop body\r
0:33 Sequence\r
0:33 Sequence\r
-0:33 move second child to first child (highp float)\r
-0:33 'a' (highp float)\r
+0:33 move second child to first child (temp highp float)\r
+0:33 'a' (temp highp float)\r
0:33 Constant:\r
0:33 0.000000\r
0:33 Loop with condition tested first\r
0:33 Loop Condition\r
-0:33 Compare Equal (bool)\r
-0:33 'a' (highp float)\r
-0:33 sine (highp float)\r
-0:33 'f' (highp float)\r
+0:33 Compare Equal (temp bool)\r
+0:33 'a' (temp highp float)\r
+0:33 sine (global highp float)\r
+0:33 'f' (global highp float)\r
0:33 No loop body\r
0:34 Sequence\r
0:34 Sequence\r
-0:34 move second child to first child (highp int)\r
-0:34 'a' (highp int)\r
+0:34 move second child to first child (temp highp int)\r
+0:34 'a' (temp highp int)\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 Loop with condition tested first\r
0:34 Loop Condition\r
-0:34 Compare Less Than (bool)\r
-0:34 'a' (highp int)\r
+0:34 Compare Less Than (temp bool)\r
+0:34 'a' (temp highp int)\r
0:34 Constant:\r
0:34 10 (const int)\r
0:34 No loop body\r
0:34 Loop Terminal Expression\r
-0:34 multiply second child into first child (highp int)\r
-0:34 'a' (highp int)\r
+0:34 multiply second child into first child (temp highp int)\r
+0:34 'a' (temp highp int)\r
0:34 Constant:\r
0:34 2 (const int)\r
0:35 Sequence\r
0:35 Sequence\r
-0:35 move second child to first child (highp int)\r
-0:35 'a' (highp int)\r
+0:35 move second child to first child (temp highp int)\r
+0:35 'a' (temp highp int)\r
0:35 Constant:\r
0:35 0 (const int)\r
0:35 Loop with condition tested first\r
0:35 Loop Condition\r
-0:35 Compare Less Than or Equal (bool)\r
-0:35 'a' (highp int)\r
+0:35 Compare Less Than or Equal (temp bool)\r
+0:35 'a' (temp highp int)\r
0:35 Constant:\r
0:35 20 (const int)\r
0:35 Loop Body\r
-0:35 Pre-Decrement (highp int)\r
-0:35 'a' (highp int)\r
+0:35 Pre-Decrement (temp highp int)\r
+0:35 'a' (temp highp int)\r
0:35 Loop Terminal Expression\r
-0:35 Post-Increment (highp int)\r
-0:35 'a' (highp int)\r
+0:35 Post-Increment (temp highp int)\r
+0:35 'a' (temp highp int)\r
0:36 Sequence\r
0:36 Sequence\r
-0:36 move second child to first child (highp int)\r
-0:36 'a' (highp int)\r
+0:36 move second child to first child (temp highp int)\r
+0:36 'a' (temp highp int)\r
0:36 Constant:\r
0:36 0 (const int)\r
0:36 Loop with condition tested first\r
0:36 Loop Condition\r
-0:36 Compare Less Than or Equal (bool)\r
-0:36 'a' (highp int)\r
+0:36 Compare Less Than or Equal (temp bool)\r
+0:36 'a' (temp highp int)\r
0:36 Constant:\r
0:36 20 (const int)\r
0:36 Loop Body\r
0:36 Sequence\r
-0:36 Test condition and select (void)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 Compare Equal (bool)\r
-0:36 'ga' (highp int)\r
+0:36 Compare Equal (temp bool)\r
+0:36 'ga' (global highp int)\r
0:36 Constant:\r
0:36 0 (const int)\r
0:36 true case\r
-0:36 move second child to first child (highp int)\r
-0:36 'a' (highp int)\r
+0:36 move second child to first child (temp highp int)\r
+0:36 'a' (temp highp int)\r
0:36 Constant:\r
0:36 4 (const int)\r
0:36 Loop Terminal Expression\r
-0:36 Post-Increment (highp int)\r
-0:36 'a' (highp int)\r
+0:36 Post-Increment (temp highp int)\r
+0:36 'a' (temp highp int)\r
0:37 Sequence\r
0:37 Sequence\r
-0:37 move second child to first child (highp float)\r
-0:37 'a' (highp float)\r
+0:37 move second child to first child (temp highp float)\r
+0:37 'a' (temp highp float)\r
0:37 Constant:\r
0:37 0.000000\r
0:37 Loop with condition tested first\r
0:37 Loop Condition\r
-0:37 Compare Less Than or Equal (bool)\r
-0:37 'a' (highp float)\r
+0:37 Compare Less Than or Equal (temp bool)\r
+0:37 'a' (temp highp float)\r
0:37 Constant:\r
0:37 20.000000\r
0:37 No loop body\r
0:37 Loop Terminal Expression\r
-0:37 add second child into first child (highp float)\r
-0:37 'a' (highp float)\r
+0:37 add second child into first child (temp highp float)\r
+0:37 'a' (temp highp float)\r
0:37 Constant:\r
0:37 2.000000\r
0:38 Sequence\r
0:38 Sequence\r
-0:38 move second child to first child (highp float)\r
-0:38 'a' (highp float)\r
+0:38 move second child to first child (temp highp float)\r
+0:38 'a' (temp highp float)\r
0:38 Constant:\r
0:38 0.000000\r
0:38 Loop with condition tested first\r
0:38 Loop Condition\r
-0:38 Compare Not Equal (bool)\r
-0:38 'a' (highp float)\r
+0:38 Compare Not Equal (temp bool)\r
+0:38 'a' (temp highp float)\r
0:38 Constant:\r
0:38 20.000000\r
0:38 Loop Body\r
0:38 Sequence\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Equal (bool)\r
-0:38 'ga' (highp int)\r
+0:38 Compare Equal (temp bool)\r
+0:38 'ga' (global highp int)\r
0:38 Constant:\r
0:38 0 (const int)\r
0:38 true case\r
-0:38 move second child to first child (highp int)\r
-0:38 'ga' (highp int)\r
+0:38 move second child to first child (temp highp int)\r
+0:38 'ga' (global highp int)\r
0:38 Constant:\r
0:38 4 (const int)\r
0:38 Loop Terminal Expression\r
-0:38 subtract second child into first child (highp float)\r
-0:38 'a' (highp float)\r
+0:38 subtract second child into first child (temp highp float)\r
+0:38 'a' (temp highp float)\r
0:38 Constant:\r
0:38 2.000000\r
0:39 Sequence\r
0:39 Sequence\r
-0:39 move second child to first child (highp float)\r
-0:39 'a' (highp float)\r
+0:39 move second child to first child (temp highp float)\r
+0:39 'a' (temp highp float)\r
0:39 Constant:\r
0:39 0.000000\r
0:39 Loop with condition tested first\r
0:39 Loop Condition\r
-0:39 Compare Equal (bool)\r
-0:39 'a' (highp float)\r
+0:39 Compare Equal (temp bool)\r
+0:39 'a' (temp highp float)\r
0:39 Constant:\r
0:39 20.000000\r
0:39 Loop Body\r
0:39 Sequence\r
0:39 Sequence\r
-0:39 move second child to first child (highp float)\r
-0:39 'a' (highp float)\r
+0:39 move second child to first child (temp highp float)\r
+0:39 'a' (temp highp float)\r
0:39 Constant:\r
0:39 0.000000\r
0:39 Loop with condition tested first\r
0:39 Loop Condition\r
-0:39 Compare Equal (bool)\r
-0:39 'a' (highp float)\r
+0:39 Compare Equal (temp bool)\r
+0:39 'a' (temp highp float)\r
0:39 Constant:\r
0:39 20.000000\r
0:39 No loop body\r
0:39 Loop Terminal Expression\r
-0:39 Post-Decrement (highp float)\r
-0:39 'a' (highp float)\r
+0:39 Post-Decrement (temp highp float)\r
+0:39 'a' (temp highp float)\r
0:39 Loop Terminal Expression\r
-0:39 Post-Decrement (highp float)\r
-0:39 'a' (highp float)\r
+0:39 Post-Decrement (temp highp float)\r
+0:39 'a' (temp highp float)\r
0:40 Sequence\r
0:40 Sequence\r
-0:40 move second child to first child (highp float)\r
-0:40 'a' (highp float)\r
+0:40 move second child to first child (temp highp float)\r
+0:40 'a' (temp highp float)\r
0:40 Constant:\r
0:40 0.000000\r
0:40 Loop with condition tested first\r
0:40 Loop Condition\r
-0:40 Compare Less Than or Equal (bool)\r
-0:40 'a' (highp float)\r
+0:40 Compare Less Than or Equal (temp bool)\r
+0:40 'a' (temp highp float)\r
0:40 Constant:\r
0:40 20.000000\r
0:40 No loop body\r
0:40 Loop Terminal Expression\r
-0:40 add second child into first child (highp float)\r
-0:40 'a' (highp float)\r
+0:40 add second child into first child (temp highp float)\r
+0:40 'a' (temp highp float)\r
0:40 Constant:\r
0:40 2.000000\r
0:41 Sequence\r
0:41 Sequence\r
-0:41 move second child to first child (highp float)\r
-0:41 'a' (highp float)\r
+0:41 move second child to first child (temp highp float)\r
+0:41 'a' (temp highp float)\r
0:41 Constant:\r
0:41 0.000000\r
0:41 Loop with condition tested first\r
0:41 Loop Condition\r
-0:41 Compare Less Than or Equal (bool)\r
-0:41 'a' (highp float)\r
+0:41 Compare Less Than or Equal (temp bool)\r
+0:41 'a' (temp highp float)\r
0:41 Constant:\r
0:41 20.000000\r
0:41 No loop body\r
0:41 Loop Terminal Expression\r
-0:41 add second child into first child (highp float)\r
-0:41 'a' (highp float)\r
+0:41 add second child into first child (temp highp float)\r
+0:41 'a' (temp highp float)\r
0:41 Constant:\r
0:41 2.000000\r
0:42 Sequence\r
0:42 Sequence\r
-0:42 move second child to first child (highp float)\r
-0:42 'a' (highp float)\r
+0:42 move second child to first child (temp highp float)\r
+0:42 'a' (temp highp float)\r
0:42 Constant:\r
0:42 0.000000\r
0:42 Loop with condition tested first\r
0:42 Loop Condition\r
-0:42 Compare Greater Than (bool)\r
-0:42 'a' (highp float)\r
+0:42 Compare Greater Than (temp bool)\r
+0:42 'a' (temp highp float)\r
0:42 Constant:\r
0:42 40.000000\r
0:42 No loop body\r
0:42 Loop Terminal Expression\r
-0:42 add second child into first child (highp float)\r
-0:42 'a' (highp float)\r
+0:42 add second child into first child (temp highp float)\r
+0:42 'a' (temp highp float)\r
0:42 Constant:\r
0:42 2.000000\r
0:43 Sequence\r
0:43 Sequence\r
-0:43 move second child to first child (highp float)\r
-0:43 'a' (highp float)\r
+0:43 move second child to first child (temp highp float)\r
+0:43 'a' (temp highp float)\r
0:43 Constant:\r
0:43 0.000000\r
0:43 Loop with condition tested first\r
0:43 Loop Condition\r
-0:43 Compare Greater Than or Equal (bool)\r
-0:43 'a' (highp float)\r
+0:43 Compare Greater Than or Equal (temp bool)\r
+0:43 'a' (temp highp float)\r
0:43 Constant:\r
0:43 20.000000\r
0:43 Loop Body\r
-0:43 Function Call: foo(f1; (void)\r
-0:43 'a' (highp float)\r
+0:43 Function Call: foo(f1; (global void)\r
+0:43 'a' (temp highp float)\r
0:43 Loop Terminal Expression\r
-0:43 add second child into first child (highp float)\r
-0:43 'a' (highp float)\r
+0:43 add second child into first child (temp highp float)\r
+0:43 'a' (temp highp float)\r
0:43 Constant:\r
0:43 2.000000\r
-0:47 indirect index (lowp sampler2D)\r
+0:47 indirect index (temp lowp sampler2D)\r
0:47 'fsa' (uniform 3-element array of lowp sampler2D)\r
-0:47 'ga' (highp int)\r
-0:48 indirect index (highp float)\r
+0:47 'ga' (global highp int)\r
+0:48 indirect index (temp highp float)\r
0:48 'fua' (uniform 10-element array of highp float)\r
-0:48 'ga' (highp int)\r
-0:49 indirect index (highp 3-component vector of float)\r
+0:48 'ga' (global highp int)\r
+0:49 indirect index (temp highp 3-component vector of float)\r
0:49 'am3' (in highp 3X3 matrix of float)\r
-0:49 'ga' (highp int)\r
-0:50 indirect index (highp float)\r
+0:49 'ga' (global highp int)\r
+0:50 indirect index (temp highp float)\r
0:50 'av2' (in highp 2-component vector of float)\r
-0:50 'ga' (highp int)\r
-0:51 indirect index (smooth highp 4-component vector of float)\r
+0:50 'ga' (global highp int)\r
+0:51 indirect index (smooth temp highp 4-component vector of float)\r
0:51 'va' (smooth out 4-element array of highp 4-component vector of float)\r
-0:51 add (highp int)\r
+0:51 add (temp highp int)\r
0:51 Constant:\r
0:51 2 (const int)\r
-0:51 'ga' (highp int)\r
-0:52 indirect index (highp 2-component vector of float)\r
+0:51 'ga' (global highp int)\r
+0:52 indirect index (temp highp 2-component vector of float)\r
0:52 Constant:\r
0:52 1.000000\r
0:52 0.000000\r
0:52 0.000000\r
0:52 1.000000\r
-0:52 'ga' (highp int)\r
-0:53 indirect index (highp float)\r
+0:52 'ga' (global highp int)\r
+0:53 indirect index (temp highp float)\r
0:53 Constant:\r
0:53 2.000000\r
0:53 2.000000\r
0:53 2.000000\r
-0:53 divide (highp int)\r
-0:53 'ga' (highp int)\r
+0:53 divide (temp highp int)\r
+0:53 'ga' (global highp int)\r
0:53 Constant:\r
0:53 2 (const int)\r
-0:54 indirect index (highp int)\r
-0:54 'ia' (9-element array of highp int)\r
-0:54 'ga' (highp int)\r
+0:54 indirect index (temp highp int)\r
+0:54 'ia' (temp 9-element array of highp int)\r
+0:54 'ga' (global highp int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (highp int)\r
-0:56 'a' (highp int)\r
+0:56 move second child to first child (temp highp int)\r
+0:56 'a' (temp highp int)\r
0:56 Constant:\r
0:56 3 (const int)\r
0:56 Loop with condition tested first\r
0:56 Loop Condition\r
-0:56 Compare Greater Than or Equal (bool)\r
-0:56 'a' (highp int)\r
+0:56 Compare Greater Than or Equal (temp bool)\r
+0:56 'a' (temp highp int)\r
0:56 Constant:\r
0:56 0 (const int)\r
0:56 Loop Body\r
0:57 Sequence\r
-0:57 indirect index (lowp sampler2D)\r
+0:57 indirect index (temp lowp sampler2D)\r
0:57 'fsa' (uniform 3-element array of lowp sampler2D)\r
-0:57 'a' (highp int)\r
-0:58 indirect index (highp float)\r
+0:57 'a' (temp highp int)\r
+0:58 indirect index (temp highp float)\r
0:58 'fua' (uniform 10-element array of highp float)\r
-0:58 add (highp int)\r
-0:58 'a' (highp int)\r
+0:58 add (temp highp int)\r
+0:58 'a' (temp highp int)\r
0:58 Constant:\r
0:58 2 (const int)\r
-0:59 indirect index (highp 3-component vector of float)\r
+0:59 indirect index (temp highp 3-component vector of float)\r
0:59 'am3' (in highp 3X3 matrix of float)\r
-0:59 component-wise multiply (highp int)\r
+0:59 component-wise multiply (temp highp int)\r
0:59 Constant:\r
0:59 3 (const int)\r
-0:59 'a' (highp int)\r
-0:60 indirect index (highp float)\r
+0:59 'a' (temp highp int)\r
+0:60 indirect index (temp highp float)\r
0:60 'av2' (in highp 2-component vector of float)\r
-0:60 component-wise multiply (highp int)\r
+0:60 component-wise multiply (temp highp int)\r
0:60 Constant:\r
0:60 3 (const int)\r
-0:60 'a' (highp int)\r
-0:61 indirect index (smooth highp 4-component vector of float)\r
+0:60 'a' (temp highp int)\r
+0:61 indirect index (smooth temp highp 4-component vector of float)\r
0:61 'va' (smooth out 4-element array of highp 4-component vector of float)\r
-0:61 subtract (highp int)\r
-0:61 'a' (highp int)\r
+0:61 subtract (temp highp int)\r
+0:61 'a' (temp highp int)\r
0:61 Constant:\r
0:61 1 (const int)\r
-0:62 indirect index (highp 2-component vector of float)\r
+0:62 indirect index (temp highp 2-component vector of float)\r
0:62 Constant:\r
0:62 1.000000\r
0:62 0.000000\r
0:62 0.000000\r
0:62 1.000000\r
-0:62 divide (highp int)\r
-0:62 'a' (highp int)\r
+0:62 divide (temp highp int)\r
+0:62 'a' (temp highp int)\r
0:62 Constant:\r
0:62 2 (const int)\r
-0:63 indirect index (highp float)\r
+0:63 indirect index (temp highp float)\r
0:63 Constant:\r
0:63 2.000000\r
0:63 2.000000\r
0:63 2.000000\r
-0:63 'a' (highp int)\r
-0:64 indirect index (highp int)\r
-0:64 'ia' (9-element array of highp int)\r
-0:64 'a' (highp int)\r
-0:65 indirect index (highp int)\r
-0:65 'ia' (9-element array of highp int)\r
-0:65 Function Call: bar( (highp int)\r
+0:63 'a' (temp highp int)\r
+0:64 indirect index (temp highp int)\r
+0:64 'ia' (temp 9-element array of highp int)\r
+0:64 'a' (temp highp int)\r
+0:65 indirect index (temp highp int)\r
+0:65 'ia' (temp 9-element array of highp int)\r
+0:65 Function Call: bar( (global highp int)\r
0:56 Loop Terminal Expression\r
-0:56 Post-Decrement (highp int)\r
-0:56 'a' (highp int)\r
-0:68 direct index (lowp sampler2D)\r
+0:56 Post-Decrement (temp highp int)\r
+0:56 'a' (temp highp int)\r
+0:68 direct index (temp lowp sampler2D)\r
0:68 'fsa' (uniform 3-element array of lowp sampler2D)\r
0:68 Constant:\r
0:68 2 (const int)\r
-0:69 direct index (highp float)\r
+0:69 direct index (temp highp float)\r
0:69 'fua' (uniform 10-element array of highp float)\r
0:69 Constant:\r
0:69 3 (const int)\r
-0:70 direct index (highp 3-component vector of float)\r
+0:70 direct index (temp highp 3-component vector of float)\r
0:70 'am3' (in highp 3X3 matrix of float)\r
0:70 Constant:\r
0:70 2 (const int)\r
-0:71 direct index (highp float)\r
+0:71 direct index (temp highp float)\r
0:71 'av2' (in highp 2-component vector of float)\r
0:71 Constant:\r
0:71 1 (const int)\r
-0:72 direct index (smooth highp 4-component vector of float)\r
+0:72 direct index (smooth temp highp 4-component vector of float)\r
0:72 'va' (smooth out 4-element array of highp 4-component vector of float)\r
0:72 Constant:\r
0:72 1 (const int)\r
0:73 1.000000\r
0:74 Constant:\r
0:74 2.000000\r
-0:75 direct index (highp int)\r
-0:75 'ia' (9-element array of highp int)\r
+0:75 direct index (temp highp int)\r
+0:75 'ia' (temp 9-element array of highp int)\r
0:75 Constant:\r
0:75 3 (const int)\r
0:? Linker Objects\r
-0:? 'ga' (highp int)\r
-0:? 'gb' (highp int)\r
-0:? 'f' (highp float)\r
+0:? 'ga' (global highp int)\r
+0:? 'gb' (global highp int)\r
+0:? 'f' (global highp float)\r
0:? 'fsa' (uniform 3-element array of lowp sampler2D)\r
0:? 'fua' (uniform 10-element array of highp float)\r
0:? 'am3' (in highp 3X3 matrix of float)\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: f(i1;i1;i1; (highp int)\r
+0:3 Function Definition: f(i1;i1;i1; (global highp int)\r
0:3 Function Parameters: \r
0:3 'a' (in highp int)\r
0:3 'b' (in highp int)\r
0:? Sequence\r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (highp float)\r
-0:8 'a' (highp float)\r
-0:8 add (highp float)\r
-0:8 Convert int to float (highp float)\r
+0:8 move second child to first child (temp highp float)\r
+0:8 'a' (temp highp float)\r
+0:8 add (temp highp float)\r
+0:8 Convert int to float (temp highp float)\r
0:8 'a' (in highp int)\r
0:8 Constant:\r
0:8 1.000000\r
0:11 Branch: Return with expression\r
0:11 'a' (in highp int)\r
-0:25 Function Definition: cos(f1; (highp float)\r
+0:25 Function Definition: cos(f1; (global highp float)\r
0:25 Function Parameters: \r
0:25 'x' (in highp float)\r
0:27 Sequence\r
0:27 Branch: Return with expression\r
0:27 Constant:\r
0:27 1.000000\r
-0:29 Function Definition: radians(b1; (bool)\r
+0:29 Function Definition: radians(b1; (global bool)\r
0:29 Function Parameters: \r
0:29 'x' (in bool)\r
0:31 Sequence\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 true (const bool)\r
-0:36 Function Definition: main( (void)\r
+0:36 Function Definition: main( (global void)\r
0:36 Function Parameters: \r
0:? Sequence\r
-0:39 Function Call: g( (highp int)\r
-0:42 'sin' (highp float)\r
+0:39 Function Call: g( (temp highp int)\r
+0:42 'sin' (temp highp float)\r
0:43 Constant:\r
0:43 0.000000\r
-0:44 Function Call: f(i1;i1;i1; (highp int)\r
+0:44 Function Call: f(i1;i1;i1; (global highp int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:47 move second child to first child (highp float)\r
-0:47 'f' (highp float)\r
+0:47 move second child to first child (temp highp float)\r
+0:47 'f' (temp highp float)\r
0:47 Constant:\r
0:47 3.000000\r
-0:49 move second child to first child (highp 4-component vector of float)\r
+0:49 move second child to first child (temp highp 4-component vector of float)\r
0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float)\r
-0:49 Construct vec4 (highp 4-component vector of float)\r
-0:49 'f' (highp float)\r
+0:49 Construct vec4 (temp highp 4-component vector of float)\r
+0:49 'f' (temp highp float)\r
0:51 Sequence\r
0:51 Sequence\r
-0:51 move second child to first child (highp int)\r
-0:51 'f' (highp int)\r
+0:51 move second child to first child (temp highp int)\r
+0:51 'f' (temp highp int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Loop with condition tested first\r
0:51 Loop Condition\r
-0:51 Compare Less Than (bool)\r
-0:51 'f' (highp int)\r
+0:51 Compare Less Than (temp bool)\r
+0:51 'f' (temp highp int)\r
0:51 Constant:\r
0:51 10 (const int)\r
0:51 Loop Body\r
-0:52 Pre-Increment (highp int)\r
-0:52 'f' (highp int)\r
+0:52 Pre-Increment (temp highp int)\r
+0:52 'f' (temp highp int)\r
0:51 Loop Terminal Expression\r
-0:51 Pre-Increment (highp int)\r
-0:51 'f' (highp int)\r
+0:51 Pre-Increment (temp highp int)\r
+0:51 'f' (temp highp int)\r
0:54 Sequence\r
-0:54 move second child to first child (highp int)\r
-0:54 'x' (highp int)\r
+0:54 move second child to first child (temp highp int)\r
+0:54 'x' (temp highp int)\r
0:54 Constant:\r
0:54 1 (const int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (highp float)\r
-0:56 'x' (highp float)\r
+0:56 move second child to first child (temp highp float)\r
+0:56 'x' (temp highp float)\r
0:56 Constant:\r
0:56 2.000000\r
-0:56 move second child to first child (highp float)\r
-0:56 'y' (highp float)\r
-0:56 'x' (highp float)\r
+0:56 move second child to first child (temp highp float)\r
+0:56 'y' (temp highp float)\r
+0:56 'x' (temp highp float)\r
0:60 Sequence\r
0:60 Sequence\r
-0:60 move second child to first child (highp int)\r
-0:60 'x' (highp int)\r
-0:60 'x' (highp int)\r
+0:60 move second child to first child (temp highp int)\r
+0:60 'x' (temp highp int)\r
+0:60 'x' (temp highp int)\r
0:68 Sequence\r
0:68 Sequence\r
-0:68 move second child to first child (structure{highp int x})\r
-0:68 'S' (structure{highp int x})\r
+0:68 move second child to first child (temp structure{temp highp int x})\r
+0:68 'S' (temp structure{temp highp int x})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:69 x: direct index for structure (highp int)\r
-0:69 'S' (structure{highp int x})\r
+0:69 x: direct index for structure (temp highp int)\r
+0:69 'S' (temp structure{temp highp int x})\r
0:69 Constant:\r
0:69 0 (const int)\r
0:73 Constant:\r
0:73 0.000000\r
0:? Linker Objects\r
-0:? 'b' (bool)\r
-0:? 'tan' (highp float)\r
-0:? 's' (smooth out structure{highp float f})\r
+0:? 'b' (global bool)\r
+0:? 'tan' (global highp float)\r
+0:? 's' (smooth out structure{global highp float f})\r
\r
\r
Linked vertex stage:\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: f(i1;i1;i1; (highp int)\r
+0:3 Function Definition: f(i1;i1;i1; (global highp int)\r
0:3 Function Parameters: \r
0:3 'a' (in highp int)\r
0:3 'b' (in highp int)\r
0:? Sequence\r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (highp float)\r
-0:8 'a' (highp float)\r
-0:8 add (highp float)\r
-0:8 Convert int to float (highp float)\r
+0:8 move second child to first child (temp highp float)\r
+0:8 'a' (temp highp float)\r
+0:8 add (temp highp float)\r
+0:8 Convert int to float (temp highp float)\r
0:8 'a' (in highp int)\r
0:8 Constant:\r
0:8 1.000000\r
0:11 Branch: Return with expression\r
0:11 'a' (in highp int)\r
-0:25 Function Definition: cos(f1; (highp float)\r
+0:25 Function Definition: cos(f1; (global highp float)\r
0:25 Function Parameters: \r
0:25 'x' (in highp float)\r
0:27 Sequence\r
0:27 Branch: Return with expression\r
0:27 Constant:\r
0:27 1.000000\r
-0:29 Function Definition: radians(b1; (bool)\r
+0:29 Function Definition: radians(b1; (global bool)\r
0:29 Function Parameters: \r
0:29 'x' (in bool)\r
0:31 Sequence\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 true (const bool)\r
-0:36 Function Definition: main( (void)\r
+0:36 Function Definition: main( (global void)\r
0:36 Function Parameters: \r
0:? Sequence\r
-0:39 Function Call: g( (highp int)\r
-0:42 'sin' (highp float)\r
+0:39 Function Call: g( (temp highp int)\r
+0:42 'sin' (temp highp float)\r
0:43 Constant:\r
0:43 0.000000\r
-0:44 Function Call: f(i1;i1;i1; (highp int)\r
+0:44 Function Call: f(i1;i1;i1; (global highp int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:47 move second child to first child (highp float)\r
-0:47 'f' (highp float)\r
+0:47 move second child to first child (temp highp float)\r
+0:47 'f' (temp highp float)\r
0:47 Constant:\r
0:47 3.000000\r
-0:49 move second child to first child (highp 4-component vector of float)\r
+0:49 move second child to first child (temp highp 4-component vector of float)\r
0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float)\r
-0:49 Construct vec4 (highp 4-component vector of float)\r
-0:49 'f' (highp float)\r
+0:49 Construct vec4 (temp highp 4-component vector of float)\r
+0:49 'f' (temp highp float)\r
0:51 Sequence\r
0:51 Sequence\r
-0:51 move second child to first child (highp int)\r
-0:51 'f' (highp int)\r
+0:51 move second child to first child (temp highp int)\r
+0:51 'f' (temp highp int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Loop with condition tested first\r
0:51 Loop Condition\r
-0:51 Compare Less Than (bool)\r
-0:51 'f' (highp int)\r
+0:51 Compare Less Than (temp bool)\r
+0:51 'f' (temp highp int)\r
0:51 Constant:\r
0:51 10 (const int)\r
0:51 Loop Body\r
-0:52 Pre-Increment (highp int)\r
-0:52 'f' (highp int)\r
+0:52 Pre-Increment (temp highp int)\r
+0:52 'f' (temp highp int)\r
0:51 Loop Terminal Expression\r
-0:51 Pre-Increment (highp int)\r
-0:51 'f' (highp int)\r
+0:51 Pre-Increment (temp highp int)\r
+0:51 'f' (temp highp int)\r
0:54 Sequence\r
-0:54 move second child to first child (highp int)\r
-0:54 'x' (highp int)\r
+0:54 move second child to first child (temp highp int)\r
+0:54 'x' (temp highp int)\r
0:54 Constant:\r
0:54 1 (const int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (highp float)\r
-0:56 'x' (highp float)\r
+0:56 move second child to first child (temp highp float)\r
+0:56 'x' (temp highp float)\r
0:56 Constant:\r
0:56 2.000000\r
-0:56 move second child to first child (highp float)\r
-0:56 'y' (highp float)\r
-0:56 'x' (highp float)\r
+0:56 move second child to first child (temp highp float)\r
+0:56 'y' (temp highp float)\r
+0:56 'x' (temp highp float)\r
0:60 Sequence\r
0:60 Sequence\r
-0:60 move second child to first child (highp int)\r
-0:60 'x' (highp int)\r
-0:60 'x' (highp int)\r
+0:60 move second child to first child (temp highp int)\r
+0:60 'x' (temp highp int)\r
+0:60 'x' (temp highp int)\r
0:68 Sequence\r
0:68 Sequence\r
-0:68 move second child to first child (structure{highp int x})\r
-0:68 'S' (structure{highp int x})\r
+0:68 move second child to first child (temp structure{temp highp int x})\r
+0:68 'S' (temp structure{temp highp int x})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:69 x: direct index for structure (highp int)\r
-0:69 'S' (structure{highp int x})\r
+0:69 x: direct index for structure (temp highp int)\r
+0:69 'S' (temp structure{temp highp int x})\r
0:69 Constant:\r
0:69 0 (const int)\r
0:73 Constant:\r
0:73 0.000000\r
0:? Linker Objects\r
-0:? 'b' (bool)\r
-0:? 'tan' (highp float)\r
-0:? 's' (smooth out structure{highp float f})\r
+0:? 'b' (global bool)\r
+0:? 'tan' (global highp float)\r
+0:? 's' (smooth out structure{global highp float f})\r
\r
\r
Shader version: 110\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: f(i1;i1;i1; (int)\r
+0:3 Function Definition: f(i1;i1;i1; (global int)\r
0:3 Function Parameters: \r
0:3 'a' (in int)\r
0:3 'b' (in int)\r
0:? Sequence\r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (float)\r
-0:8 'a' (float)\r
-0:8 add (float)\r
-0:8 Convert int to float (float)\r
+0:8 move second child to first child (temp float)\r
+0:8 'a' (temp float)\r
+0:8 add (temp float)\r
+0:8 Convert int to float (temp float)\r
0:8 'a' (in int)\r
0:8 Constant:\r
0:8 1.000000\r
0:11 Branch: Return with expression\r
0:11 'a' (in int)\r
-0:25 Function Definition: cos(f1; (float)\r
+0:25 Function Definition: cos(f1; (global float)\r
0:25 Function Parameters: \r
0:25 'x' (in float)\r
0:27 Sequence\r
0:27 Branch: Return with expression\r
0:27 Constant:\r
0:27 1.000000\r
-0:29 Function Definition: radians(b1; (bool)\r
+0:29 Function Definition: radians(b1; (global bool)\r
0:29 Function Parameters: \r
0:29 'x' (in bool)\r
0:31 Sequence\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 true (const bool)\r
-0:36 Function Definition: main( (void)\r
+0:36 Function Definition: main( (global void)\r
0:36 Function Parameters: \r
0:? Sequence\r
-0:39 Function Call: g( (int)\r
-0:42 'sin' (float)\r
-0:43 Function Call: sin(f1; (float)\r
+0:39 Function Call: g( (temp int)\r
+0:42 'sin' (temp float)\r
+0:43 Function Call: sin(f1; (global float)\r
0:43 Constant:\r
0:43 0.700000\r
-0:44 Function Call: f(i1;i1;i1; (int)\r
+0:44 Function Call: f(i1;i1;i1; (global int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:47 move second child to first child (float)\r
-0:47 'f' (float)\r
+0:47 move second child to first child (temp float)\r
+0:47 'f' (temp float)\r
0:47 Constant:\r
0:47 3.000000\r
-0:49 move second child to first child (4-component vector of float)\r
+0:49 move second child to first child (temp 4-component vector of float)\r
0:49 'gl_Position' (gl_Position 4-component vector of float)\r
-0:49 Construct vec4 (4-component vector of float)\r
-0:49 'f' (float)\r
+0:49 Construct vec4 (temp 4-component vector of float)\r
+0:49 'f' (temp float)\r
0:51 Sequence\r
0:51 Sequence\r
-0:51 move second child to first child (int)\r
-0:51 'f' (int)\r
+0:51 move second child to first child (temp int)\r
+0:51 'f' (temp int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Loop with condition tested first\r
0:51 Loop Condition\r
-0:51 Compare Less Than (bool)\r
-0:51 'f' (int)\r
+0:51 Compare Less Than (temp bool)\r
+0:51 'f' (temp int)\r
0:51 Constant:\r
0:51 10 (const int)\r
0:51 Loop Body\r
-0:52 Pre-Increment (int)\r
-0:52 'f' (int)\r
+0:52 Pre-Increment (temp int)\r
+0:52 'f' (temp int)\r
0:51 Loop Terminal Expression\r
-0:51 Pre-Increment (int)\r
-0:51 'f' (int)\r
+0:51 Pre-Increment (temp int)\r
+0:51 'f' (temp int)\r
0:54 Sequence\r
-0:54 move second child to first child (int)\r
-0:54 'x' (int)\r
+0:54 move second child to first child (temp int)\r
+0:54 'x' (temp int)\r
0:54 Constant:\r
0:54 1 (const int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (float)\r
-0:56 'x' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'x' (temp float)\r
0:56 Constant:\r
0:56 2.000000\r
-0:56 move second child to first child (float)\r
-0:56 'y' (float)\r
-0:56 'x' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'y' (temp float)\r
+0:56 'x' (temp float)\r
0:60 Sequence\r
0:60 Sequence\r
-0:60 move second child to first child (int)\r
-0:60 'x' (int)\r
-0:60 'x' (int)\r
+0:60 move second child to first child (temp int)\r
+0:60 'x' (temp int)\r
+0:60 'x' (temp int)\r
0:68 Sequence\r
0:68 Sequence\r
-0:68 move second child to first child (structure{int x})\r
-0:68 'S' (structure{int x})\r
+0:68 move second child to first child (temp structure{temp int x})\r
+0:68 'S' (temp structure{temp int x})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:69 x: direct index for structure (int)\r
-0:69 'S' (structure{int x})\r
+0:69 x: direct index for structure (temp int)\r
+0:69 'S' (temp structure{temp int x})\r
0:69 Constant:\r
0:69 0 (const int)\r
0:73 Constant:\r
0:73 183.346494\r
0:? Linker Objects\r
-0:? 'b' (bool)\r
-0:? 'c' (bool)\r
-0:? 'f' (float)\r
-0:? 'tan' (float)\r
+0:? 'b' (global bool)\r
+0:? 'c' (global bool)\r
+0:? 'f' (global float)\r
+0:? 'tan' (global float)\r
\r
\r
Linked vertex stage:\r
\r
Shader version: 110\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: f(i1;i1;i1; (int)\r
+0:3 Function Definition: f(i1;i1;i1; (global int)\r
0:3 Function Parameters: \r
0:3 'a' (in int)\r
0:3 'b' (in int)\r
0:? Sequence\r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (float)\r
-0:8 'a' (float)\r
-0:8 add (float)\r
-0:8 Convert int to float (float)\r
+0:8 move second child to first child (temp float)\r
+0:8 'a' (temp float)\r
+0:8 add (temp float)\r
+0:8 Convert int to float (temp float)\r
0:8 'a' (in int)\r
0:8 Constant:\r
0:8 1.000000\r
0:11 Branch: Return with expression\r
0:11 'a' (in int)\r
-0:25 Function Definition: cos(f1; (float)\r
+0:25 Function Definition: cos(f1; (global float)\r
0:25 Function Parameters: \r
0:25 'x' (in float)\r
0:27 Sequence\r
0:27 Branch: Return with expression\r
0:27 Constant:\r
0:27 1.000000\r
-0:29 Function Definition: radians(b1; (bool)\r
+0:29 Function Definition: radians(b1; (global bool)\r
0:29 Function Parameters: \r
0:29 'x' (in bool)\r
0:31 Sequence\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 true (const bool)\r
-0:36 Function Definition: main( (void)\r
+0:36 Function Definition: main( (global void)\r
0:36 Function Parameters: \r
0:? Sequence\r
-0:39 Function Call: g( (int)\r
-0:42 'sin' (float)\r
-0:43 Function Call: sin(f1; (float)\r
+0:39 Function Call: g( (temp int)\r
+0:42 'sin' (temp float)\r
+0:43 Function Call: sin(f1; (global float)\r
0:43 Constant:\r
0:43 0.700000\r
-0:44 Function Call: f(i1;i1;i1; (int)\r
+0:44 Function Call: f(i1;i1;i1; (global int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:47 move second child to first child (float)\r
-0:47 'f' (float)\r
+0:47 move second child to first child (temp float)\r
+0:47 'f' (temp float)\r
0:47 Constant:\r
0:47 3.000000\r
-0:49 move second child to first child (4-component vector of float)\r
+0:49 move second child to first child (temp 4-component vector of float)\r
0:49 'gl_Position' (gl_Position 4-component vector of float)\r
-0:49 Construct vec4 (4-component vector of float)\r
-0:49 'f' (float)\r
+0:49 Construct vec4 (temp 4-component vector of float)\r
+0:49 'f' (temp float)\r
0:51 Sequence\r
0:51 Sequence\r
-0:51 move second child to first child (int)\r
-0:51 'f' (int)\r
+0:51 move second child to first child (temp int)\r
+0:51 'f' (temp int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Loop with condition tested first\r
0:51 Loop Condition\r
-0:51 Compare Less Than (bool)\r
-0:51 'f' (int)\r
+0:51 Compare Less Than (temp bool)\r
+0:51 'f' (temp int)\r
0:51 Constant:\r
0:51 10 (const int)\r
0:51 Loop Body\r
-0:52 Pre-Increment (int)\r
-0:52 'f' (int)\r
+0:52 Pre-Increment (temp int)\r
+0:52 'f' (temp int)\r
0:51 Loop Terminal Expression\r
-0:51 Pre-Increment (int)\r
-0:51 'f' (int)\r
+0:51 Pre-Increment (temp int)\r
+0:51 'f' (temp int)\r
0:54 Sequence\r
-0:54 move second child to first child (int)\r
-0:54 'x' (int)\r
+0:54 move second child to first child (temp int)\r
+0:54 'x' (temp int)\r
0:54 Constant:\r
0:54 1 (const int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (float)\r
-0:56 'x' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'x' (temp float)\r
0:56 Constant:\r
0:56 2.000000\r
-0:56 move second child to first child (float)\r
-0:56 'y' (float)\r
-0:56 'x' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'y' (temp float)\r
+0:56 'x' (temp float)\r
0:60 Sequence\r
0:60 Sequence\r
-0:60 move second child to first child (int)\r
-0:60 'x' (int)\r
-0:60 'x' (int)\r
+0:60 move second child to first child (temp int)\r
+0:60 'x' (temp int)\r
+0:60 'x' (temp int)\r
0:68 Sequence\r
0:68 Sequence\r
-0:68 move second child to first child (structure{int x})\r
-0:68 'S' (structure{int x})\r
+0:68 move second child to first child (temp structure{temp int x})\r
+0:68 'S' (temp structure{temp int x})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:69 x: direct index for structure (int)\r
-0:69 'S' (structure{int x})\r
+0:69 x: direct index for structure (temp int)\r
+0:69 'S' (temp structure{temp int x})\r
0:69 Constant:\r
0:69 0 (const int)\r
0:73 Constant:\r
0:73 183.346494\r
0:? Linker Objects\r
-0:? 'b' (bool)\r
-0:? 'c' (bool)\r
-0:? 'f' (float)\r
-0:? 'tan' (float)\r
+0:? 'b' (global bool)\r
+0:? 'c' (global bool)\r
+0:? 'f' (global float)\r
+0:? 'tan' (global float)\r
\r
120.frag\r
ERROR: 0:9: 'in for stage inputs' : not supported for this version or the enabled extensions \r
ERROR: 0:10: 'out for stage outputs' : not supported for this version or the enabled extensions \r
-ERROR: 0:54: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type '2-component vector of float' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)\r
-ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'uniform 4X2 matrix of float' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)\r
+ERROR: 0:54: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp 2-component vector of float' and a right operand of type 'temp 3-component vector of float' (or there is no acceptable conversion)\r
+ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'uniform 4X2 matrix of float' and a right operand of type 'temp 3-component vector of float' (or there is no acceptable conversion)\r
ERROR: 0:56: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'uniform 4X2 matrix of float' and a right operand of type 'smooth in 4-component vector of float' (or there is no acceptable conversion)\r
-ERROR: 0:57: '=' : cannot convert from 'const float' to 'int'\r
-ERROR: 0:58: 'assign' : cannot convert from 'bool' to 'float'\r
-ERROR: 0:59: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'int' and a right operand of type 'bool' (or there is no acceptable conversion)\r
-ERROR: 0:60: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'bool' and a right operand of type 'int' (or there is no acceptable conversion)\r
-ERROR: 0:60: 'assign' : cannot convert from 'bool' to 'float'\r
-ERROR: 0:61: 'assign' : cannot convert from 'int' to 'bool'\r
-ERROR: 0:62: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'bool' and a right operand of type 'float' (or there is no acceptable conversion)\r
+ERROR: 0:57: '=' : cannot convert from 'const float' to 'temp int'\r
+ERROR: 0:58: 'assign' : cannot convert from 'temp bool' to 'temp float'\r
+ERROR: 0:59: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp int' and a right operand of type 'temp bool' (or there is no acceptable conversion)\r
+ERROR: 0:60: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp int' (or there is no acceptable conversion)\r
+ERROR: 0:60: 'assign' : cannot convert from 'temp bool' to 'temp float'\r
+ERROR: 0:61: 'assign' : cannot convert from 'temp int' to 'temp bool'\r
+ERROR: 0:62: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp float' (or there is no acceptable conversion)\r
ERROR: 0:63: 'bitwise-or assign' : not supported for this version or the enabled extensions \r
-ERROR: 0:63: 'assign' : cannot convert from 'bool' to 'float'\r
-ERROR: 0:79: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type '4-component vector of float' and a right operand of type '4X4 matrix of float' (or there is no acceptable conversion)\r
-ERROR: 0:79: 'assign' : cannot convert from '4X4 matrix of float' to 'fragColor 4-component vector of float'\r
+ERROR: 0:63: 'assign' : cannot convert from 'temp bool' to 'temp float'\r
+ERROR: 0:79: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type 'temp 4-component vector of float' and a right operand of type 'temp 4X4 matrix of float' (or there is no acceptable conversion)\r
+ERROR: 0:79: 'assign' : cannot convert from 'temp 4X4 matrix of float' to 'fragColor 4-component vector of float'\r
ERROR: 0:82: 'xr' : illegal - vector component fields not from the same set \r
ERROR: 0:83: 'xyxyx' : illegal vector field selection \r
ERROR: 0:83: 'scalar swizzle' : not supported for this version or the enabled extensions \r
ERROR: 0:115: 'return' : void function cannot return a value \r
ERROR: 0:125: 'gl_TexCoord' : redeclaration of array with size \r
ERROR: 0:152: 'matrixCompMult' : no matching overloaded function found \r
-ERROR: 0:152: '=' : cannot convert from 'const float' to '3X2 matrix of float'\r
+ERROR: 0:152: '=' : cannot convert from 'const float' to 'temp 3X2 matrix of float'\r
ERROR: 0:153: 'matrixCompMult' : no matching overloaded function found \r
-ERROR: 0:153: '=' : cannot convert from 'const float' to '3X4 matrix of float'\r
+ERROR: 0:153: '=' : cannot convert from 'const float' to 'temp 3X4 matrix of float'\r
ERROR: 0:160: 'constructor' : not enough data provided for construction \r
-ERROR: 0:160: '=' : cannot convert from 'const float' to '4X4 matrix of float'\r
+ERROR: 0:160: '=' : cannot convert from 'const float' to 'temp 4X4 matrix of float'\r
ERROR: 0:161: 'constructor' : too many arguments \r
-ERROR: 0:161: '=' : cannot convert from 'const float' to '4X4 matrix of float'\r
+ERROR: 0:161: '=' : cannot convert from 'const float' to 'temp 4X4 matrix of float'\r
ERROR: 0:165: 'constructor' : matrix constructed from matrix can only have one argument \r
ERROR: 0:166: 'constructor' : matrix constructed from matrix can only have one argument \r
ERROR: 0:172: 'constructor' : array constructor needs one argument per array element \r
-ERROR: 0:172: '=' : cannot convert from 'const float' to '2-element array of 3X3 matrix of float'\r
+ERROR: 0:172: '=' : cannot convert from 'const float' to 'temp 2-element array of 3X3 matrix of float'\r
ERROR: 0:184: 'texture2DLod' : required extension not requested: GL_ARB_shader_texture_lod\r
ERROR: 0:185: 'texture3DProjLod' : required extension not requested: GL_ARB_shader_texture_lod\r
ERROR: 0:186: 'texture1DProjLod' : required extension not requested: GL_ARB_shader_texture_lod\r
ERROR: 0:190: 'texture2DProjGradARB' : required extension not requested: GL_ARB_shader_texture_lod\r
ERROR: 0:191: 'shadow2DProjGradARB' : required extension not requested: GL_ARB_shader_texture_lod\r
ERROR: 0:209: 'shadow2DRectProjGradARB' : no matching overloaded function found \r
-ERROR: 0:209: 'assign' : cannot convert from 'const float' to '4-component vector of float'\r
+ERROR: 0:209: 'assign' : cannot convert from 'const float' to 'temp 4-component vector of float'\r
ERROR: 0:212: 'sampler2DRect' : Reserved word. \r
ERROR: 53 compilation errors. No code generated.\r
\r
Requested GL_ARB_shader_texture_lod\r
Requested GL_ARB_texture_rectangle\r
ERROR: node is still EOpNull!\r
-0:21 Function Definition: main( (void)\r
+0:21 Function Definition: main( (global void)\r
0:21 Function Parameters: \r
0:23 Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (2X3 matrix of float)\r
-0:23 'm23' (2X3 matrix of float)\r
-0:23 Construct mat2x3 (2X3 matrix of float)\r
+0:23 move second child to first child (temp 2X3 matrix of float)\r
+0:23 'm23' (temp 2X3 matrix of float)\r
+0:23 Construct mat2x3 (temp 2X3 matrix of float)\r
0:23 'm' (uniform 4X2 matrix of float)\r
0:27 Sequence\r
-0:27 move second child to first child (structure{float f})\r
-0:27 'sv' (structure{float f})\r
-0:27 Construct structure (structure{float f})\r
-0:27 Convert int to float (float)\r
-0:27 'a' (int)\r
+0:27 move second child to first child (temp structure{global float f})\r
+0:27 'sv' (temp structure{global float f})\r
+0:27 Construct structure (temp structure{global float f})\r
+0:27 Convert int to float (temp float)\r
+0:27 'a' (temp int)\r
0:28 Sequence\r
-0:28 move second child to first child (2-element array of float)\r
-0:28 'ia' (2-element array of float)\r
-0:28 Construct float (2-element array of float)\r
+0:28 move second child to first child (temp 2-element array of float)\r
+0:28 'ia' (temp 2-element array of float)\r
+0:28 Construct float (temp 2-element array of float)\r
0:28 Constant:\r
0:28 3.000000\r
-0:28 direct index (float)\r
+0:28 direct index (temp float)\r
0:28 'i' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 1 (const int)\r
0:29 Sequence\r
-0:29 move second child to first child (float)\r
-0:29 'f1' (float)\r
+0:29 move second child to first child (temp float)\r
+0:29 'f1' (temp float)\r
0:29 Constant:\r
0:29 1.000000\r
0:30 Sequence\r
-0:30 move second child to first child (float)\r
-0:30 'f' (float)\r
-0:30 Convert int to float (float)\r
-0:30 'a' (int)\r
-0:31 move second child to first child (float)\r
-0:31 'f' (float)\r
-0:31 Convert int to float (float)\r
-0:31 'a' (int)\r
+0:30 move second child to first child (temp float)\r
+0:30 'f' (temp float)\r
+0:30 Convert int to float (temp float)\r
+0:30 'a' (temp int)\r
+0:31 move second child to first child (temp float)\r
+0:31 'f' (temp float)\r
+0:31 Convert int to float (temp float)\r
+0:31 'a' (temp int)\r
0:33 Sequence\r
-0:33 move second child to first child (3-component vector of float)\r
-0:33 'v3' (3-component vector of float)\r
-0:33 Convert int to float (3-component vector of float)\r
-0:33 'iv3' (3-component vector of int)\r
-0:34 move second child to first child (float)\r
-0:34 'f' (float)\r
-0:34 add (float)\r
-0:34 'f' (float)\r
-0:34 Convert int to float (float)\r
-0:34 'a' (int)\r
-0:35 move second child to first child (float)\r
-0:35 'f' (float)\r
-0:35 subtract (float)\r
-0:35 Convert int to float (float)\r
-0:35 'a' (int)\r
-0:35 'f' (float)\r
-0:36 add second child into first child (float)\r
-0:36 'f' (float)\r
-0:36 Convert int to float (float)\r
-0:36 'a' (int)\r
-0:37 move second child to first child (float)\r
-0:37 'f' (float)\r
-0:37 subtract (float)\r
-0:37 Convert int to float (float)\r
-0:37 'a' (int)\r
-0:37 'f' (float)\r
-0:38 multiply second child into first child (3-component vector of float)\r
-0:38 'v3' (3-component vector of float)\r
-0:38 Convert int to float (3-component vector of float)\r
-0:38 'iv3' (3-component vector of int)\r
-0:39 move second child to first child (3-component vector of float)\r
-0:39 'v3' (3-component vector of float)\r
-0:39 divide (3-component vector of float)\r
-0:39 Convert int to float (3-component vector of float)\r
-0:39 'iv3' (3-component vector of int)\r
+0:33 move second child to first child (temp 3-component vector of float)\r
+0:33 'v3' (temp 3-component vector of float)\r
+0:33 Convert int to float (temp 3-component vector of float)\r
+0:33 'iv3' (temp 3-component vector of int)\r
+0:34 move second child to first child (temp float)\r
+0:34 'f' (temp float)\r
+0:34 add (temp float)\r
+0:34 'f' (temp float)\r
+0:34 Convert int to float (temp float)\r
+0:34 'a' (temp int)\r
+0:35 move second child to first child (temp float)\r
+0:35 'f' (temp float)\r
+0:35 subtract (temp float)\r
+0:35 Convert int to float (temp float)\r
+0:35 'a' (temp int)\r
+0:35 'f' (temp float)\r
+0:36 add second child into first child (temp float)\r
+0:36 'f' (temp float)\r
+0:36 Convert int to float (temp float)\r
+0:36 'a' (temp int)\r
+0:37 move second child to first child (temp float)\r
+0:37 'f' (temp float)\r
+0:37 subtract (temp float)\r
+0:37 Convert int to float (temp float)\r
+0:37 'a' (temp int)\r
+0:37 'f' (temp float)\r
+0:38 multiply second child into first child (temp 3-component vector of float)\r
+0:38 'v3' (temp 3-component vector of float)\r
+0:38 Convert int to float (temp 3-component vector of float)\r
+0:38 'iv3' (temp 3-component vector of int)\r
+0:39 move second child to first child (temp 3-component vector of float)\r
+0:39 'v3' (temp 3-component vector of float)\r
+0:39 divide (temp 3-component vector of float)\r
+0:39 Convert int to float (temp 3-component vector of float)\r
+0:39 'iv3' (temp 3-component vector of int)\r
0:39 Constant:\r
0:39 2.000000\r
-0:40 move second child to first child (3-component vector of float)\r
-0:40 'v3' (3-component vector of float)\r
-0:40 vector-scale (3-component vector of float)\r
+0:40 move second child to first child (temp 3-component vector of float)\r
+0:40 'v3' (temp 3-component vector of float)\r
+0:40 vector-scale (temp 3-component vector of float)\r
0:40 Constant:\r
0:40 3.000000\r
-0:40 Convert int to float (3-component vector of float)\r
-0:40 'iv3' (3-component vector of int)\r
-0:41 move second child to first child (3-component vector of float)\r
-0:41 'v3' (3-component vector of float)\r
-0:41 vector-scale (3-component vector of float)\r
+0:40 Convert int to float (temp 3-component vector of float)\r
+0:40 'iv3' (temp 3-component vector of int)\r
+0:41 move second child to first child (temp 3-component vector of float)\r
+0:41 'v3' (temp 3-component vector of float)\r
+0:41 vector-scale (temp 3-component vector of float)\r
0:41 Constant:\r
0:41 2.000000\r
-0:41 'v3' (3-component vector of float)\r
-0:42 move second child to first child (3-component vector of float)\r
-0:42 'v3' (3-component vector of float)\r
-0:42 subtract (3-component vector of float)\r
-0:42 'v3' (3-component vector of float)\r
+0:41 'v3' (temp 3-component vector of float)\r
+0:42 move second child to first child (temp 3-component vector of float)\r
+0:42 'v3' (temp 3-component vector of float)\r
+0:42 subtract (temp 3-component vector of float)\r
+0:42 'v3' (temp 3-component vector of float)\r
0:42 Constant:\r
0:42 2.000000\r
-0:43 Test condition and select (void)\r
+0:43 Test condition and select (temp void)\r
0:43 Condition\r
-0:47 logical-or (bool)\r
-0:46 logical-or (bool)\r
-0:45 logical-or (bool)\r
-0:44 logical-or (bool)\r
-0:43 logical-or (bool)\r
-0:43 Compare Less Than (bool)\r
-0:43 'f' (float)\r
-0:43 Convert int to float (float)\r
-0:43 'a' (int)\r
-0:44 Compare Less Than or Equal (bool)\r
-0:44 Convert int to float (float)\r
-0:44 'a' (int)\r
-0:44 'f' (float)\r
-0:45 Compare Greater Than (bool)\r
-0:45 'f' (float)\r
-0:45 Convert int to float (float)\r
-0:45 'a' (int)\r
-0:46 Compare Greater Than or Equal (bool)\r
-0:46 'f' (float)\r
-0:46 Convert int to float (float)\r
-0:46 'a' (int)\r
-0:47 Compare Equal (bool)\r
-0:47 Convert int to float (float)\r
-0:47 'a' (int)\r
-0:47 'f' (float)\r
-0:48 Compare Not Equal (bool)\r
-0:48 'f' (float)\r
-0:48 Convert int to float (float)\r
-0:48 'a' (int)\r
+0:47 logical-or (temp bool)\r
+0:46 logical-or (temp bool)\r
+0:45 logical-or (temp bool)\r
+0:44 logical-or (temp bool)\r
+0:43 logical-or (temp bool)\r
+0:43 Compare Less Than (temp bool)\r
+0:43 'f' (temp float)\r
+0:43 Convert int to float (temp float)\r
+0:43 'a' (temp int)\r
+0:44 Compare Less Than or Equal (temp bool)\r
+0:44 Convert int to float (temp float)\r
+0:44 'a' (temp int)\r
+0:44 'f' (temp float)\r
+0:45 Compare Greater Than (temp bool)\r
+0:45 'f' (temp float)\r
+0:45 Convert int to float (temp float)\r
+0:45 'a' (temp int)\r
+0:46 Compare Greater Than or Equal (temp bool)\r
+0:46 'f' (temp float)\r
+0:46 Convert int to float (temp float)\r
+0:46 'a' (temp int)\r
+0:47 Compare Equal (temp bool)\r
+0:47 Convert int to float (temp float)\r
+0:47 'a' (temp int)\r
+0:47 'f' (temp float)\r
+0:48 Compare Not Equal (temp bool)\r
+0:48 'f' (temp float)\r
+0:48 Convert int to float (temp float)\r
+0:48 'a' (temp int)\r
0:43 true case is null\r
-0:49 move second child to first child (float)\r
-0:49 'f' (float)\r
-0:49 Test condition and select (float)\r
+0:49 move second child to first child (temp float)\r
+0:49 'f' (temp float)\r
+0:49 Test condition and select (temp float)\r
0:49 Condition\r
-0:49 'b' (bool)\r
+0:49 'b' (temp bool)\r
0:49 true case\r
-0:49 Convert int to float (float)\r
-0:49 'a' (int)\r
+0:49 Convert int to float (temp float)\r
+0:49 'a' (temp int)\r
0:49 false case\r
-0:49 'f' (float)\r
-0:50 move second child to first child (float)\r
-0:50 'f' (float)\r
-0:50 Test condition and select (float)\r
+0:49 'f' (temp float)\r
+0:50 move second child to first child (temp float)\r
+0:50 'f' (temp float)\r
+0:50 Test condition and select (temp float)\r
0:50 Condition\r
-0:50 'b' (bool)\r
+0:50 'b' (temp bool)\r
0:50 true case\r
-0:50 'f' (float)\r
+0:50 'f' (temp float)\r
0:50 false case\r
-0:50 Convert int to float (float)\r
-0:50 'a' (int)\r
-0:51 move second child to first child (float)\r
-0:51 'f' (float)\r
-0:51 Convert int to float (float)\r
-0:51 Test condition and select (int)\r
+0:50 Convert int to float (temp float)\r
+0:50 'a' (temp int)\r
+0:51 move second child to first child (temp float)\r
+0:51 'f' (temp float)\r
+0:51 Convert int to float (temp float)\r
+0:51 Test condition and select (temp int)\r
0:51 Condition\r
-0:51 'b' (bool)\r
+0:51 'b' (temp bool)\r
0:51 true case\r
-0:51 'a' (int)\r
+0:51 'a' (temp int)\r
0:51 false case\r
-0:51 'a' (int)\r
+0:51 'a' (temp int)\r
0:52 Sequence\r
-0:52 move second child to first child (structure{float f})\r
-0:52 'news' (structure{float f})\r
-0:52 'sv' (structure{float f})\r
-0:54 vector swizzle (2-component vector of float)\r
+0:52 move second child to first child (temp structure{global float f})\r
+0:52 'news' (temp structure{global float f})\r
+0:52 'sv' (temp structure{global float f})\r
+0:54 vector swizzle (temp 2-component vector of float)\r
0:54 'i' (smooth in 4-component vector of float)\r
0:54 Sequence\r
0:54 Constant:\r
0:54 1 (const int)\r
0:55 'm' (uniform 4X2 matrix of float)\r
0:56 'm' (uniform 4X2 matrix of float)\r
-0:58 'f' (float)\r
-0:59 move second child to first child (float)\r
-0:59 'f' (float)\r
-0:59 Convert int to float (float)\r
-0:59 'a' (int)\r
-0:60 'f' (float)\r
-0:61 'b' (bool)\r
-0:62 move second child to first child (bool)\r
-0:62 'b' (bool)\r
-0:62 'b' (bool)\r
-0:63 'f' (float)\r
-0:65 move second child to first child (4-component vector of float)\r
+0:58 'f' (temp float)\r
+0:59 move second child to first child (temp float)\r
+0:59 'f' (temp float)\r
+0:59 Convert int to float (temp float)\r
+0:59 'a' (temp int)\r
+0:60 'f' (temp float)\r
+0:61 'b' (temp bool)\r
+0:62 move second child to first child (temp bool)\r
+0:62 'b' (temp bool)\r
+0:62 'b' (temp bool)\r
+0:63 'f' (temp float)\r
+0:65 move second child to first child (temp 4-component vector of float)\r
0:65 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:65 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:65 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:65 's2D' (uniform sampler2D)\r
0:65 'centTexCoord' (centroid smooth in 2-component vector of float)\r
0:? Sequence\r
0:79 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:82 direct index (float)\r
+0:82 direct index (temp float)\r
0:82 'gl_FragColor' (fragColor 4-component vector of float)\r
0:82 Constant:\r
0:82 0 (const int)\r
-0:83 direct index (float)\r
+0:83 direct index (temp float)\r
0:83 'gl_FragColor' (fragColor 4-component vector of float)\r
0:83 Constant:\r
0:83 0 (const int)\r
-0:84 direct index (float)\r
+0:84 direct index (temp float)\r
0:84 'centTexCoord' (centroid smooth in 2-component vector of float)\r
0:84 Constant:\r
0:84 0 (const int)\r
-0:85 move second child to first child (bool)\r
-0:85 Comma (bool)\r
-0:85 'a' (int)\r
-0:85 'b' (bool)\r
+0:85 move second child to first child (temp bool)\r
+0:85 Comma (temp bool)\r
+0:85 'a' (temp int)\r
+0:85 'b' (temp bool)\r
0:85 Constant:\r
0:85 true (const bool)\r
-0:91 Function Definition: main( (int)\r
+0:91 Function Definition: main( (global int)\r
0:91 Function Parameters: \r
-0:92 Function Definition: main(i1; (void)\r
+0:92 Function Definition: main(i1; (global void)\r
0:92 Function Parameters: \r
0:92 'a' (in int)\r
-0:97 Function Definition: foo(f1; (int)\r
+0:97 Function Definition: foo(f1; (global int)\r
0:97 Function Parameters: \r
0:97 'a' (out float)\r
0:99 Sequence\r
0:99 Branch: Return with expression\r
0:99 Constant:\r
0:99 3.200000\r
-0:100 Function Call: foo(f1; (int)\r
+0:100 Function Call: foo(f1; (global int)\r
0:100 'a' (out float)\r
-0:103 Function Definition: gen(vf3; (bool)\r
+0:103 Function Definition: gen(vf3; (global bool)\r
0:103 Function Parameters: \r
0:103 'v' (in 3-component vector of float)\r
0:105 Sequence\r
-0:105 Test condition and select (void)\r
+0:105 Test condition and select (temp void)\r
0:105 Condition\r
-0:105 logical-and (bool)\r
-0:105 Compare Less Than (bool)\r
-0:105 Absolute value (float)\r
-0:105 direct index (float)\r
+0:105 logical-and (temp bool)\r
+0:105 Compare Less Than (temp bool)\r
+0:105 Absolute value (global float)\r
+0:105 direct index (temp float)\r
0:105 'v' (in 3-component vector of float)\r
0:105 Constant:\r
0:105 0 (const int)\r
0:105 Constant:\r
0:105 0.000100\r
-0:105 Compare Less Than (bool)\r
-0:105 Absolute value (float)\r
-0:105 direct index (float)\r
+0:105 Compare Less Than (temp bool)\r
+0:105 Absolute value (global float)\r
+0:105 direct index (temp float)\r
0:105 'v' (in 3-component vector of float)\r
0:105 Constant:\r
0:105 1 (const int)\r
0:106 Branch: Return with expression\r
0:106 Constant:\r
0:106 true (const bool)\r
-0:109 Function Definition: v1( (void)\r
+0:109 Function Definition: v1( (global void)\r
0:109 Function Parameters: \r
-0:113 Function Definition: v2( (void)\r
+0:113 Function Definition: v2( (global void)\r
0:113 Function Parameters: \r
0:115 Sequence\r
0:115 Branch: Return\r
-0:118 Function Definition: atest( (void)\r
+0:118 Function Definition: atest( (global void)\r
0:118 Function Parameters: \r
0:120 Sequence\r
0:120 Sequence\r
-0:120 move second child to first child (4-component vector of float)\r
-0:120 'v' (4-component vector of float)\r
-0:120 direct index (smooth 4-component vector of float)\r
+0:120 move second child to first child (temp 4-component vector of float)\r
+0:120 'v' (temp 4-component vector of float)\r
+0:120 direct index (smooth temp 4-component vector of float)\r
0:120 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:120 Constant:\r
0:120 1 (const int)\r
-0:121 add second child into first child (4-component vector of float)\r
-0:121 'v' (4-component vector of float)\r
-0:121 direct index (smooth 4-component vector of float)\r
+0:121 add second child into first child (temp 4-component vector of float)\r
+0:121 'v' (temp 4-component vector of float)\r
+0:121 direct index (smooth temp 4-component vector of float)\r
0:121 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:121 Constant:\r
0:121 3 (const int)\r
-0:139 Function Definition: foo123( (void)\r
+0:139 Function Definition: foo123( (global void)\r
0:139 Function Parameters: \r
0:141 Sequence\r
0:141 Sequence\r
-0:141 move second child to first child (2X2 matrix of float)\r
-0:141 'r2' (2X2 matrix of float)\r
-0:141 component-wise multiply (2X2 matrix of float)\r
-0:141 'm22' (2X2 matrix of float)\r
-0:141 'm22' (2X2 matrix of float)\r
+0:141 move second child to first child (temp 2X2 matrix of float)\r
+0:141 'r2' (temp 2X2 matrix of float)\r
+0:141 component-wise multiply (global 2X2 matrix of float)\r
+0:141 'm22' (global 2X2 matrix of float)\r
+0:141 'm22' (global 2X2 matrix of float)\r
0:142 Sequence\r
-0:142 move second child to first child (3X3 matrix of float)\r
-0:142 'r3' (3X3 matrix of float)\r
-0:142 component-wise multiply (3X3 matrix of float)\r
-0:142 'm33' (3X3 matrix of float)\r
-0:142 'm33' (3X3 matrix of float)\r
+0:142 move second child to first child (temp 3X3 matrix of float)\r
+0:142 'r3' (temp 3X3 matrix of float)\r
+0:142 component-wise multiply (global 3X3 matrix of float)\r
+0:142 'm33' (global 3X3 matrix of float)\r
+0:142 'm33' (global 3X3 matrix of float)\r
0:143 Sequence\r
-0:143 move second child to first child (4X4 matrix of float)\r
-0:143 'r4' (4X4 matrix of float)\r
-0:143 component-wise multiply (4X4 matrix of float)\r
-0:143 'm44' (4X4 matrix of float)\r
-0:143 'm44' (4X4 matrix of float)\r
+0:143 move second child to first child (temp 4X4 matrix of float)\r
+0:143 'r4' (temp 4X4 matrix of float)\r
+0:143 component-wise multiply (global 4X4 matrix of float)\r
+0:143 'm44' (global 4X4 matrix of float)\r
+0:143 'm44' (global 4X4 matrix of float)\r
0:145 Sequence\r
-0:145 move second child to first child (2X3 matrix of float)\r
-0:145 'r23' (2X3 matrix of float)\r
-0:145 component-wise multiply (2X3 matrix of float)\r
-0:145 'm23' (2X3 matrix of float)\r
-0:145 'm23' (2X3 matrix of float)\r
+0:145 move second child to first child (temp 2X3 matrix of float)\r
+0:145 'r23' (temp 2X3 matrix of float)\r
+0:145 component-wise multiply (global 2X3 matrix of float)\r
+0:145 'm23' (global 2X3 matrix of float)\r
+0:145 'm23' (global 2X3 matrix of float)\r
0:146 Sequence\r
-0:146 move second child to first child (2X4 matrix of float)\r
-0:146 'r24' (2X4 matrix of float)\r
-0:146 component-wise multiply (2X4 matrix of float)\r
-0:146 'm24' (2X4 matrix of float)\r
-0:146 'm24' (2X4 matrix of float)\r
+0:146 move second child to first child (temp 2X4 matrix of float)\r
+0:146 'r24' (temp 2X4 matrix of float)\r
+0:146 component-wise multiply (global 2X4 matrix of float)\r
+0:146 'm24' (global 2X4 matrix of float)\r
+0:146 'm24' (global 2X4 matrix of float)\r
0:147 Sequence\r
-0:147 move second child to first child (3X2 matrix of float)\r
-0:147 'r32' (3X2 matrix of float)\r
-0:147 component-wise multiply (3X2 matrix of float)\r
-0:147 'm32' (3X2 matrix of float)\r
-0:147 'm32' (3X2 matrix of float)\r
+0:147 move second child to first child (temp 3X2 matrix of float)\r
+0:147 'r32' (temp 3X2 matrix of float)\r
+0:147 component-wise multiply (global 3X2 matrix of float)\r
+0:147 'm32' (global 3X2 matrix of float)\r
+0:147 'm32' (global 3X2 matrix of float)\r
0:148 Sequence\r
-0:148 move second child to first child (3X4 matrix of float)\r
-0:148 'r34' (3X4 matrix of float)\r
-0:148 component-wise multiply (3X4 matrix of float)\r
-0:148 'm34' (3X4 matrix of float)\r
-0:148 'm34' (3X4 matrix of float)\r
+0:148 move second child to first child (temp 3X4 matrix of float)\r
+0:148 'r34' (temp 3X4 matrix of float)\r
+0:148 component-wise multiply (global 3X4 matrix of float)\r
+0:148 'm34' (global 3X4 matrix of float)\r
+0:148 'm34' (global 3X4 matrix of float)\r
0:149 Sequence\r
-0:149 move second child to first child (4X2 matrix of float)\r
-0:149 'r42' (4X2 matrix of float)\r
-0:149 component-wise multiply (4X2 matrix of float)\r
-0:149 'm42' (4X2 matrix of float)\r
-0:149 'm42' (4X2 matrix of float)\r
+0:149 move second child to first child (temp 4X2 matrix of float)\r
+0:149 'r42' (temp 4X2 matrix of float)\r
+0:149 component-wise multiply (global 4X2 matrix of float)\r
+0:149 'm42' (global 4X2 matrix of float)\r
+0:149 'm42' (global 4X2 matrix of float)\r
0:150 Sequence\r
-0:150 move second child to first child (4X3 matrix of float)\r
-0:150 'r43' (4X3 matrix of float)\r
-0:150 component-wise multiply (4X3 matrix of float)\r
-0:150 'm43' (4X3 matrix of float)\r
-0:150 'm43' (4X3 matrix of float)\r
-0:156 Function Definition: matConst( (void)\r
+0:150 move second child to first child (temp 4X3 matrix of float)\r
+0:150 'r43' (temp 4X3 matrix of float)\r
+0:150 component-wise multiply (global 4X3 matrix of float)\r
+0:150 'm43' (global 4X3 matrix of float)\r
+0:150 'm43' (global 4X3 matrix of float)\r
+0:156 Function Definition: matConst( (global void)\r
0:156 Function Parameters: \r
0:? Sequence\r
0:162 Sequence\r
-0:162 move second child to first child (4X4 matrix of float)\r
-0:162 'm4g' (4X4 matrix of float)\r
-0:162 Construct mat4 (4X4 matrix of float)\r
-0:162 'v2' (2-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
+0:162 move second child to first child (temp 4X4 matrix of float)\r
+0:162 'm4g' (temp 4X4 matrix of float)\r
+0:162 Construct mat4 (temp 4X4 matrix of float)\r
+0:162 'v2' (temp 2-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
0:163 Sequence\r
-0:163 move second child to first child (4X4 matrix of float)\r
-0:163 'm4' (4X4 matrix of float)\r
-0:163 Construct mat4 (4X4 matrix of float)\r
-0:163 'v2' (2-component vector of float)\r
-0:163 'v3' (3-component vector of float)\r
-0:163 'v3' (3-component vector of float)\r
-0:163 'v3' (3-component vector of float)\r
-0:163 'v3' (3-component vector of float)\r
-0:163 'v2' (2-component vector of float)\r
+0:163 move second child to first child (temp 4X4 matrix of float)\r
+0:163 'm4' (temp 4X4 matrix of float)\r
+0:163 Construct mat4 (temp 4X4 matrix of float)\r
+0:163 'v2' (temp 2-component vector of float)\r
+0:163 'v3' (temp 3-component vector of float)\r
+0:163 'v3' (temp 3-component vector of float)\r
+0:163 'v3' (temp 3-component vector of float)\r
+0:163 'v3' (temp 3-component vector of float)\r
+0:163 'v2' (temp 2-component vector of float)\r
0:164 Sequence\r
-0:164 move second child to first child (3X3 matrix of float)\r
-0:164 'm3' (3X3 matrix of float)\r
-0:164 Construct mat3 (3X3 matrix of float)\r
-0:164 'm4' (4X4 matrix of float)\r
+0:164 move second child to first child (temp 3X3 matrix of float)\r
+0:164 'm3' (temp 3X3 matrix of float)\r
+0:164 Construct mat3 (temp 3X3 matrix of float)\r
+0:164 'm4' (temp 4X4 matrix of float)\r
0:165 Sequence\r
-0:165 move second child to first child (3X3 matrix of float)\r
-0:165 'm3b1' (3X3 matrix of float)\r
-0:165 Construct mat3 (3X3 matrix of float)\r
-0:165 'm4' (4X4 matrix of float)\r
-0:165 'v2' (2-component vector of float)\r
+0:165 move second child to first child (temp 3X3 matrix of float)\r
+0:165 'm3b1' (temp 3X3 matrix of float)\r
+0:165 Construct mat3 (temp 3X3 matrix of float)\r
+0:165 'm4' (temp 4X4 matrix of float)\r
+0:165 'v2' (temp 2-component vector of float)\r
0:166 Sequence\r
-0:166 move second child to first child (3X3 matrix of float)\r
-0:166 'm3b2' (3X3 matrix of float)\r
-0:166 Construct mat3 (3X3 matrix of float)\r
-0:166 'm4' (4X4 matrix of float)\r
-0:166 'm4' (4X4 matrix of float)\r
+0:166 move second child to first child (temp 3X3 matrix of float)\r
+0:166 'm3b2' (temp 3X3 matrix of float)\r
+0:166 Construct mat3 (temp 3X3 matrix of float)\r
+0:166 'm4' (temp 4X4 matrix of float)\r
+0:166 'm4' (temp 4X4 matrix of float)\r
0:167 Sequence\r
-0:167 move second child to first child (3X2 matrix of float)\r
-0:167 'm32' (3X2 matrix of float)\r
-0:167 Construct mat3x2 (3X2 matrix of float)\r
-0:167 'm4' (4X4 matrix of float)\r
+0:167 move second child to first child (temp 3X2 matrix of float)\r
+0:167 'm32' (temp 3X2 matrix of float)\r
+0:167 Construct mat3x2 (temp 3X2 matrix of float)\r
+0:167 'm4' (temp 4X4 matrix of float)\r
0:168 Sequence\r
-0:168 move second child to first child (4X4 matrix of float)\r
-0:168 'm4c' (4X4 matrix of float)\r
-0:168 Construct mat4 (4X4 matrix of float)\r
-0:168 'm32' (3X2 matrix of float)\r
+0:168 move second child to first child (temp 4X4 matrix of float)\r
+0:168 'm4c' (temp 4X4 matrix of float)\r
+0:168 Construct mat4 (temp 4X4 matrix of float)\r
+0:168 'm32' (temp 3X2 matrix of float)\r
0:169 Sequence\r
-0:169 move second child to first child (3X3 matrix of float)\r
-0:169 'm3s' (3X3 matrix of float)\r
-0:169 Construct mat3 (3X3 matrix of float)\r
-0:169 direct index (float)\r
-0:169 'v2' (2-component vector of float)\r
+0:169 move second child to first child (temp 3X3 matrix of float)\r
+0:169 'm3s' (temp 3X3 matrix of float)\r
+0:169 Construct mat3 (temp 3X3 matrix of float)\r
+0:169 direct index (temp float)\r
+0:169 'v2' (temp 2-component vector of float)\r
0:169 Constant:\r
0:169 0 (const int)\r
0:171 Sequence\r
-0:171 move second child to first child (2-element array of 3X3 matrix of float)\r
-0:171 'm3a1' (2-element array of 3X3 matrix of float)\r
-0:171 Construct mat3 (2-element array of 3X3 matrix of float)\r
-0:171 'm3s' (3X3 matrix of float)\r
-0:171 'm3s' (3X3 matrix of float)\r
-0:179 Function Definition: foo2323( (void)\r
+0:171 move second child to first child (temp 2-element array of 3X3 matrix of float)\r
+0:171 'm3a1' (temp 2-element array of 3X3 matrix of float)\r
+0:171 Construct mat3 (temp 2-element array of 3X3 matrix of float)\r
+0:171 'm3s' (temp 3X3 matrix of float)\r
+0:171 'm3s' (temp 3X3 matrix of float)\r
+0:179 Function Definition: foo2323( (global void)\r
0:179 Function Parameters: \r
0:? Sequence\r
-0:184 move second child to first child (4-component vector of float)\r
-0:184 'v' (4-component vector of float)\r
-0:184 Function Call: texture2DLod(s21;vf2;f1; (4-component vector of float)\r
+0:184 move second child to first child (temp 4-component vector of float)\r
+0:184 'v' (temp 4-component vector of float)\r
+0:184 Function Call: texture2DLod(s21;vf2;f1; (global 4-component vector of float)\r
0:184 's2D' (uniform sampler2D)\r
-0:184 'v2' (2-component vector of float)\r
-0:184 'f' (float)\r
-0:185 move second child to first child (4-component vector of float)\r
-0:185 'v' (4-component vector of float)\r
-0:185 Function Call: texture3DProjLod(s31;vf4;f1; (4-component vector of float)\r
+0:184 'v2' (temp 2-component vector of float)\r
+0:184 'f' (temp float)\r
+0:185 move second child to first child (temp 4-component vector of float)\r
+0:185 'v' (temp 4-component vector of float)\r
+0:185 Function Call: texture3DProjLod(s31;vf4;f1; (global 4-component vector of float)\r
0:185 's3D' (uniform sampler3D)\r
-0:185 'v' (4-component vector of float)\r
-0:185 'f' (float)\r
-0:186 move second child to first child (4-component vector of float)\r
-0:186 'v' (4-component vector of float)\r
-0:186 Function Call: texture1DProjLod(s11;vf4;f1; (4-component vector of float)\r
+0:185 'v' (temp 4-component vector of float)\r
+0:185 'f' (temp float)\r
+0:186 move second child to first child (temp 4-component vector of float)\r
+0:186 'v' (temp 4-component vector of float)\r
+0:186 Function Call: texture1DProjLod(s11;vf4;f1; (global 4-component vector of float)\r
0:186 's1D' (uniform sampler1D)\r
-0:186 'v' (4-component vector of float)\r
-0:186 'f' (float)\r
-0:187 move second child to first child (4-component vector of float)\r
-0:187 'v' (4-component vector of float)\r
-0:187 Function Call: shadow2DProjLod(sS21;vf4;f1; (4-component vector of float)\r
+0:186 'v' (temp 4-component vector of float)\r
+0:186 'f' (temp float)\r
+0:187 move second child to first child (temp 4-component vector of float)\r
+0:187 'v' (temp 4-component vector of float)\r
+0:187 Function Call: shadow2DProjLod(sS21;vf4;f1; (global 4-component vector of float)\r
0:187 's2DS' (uniform sampler2DShadow)\r
-0:187 'v' (4-component vector of float)\r
-0:187 'f' (float)\r
-0:189 move second child to first child (4-component vector of float)\r
-0:189 'v' (4-component vector of float)\r
-0:189 Function Call: texture1DGradARB(s11;f1;f1;f1; (4-component vector of float)\r
+0:187 'v' (temp 4-component vector of float)\r
+0:187 'f' (temp float)\r
+0:189 move second child to first child (temp 4-component vector of float)\r
+0:189 'v' (temp 4-component vector of float)\r
+0:189 Function Call: texture1DGradARB(s11;f1;f1;f1; (global 4-component vector of float)\r
0:189 's1D' (uniform sampler1D)\r
-0:189 'f' (float)\r
-0:189 'f' (float)\r
-0:189 'f' (float)\r
-0:190 move second child to first child (4-component vector of float)\r
-0:190 'v' (4-component vector of float)\r
-0:190 Function Call: texture2DProjGradARB(s21;vf4;vf2;vf2; (4-component vector of float)\r
+0:189 'f' (temp float)\r
+0:189 'f' (temp float)\r
+0:189 'f' (temp float)\r
+0:190 move second child to first child (temp 4-component vector of float)\r
+0:190 'v' (temp 4-component vector of float)\r
+0:190 Function Call: texture2DProjGradARB(s21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:190 's2D' (uniform sampler2D)\r
-0:190 'v' (4-component vector of float)\r
-0:190 'v2' (2-component vector of float)\r
-0:190 'v2' (2-component vector of float)\r
-0:191 move second child to first child (4-component vector of float)\r
-0:191 'v' (4-component vector of float)\r
-0:191 Function Call: shadow2DProjGradARB(sS21;vf4;vf2;vf2; (4-component vector of float)\r
+0:190 'v' (temp 4-component vector of float)\r
+0:190 'v2' (temp 2-component vector of float)\r
+0:190 'v2' (temp 2-component vector of float)\r
+0:191 move second child to first child (temp 4-component vector of float)\r
+0:191 'v' (temp 4-component vector of float)\r
+0:191 Function Call: shadow2DProjGradARB(sS21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:191 's2DS' (uniform sampler2DShadow)\r
-0:191 'v' (4-component vector of float)\r
-0:191 'v2' (2-component vector of float)\r
-0:191 'v2' (2-component vector of float)\r
-0:196 Function Definition: foo2324( (void)\r
+0:191 'v' (temp 4-component vector of float)\r
+0:191 'v2' (temp 2-component vector of float)\r
+0:191 'v2' (temp 2-component vector of float)\r
+0:196 Function Definition: foo2324( (global void)\r
0:196 Function Parameters: \r
0:? Sequence\r
-0:201 move second child to first child (4-component vector of float)\r
-0:201 'v' (4-component vector of float)\r
-0:201 Function Call: texture2DLod(s21;vf2;f1; (4-component vector of float)\r
+0:201 move second child to first child (temp 4-component vector of float)\r
+0:201 'v' (temp 4-component vector of float)\r
+0:201 Function Call: texture2DLod(s21;vf2;f1; (global 4-component vector of float)\r
0:201 's2D' (uniform sampler2D)\r
-0:201 'v2' (2-component vector of float)\r
-0:201 'f' (float)\r
-0:202 move second child to first child (4-component vector of float)\r
-0:202 'v' (4-component vector of float)\r
-0:202 Function Call: texture3DProjLod(s31;vf4;f1; (4-component vector of float)\r
+0:201 'v2' (temp 2-component vector of float)\r
+0:201 'f' (temp float)\r
+0:202 move second child to first child (temp 4-component vector of float)\r
+0:202 'v' (temp 4-component vector of float)\r
+0:202 Function Call: texture3DProjLod(s31;vf4;f1; (global 4-component vector of float)\r
0:202 's3D' (uniform sampler3D)\r
-0:202 'v' (4-component vector of float)\r
-0:202 'f' (float)\r
-0:203 move second child to first child (4-component vector of float)\r
-0:203 'v' (4-component vector of float)\r
-0:203 Function Call: texture1DProjLod(s11;vf4;f1; (4-component vector of float)\r
+0:202 'v' (temp 4-component vector of float)\r
+0:202 'f' (temp float)\r
+0:203 move second child to first child (temp 4-component vector of float)\r
+0:203 'v' (temp 4-component vector of float)\r
+0:203 Function Call: texture1DProjLod(s11;vf4;f1; (global 4-component vector of float)\r
0:203 's1D' (uniform sampler1D)\r
-0:203 'v' (4-component vector of float)\r
-0:203 'f' (float)\r
-0:204 move second child to first child (4-component vector of float)\r
-0:204 'v' (4-component vector of float)\r
-0:204 Function Call: shadow2DProjLod(sS21;vf4;f1; (4-component vector of float)\r
+0:203 'v' (temp 4-component vector of float)\r
+0:203 'f' (temp float)\r
+0:204 move second child to first child (temp 4-component vector of float)\r
+0:204 'v' (temp 4-component vector of float)\r
+0:204 Function Call: shadow2DProjLod(sS21;vf4;f1; (global 4-component vector of float)\r
0:204 's2DS' (uniform sampler2DShadow)\r
-0:204 'v' (4-component vector of float)\r
-0:204 'f' (float)\r
-0:206 move second child to first child (4-component vector of float)\r
-0:206 'v' (4-component vector of float)\r
-0:206 Function Call: texture1DGradARB(s11;f1;f1;f1; (4-component vector of float)\r
+0:204 'v' (temp 4-component vector of float)\r
+0:204 'f' (temp float)\r
+0:206 move second child to first child (temp 4-component vector of float)\r
+0:206 'v' (temp 4-component vector of float)\r
+0:206 Function Call: texture1DGradARB(s11;f1;f1;f1; (global 4-component vector of float)\r
0:206 's1D' (uniform sampler1D)\r
-0:206 'f' (float)\r
-0:206 'f' (float)\r
-0:206 'f' (float)\r
-0:207 move second child to first child (4-component vector of float)\r
-0:207 'v' (4-component vector of float)\r
-0:207 Function Call: texture2DProjGradARB(s21;vf4;vf2;vf2; (4-component vector of float)\r
+0:206 'f' (temp float)\r
+0:206 'f' (temp float)\r
+0:206 'f' (temp float)\r
+0:207 move second child to first child (temp 4-component vector of float)\r
+0:207 'v' (temp 4-component vector of float)\r
+0:207 Function Call: texture2DProjGradARB(s21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:207 's2D' (uniform sampler2D)\r
-0:207 'v' (4-component vector of float)\r
-0:207 'v2' (2-component vector of float)\r
-0:207 'v2' (2-component vector of float)\r
-0:208 move second child to first child (4-component vector of float)\r
-0:208 'v' (4-component vector of float)\r
-0:208 Function Call: shadow2DProjGradARB(sS21;vf4;vf2;vf2; (4-component vector of float)\r
+0:207 'v' (temp 4-component vector of float)\r
+0:207 'v2' (temp 2-component vector of float)\r
+0:207 'v2' (temp 2-component vector of float)\r
+0:208 move second child to first child (temp 4-component vector of float)\r
+0:208 'v' (temp 4-component vector of float)\r
+0:208 Function Call: shadow2DProjGradARB(sS21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:208 's2DS' (uniform sampler2DShadow)\r
-0:208 'v' (4-component vector of float)\r
-0:208 'v2' (2-component vector of float)\r
-0:208 'v2' (2-component vector of float)\r
-0:209 'v' (4-component vector of float)\r
-0:214 Function Definition: foo121111( (void)\r
+0:208 'v' (temp 4-component vector of float)\r
+0:208 'v2' (temp 2-component vector of float)\r
+0:208 'v2' (temp 2-component vector of float)\r
+0:209 'v' (temp 4-component vector of float)\r
+0:214 Function Definition: foo121111( (global void)\r
0:214 Function Parameters: \r
0:? Sequence\r
0:217 Sequence\r
-0:217 move second child to first child (4-component vector of float)\r
-0:217 'v' (4-component vector of float)\r
-0:217 Function Call: texture2DRect(sR21;vf2; (4-component vector of float)\r
+0:217 move second child to first child (temp 4-component vector of float)\r
+0:217 'v' (temp 4-component vector of float)\r
+0:217 Function Call: texture2DRect(sR21;vf2; (global 4-component vector of float)\r
0:217 's2DRbad' (uniform sampler2DRect)\r
-0:217 'v2' (2-component vector of float)\r
-0:225 Function Definition: foo12111( (void)\r
+0:217 'v2' (temp 2-component vector of float)\r
+0:225 Function Definition: foo12111( (global void)\r
0:225 Function Parameters: \r
0:? Sequence\r
-0:231 move second child to first child (4-component vector of float)\r
-0:231 'v' (4-component vector of float)\r
-0:231 Function Call: texture2DRect(sR21;vf2; (4-component vector of float)\r
+0:231 move second child to first child (temp 4-component vector of float)\r
+0:231 'v' (temp 4-component vector of float)\r
+0:231 Function Call: texture2DRect(sR21;vf2; (global 4-component vector of float)\r
0:231 's2DR' (uniform sampler2DRect)\r
-0:231 'v2' (2-component vector of float)\r
-0:232 move second child to first child (4-component vector of float)\r
-0:232 'v' (4-component vector of float)\r
-0:232 Function Call: texture2DRectProj(sR21;vf3; (4-component vector of float)\r
+0:231 'v2' (temp 2-component vector of float)\r
+0:232 move second child to first child (temp 4-component vector of float)\r
+0:232 'v' (temp 4-component vector of float)\r
+0:232 Function Call: texture2DRectProj(sR21;vf3; (global 4-component vector of float)\r
0:232 's2DR' (uniform sampler2DRect)\r
-0:232 'v3' (3-component vector of float)\r
-0:233 move second child to first child (4-component vector of float)\r
-0:233 'v' (4-component vector of float)\r
-0:233 Function Call: texture2DRectProj(sR21;vf4; (4-component vector of float)\r
+0:232 'v3' (temp 3-component vector of float)\r
+0:233 move second child to first child (temp 4-component vector of float)\r
+0:233 'v' (temp 4-component vector of float)\r
+0:233 Function Call: texture2DRectProj(sR21;vf4; (global 4-component vector of float)\r
0:233 's2DR' (uniform sampler2DRect)\r
-0:233 'v4' (4-component vector of float)\r
-0:234 move second child to first child (4-component vector of float)\r
-0:234 'v' (4-component vector of float)\r
-0:234 Function Call: shadow2DRect(sSR21;vf3; (4-component vector of float)\r
+0:233 'v4' (temp 4-component vector of float)\r
+0:234 move second child to first child (temp 4-component vector of float)\r
+0:234 'v' (temp 4-component vector of float)\r
+0:234 Function Call: shadow2DRect(sSR21;vf3; (global 4-component vector of float)\r
0:234 's2DRS' (uniform sampler2DRectShadow)\r
-0:234 'v3' (3-component vector of float)\r
-0:235 move second child to first child (4-component vector of float)\r
-0:235 'v' (4-component vector of float)\r
-0:235 Function Call: shadow2DRectProj(sSR21;vf4; (4-component vector of float)\r
+0:234 'v3' (temp 3-component vector of float)\r
+0:235 move second child to first child (temp 4-component vector of float)\r
+0:235 'v' (temp 4-component vector of float)\r
+0:235 Function Call: shadow2DRectProj(sSR21;vf4; (global 4-component vector of float)\r
0:235 's2DRS' (uniform sampler2DRectShadow)\r
-0:235 'v4' (4-component vector of float)\r
-0:237 move second child to first child (4-component vector of float)\r
-0:237 'v' (4-component vector of float)\r
-0:237 Function Call: shadow2DRectProjGradARB(sSR21;vf4;vf2;vf2; (4-component vector of float)\r
+0:235 'v4' (temp 4-component vector of float)\r
+0:237 move second child to first child (temp 4-component vector of float)\r
+0:237 'v' (temp 4-component vector of float)\r
+0:237 Function Call: shadow2DRectProjGradARB(sSR21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:237 's2DRS' (uniform sampler2DRectShadow)\r
-0:237 'v' (4-component vector of float)\r
-0:237 'v2' (2-component vector of float)\r
-0:237 'v2' (2-component vector of float)\r
+0:237 'v' (temp 4-component vector of float)\r
+0:237 'v2' (temp 2-component vector of float)\r
+0:237 'v2' (temp 2-component vector of float)\r
0:? Linker Objects\r
-0:? 'lowp' (float)\r
-0:? 'mediump' (float)\r
-0:? 'highp' (float)\r
-0:? 'precision' (float)\r
+0:? 'lowp' (global float)\r
+0:? 'mediump' (global float)\r
+0:? 'highp' (global float)\r
+0:? 'precision' (global float)\r
0:? 'i' (smooth in 4-component vector of float)\r
0:? 'o' (out 4-component vector of float)\r
0:? 's2D' (uniform sampler2D)\r
0:? 'centTexCoord' (centroid smooth in 2-component vector of float)\r
0:? 'm' (uniform 4X2 matrix of float)\r
-0:? 'imageBuffer' (float)\r
-0:? 'uimage2DRect' (float)\r
-0:? 'a' (int)\r
+0:? 'imageBuffer' (global float)\r
+0:? 'uimage2DRect' (global float)\r
+0:? 'a' (temp int)\r
0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
-0:? 'm22' (2X2 matrix of float)\r
-0:? 'm23' (2X3 matrix of float)\r
-0:? 'm24' (2X4 matrix of float)\r
-0:? 'm32' (3X2 matrix of float)\r
-0:? 'm33' (3X3 matrix of float)\r
-0:? 'm34' (3X4 matrix of float)\r
-0:? 'm42' (4X2 matrix of float)\r
-0:? 'm43' (4X3 matrix of float)\r
-0:? 'm44' (4X4 matrix of float)\r
+0:? 'm22' (global 2X2 matrix of float)\r
+0:? 'm23' (global 2X3 matrix of float)\r
+0:? 'm24' (global 2X4 matrix of float)\r
+0:? 'm32' (global 3X2 matrix of float)\r
+0:? 'm33' (global 3X3 matrix of float)\r
+0:? 'm34' (global 3X4 matrix of float)\r
+0:? 'm42' (global 4X2 matrix of float)\r
+0:? 'm43' (global 4X3 matrix of float)\r
+0:? 'm44' (global 4X4 matrix of float)\r
0:? 's3D' (uniform sampler3D)\r
0:? 's1D' (uniform sampler1D)\r
0:? 's2DS' (uniform sampler2DShadow)\r
Requested GL_ARB_shader_texture_lod\r
Requested GL_ARB_texture_rectangle\r
ERROR: node is still EOpNull!\r
-0:21 Function Definition: main( (void)\r
+0:21 Function Definition: main( (global void)\r
0:21 Function Parameters: \r
0:23 Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (2X3 matrix of float)\r
-0:23 'm23' (2X3 matrix of float)\r
-0:23 Construct mat2x3 (2X3 matrix of float)\r
+0:23 move second child to first child (temp 2X3 matrix of float)\r
+0:23 'm23' (temp 2X3 matrix of float)\r
+0:23 Construct mat2x3 (temp 2X3 matrix of float)\r
0:23 'm' (uniform 4X2 matrix of float)\r
0:27 Sequence\r
-0:27 move second child to first child (structure{float f})\r
-0:27 'sv' (structure{float f})\r
-0:27 Construct structure (structure{float f})\r
-0:27 Convert int to float (float)\r
-0:27 'a' (int)\r
+0:27 move second child to first child (temp structure{global float f})\r
+0:27 'sv' (temp structure{global float f})\r
+0:27 Construct structure (temp structure{global float f})\r
+0:27 Convert int to float (temp float)\r
+0:27 'a' (temp int)\r
0:28 Sequence\r
-0:28 move second child to first child (2-element array of float)\r
-0:28 'ia' (2-element array of float)\r
-0:28 Construct float (2-element array of float)\r
+0:28 move second child to first child (temp 2-element array of float)\r
+0:28 'ia' (temp 2-element array of float)\r
+0:28 Construct float (temp 2-element array of float)\r
0:28 Constant:\r
0:28 3.000000\r
-0:28 direct index (float)\r
+0:28 direct index (temp float)\r
0:28 'i' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 1 (const int)\r
0:29 Sequence\r
-0:29 move second child to first child (float)\r
-0:29 'f1' (float)\r
+0:29 move second child to first child (temp float)\r
+0:29 'f1' (temp float)\r
0:29 Constant:\r
0:29 1.000000\r
0:30 Sequence\r
-0:30 move second child to first child (float)\r
-0:30 'f' (float)\r
-0:30 Convert int to float (float)\r
-0:30 'a' (int)\r
-0:31 move second child to first child (float)\r
-0:31 'f' (float)\r
-0:31 Convert int to float (float)\r
-0:31 'a' (int)\r
+0:30 move second child to first child (temp float)\r
+0:30 'f' (temp float)\r
+0:30 Convert int to float (temp float)\r
+0:30 'a' (temp int)\r
+0:31 move second child to first child (temp float)\r
+0:31 'f' (temp float)\r
+0:31 Convert int to float (temp float)\r
+0:31 'a' (temp int)\r
0:33 Sequence\r
-0:33 move second child to first child (3-component vector of float)\r
-0:33 'v3' (3-component vector of float)\r
-0:33 Convert int to float (3-component vector of float)\r
-0:33 'iv3' (3-component vector of int)\r
-0:34 move second child to first child (float)\r
-0:34 'f' (float)\r
-0:34 add (float)\r
-0:34 'f' (float)\r
-0:34 Convert int to float (float)\r
-0:34 'a' (int)\r
-0:35 move second child to first child (float)\r
-0:35 'f' (float)\r
-0:35 subtract (float)\r
-0:35 Convert int to float (float)\r
-0:35 'a' (int)\r
-0:35 'f' (float)\r
-0:36 add second child into first child (float)\r
-0:36 'f' (float)\r
-0:36 Convert int to float (float)\r
-0:36 'a' (int)\r
-0:37 move second child to first child (float)\r
-0:37 'f' (float)\r
-0:37 subtract (float)\r
-0:37 Convert int to float (float)\r
-0:37 'a' (int)\r
-0:37 'f' (float)\r
-0:38 multiply second child into first child (3-component vector of float)\r
-0:38 'v3' (3-component vector of float)\r
-0:38 Convert int to float (3-component vector of float)\r
-0:38 'iv3' (3-component vector of int)\r
-0:39 move second child to first child (3-component vector of float)\r
-0:39 'v3' (3-component vector of float)\r
-0:39 divide (3-component vector of float)\r
-0:39 Convert int to float (3-component vector of float)\r
-0:39 'iv3' (3-component vector of int)\r
+0:33 move second child to first child (temp 3-component vector of float)\r
+0:33 'v3' (temp 3-component vector of float)\r
+0:33 Convert int to float (temp 3-component vector of float)\r
+0:33 'iv3' (temp 3-component vector of int)\r
+0:34 move second child to first child (temp float)\r
+0:34 'f' (temp float)\r
+0:34 add (temp float)\r
+0:34 'f' (temp float)\r
+0:34 Convert int to float (temp float)\r
+0:34 'a' (temp int)\r
+0:35 move second child to first child (temp float)\r
+0:35 'f' (temp float)\r
+0:35 subtract (temp float)\r
+0:35 Convert int to float (temp float)\r
+0:35 'a' (temp int)\r
+0:35 'f' (temp float)\r
+0:36 add second child into first child (temp float)\r
+0:36 'f' (temp float)\r
+0:36 Convert int to float (temp float)\r
+0:36 'a' (temp int)\r
+0:37 move second child to first child (temp float)\r
+0:37 'f' (temp float)\r
+0:37 subtract (temp float)\r
+0:37 Convert int to float (temp float)\r
+0:37 'a' (temp int)\r
+0:37 'f' (temp float)\r
+0:38 multiply second child into first child (temp 3-component vector of float)\r
+0:38 'v3' (temp 3-component vector of float)\r
+0:38 Convert int to float (temp 3-component vector of float)\r
+0:38 'iv3' (temp 3-component vector of int)\r
+0:39 move second child to first child (temp 3-component vector of float)\r
+0:39 'v3' (temp 3-component vector of float)\r
+0:39 divide (temp 3-component vector of float)\r
+0:39 Convert int to float (temp 3-component vector of float)\r
+0:39 'iv3' (temp 3-component vector of int)\r
0:39 Constant:\r
0:39 2.000000\r
-0:40 move second child to first child (3-component vector of float)\r
-0:40 'v3' (3-component vector of float)\r
-0:40 vector-scale (3-component vector of float)\r
+0:40 move second child to first child (temp 3-component vector of float)\r
+0:40 'v3' (temp 3-component vector of float)\r
+0:40 vector-scale (temp 3-component vector of float)\r
0:40 Constant:\r
0:40 3.000000\r
-0:40 Convert int to float (3-component vector of float)\r
-0:40 'iv3' (3-component vector of int)\r
-0:41 move second child to first child (3-component vector of float)\r
-0:41 'v3' (3-component vector of float)\r
-0:41 vector-scale (3-component vector of float)\r
+0:40 Convert int to float (temp 3-component vector of float)\r
+0:40 'iv3' (temp 3-component vector of int)\r
+0:41 move second child to first child (temp 3-component vector of float)\r
+0:41 'v3' (temp 3-component vector of float)\r
+0:41 vector-scale (temp 3-component vector of float)\r
0:41 Constant:\r
0:41 2.000000\r
-0:41 'v3' (3-component vector of float)\r
-0:42 move second child to first child (3-component vector of float)\r
-0:42 'v3' (3-component vector of float)\r
-0:42 subtract (3-component vector of float)\r
-0:42 'v3' (3-component vector of float)\r
+0:41 'v3' (temp 3-component vector of float)\r
+0:42 move second child to first child (temp 3-component vector of float)\r
+0:42 'v3' (temp 3-component vector of float)\r
+0:42 subtract (temp 3-component vector of float)\r
+0:42 'v3' (temp 3-component vector of float)\r
0:42 Constant:\r
0:42 2.000000\r
-0:43 Test condition and select (void)\r
+0:43 Test condition and select (temp void)\r
0:43 Condition\r
-0:47 logical-or (bool)\r
-0:46 logical-or (bool)\r
-0:45 logical-or (bool)\r
-0:44 logical-or (bool)\r
-0:43 logical-or (bool)\r
-0:43 Compare Less Than (bool)\r
-0:43 'f' (float)\r
-0:43 Convert int to float (float)\r
-0:43 'a' (int)\r
-0:44 Compare Less Than or Equal (bool)\r
-0:44 Convert int to float (float)\r
-0:44 'a' (int)\r
-0:44 'f' (float)\r
-0:45 Compare Greater Than (bool)\r
-0:45 'f' (float)\r
-0:45 Convert int to float (float)\r
-0:45 'a' (int)\r
-0:46 Compare Greater Than or Equal (bool)\r
-0:46 'f' (float)\r
-0:46 Convert int to float (float)\r
-0:46 'a' (int)\r
-0:47 Compare Equal (bool)\r
-0:47 Convert int to float (float)\r
-0:47 'a' (int)\r
-0:47 'f' (float)\r
-0:48 Compare Not Equal (bool)\r
-0:48 'f' (float)\r
-0:48 Convert int to float (float)\r
-0:48 'a' (int)\r
+0:47 logical-or (temp bool)\r
+0:46 logical-or (temp bool)\r
+0:45 logical-or (temp bool)\r
+0:44 logical-or (temp bool)\r
+0:43 logical-or (temp bool)\r
+0:43 Compare Less Than (temp bool)\r
+0:43 'f' (temp float)\r
+0:43 Convert int to float (temp float)\r
+0:43 'a' (temp int)\r
+0:44 Compare Less Than or Equal (temp bool)\r
+0:44 Convert int to float (temp float)\r
+0:44 'a' (temp int)\r
+0:44 'f' (temp float)\r
+0:45 Compare Greater Than (temp bool)\r
+0:45 'f' (temp float)\r
+0:45 Convert int to float (temp float)\r
+0:45 'a' (temp int)\r
+0:46 Compare Greater Than or Equal (temp bool)\r
+0:46 'f' (temp float)\r
+0:46 Convert int to float (temp float)\r
+0:46 'a' (temp int)\r
+0:47 Compare Equal (temp bool)\r
+0:47 Convert int to float (temp float)\r
+0:47 'a' (temp int)\r
+0:47 'f' (temp float)\r
+0:48 Compare Not Equal (temp bool)\r
+0:48 'f' (temp float)\r
+0:48 Convert int to float (temp float)\r
+0:48 'a' (temp int)\r
0:43 true case is null\r
-0:49 move second child to first child (float)\r
-0:49 'f' (float)\r
-0:49 Test condition and select (float)\r
+0:49 move second child to first child (temp float)\r
+0:49 'f' (temp float)\r
+0:49 Test condition and select (temp float)\r
0:49 Condition\r
-0:49 'b' (bool)\r
+0:49 'b' (temp bool)\r
0:49 true case\r
-0:49 Convert int to float (float)\r
-0:49 'a' (int)\r
+0:49 Convert int to float (temp float)\r
+0:49 'a' (temp int)\r
0:49 false case\r
-0:49 'f' (float)\r
-0:50 move second child to first child (float)\r
-0:50 'f' (float)\r
-0:50 Test condition and select (float)\r
+0:49 'f' (temp float)\r
+0:50 move second child to first child (temp float)\r
+0:50 'f' (temp float)\r
+0:50 Test condition and select (temp float)\r
0:50 Condition\r
-0:50 'b' (bool)\r
+0:50 'b' (temp bool)\r
0:50 true case\r
-0:50 'f' (float)\r
+0:50 'f' (temp float)\r
0:50 false case\r
-0:50 Convert int to float (float)\r
-0:50 'a' (int)\r
-0:51 move second child to first child (float)\r
-0:51 'f' (float)\r
-0:51 Convert int to float (float)\r
-0:51 Test condition and select (int)\r
+0:50 Convert int to float (temp float)\r
+0:50 'a' (temp int)\r
+0:51 move second child to first child (temp float)\r
+0:51 'f' (temp float)\r
+0:51 Convert int to float (temp float)\r
+0:51 Test condition and select (temp int)\r
0:51 Condition\r
-0:51 'b' (bool)\r
+0:51 'b' (temp bool)\r
0:51 true case\r
-0:51 'a' (int)\r
+0:51 'a' (temp int)\r
0:51 false case\r
-0:51 'a' (int)\r
+0:51 'a' (temp int)\r
0:52 Sequence\r
-0:52 move second child to first child (structure{float f})\r
-0:52 'news' (structure{float f})\r
-0:52 'sv' (structure{float f})\r
-0:54 vector swizzle (2-component vector of float)\r
+0:52 move second child to first child (temp structure{global float f})\r
+0:52 'news' (temp structure{global float f})\r
+0:52 'sv' (temp structure{global float f})\r
+0:54 vector swizzle (temp 2-component vector of float)\r
0:54 'i' (smooth in 4-component vector of float)\r
0:54 Sequence\r
0:54 Constant:\r
0:54 1 (const int)\r
0:55 'm' (uniform 4X2 matrix of float)\r
0:56 'm' (uniform 4X2 matrix of float)\r
-0:58 'f' (float)\r
-0:59 move second child to first child (float)\r
-0:59 'f' (float)\r
-0:59 Convert int to float (float)\r
-0:59 'a' (int)\r
-0:60 'f' (float)\r
-0:61 'b' (bool)\r
-0:62 move second child to first child (bool)\r
-0:62 'b' (bool)\r
-0:62 'b' (bool)\r
-0:63 'f' (float)\r
-0:65 move second child to first child (4-component vector of float)\r
+0:58 'f' (temp float)\r
+0:59 move second child to first child (temp float)\r
+0:59 'f' (temp float)\r
+0:59 Convert int to float (temp float)\r
+0:59 'a' (temp int)\r
+0:60 'f' (temp float)\r
+0:61 'b' (temp bool)\r
+0:62 move second child to first child (temp bool)\r
+0:62 'b' (temp bool)\r
+0:62 'b' (temp bool)\r
+0:63 'f' (temp float)\r
+0:65 move second child to first child (temp 4-component vector of float)\r
0:65 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:65 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:65 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:65 's2D' (uniform sampler2D)\r
0:65 'centTexCoord' (centroid smooth in 2-component vector of float)\r
0:? Sequence\r
0:79 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:82 direct index (float)\r
+0:82 direct index (temp float)\r
0:82 'gl_FragColor' (fragColor 4-component vector of float)\r
0:82 Constant:\r
0:82 0 (const int)\r
-0:83 direct index (float)\r
+0:83 direct index (temp float)\r
0:83 'gl_FragColor' (fragColor 4-component vector of float)\r
0:83 Constant:\r
0:83 0 (const int)\r
-0:84 direct index (float)\r
+0:84 direct index (temp float)\r
0:84 'centTexCoord' (centroid smooth in 2-component vector of float)\r
0:84 Constant:\r
0:84 0 (const int)\r
-0:85 move second child to first child (bool)\r
-0:85 Comma (bool)\r
-0:85 'a' (int)\r
-0:85 'b' (bool)\r
+0:85 move second child to first child (temp bool)\r
+0:85 Comma (temp bool)\r
+0:85 'a' (temp int)\r
+0:85 'b' (temp bool)\r
0:85 Constant:\r
0:85 true (const bool)\r
-0:91 Function Definition: main( (int)\r
+0:91 Function Definition: main( (global int)\r
0:91 Function Parameters: \r
-0:92 Function Definition: main(i1; (void)\r
+0:92 Function Definition: main(i1; (global void)\r
0:92 Function Parameters: \r
0:92 'a' (in int)\r
-0:97 Function Definition: foo(f1; (int)\r
+0:97 Function Definition: foo(f1; (global int)\r
0:97 Function Parameters: \r
0:97 'a' (out float)\r
0:99 Sequence\r
0:99 Branch: Return with expression\r
0:99 Constant:\r
0:99 3.200000\r
-0:100 Function Call: foo(f1; (int)\r
+0:100 Function Call: foo(f1; (global int)\r
0:100 'a' (out float)\r
-0:103 Function Definition: gen(vf3; (bool)\r
+0:103 Function Definition: gen(vf3; (global bool)\r
0:103 Function Parameters: \r
0:103 'v' (in 3-component vector of float)\r
0:105 Sequence\r
-0:105 Test condition and select (void)\r
+0:105 Test condition and select (temp void)\r
0:105 Condition\r
-0:105 logical-and (bool)\r
-0:105 Compare Less Than (bool)\r
-0:105 Absolute value (float)\r
-0:105 direct index (float)\r
+0:105 logical-and (temp bool)\r
+0:105 Compare Less Than (temp bool)\r
+0:105 Absolute value (global float)\r
+0:105 direct index (temp float)\r
0:105 'v' (in 3-component vector of float)\r
0:105 Constant:\r
0:105 0 (const int)\r
0:105 Constant:\r
0:105 0.000100\r
-0:105 Compare Less Than (bool)\r
-0:105 Absolute value (float)\r
-0:105 direct index (float)\r
+0:105 Compare Less Than (temp bool)\r
+0:105 Absolute value (global float)\r
+0:105 direct index (temp float)\r
0:105 'v' (in 3-component vector of float)\r
0:105 Constant:\r
0:105 1 (const int)\r
0:106 Branch: Return with expression\r
0:106 Constant:\r
0:106 true (const bool)\r
-0:109 Function Definition: v1( (void)\r
+0:109 Function Definition: v1( (global void)\r
0:109 Function Parameters: \r
-0:113 Function Definition: v2( (void)\r
+0:113 Function Definition: v2( (global void)\r
0:113 Function Parameters: \r
0:115 Sequence\r
0:115 Branch: Return\r
-0:118 Function Definition: atest( (void)\r
+0:118 Function Definition: atest( (global void)\r
0:118 Function Parameters: \r
0:120 Sequence\r
0:120 Sequence\r
-0:120 move second child to first child (4-component vector of float)\r
-0:120 'v' (4-component vector of float)\r
-0:120 direct index (smooth 4-component vector of float)\r
+0:120 move second child to first child (temp 4-component vector of float)\r
+0:120 'v' (temp 4-component vector of float)\r
+0:120 direct index (smooth temp 4-component vector of float)\r
0:120 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:120 Constant:\r
0:120 1 (const int)\r
-0:121 add second child into first child (4-component vector of float)\r
-0:121 'v' (4-component vector of float)\r
-0:121 direct index (smooth 4-component vector of float)\r
+0:121 add second child into first child (temp 4-component vector of float)\r
+0:121 'v' (temp 4-component vector of float)\r
+0:121 direct index (smooth temp 4-component vector of float)\r
0:121 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:121 Constant:\r
0:121 3 (const int)\r
-0:139 Function Definition: foo123( (void)\r
+0:139 Function Definition: foo123( (global void)\r
0:139 Function Parameters: \r
0:141 Sequence\r
0:141 Sequence\r
-0:141 move second child to first child (2X2 matrix of float)\r
-0:141 'r2' (2X2 matrix of float)\r
-0:141 component-wise multiply (2X2 matrix of float)\r
-0:141 'm22' (2X2 matrix of float)\r
-0:141 'm22' (2X2 matrix of float)\r
+0:141 move second child to first child (temp 2X2 matrix of float)\r
+0:141 'r2' (temp 2X2 matrix of float)\r
+0:141 component-wise multiply (global 2X2 matrix of float)\r
+0:141 'm22' (global 2X2 matrix of float)\r
+0:141 'm22' (global 2X2 matrix of float)\r
0:142 Sequence\r
-0:142 move second child to first child (3X3 matrix of float)\r
-0:142 'r3' (3X3 matrix of float)\r
-0:142 component-wise multiply (3X3 matrix of float)\r
-0:142 'm33' (3X3 matrix of float)\r
-0:142 'm33' (3X3 matrix of float)\r
+0:142 move second child to first child (temp 3X3 matrix of float)\r
+0:142 'r3' (temp 3X3 matrix of float)\r
+0:142 component-wise multiply (global 3X3 matrix of float)\r
+0:142 'm33' (global 3X3 matrix of float)\r
+0:142 'm33' (global 3X3 matrix of float)\r
0:143 Sequence\r
-0:143 move second child to first child (4X4 matrix of float)\r
-0:143 'r4' (4X4 matrix of float)\r
-0:143 component-wise multiply (4X4 matrix of float)\r
-0:143 'm44' (4X4 matrix of float)\r
-0:143 'm44' (4X4 matrix of float)\r
+0:143 move second child to first child (temp 4X4 matrix of float)\r
+0:143 'r4' (temp 4X4 matrix of float)\r
+0:143 component-wise multiply (global 4X4 matrix of float)\r
+0:143 'm44' (global 4X4 matrix of float)\r
+0:143 'm44' (global 4X4 matrix of float)\r
0:145 Sequence\r
-0:145 move second child to first child (2X3 matrix of float)\r
-0:145 'r23' (2X3 matrix of float)\r
-0:145 component-wise multiply (2X3 matrix of float)\r
-0:145 'm23' (2X3 matrix of float)\r
-0:145 'm23' (2X3 matrix of float)\r
+0:145 move second child to first child (temp 2X3 matrix of float)\r
+0:145 'r23' (temp 2X3 matrix of float)\r
+0:145 component-wise multiply (global 2X3 matrix of float)\r
+0:145 'm23' (global 2X3 matrix of float)\r
+0:145 'm23' (global 2X3 matrix of float)\r
0:146 Sequence\r
-0:146 move second child to first child (2X4 matrix of float)\r
-0:146 'r24' (2X4 matrix of float)\r
-0:146 component-wise multiply (2X4 matrix of float)\r
-0:146 'm24' (2X4 matrix of float)\r
-0:146 'm24' (2X4 matrix of float)\r
+0:146 move second child to first child (temp 2X4 matrix of float)\r
+0:146 'r24' (temp 2X4 matrix of float)\r
+0:146 component-wise multiply (global 2X4 matrix of float)\r
+0:146 'm24' (global 2X4 matrix of float)\r
+0:146 'm24' (global 2X4 matrix of float)\r
0:147 Sequence\r
-0:147 move second child to first child (3X2 matrix of float)\r
-0:147 'r32' (3X2 matrix of float)\r
-0:147 component-wise multiply (3X2 matrix of float)\r
-0:147 'm32' (3X2 matrix of float)\r
-0:147 'm32' (3X2 matrix of float)\r
+0:147 move second child to first child (temp 3X2 matrix of float)\r
+0:147 'r32' (temp 3X2 matrix of float)\r
+0:147 component-wise multiply (global 3X2 matrix of float)\r
+0:147 'm32' (global 3X2 matrix of float)\r
+0:147 'm32' (global 3X2 matrix of float)\r
0:148 Sequence\r
-0:148 move second child to first child (3X4 matrix of float)\r
-0:148 'r34' (3X4 matrix of float)\r
-0:148 component-wise multiply (3X4 matrix of float)\r
-0:148 'm34' (3X4 matrix of float)\r
-0:148 'm34' (3X4 matrix of float)\r
+0:148 move second child to first child (temp 3X4 matrix of float)\r
+0:148 'r34' (temp 3X4 matrix of float)\r
+0:148 component-wise multiply (global 3X4 matrix of float)\r
+0:148 'm34' (global 3X4 matrix of float)\r
+0:148 'm34' (global 3X4 matrix of float)\r
0:149 Sequence\r
-0:149 move second child to first child (4X2 matrix of float)\r
-0:149 'r42' (4X2 matrix of float)\r
-0:149 component-wise multiply (4X2 matrix of float)\r
-0:149 'm42' (4X2 matrix of float)\r
-0:149 'm42' (4X2 matrix of float)\r
+0:149 move second child to first child (temp 4X2 matrix of float)\r
+0:149 'r42' (temp 4X2 matrix of float)\r
+0:149 component-wise multiply (global 4X2 matrix of float)\r
+0:149 'm42' (global 4X2 matrix of float)\r
+0:149 'm42' (global 4X2 matrix of float)\r
0:150 Sequence\r
-0:150 move second child to first child (4X3 matrix of float)\r
-0:150 'r43' (4X3 matrix of float)\r
-0:150 component-wise multiply (4X3 matrix of float)\r
-0:150 'm43' (4X3 matrix of float)\r
-0:150 'm43' (4X3 matrix of float)\r
-0:156 Function Definition: matConst( (void)\r
+0:150 move second child to first child (temp 4X3 matrix of float)\r
+0:150 'r43' (temp 4X3 matrix of float)\r
+0:150 component-wise multiply (global 4X3 matrix of float)\r
+0:150 'm43' (global 4X3 matrix of float)\r
+0:150 'm43' (global 4X3 matrix of float)\r
+0:156 Function Definition: matConst( (global void)\r
0:156 Function Parameters: \r
0:? Sequence\r
0:162 Sequence\r
-0:162 move second child to first child (4X4 matrix of float)\r
-0:162 'm4g' (4X4 matrix of float)\r
-0:162 Construct mat4 (4X4 matrix of float)\r
-0:162 'v2' (2-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
-0:162 'v3' (3-component vector of float)\r
+0:162 move second child to first child (temp 4X4 matrix of float)\r
+0:162 'm4g' (temp 4X4 matrix of float)\r
+0:162 Construct mat4 (temp 4X4 matrix of float)\r
+0:162 'v2' (temp 2-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
+0:162 'v3' (temp 3-component vector of float)\r
0:163 Sequence\r
-0:163 move second child to first child (4X4 matrix of float)\r
-0:163 'm4' (4X4 matrix of float)\r
-0:163 Construct mat4 (4X4 matrix of float)\r
-0:163 'v2' (2-component vector of float)\r
-0:163 'v3' (3-component vector of float)\r
-0:163 'v3' (3-component vector of float)\r
-0:163 'v3' (3-component vector of float)\r
-0:163 'v3' (3-component vector of float)\r
-0:163 'v2' (2-component vector of float)\r
+0:163 move second child to first child (temp 4X4 matrix of float)\r
+0:163 'm4' (temp 4X4 matrix of float)\r
+0:163 Construct mat4 (temp 4X4 matrix of float)\r
+0:163 'v2' (temp 2-component vector of float)\r
+0:163 'v3' (temp 3-component vector of float)\r
+0:163 'v3' (temp 3-component vector of float)\r
+0:163 'v3' (temp 3-component vector of float)\r
+0:163 'v3' (temp 3-component vector of float)\r
+0:163 'v2' (temp 2-component vector of float)\r
0:164 Sequence\r
-0:164 move second child to first child (3X3 matrix of float)\r
-0:164 'm3' (3X3 matrix of float)\r
-0:164 Construct mat3 (3X3 matrix of float)\r
-0:164 'm4' (4X4 matrix of float)\r
+0:164 move second child to first child (temp 3X3 matrix of float)\r
+0:164 'm3' (temp 3X3 matrix of float)\r
+0:164 Construct mat3 (temp 3X3 matrix of float)\r
+0:164 'm4' (temp 4X4 matrix of float)\r
0:165 Sequence\r
-0:165 move second child to first child (3X3 matrix of float)\r
-0:165 'm3b1' (3X3 matrix of float)\r
-0:165 Construct mat3 (3X3 matrix of float)\r
-0:165 'm4' (4X4 matrix of float)\r
-0:165 'v2' (2-component vector of float)\r
+0:165 move second child to first child (temp 3X3 matrix of float)\r
+0:165 'm3b1' (temp 3X3 matrix of float)\r
+0:165 Construct mat3 (temp 3X3 matrix of float)\r
+0:165 'm4' (temp 4X4 matrix of float)\r
+0:165 'v2' (temp 2-component vector of float)\r
0:166 Sequence\r
-0:166 move second child to first child (3X3 matrix of float)\r
-0:166 'm3b2' (3X3 matrix of float)\r
-0:166 Construct mat3 (3X3 matrix of float)\r
-0:166 'm4' (4X4 matrix of float)\r
-0:166 'm4' (4X4 matrix of float)\r
+0:166 move second child to first child (temp 3X3 matrix of float)\r
+0:166 'm3b2' (temp 3X3 matrix of float)\r
+0:166 Construct mat3 (temp 3X3 matrix of float)\r
+0:166 'm4' (temp 4X4 matrix of float)\r
+0:166 'm4' (temp 4X4 matrix of float)\r
0:167 Sequence\r
-0:167 move second child to first child (3X2 matrix of float)\r
-0:167 'm32' (3X2 matrix of float)\r
-0:167 Construct mat3x2 (3X2 matrix of float)\r
-0:167 'm4' (4X4 matrix of float)\r
+0:167 move second child to first child (temp 3X2 matrix of float)\r
+0:167 'm32' (temp 3X2 matrix of float)\r
+0:167 Construct mat3x2 (temp 3X2 matrix of float)\r
+0:167 'm4' (temp 4X4 matrix of float)\r
0:168 Sequence\r
-0:168 move second child to first child (4X4 matrix of float)\r
-0:168 'm4c' (4X4 matrix of float)\r
-0:168 Construct mat4 (4X4 matrix of float)\r
-0:168 'm32' (3X2 matrix of float)\r
+0:168 move second child to first child (temp 4X4 matrix of float)\r
+0:168 'm4c' (temp 4X4 matrix of float)\r
+0:168 Construct mat4 (temp 4X4 matrix of float)\r
+0:168 'm32' (temp 3X2 matrix of float)\r
0:169 Sequence\r
-0:169 move second child to first child (3X3 matrix of float)\r
-0:169 'm3s' (3X3 matrix of float)\r
-0:169 Construct mat3 (3X3 matrix of float)\r
-0:169 direct index (float)\r
-0:169 'v2' (2-component vector of float)\r
+0:169 move second child to first child (temp 3X3 matrix of float)\r
+0:169 'm3s' (temp 3X3 matrix of float)\r
+0:169 Construct mat3 (temp 3X3 matrix of float)\r
+0:169 direct index (temp float)\r
+0:169 'v2' (temp 2-component vector of float)\r
0:169 Constant:\r
0:169 0 (const int)\r
0:171 Sequence\r
-0:171 move second child to first child (2-element array of 3X3 matrix of float)\r
-0:171 'm3a1' (2-element array of 3X3 matrix of float)\r
-0:171 Construct mat3 (2-element array of 3X3 matrix of float)\r
-0:171 'm3s' (3X3 matrix of float)\r
-0:171 'm3s' (3X3 matrix of float)\r
-0:179 Function Definition: foo2323( (void)\r
+0:171 move second child to first child (temp 2-element array of 3X3 matrix of float)\r
+0:171 'm3a1' (temp 2-element array of 3X3 matrix of float)\r
+0:171 Construct mat3 (temp 2-element array of 3X3 matrix of float)\r
+0:171 'm3s' (temp 3X3 matrix of float)\r
+0:171 'm3s' (temp 3X3 matrix of float)\r
+0:179 Function Definition: foo2323( (global void)\r
0:179 Function Parameters: \r
0:? Sequence\r
-0:184 move second child to first child (4-component vector of float)\r
-0:184 'v' (4-component vector of float)\r
-0:184 Function Call: texture2DLod(s21;vf2;f1; (4-component vector of float)\r
+0:184 move second child to first child (temp 4-component vector of float)\r
+0:184 'v' (temp 4-component vector of float)\r
+0:184 Function Call: texture2DLod(s21;vf2;f1; (global 4-component vector of float)\r
0:184 's2D' (uniform sampler2D)\r
-0:184 'v2' (2-component vector of float)\r
-0:184 'f' (float)\r
-0:185 move second child to first child (4-component vector of float)\r
-0:185 'v' (4-component vector of float)\r
-0:185 Function Call: texture3DProjLod(s31;vf4;f1; (4-component vector of float)\r
+0:184 'v2' (temp 2-component vector of float)\r
+0:184 'f' (temp float)\r
+0:185 move second child to first child (temp 4-component vector of float)\r
+0:185 'v' (temp 4-component vector of float)\r
+0:185 Function Call: texture3DProjLod(s31;vf4;f1; (global 4-component vector of float)\r
0:185 's3D' (uniform sampler3D)\r
-0:185 'v' (4-component vector of float)\r
-0:185 'f' (float)\r
-0:186 move second child to first child (4-component vector of float)\r
-0:186 'v' (4-component vector of float)\r
-0:186 Function Call: texture1DProjLod(s11;vf4;f1; (4-component vector of float)\r
+0:185 'v' (temp 4-component vector of float)\r
+0:185 'f' (temp float)\r
+0:186 move second child to first child (temp 4-component vector of float)\r
+0:186 'v' (temp 4-component vector of float)\r
+0:186 Function Call: texture1DProjLod(s11;vf4;f1; (global 4-component vector of float)\r
0:186 's1D' (uniform sampler1D)\r
-0:186 'v' (4-component vector of float)\r
-0:186 'f' (float)\r
-0:187 move second child to first child (4-component vector of float)\r
-0:187 'v' (4-component vector of float)\r
-0:187 Function Call: shadow2DProjLod(sS21;vf4;f1; (4-component vector of float)\r
+0:186 'v' (temp 4-component vector of float)\r
+0:186 'f' (temp float)\r
+0:187 move second child to first child (temp 4-component vector of float)\r
+0:187 'v' (temp 4-component vector of float)\r
+0:187 Function Call: shadow2DProjLod(sS21;vf4;f1; (global 4-component vector of float)\r
0:187 's2DS' (uniform sampler2DShadow)\r
-0:187 'v' (4-component vector of float)\r
-0:187 'f' (float)\r
-0:189 move second child to first child (4-component vector of float)\r
-0:189 'v' (4-component vector of float)\r
-0:189 Function Call: texture1DGradARB(s11;f1;f1;f1; (4-component vector of float)\r
+0:187 'v' (temp 4-component vector of float)\r
+0:187 'f' (temp float)\r
+0:189 move second child to first child (temp 4-component vector of float)\r
+0:189 'v' (temp 4-component vector of float)\r
+0:189 Function Call: texture1DGradARB(s11;f1;f1;f1; (global 4-component vector of float)\r
0:189 's1D' (uniform sampler1D)\r
-0:189 'f' (float)\r
-0:189 'f' (float)\r
-0:189 'f' (float)\r
-0:190 move second child to first child (4-component vector of float)\r
-0:190 'v' (4-component vector of float)\r
-0:190 Function Call: texture2DProjGradARB(s21;vf4;vf2;vf2; (4-component vector of float)\r
+0:189 'f' (temp float)\r
+0:189 'f' (temp float)\r
+0:189 'f' (temp float)\r
+0:190 move second child to first child (temp 4-component vector of float)\r
+0:190 'v' (temp 4-component vector of float)\r
+0:190 Function Call: texture2DProjGradARB(s21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:190 's2D' (uniform sampler2D)\r
-0:190 'v' (4-component vector of float)\r
-0:190 'v2' (2-component vector of float)\r
-0:190 'v2' (2-component vector of float)\r
-0:191 move second child to first child (4-component vector of float)\r
-0:191 'v' (4-component vector of float)\r
-0:191 Function Call: shadow2DProjGradARB(sS21;vf4;vf2;vf2; (4-component vector of float)\r
+0:190 'v' (temp 4-component vector of float)\r
+0:190 'v2' (temp 2-component vector of float)\r
+0:190 'v2' (temp 2-component vector of float)\r
+0:191 move second child to first child (temp 4-component vector of float)\r
+0:191 'v' (temp 4-component vector of float)\r
+0:191 Function Call: shadow2DProjGradARB(sS21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:191 's2DS' (uniform sampler2DShadow)\r
-0:191 'v' (4-component vector of float)\r
-0:191 'v2' (2-component vector of float)\r
-0:191 'v2' (2-component vector of float)\r
-0:196 Function Definition: foo2324( (void)\r
+0:191 'v' (temp 4-component vector of float)\r
+0:191 'v2' (temp 2-component vector of float)\r
+0:191 'v2' (temp 2-component vector of float)\r
+0:196 Function Definition: foo2324( (global void)\r
0:196 Function Parameters: \r
0:? Sequence\r
-0:201 move second child to first child (4-component vector of float)\r
-0:201 'v' (4-component vector of float)\r
-0:201 Function Call: texture2DLod(s21;vf2;f1; (4-component vector of float)\r
+0:201 move second child to first child (temp 4-component vector of float)\r
+0:201 'v' (temp 4-component vector of float)\r
+0:201 Function Call: texture2DLod(s21;vf2;f1; (global 4-component vector of float)\r
0:201 's2D' (uniform sampler2D)\r
-0:201 'v2' (2-component vector of float)\r
-0:201 'f' (float)\r
-0:202 move second child to first child (4-component vector of float)\r
-0:202 'v' (4-component vector of float)\r
-0:202 Function Call: texture3DProjLod(s31;vf4;f1; (4-component vector of float)\r
+0:201 'v2' (temp 2-component vector of float)\r
+0:201 'f' (temp float)\r
+0:202 move second child to first child (temp 4-component vector of float)\r
+0:202 'v' (temp 4-component vector of float)\r
+0:202 Function Call: texture3DProjLod(s31;vf4;f1; (global 4-component vector of float)\r
0:202 's3D' (uniform sampler3D)\r
-0:202 'v' (4-component vector of float)\r
-0:202 'f' (float)\r
-0:203 move second child to first child (4-component vector of float)\r
-0:203 'v' (4-component vector of float)\r
-0:203 Function Call: texture1DProjLod(s11;vf4;f1; (4-component vector of float)\r
+0:202 'v' (temp 4-component vector of float)\r
+0:202 'f' (temp float)\r
+0:203 move second child to first child (temp 4-component vector of float)\r
+0:203 'v' (temp 4-component vector of float)\r
+0:203 Function Call: texture1DProjLod(s11;vf4;f1; (global 4-component vector of float)\r
0:203 's1D' (uniform sampler1D)\r
-0:203 'v' (4-component vector of float)\r
-0:203 'f' (float)\r
-0:204 move second child to first child (4-component vector of float)\r
-0:204 'v' (4-component vector of float)\r
-0:204 Function Call: shadow2DProjLod(sS21;vf4;f1; (4-component vector of float)\r
+0:203 'v' (temp 4-component vector of float)\r
+0:203 'f' (temp float)\r
+0:204 move second child to first child (temp 4-component vector of float)\r
+0:204 'v' (temp 4-component vector of float)\r
+0:204 Function Call: shadow2DProjLod(sS21;vf4;f1; (global 4-component vector of float)\r
0:204 's2DS' (uniform sampler2DShadow)\r
-0:204 'v' (4-component vector of float)\r
-0:204 'f' (float)\r
-0:206 move second child to first child (4-component vector of float)\r
-0:206 'v' (4-component vector of float)\r
-0:206 Function Call: texture1DGradARB(s11;f1;f1;f1; (4-component vector of float)\r
+0:204 'v' (temp 4-component vector of float)\r
+0:204 'f' (temp float)\r
+0:206 move second child to first child (temp 4-component vector of float)\r
+0:206 'v' (temp 4-component vector of float)\r
+0:206 Function Call: texture1DGradARB(s11;f1;f1;f1; (global 4-component vector of float)\r
0:206 's1D' (uniform sampler1D)\r
-0:206 'f' (float)\r
-0:206 'f' (float)\r
-0:206 'f' (float)\r
-0:207 move second child to first child (4-component vector of float)\r
-0:207 'v' (4-component vector of float)\r
-0:207 Function Call: texture2DProjGradARB(s21;vf4;vf2;vf2; (4-component vector of float)\r
+0:206 'f' (temp float)\r
+0:206 'f' (temp float)\r
+0:206 'f' (temp float)\r
+0:207 move second child to first child (temp 4-component vector of float)\r
+0:207 'v' (temp 4-component vector of float)\r
+0:207 Function Call: texture2DProjGradARB(s21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:207 's2D' (uniform sampler2D)\r
-0:207 'v' (4-component vector of float)\r
-0:207 'v2' (2-component vector of float)\r
-0:207 'v2' (2-component vector of float)\r
-0:208 move second child to first child (4-component vector of float)\r
-0:208 'v' (4-component vector of float)\r
-0:208 Function Call: shadow2DProjGradARB(sS21;vf4;vf2;vf2; (4-component vector of float)\r
+0:207 'v' (temp 4-component vector of float)\r
+0:207 'v2' (temp 2-component vector of float)\r
+0:207 'v2' (temp 2-component vector of float)\r
+0:208 move second child to first child (temp 4-component vector of float)\r
+0:208 'v' (temp 4-component vector of float)\r
+0:208 Function Call: shadow2DProjGradARB(sS21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:208 's2DS' (uniform sampler2DShadow)\r
-0:208 'v' (4-component vector of float)\r
-0:208 'v2' (2-component vector of float)\r
-0:208 'v2' (2-component vector of float)\r
-0:209 'v' (4-component vector of float)\r
-0:214 Function Definition: foo121111( (void)\r
+0:208 'v' (temp 4-component vector of float)\r
+0:208 'v2' (temp 2-component vector of float)\r
+0:208 'v2' (temp 2-component vector of float)\r
+0:209 'v' (temp 4-component vector of float)\r
+0:214 Function Definition: foo121111( (global void)\r
0:214 Function Parameters: \r
0:? Sequence\r
0:217 Sequence\r
-0:217 move second child to first child (4-component vector of float)\r
-0:217 'v' (4-component vector of float)\r
-0:217 Function Call: texture2DRect(sR21;vf2; (4-component vector of float)\r
+0:217 move second child to first child (temp 4-component vector of float)\r
+0:217 'v' (temp 4-component vector of float)\r
+0:217 Function Call: texture2DRect(sR21;vf2; (global 4-component vector of float)\r
0:217 's2DRbad' (uniform sampler2DRect)\r
-0:217 'v2' (2-component vector of float)\r
-0:225 Function Definition: foo12111( (void)\r
+0:217 'v2' (temp 2-component vector of float)\r
+0:225 Function Definition: foo12111( (global void)\r
0:225 Function Parameters: \r
0:? Sequence\r
-0:231 move second child to first child (4-component vector of float)\r
-0:231 'v' (4-component vector of float)\r
-0:231 Function Call: texture2DRect(sR21;vf2; (4-component vector of float)\r
+0:231 move second child to first child (temp 4-component vector of float)\r
+0:231 'v' (temp 4-component vector of float)\r
+0:231 Function Call: texture2DRect(sR21;vf2; (global 4-component vector of float)\r
0:231 's2DR' (uniform sampler2DRect)\r
-0:231 'v2' (2-component vector of float)\r
-0:232 move second child to first child (4-component vector of float)\r
-0:232 'v' (4-component vector of float)\r
-0:232 Function Call: texture2DRectProj(sR21;vf3; (4-component vector of float)\r
+0:231 'v2' (temp 2-component vector of float)\r
+0:232 move second child to first child (temp 4-component vector of float)\r
+0:232 'v' (temp 4-component vector of float)\r
+0:232 Function Call: texture2DRectProj(sR21;vf3; (global 4-component vector of float)\r
0:232 's2DR' (uniform sampler2DRect)\r
-0:232 'v3' (3-component vector of float)\r
-0:233 move second child to first child (4-component vector of float)\r
-0:233 'v' (4-component vector of float)\r
-0:233 Function Call: texture2DRectProj(sR21;vf4; (4-component vector of float)\r
+0:232 'v3' (temp 3-component vector of float)\r
+0:233 move second child to first child (temp 4-component vector of float)\r
+0:233 'v' (temp 4-component vector of float)\r
+0:233 Function Call: texture2DRectProj(sR21;vf4; (global 4-component vector of float)\r
0:233 's2DR' (uniform sampler2DRect)\r
-0:233 'v4' (4-component vector of float)\r
-0:234 move second child to first child (4-component vector of float)\r
-0:234 'v' (4-component vector of float)\r
-0:234 Function Call: shadow2DRect(sSR21;vf3; (4-component vector of float)\r
+0:233 'v4' (temp 4-component vector of float)\r
+0:234 move second child to first child (temp 4-component vector of float)\r
+0:234 'v' (temp 4-component vector of float)\r
+0:234 Function Call: shadow2DRect(sSR21;vf3; (global 4-component vector of float)\r
0:234 's2DRS' (uniform sampler2DRectShadow)\r
-0:234 'v3' (3-component vector of float)\r
-0:235 move second child to first child (4-component vector of float)\r
-0:235 'v' (4-component vector of float)\r
-0:235 Function Call: shadow2DRectProj(sSR21;vf4; (4-component vector of float)\r
+0:234 'v3' (temp 3-component vector of float)\r
+0:235 move second child to first child (temp 4-component vector of float)\r
+0:235 'v' (temp 4-component vector of float)\r
+0:235 Function Call: shadow2DRectProj(sSR21;vf4; (global 4-component vector of float)\r
0:235 's2DRS' (uniform sampler2DRectShadow)\r
-0:235 'v4' (4-component vector of float)\r
-0:237 move second child to first child (4-component vector of float)\r
-0:237 'v' (4-component vector of float)\r
-0:237 Function Call: shadow2DRectProjGradARB(sSR21;vf4;vf2;vf2; (4-component vector of float)\r
+0:235 'v4' (temp 4-component vector of float)\r
+0:237 move second child to first child (temp 4-component vector of float)\r
+0:237 'v' (temp 4-component vector of float)\r
+0:237 Function Call: shadow2DRectProjGradARB(sSR21;vf4;vf2;vf2; (global 4-component vector of float)\r
0:237 's2DRS' (uniform sampler2DRectShadow)\r
-0:237 'v' (4-component vector of float)\r
-0:237 'v2' (2-component vector of float)\r
-0:237 'v2' (2-component vector of float)\r
+0:237 'v' (temp 4-component vector of float)\r
+0:237 'v2' (temp 2-component vector of float)\r
+0:237 'v2' (temp 2-component vector of float)\r
0:? Linker Objects\r
-0:? 'lowp' (float)\r
-0:? 'mediump' (float)\r
-0:? 'highp' (float)\r
-0:? 'precision' (float)\r
+0:? 'lowp' (global float)\r
+0:? 'mediump' (global float)\r
+0:? 'highp' (global float)\r
+0:? 'precision' (global float)\r
0:? 'i' (smooth in 4-component vector of float)\r
0:? 'o' (out 4-component vector of float)\r
0:? 's2D' (uniform sampler2D)\r
0:? 'centTexCoord' (centroid smooth in 2-component vector of float)\r
0:? 'm' (uniform 4X2 matrix of float)\r
-0:? 'imageBuffer' (float)\r
-0:? 'uimage2DRect' (float)\r
-0:? 'a' (int)\r
+0:? 'imageBuffer' (global float)\r
+0:? 'uimage2DRect' (global float)\r
+0:? 'a' (temp int)\r
0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
-0:? 'm22' (2X2 matrix of float)\r
-0:? 'm23' (2X3 matrix of float)\r
-0:? 'm24' (2X4 matrix of float)\r
-0:? 'm32' (3X2 matrix of float)\r
-0:? 'm33' (3X3 matrix of float)\r
-0:? 'm34' (3X4 matrix of float)\r
-0:? 'm42' (4X2 matrix of float)\r
-0:? 'm43' (4X3 matrix of float)\r
-0:? 'm44' (4X4 matrix of float)\r
+0:? 'm22' (global 2X2 matrix of float)\r
+0:? 'm23' (global 2X3 matrix of float)\r
+0:? 'm24' (global 2X4 matrix of float)\r
+0:? 'm32' (global 3X2 matrix of float)\r
+0:? 'm33' (global 3X3 matrix of float)\r
+0:? 'm34' (global 3X4 matrix of float)\r
+0:? 'm42' (global 4X2 matrix of float)\r
+0:? 'm43' (global 4X3 matrix of float)\r
+0:? 'm44' (global 4X4 matrix of float)\r
0:? 's3D' (uniform sampler3D)\r
0:? 's1D' (uniform sampler1D)\r
0:? 's2DS' (uniform sampler2DShadow)\r
ERROR: 0:31: 'length' : incomplete method syntax \r
ERROR: 0:32: 'length' : method does not accept any arguments \r
ERROR: 0:33: '.' : cannot apply to an array: flizbit\r
-ERROR: 0:33: '=' : cannot convert from '7-element array of float' to 'int'\r
+ERROR: 0:33: '=' : cannot convert from 'temp 7-element array of float' to 'temp int'\r
ERROR: 0:34: '.' : cannot apply to an array: flizbit\r
ERROR: 0:34: 'f' : can't use function syntax on variable \r
ERROR: 0:34: 'a4' : redefinition \r
ERROR: 0:40: 'arrays of arrays' : not supported with this profile: none\r
ERROR: 0:40: 'constructor' : array constructor needs one argument per array element \r
ERROR: 0:40: 'arrays of arrays' : not supported with this profile: none\r
-ERROR: 0:40: '=' : cannot convert from 'const float' to '2-element array of float'\r
+ERROR: 0:40: '=' : cannot convert from 'const float' to 'temp 2-element array of float'\r
ERROR: 0:41: 'arrays of arrays' : not supported with this profile: none\r
ERROR: 0:41: 'constructor' : array constructor needs one argument per array element \r
ERROR: 0:41: 'arrays of arrays' : not supported with this profile: none\r
-ERROR: 0:41: '=' : cannot convert from 'const float' to '2-element array of float'\r
+ERROR: 0:41: '=' : cannot convert from 'const float' to 'temp 2-element array of float'\r
ERROR: 0:50: 'arrays of arrays' : not supported with this profile: none\r
ERROR: 0:51: 'arrays of arrays' : not supported with this profile: none\r
ERROR: 0:52: 'arrays of arrays' : not supported with this profile: none\r
ERROR: 0:168: 'bitwise and' : not supported for this version or the enabled extensions \r
ERROR: 0:168: 'bitwise inclusive or' : not supported for this version or the enabled extensions \r
ERROR: 0:171: 'modf' : no matching overloaded function found \r
-ERROR: 0:171: '=' : cannot convert from 'const float' to '3-component vector of float'\r
+ERROR: 0:171: '=' : cannot convert from 'const float' to 'temp 3-component vector of float'\r
ERROR: 0:172: 'trunc' : no matching overloaded function found \r
ERROR: 0:173: 'round' : no matching overloaded function found \r
-ERROR: 0:173: '=' : cannot convert from 'const float' to '2-component vector of float'\r
+ERROR: 0:173: '=' : cannot convert from 'const float' to 'temp 2-component vector of float'\r
ERROR: 0:174: 'roundEven' : no matching overloaded function found \r
-ERROR: 0:174: '=' : cannot convert from 'const float' to '2-component vector of float'\r
+ERROR: 0:174: '=' : cannot convert from 'const float' to 'temp 2-component vector of float'\r
ERROR: 0:175: 'isnan' : no matching overloaded function found \r
-ERROR: 0:175: '=' : cannot convert from 'const float' to '2-component vector of bool'\r
+ERROR: 0:175: '=' : cannot convert from 'const float' to 'temp 2-component vector of bool'\r
ERROR: 0:176: 'isinf' : no matching overloaded function found \r
-ERROR: 0:176: '=' : cannot convert from 'const float' to '4-component vector of bool'\r
+ERROR: 0:176: '=' : cannot convert from 'const float' to 'temp 4-component vector of bool'\r
ERROR: 0:178: 'sinh' : no matching overloaded function found \r
ERROR: 0:179: 'cosh' : no matching overloaded function found \r
ERROR: 0:179: 'tanh' : no matching overloaded function found \r
ERROR: 0:180: 'acosh' : no matching overloaded function found \r
ERROR: 0:181: 'atanh' : no matching overloaded function found \r
ERROR: 0:183: 'gl_VertexID' : undeclared identifier \r
-ERROR: 0:183: '=' : cannot convert from 'float' to 'int'\r
+ERROR: 0:183: '=' : cannot convert from 'temp float' to 'temp int'\r
ERROR: 0:184: 'gl_ClipDistance' : undeclared identifier \r
ERROR: 0:184: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector \r
ERROR: 0:184: 'assign' : l-value required (can't modify a const)\r
\r
Shader version: 120\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
-0:17 move second child to first child (2-component vector of float)\r
+0:17 move second child to first child (temp 2-component vector of float)\r
0:17 'centTexCoord' (invariant smooth out 2-component vector of float)\r
0:17 'attv2' (in 2-component vector of float)\r
-0:18 move second child to first child (4-component vector of float)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
0:18 'gl_Position' (invariant gl_Position 4-component vector of float)\r
0:18 'attv4' (in 4-component vector of float)\r
-0:20 move second child to first child (4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
0:20 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)\r
0:20 'attv4' (in 4-component vector of float)\r
-0:21 move second child to first child (float)\r
+0:21 move second child to first child (temp float)\r
0:21 Constant:\r
0:21 0.000000\r
0:21 Constant:\r
0:21 0.200000\r
-0:25 move second child to first child (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
0:25 'gl_Position' (invariant gl_Position 4-component vector of float)\r
-0:25 direct index (4-component vector of float)\r
-0:25 'b' (12-element array of 4-component vector of float)\r
+0:25 direct index (temp 4-component vector of float)\r
+0:25 'b' (temp 12-element array of 4-component vector of float)\r
0:25 Constant:\r
0:25 11 (const int)\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'a1' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'a1' (temp int)\r
0:28 Constant:\r
0:28 1 (const int)\r
0:30 Sequence\r
-0:30 move second child to first child (int)\r
-0:30 'aa' (int)\r
+0:30 move second child to first child (temp int)\r
+0:30 'aa' (temp int)\r
0:30 Constant:\r
0:30 7 (const int)\r
0:31 Sequence\r
-0:31 move second child to first child (int)\r
-0:31 'a2' (int)\r
+0:31 move second child to first child (temp int)\r
+0:31 'a2' (temp int)\r
0:32 Sequence\r
-0:32 move second child to first child (int)\r
-0:32 'a3' (int)\r
+0:32 move second child to first child (temp int)\r
+0:32 'a3' (temp int)\r
0:32 Constant:\r
0:32 1 (const int)\r
-0:43 move second child to first child (float)\r
+0:43 move second child to first child (temp float)\r
0:43 'gl_PointSize' (invariant gl_PointSize float)\r
0:43 Constant:\r
0:43 3.800000\r
-0:61 Function Definition: overloadB(f1;f1; (void)\r
+0:61 Function Definition: overloadB(f1;f1; (global void)\r
0:61 Function Parameters: \r
0:61 '' (in float)\r
0:61 '' (const (read only) float)\r
-0:78 Function Definition: foo( (void)\r
+0:78 Function Definition: foo( (global void)\r
0:78 Function Parameters: \r
0:? Sequence\r
-0:83 Function Call: overloadB(f1;f1; (void)\r
-0:83 'f' (float)\r
-0:83 'f' (float)\r
-0:84 Function Call: overloadB(f1;f1; (void)\r
-0:84 'f' (float)\r
+0:83 Function Call: overloadB(f1;f1; (global void)\r
+0:83 'f' (temp float)\r
+0:83 'f' (temp float)\r
+0:84 Function Call: overloadB(f1;f1; (global void)\r
+0:84 'f' (temp float)\r
0:84 Constant:\r
0:84 2.000000\r
-0:85 Function Call: overloadB(f1;f1; (void)\r
+0:85 Function Call: overloadB(f1;f1; (global void)\r
0:85 Constant:\r
0:85 1.000000\r
-0:85 Convert int to float (float)\r
-0:85 'i' (int)\r
+0:85 Convert int to float (temp float)\r
+0:85 'i' (temp int)\r
0:87 Constant:\r
0:87 0.000000\r
-0:88 Function Call: overloadC(i1;i1; (2-component vector of float)\r
+0:88 Function Call: overloadC(i1;i1; (global 2-component vector of float)\r
0:88 Constant:\r
0:88 1 (const int)\r
-0:88 'i' (int)\r
-0:89 Function Call: overloadC(vf2;vf2; (2-component vector of float)\r
+0:88 'i' (temp int)\r
+0:89 Function Call: overloadC(vf2;vf2; (global 2-component vector of float)\r
0:89 Constant:\r
0:89 1.000000\r
0:89 1.000000\r
0:89 2.000000\r
0:90 Constant:\r
0:90 0.000000\r
-0:91 Function Call: overloadC(vf2;vf2; (2-component vector of float)\r
+0:91 Function Call: overloadC(vf2;vf2; (global 2-component vector of float)\r
0:91 Constant:\r
0:91 1.000000\r
0:91 1.000000\r
0:91 Constant:\r
0:91 2.000000\r
0:91 2.000000\r
-0:93 Function Call: overloadD(i1;f1; (3-component vector of float)\r
-0:93 'i' (int)\r
-0:93 'f' (float)\r
-0:94 Function Call: overloadD(f1;i1; (3-component vector of float)\r
-0:94 'f' (float)\r
-0:94 'i' (int)\r
-0:95 Function Call: overloadD(f1;i1; (3-component vector of float)\r
-0:95 Convert int to float (float)\r
-0:95 'i' (int)\r
-0:95 'i' (int)\r
+0:93 Function Call: overloadD(i1;f1; (global 3-component vector of float)\r
+0:93 'i' (temp int)\r
+0:93 'f' (temp float)\r
+0:94 Function Call: overloadD(f1;i1; (global 3-component vector of float)\r
+0:94 'f' (temp float)\r
+0:94 'i' (temp int)\r
+0:95 Function Call: overloadD(f1;i1; (global 3-component vector of float)\r
+0:95 Convert int to float (temp float)\r
+0:95 'i' (temp int)\r
+0:95 'i' (temp int)\r
0:98 Constant:\r
0:98 0.000000\r
0:100 Constant:\r
0:100 0.841471\r
-0:101 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:101 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:101 's2D' (uniform sampler2D)\r
0:101 Constant:\r
0:101 0.000000\r
0:101 0.000000\r
-0:102 clamp (4-component vector of float)\r
+0:102 clamp (global 4-component vector of float)\r
0:102 'attv4' (in 4-component vector of float)\r
0:102 Constant:\r
0:102 0.000000\r
0:102 Constant:\r
0:102 1.000000\r
-0:103 clamp (4-component vector of float)\r
-0:103 Convert int to float (4-component vector of float)\r
-0:103 Convert float to int (4-component vector of int)\r
+0:103 clamp (global 4-component vector of float)\r
+0:103 Convert int to float (temp 4-component vector of float)\r
+0:103 Convert float to int (temp 4-component vector of int)\r
0:103 'attv4' (in 4-component vector of float)\r
0:103 Constant:\r
0:103 0.000000\r
0:107 0.000000\r
0:108 Constant:\r
0:108 0.000000\r
-0:109 Function Call: overloadE(vf2; (3-component vector of float)\r
+0:109 Function Call: overloadE(vf2; (global 3-component vector of float)\r
0:109 Constant:\r
0:109 3.300000\r
0:109 3.300000\r
-0:110 Function Call: overloadE(mf22; (3-component vector of float)\r
+0:110 Function Call: overloadE(mf22; (global 3-component vector of float)\r
0:110 Constant:\r
0:110 0.500000\r
0:110 0.000000\r
0:110 0.500000\r
0:111 Constant:\r
0:111 0.000000\r
-0:112 Function Call: overloadE(vf2; (3-component vector of float)\r
+0:112 Function Call: overloadE(vf2; (global 3-component vector of float)\r
0:112 Constant:\r
0:112 1.000000\r
0:112 1.000000\r
-0:115 Function Call: overloadE(f1[2]; (3-component vector of float)\r
-0:115 'b' (2-element array of float)\r
+0:115 Function Call: overloadE(f1[2]; (global 3-component vector of float)\r
+0:115 'b' (temp 2-element array of float)\r
0:117 Constant:\r
0:117 0.000000\r
-0:118 Function Call: overloadF(i1; (3-component vector of float)\r
+0:118 Function Call: overloadF(i1; (global 3-component vector of float)\r
0:118 Constant:\r
0:118 1 (const int)\r
-0:128 Function Definition: foo2( (void)\r
+0:128 Function Definition: foo2( (global void)\r
0:128 Function Parameters: \r
0:? Sequence\r
-0:135 Comma (void)\r
-0:135 Function Call: outFun(f1;vi2;i1;f1; (void)\r
-0:135 Convert int to float (float)\r
-0:135 'i' (int)\r
-0:135 'tempArg' (2-component vector of int)\r
-0:135 'i' (int)\r
-0:135 'f' (float)\r
-0:135 move second child to first child (2-component vector of float)\r
-0:135 'v2' (2-component vector of float)\r
-0:135 Convert int to float (2-component vector of float)\r
-0:135 'tempArg' (2-component vector of int)\r
-0:136 Comma (int)\r
-0:136 move second child to first child (int)\r
-0:136 'tempReturn' (int)\r
-0:136 Function Call: outFunRet(f1;i1;i1;vi4; (int)\r
-0:136 Convert int to float (float)\r
-0:136 'i' (int)\r
-0:136 'tempArg' (int)\r
-0:136 'i' (int)\r
-0:136 'tempArg' (4-component vector of int)\r
-0:136 move second child to first child (float)\r
-0:136 'f' (float)\r
-0:136 Convert int to float (float)\r
-0:136 'tempArg' (int)\r
-0:136 move second child to first child (4-component vector of float)\r
-0:136 'v4' (4-component vector of float)\r
-0:136 Convert int to float (4-component vector of float)\r
-0:136 'tempArg' (4-component vector of int)\r
-0:136 'tempReturn' (int)\r
+0:135 Comma (global void)\r
+0:135 Function Call: outFun(f1;vi2;i1;f1; (global void)\r
+0:135 Convert int to float (temp float)\r
+0:135 'i' (temp int)\r
+0:135 'tempArg' (temp 2-component vector of int)\r
+0:135 'i' (temp int)\r
+0:135 'f' (temp float)\r
+0:135 move second child to first child (temp 2-component vector of float)\r
+0:135 'v2' (temp 2-component vector of float)\r
+0:135 Convert int to float (temp 2-component vector of float)\r
+0:135 'tempArg' (temp 2-component vector of int)\r
+0:136 Comma (global int)\r
+0:136 move second child to first child (temp int)\r
+0:136 'tempReturn' (global int)\r
+0:136 Function Call: outFunRet(f1;i1;i1;vi4; (global int)\r
+0:136 Convert int to float (temp float)\r
+0:136 'i' (temp int)\r
+0:136 'tempArg' (temp int)\r
+0:136 'i' (temp int)\r
+0:136 'tempArg' (temp 4-component vector of int)\r
+0:136 move second child to first child (temp float)\r
+0:136 'f' (temp float)\r
+0:136 Convert int to float (temp float)\r
+0:136 'tempArg' (temp int)\r
+0:136 move second child to first child (temp 4-component vector of float)\r
+0:136 'v4' (temp 4-component vector of float)\r
+0:136 Convert int to float (temp 4-component vector of float)\r
+0:136 'tempArg' (temp 4-component vector of int)\r
+0:136 'tempReturn' (global int)\r
0:137 Sequence\r
-0:137 move second child to first child (float)\r
-0:137 'ret' (float)\r
-0:137 Convert int to float (float)\r
-0:137 Comma (int)\r
-0:137 move second child to first child (int)\r
-0:137 'tempReturn' (int)\r
-0:137 Function Call: outFunRet(f1;i1;i1;vi4; (int)\r
-0:137 Convert int to float (float)\r
-0:137 'i' (int)\r
-0:137 'tempArg' (int)\r
-0:137 'i' (int)\r
-0:137 'tempArg' (4-component vector of int)\r
-0:137 move second child to first child (float)\r
-0:137 'f' (float)\r
-0:137 Convert int to float (float)\r
-0:137 'tempArg' (int)\r
-0:137 move second child to first child (4-component vector of float)\r
-0:137 'v4' (4-component vector of float)\r
-0:137 Convert int to float (4-component vector of float)\r
-0:137 'tempArg' (4-component vector of int)\r
-0:137 'tempReturn' (int)\r
+0:137 move second child to first child (temp float)\r
+0:137 'ret' (temp float)\r
+0:137 Convert int to float (temp float)\r
+0:137 Comma (global int)\r
+0:137 move second child to first child (temp int)\r
+0:137 'tempReturn' (global int)\r
+0:137 Function Call: outFunRet(f1;i1;i1;vi4; (global int)\r
+0:137 Convert int to float (temp float)\r
+0:137 'i' (temp int)\r
+0:137 'tempArg' (temp int)\r
+0:137 'i' (temp int)\r
+0:137 'tempArg' (temp 4-component vector of int)\r
+0:137 move second child to first child (temp float)\r
+0:137 'f' (temp float)\r
+0:137 Convert int to float (temp float)\r
+0:137 'tempArg' (temp int)\r
+0:137 move second child to first child (temp 4-component vector of float)\r
+0:137 'v4' (temp 4-component vector of float)\r
+0:137 Convert int to float (temp 4-component vector of float)\r
+0:137 'tempArg' (temp 4-component vector of int)\r
+0:137 'tempReturn' (global int)\r
0:138 Sequence\r
-0:138 move second child to first child (2-component vector of float)\r
-0:138 'ret2' (2-component vector of float)\r
-0:138 Convert int to float (2-component vector of float)\r
-0:138 Comma (2-component vector of int)\r
-0:138 move second child to first child (2-component vector of int)\r
-0:138 'tempReturn' (2-component vector of int)\r
-0:138 Function Call: outFunRet(f1;vi4;i1;vi4; (2-component vector of int)\r
-0:138 Convert int to float (float)\r
-0:138 'i' (int)\r
-0:138 'tempArg' (4-component vector of int)\r
-0:138 'i' (int)\r
-0:138 'tempArg' (4-component vector of int)\r
-0:138 move second child to first child (4-component vector of float)\r
-0:138 'v4' (4-component vector of float)\r
-0:138 Convert int to float (4-component vector of float)\r
-0:138 'tempArg' (4-component vector of int)\r
-0:138 move second child to first child (4-component vector of float)\r
-0:138 'v4' (4-component vector of float)\r
-0:138 Convert int to float (4-component vector of float)\r
-0:138 'tempArg' (4-component vector of int)\r
-0:138 'tempReturn' (2-component vector of int)\r
+0:138 move second child to first child (temp 2-component vector of float)\r
+0:138 'ret2' (temp 2-component vector of float)\r
+0:138 Convert int to float (temp 2-component vector of float)\r
+0:138 Comma (global 2-component vector of int)\r
+0:138 move second child to first child (temp 2-component vector of int)\r
+0:138 'tempReturn' (global 2-component vector of int)\r
+0:138 Function Call: outFunRet(f1;vi4;i1;vi4; (global 2-component vector of int)\r
+0:138 Convert int to float (temp float)\r
+0:138 'i' (temp int)\r
+0:138 'tempArg' (temp 4-component vector of int)\r
+0:138 'i' (temp int)\r
+0:138 'tempArg' (temp 4-component vector of int)\r
+0:138 move second child to first child (temp 4-component vector of float)\r
+0:138 'v4' (temp 4-component vector of float)\r
+0:138 Convert int to float (temp 4-component vector of float)\r
+0:138 'tempArg' (temp 4-component vector of int)\r
+0:138 move second child to first child (temp 4-component vector of float)\r
+0:138 'v4' (temp 4-component vector of float)\r
+0:138 Convert int to float (temp 4-component vector of float)\r
+0:138 'tempArg' (temp 4-component vector of int)\r
+0:138 'tempReturn' (global 2-component vector of int)\r
0:139 Sequence\r
-0:139 move second child to first child (bool)\r
-0:139 'b' (bool)\r
-0:139 any (bool)\r
-0:139 Compare Less Than (4-component vector of bool)\r
-0:139 'v4' (4-component vector of float)\r
+0:139 move second child to first child (temp bool)\r
+0:139 'b' (temp bool)\r
+0:139 any (global bool)\r
+0:139 Compare Less Than (global 4-component vector of bool)\r
+0:139 'v4' (temp 4-component vector of float)\r
0:139 'attv4' (in 4-component vector of float)\r
-0:154 Function Definition: foo213( (void)\r
+0:154 Function Definition: foo213( (global void)\r
0:154 Function Parameters: \r
0:156 Sequence\r
0:156 Sequence\r
-0:156 move second child to first child (float)\r
-0:156 'f' (float)\r
+0:156 move second child to first child (temp float)\r
+0:156 'f' (temp float)\r
0:156 Constant:\r
0:156 3.000000\r
0:157 switch\r
0:158 Constant:\r
0:158 1 (const int)\r
0:? Sequence\r
-0:159 move second child to first child (float)\r
-0:159 'f' (float)\r
-0:159 sine (float)\r
-0:159 'f' (float)\r
+0:159 move second child to first child (temp float)\r
+0:159 'f' (temp float)\r
+0:159 sine (global float)\r
+0:159 'f' (temp float)\r
0:160 Branch: Break\r
0:161 case: with expression\r
0:161 Constant:\r
0:161 2 (const int)\r
0:? Sequence\r
-0:162 move second child to first child (float)\r
-0:162 'f' (float)\r
-0:162 component-wise multiply (float)\r
-0:162 'f' (float)\r
-0:162 'f' (float)\r
+0:162 move second child to first child (temp float)\r
+0:162 'f' (temp float)\r
+0:162 component-wise multiply (temp float)\r
+0:162 'f' (temp float)\r
+0:162 'f' (temp float)\r
0:163 default: \r
0:? Sequence\r
-0:164 move second child to first child (float)\r
-0:164 'f' (float)\r
+0:164 move second child to first child (temp float)\r
+0:164 'f' (temp float)\r
0:164 Constant:\r
0:164 3.000000\r
-0:168 inclusive-or (int)\r
-0:168 left-shift (int)\r
-0:168 'i' (int)\r
+0:168 inclusive-or (temp int)\r
+0:168 left-shift (temp int)\r
+0:168 'i' (temp int)\r
0:168 Constant:\r
0:168 3 (const int)\r
0:168 Constant:\r
0:168 69 (const int)\r
0:172 Sequence\r
-0:172 move second child to first child (float)\r
-0:172 't' (float)\r
+0:172 move second child to first child (temp float)\r
+0:172 't' (temp float)\r
0:172 Constant:\r
0:172 0.000000\r
0:178 Constant:\r
0:180 0.000000\r
0:181 Constant:\r
0:181 0.000000\r
-0:184 move second child to first child (float)\r
+0:184 move second child to first child (temp float)\r
0:184 Constant:\r
0:184 0.000000\r
0:184 Constant:\r
0:? 'c2D' (in 2-component vector of float)\r
0:? 'c3D' (in 3-component vector of float)\r
0:? 'v4' (uniform 4-component vector of float)\r
-0:? 'abc' (int)\r
+0:? 'abc' (global int)\r
\r
\r
Linked vertex stage:\r
\r
Shader version: 120\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
-0:17 move second child to first child (2-component vector of float)\r
+0:17 move second child to first child (temp 2-component vector of float)\r
0:17 'centTexCoord' (invariant smooth out 2-component vector of float)\r
0:17 'attv2' (in 2-component vector of float)\r
-0:18 move second child to first child (4-component vector of float)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
0:18 'gl_Position' (invariant gl_Position 4-component vector of float)\r
0:18 'attv4' (in 4-component vector of float)\r
-0:20 move second child to first child (4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
0:20 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)\r
0:20 'attv4' (in 4-component vector of float)\r
-0:21 move second child to first child (float)\r
+0:21 move second child to first child (temp float)\r
0:21 Constant:\r
0:21 0.000000\r
0:21 Constant:\r
0:21 0.200000\r
-0:25 move second child to first child (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
0:25 'gl_Position' (invariant gl_Position 4-component vector of float)\r
-0:25 direct index (4-component vector of float)\r
-0:25 'b' (12-element array of 4-component vector of float)\r
+0:25 direct index (temp 4-component vector of float)\r
+0:25 'b' (temp 12-element array of 4-component vector of float)\r
0:25 Constant:\r
0:25 11 (const int)\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'a1' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'a1' (temp int)\r
0:28 Constant:\r
0:28 1 (const int)\r
0:30 Sequence\r
-0:30 move second child to first child (int)\r
-0:30 'aa' (int)\r
+0:30 move second child to first child (temp int)\r
+0:30 'aa' (temp int)\r
0:30 Constant:\r
0:30 7 (const int)\r
0:31 Sequence\r
-0:31 move second child to first child (int)\r
-0:31 'a2' (int)\r
+0:31 move second child to first child (temp int)\r
+0:31 'a2' (temp int)\r
0:32 Sequence\r
-0:32 move second child to first child (int)\r
-0:32 'a3' (int)\r
+0:32 move second child to first child (temp int)\r
+0:32 'a3' (temp int)\r
0:32 Constant:\r
0:32 1 (const int)\r
-0:43 move second child to first child (float)\r
+0:43 move second child to first child (temp float)\r
0:43 'gl_PointSize' (invariant gl_PointSize float)\r
0:43 Constant:\r
0:43 3.800000\r
-0:61 Function Definition: overloadB(f1;f1; (void)\r
+0:61 Function Definition: overloadB(f1;f1; (global void)\r
0:61 Function Parameters: \r
0:61 '' (in float)\r
0:61 '' (const (read only) float)\r
-0:78 Function Definition: foo( (void)\r
+0:78 Function Definition: foo( (global void)\r
0:78 Function Parameters: \r
0:? Sequence\r
-0:83 Function Call: overloadB(f1;f1; (void)\r
-0:83 'f' (float)\r
-0:83 'f' (float)\r
-0:84 Function Call: overloadB(f1;f1; (void)\r
-0:84 'f' (float)\r
+0:83 Function Call: overloadB(f1;f1; (global void)\r
+0:83 'f' (temp float)\r
+0:83 'f' (temp float)\r
+0:84 Function Call: overloadB(f1;f1; (global void)\r
+0:84 'f' (temp float)\r
0:84 Constant:\r
0:84 2.000000\r
-0:85 Function Call: overloadB(f1;f1; (void)\r
+0:85 Function Call: overloadB(f1;f1; (global void)\r
0:85 Constant:\r
0:85 1.000000\r
-0:85 Convert int to float (float)\r
-0:85 'i' (int)\r
+0:85 Convert int to float (temp float)\r
+0:85 'i' (temp int)\r
0:87 Constant:\r
0:87 0.000000\r
-0:88 Function Call: overloadC(i1;i1; (2-component vector of float)\r
+0:88 Function Call: overloadC(i1;i1; (global 2-component vector of float)\r
0:88 Constant:\r
0:88 1 (const int)\r
-0:88 'i' (int)\r
-0:89 Function Call: overloadC(vf2;vf2; (2-component vector of float)\r
+0:88 'i' (temp int)\r
+0:89 Function Call: overloadC(vf2;vf2; (global 2-component vector of float)\r
0:89 Constant:\r
0:89 1.000000\r
0:89 1.000000\r
0:89 2.000000\r
0:90 Constant:\r
0:90 0.000000\r
-0:91 Function Call: overloadC(vf2;vf2; (2-component vector of float)\r
+0:91 Function Call: overloadC(vf2;vf2; (global 2-component vector of float)\r
0:91 Constant:\r
0:91 1.000000\r
0:91 1.000000\r
0:91 Constant:\r
0:91 2.000000\r
0:91 2.000000\r
-0:93 Function Call: overloadD(i1;f1; (3-component vector of float)\r
-0:93 'i' (int)\r
-0:93 'f' (float)\r
-0:94 Function Call: overloadD(f1;i1; (3-component vector of float)\r
-0:94 'f' (float)\r
-0:94 'i' (int)\r
-0:95 Function Call: overloadD(f1;i1; (3-component vector of float)\r
-0:95 Convert int to float (float)\r
-0:95 'i' (int)\r
-0:95 'i' (int)\r
+0:93 Function Call: overloadD(i1;f1; (global 3-component vector of float)\r
+0:93 'i' (temp int)\r
+0:93 'f' (temp float)\r
+0:94 Function Call: overloadD(f1;i1; (global 3-component vector of float)\r
+0:94 'f' (temp float)\r
+0:94 'i' (temp int)\r
+0:95 Function Call: overloadD(f1;i1; (global 3-component vector of float)\r
+0:95 Convert int to float (temp float)\r
+0:95 'i' (temp int)\r
+0:95 'i' (temp int)\r
0:98 Constant:\r
0:98 0.000000\r
0:100 Constant:\r
0:100 0.841471\r
-0:101 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:101 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:101 's2D' (uniform sampler2D)\r
0:101 Constant:\r
0:101 0.000000\r
0:101 0.000000\r
-0:102 clamp (4-component vector of float)\r
+0:102 clamp (global 4-component vector of float)\r
0:102 'attv4' (in 4-component vector of float)\r
0:102 Constant:\r
0:102 0.000000\r
0:102 Constant:\r
0:102 1.000000\r
-0:103 clamp (4-component vector of float)\r
-0:103 Convert int to float (4-component vector of float)\r
-0:103 Convert float to int (4-component vector of int)\r
+0:103 clamp (global 4-component vector of float)\r
+0:103 Convert int to float (temp 4-component vector of float)\r
+0:103 Convert float to int (temp 4-component vector of int)\r
0:103 'attv4' (in 4-component vector of float)\r
0:103 Constant:\r
0:103 0.000000\r
0:107 0.000000\r
0:108 Constant:\r
0:108 0.000000\r
-0:109 Function Call: overloadE(vf2; (3-component vector of float)\r
+0:109 Function Call: overloadE(vf2; (global 3-component vector of float)\r
0:109 Constant:\r
0:109 3.300000\r
0:109 3.300000\r
-0:110 Function Call: overloadE(mf22; (3-component vector of float)\r
+0:110 Function Call: overloadE(mf22; (global 3-component vector of float)\r
0:110 Constant:\r
0:110 0.500000\r
0:110 0.000000\r
0:110 0.500000\r
0:111 Constant:\r
0:111 0.000000\r
-0:112 Function Call: overloadE(vf2; (3-component vector of float)\r
+0:112 Function Call: overloadE(vf2; (global 3-component vector of float)\r
0:112 Constant:\r
0:112 1.000000\r
0:112 1.000000\r
-0:115 Function Call: overloadE(f1[2]; (3-component vector of float)\r
-0:115 'b' (2-element array of float)\r
+0:115 Function Call: overloadE(f1[2]; (global 3-component vector of float)\r
+0:115 'b' (temp 2-element array of float)\r
0:117 Constant:\r
0:117 0.000000\r
-0:118 Function Call: overloadF(i1; (3-component vector of float)\r
+0:118 Function Call: overloadF(i1; (global 3-component vector of float)\r
0:118 Constant:\r
0:118 1 (const int)\r
-0:128 Function Definition: foo2( (void)\r
+0:128 Function Definition: foo2( (global void)\r
0:128 Function Parameters: \r
0:? Sequence\r
-0:135 Comma (void)\r
-0:135 Function Call: outFun(f1;vi2;i1;f1; (void)\r
-0:135 Convert int to float (float)\r
-0:135 'i' (int)\r
-0:135 'tempArg' (2-component vector of int)\r
-0:135 'i' (int)\r
-0:135 'f' (float)\r
-0:135 move second child to first child (2-component vector of float)\r
-0:135 'v2' (2-component vector of float)\r
-0:135 Convert int to float (2-component vector of float)\r
-0:135 'tempArg' (2-component vector of int)\r
-0:136 Comma (int)\r
-0:136 move second child to first child (int)\r
-0:136 'tempReturn' (int)\r
-0:136 Function Call: outFunRet(f1;i1;i1;vi4; (int)\r
-0:136 Convert int to float (float)\r
-0:136 'i' (int)\r
-0:136 'tempArg' (int)\r
-0:136 'i' (int)\r
-0:136 'tempArg' (4-component vector of int)\r
-0:136 move second child to first child (float)\r
-0:136 'f' (float)\r
-0:136 Convert int to float (float)\r
-0:136 'tempArg' (int)\r
-0:136 move second child to first child (4-component vector of float)\r
-0:136 'v4' (4-component vector of float)\r
-0:136 Convert int to float (4-component vector of float)\r
-0:136 'tempArg' (4-component vector of int)\r
-0:136 'tempReturn' (int)\r
+0:135 Comma (global void)\r
+0:135 Function Call: outFun(f1;vi2;i1;f1; (global void)\r
+0:135 Convert int to float (temp float)\r
+0:135 'i' (temp int)\r
+0:135 'tempArg' (temp 2-component vector of int)\r
+0:135 'i' (temp int)\r
+0:135 'f' (temp float)\r
+0:135 move second child to first child (temp 2-component vector of float)\r
+0:135 'v2' (temp 2-component vector of float)\r
+0:135 Convert int to float (temp 2-component vector of float)\r
+0:135 'tempArg' (temp 2-component vector of int)\r
+0:136 Comma (global int)\r
+0:136 move second child to first child (temp int)\r
+0:136 'tempReturn' (global int)\r
+0:136 Function Call: outFunRet(f1;i1;i1;vi4; (global int)\r
+0:136 Convert int to float (temp float)\r
+0:136 'i' (temp int)\r
+0:136 'tempArg' (temp int)\r
+0:136 'i' (temp int)\r
+0:136 'tempArg' (temp 4-component vector of int)\r
+0:136 move second child to first child (temp float)\r
+0:136 'f' (temp float)\r
+0:136 Convert int to float (temp float)\r
+0:136 'tempArg' (temp int)\r
+0:136 move second child to first child (temp 4-component vector of float)\r
+0:136 'v4' (temp 4-component vector of float)\r
+0:136 Convert int to float (temp 4-component vector of float)\r
+0:136 'tempArg' (temp 4-component vector of int)\r
+0:136 'tempReturn' (global int)\r
0:137 Sequence\r
-0:137 move second child to first child (float)\r
-0:137 'ret' (float)\r
-0:137 Convert int to float (float)\r
-0:137 Comma (int)\r
-0:137 move second child to first child (int)\r
-0:137 'tempReturn' (int)\r
-0:137 Function Call: outFunRet(f1;i1;i1;vi4; (int)\r
-0:137 Convert int to float (float)\r
-0:137 'i' (int)\r
-0:137 'tempArg' (int)\r
-0:137 'i' (int)\r
-0:137 'tempArg' (4-component vector of int)\r
-0:137 move second child to first child (float)\r
-0:137 'f' (float)\r
-0:137 Convert int to float (float)\r
-0:137 'tempArg' (int)\r
-0:137 move second child to first child (4-component vector of float)\r
-0:137 'v4' (4-component vector of float)\r
-0:137 Convert int to float (4-component vector of float)\r
-0:137 'tempArg' (4-component vector of int)\r
-0:137 'tempReturn' (int)\r
+0:137 move second child to first child (temp float)\r
+0:137 'ret' (temp float)\r
+0:137 Convert int to float (temp float)\r
+0:137 Comma (global int)\r
+0:137 move second child to first child (temp int)\r
+0:137 'tempReturn' (global int)\r
+0:137 Function Call: outFunRet(f1;i1;i1;vi4; (global int)\r
+0:137 Convert int to float (temp float)\r
+0:137 'i' (temp int)\r
+0:137 'tempArg' (temp int)\r
+0:137 'i' (temp int)\r
+0:137 'tempArg' (temp 4-component vector of int)\r
+0:137 move second child to first child (temp float)\r
+0:137 'f' (temp float)\r
+0:137 Convert int to float (temp float)\r
+0:137 'tempArg' (temp int)\r
+0:137 move second child to first child (temp 4-component vector of float)\r
+0:137 'v4' (temp 4-component vector of float)\r
+0:137 Convert int to float (temp 4-component vector of float)\r
+0:137 'tempArg' (temp 4-component vector of int)\r
+0:137 'tempReturn' (global int)\r
0:138 Sequence\r
-0:138 move second child to first child (2-component vector of float)\r
-0:138 'ret2' (2-component vector of float)\r
-0:138 Convert int to float (2-component vector of float)\r
-0:138 Comma (2-component vector of int)\r
-0:138 move second child to first child (2-component vector of int)\r
-0:138 'tempReturn' (2-component vector of int)\r
-0:138 Function Call: outFunRet(f1;vi4;i1;vi4; (2-component vector of int)\r
-0:138 Convert int to float (float)\r
-0:138 'i' (int)\r
-0:138 'tempArg' (4-component vector of int)\r
-0:138 'i' (int)\r
-0:138 'tempArg' (4-component vector of int)\r
-0:138 move second child to first child (4-component vector of float)\r
-0:138 'v4' (4-component vector of float)\r
-0:138 Convert int to float (4-component vector of float)\r
-0:138 'tempArg' (4-component vector of int)\r
-0:138 move second child to first child (4-component vector of float)\r
-0:138 'v4' (4-component vector of float)\r
-0:138 Convert int to float (4-component vector of float)\r
-0:138 'tempArg' (4-component vector of int)\r
-0:138 'tempReturn' (2-component vector of int)\r
+0:138 move second child to first child (temp 2-component vector of float)\r
+0:138 'ret2' (temp 2-component vector of float)\r
+0:138 Convert int to float (temp 2-component vector of float)\r
+0:138 Comma (global 2-component vector of int)\r
+0:138 move second child to first child (temp 2-component vector of int)\r
+0:138 'tempReturn' (global 2-component vector of int)\r
+0:138 Function Call: outFunRet(f1;vi4;i1;vi4; (global 2-component vector of int)\r
+0:138 Convert int to float (temp float)\r
+0:138 'i' (temp int)\r
+0:138 'tempArg' (temp 4-component vector of int)\r
+0:138 'i' (temp int)\r
+0:138 'tempArg' (temp 4-component vector of int)\r
+0:138 move second child to first child (temp 4-component vector of float)\r
+0:138 'v4' (temp 4-component vector of float)\r
+0:138 Convert int to float (temp 4-component vector of float)\r
+0:138 'tempArg' (temp 4-component vector of int)\r
+0:138 move second child to first child (temp 4-component vector of float)\r
+0:138 'v4' (temp 4-component vector of float)\r
+0:138 Convert int to float (temp 4-component vector of float)\r
+0:138 'tempArg' (temp 4-component vector of int)\r
+0:138 'tempReturn' (global 2-component vector of int)\r
0:139 Sequence\r
-0:139 move second child to first child (bool)\r
-0:139 'b' (bool)\r
-0:139 any (bool)\r
-0:139 Compare Less Than (4-component vector of bool)\r
-0:139 'v4' (4-component vector of float)\r
+0:139 move second child to first child (temp bool)\r
+0:139 'b' (temp bool)\r
+0:139 any (global bool)\r
+0:139 Compare Less Than (global 4-component vector of bool)\r
+0:139 'v4' (temp 4-component vector of float)\r
0:139 'attv4' (in 4-component vector of float)\r
-0:154 Function Definition: foo213( (void)\r
+0:154 Function Definition: foo213( (global void)\r
0:154 Function Parameters: \r
0:156 Sequence\r
0:156 Sequence\r
-0:156 move second child to first child (float)\r
-0:156 'f' (float)\r
+0:156 move second child to first child (temp float)\r
+0:156 'f' (temp float)\r
0:156 Constant:\r
0:156 3.000000\r
0:157 switch\r
0:158 Constant:\r
0:158 1 (const int)\r
0:? Sequence\r
-0:159 move second child to first child (float)\r
-0:159 'f' (float)\r
-0:159 sine (float)\r
-0:159 'f' (float)\r
+0:159 move second child to first child (temp float)\r
+0:159 'f' (temp float)\r
+0:159 sine (global float)\r
+0:159 'f' (temp float)\r
0:160 Branch: Break\r
0:161 case: with expression\r
0:161 Constant:\r
0:161 2 (const int)\r
0:? Sequence\r
-0:162 move second child to first child (float)\r
-0:162 'f' (float)\r
-0:162 component-wise multiply (float)\r
-0:162 'f' (float)\r
-0:162 'f' (float)\r
+0:162 move second child to first child (temp float)\r
+0:162 'f' (temp float)\r
+0:162 component-wise multiply (temp float)\r
+0:162 'f' (temp float)\r
+0:162 'f' (temp float)\r
0:163 default: \r
0:? Sequence\r
-0:164 move second child to first child (float)\r
-0:164 'f' (float)\r
+0:164 move second child to first child (temp float)\r
+0:164 'f' (temp float)\r
0:164 Constant:\r
0:164 3.000000\r
-0:168 inclusive-or (int)\r
-0:168 left-shift (int)\r
-0:168 'i' (int)\r
+0:168 inclusive-or (temp int)\r
+0:168 left-shift (temp int)\r
+0:168 'i' (temp int)\r
0:168 Constant:\r
0:168 3 (const int)\r
0:168 Constant:\r
0:168 69 (const int)\r
0:172 Sequence\r
-0:172 move second child to first child (float)\r
-0:172 't' (float)\r
+0:172 move second child to first child (temp float)\r
+0:172 't' (temp float)\r
0:172 Constant:\r
0:172 0.000000\r
0:178 Constant:\r
0:180 0.000000\r
0:181 Constant:\r
0:181 0.000000\r
-0:184 move second child to first child (float)\r
+0:184 move second child to first child (temp float)\r
0:184 Constant:\r
0:184 0.000000\r
0:184 Constant:\r
0:? 'c2D' (in 2-component vector of float)\r
0:? 'c3D' (in 3-component vector of float)\r
0:? 'v4' (uniform 4-component vector of float)\r
-0:? 'abc' (int)\r
+0:? 'abc' (global int)\r
\r
ERROR: 0:38: 'gl_Color' : redeclaring non-array as array \r
ERROR: 0:39: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_Color\r
WARNING: 0:45: extension GL_ARB_texture_gather is being used for textureGather(...)\r
-ERROR: 0:62: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type '3-component vector of bool' and a right operand of type '3-component vector of bool' (or there is no acceptable conversion)\r
-ERROR: 0:63: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type '3-component vector of uint' and a right operand of type '3-component vector of uint' (or there is no acceptable conversion)\r
+ERROR: 0:62: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type 'temp 3-component vector of bool' and a right operand of type 'temp 3-component vector of bool' (or there is no acceptable conversion)\r
+ERROR: 0:63: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type 'temp 3-component vector of uint' and a right operand of type 'temp 3-component vector of uint' (or there is no acceptable conversion)\r
ERROR: 0:64: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type 'const 2-component vector of uint' and a right operand of type 'const 2-component vector of uint' (or there is no acceptable conversion)\r
ERROR: 0:80: 'textureGatherOffset' : no matching overloaded function found \r
-ERROR: 0:80: 'assign' : cannot convert from 'const float' to '4-component vector of float'\r
+ERROR: 0:80: 'assign' : cannot convert from 'const float' to 'temp 4-component vector of float'\r
ERROR: 0:81: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions \r
ERROR: 0:84: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions \r
ERROR: 0:85: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions \r
WARNING: 0:88: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5\r
ERROR: 0:120: 'line continuation' : not supported for this version or the enabled extensions \r
ERROR: 0:126: 'uniform block' : not supported for this version or the enabled extensions \r
-ERROR: 0:140: 'length' : does not operate on this type: bool\r
+ERROR: 0:140: 'length' : does not operate on this type: temp bool\r
ERROR: 0:140: 'boolb' : can't use function syntax on variable \r
-ERROR: 0:141: 'length' : does not operate on this type: float\r
+ERROR: 0:141: 'length' : does not operate on this type: temp float\r
ERROR: 0:141: '' : function call, method, or subroutine call expected \r
ERROR: 0:141: '' : no matching overloaded function found \r
ERROR: 0:142: 'length' : incomplete method syntax \r
Requested GL_ARB_texture_rectangle\r
using early_fragment_tests\r
ERROR: node is still EOpNull!\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:18 Sequence\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'clip' (float)\r
-0:18 direct index (smooth float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'clip' (temp float)\r
+0:18 direct index (smooth temp float)\r
0:18 'gl_ClipDistance' (smooth in implicitly-sized array of float)\r
0:18 Constant:\r
0:18 3 (const int)\r
-0:23 Function Definition: foo( (void)\r
+0:23 Function Definition: foo( (global void)\r
0:23 Function Parameters: \r
0:25 Sequence\r
0:25 Sequence\r
-0:25 move second child to first child (4-component vector of float)\r
-0:25 's' (4-component vector of float)\r
-0:25 Function Call: textureGather(sC1;vf3; (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
+0:25 's' (temp 4-component vector of float)\r
+0:25 Function Call: textureGather(sC1;vf3; (global 4-component vector of float)\r
0:25 'sampC' (uniform samplerCube)\r
0:25 Constant:\r
0:25 0.200000\r
0:25 0.200000\r
0:25 0.200000\r
-0:30 Function Definition: bar( (void)\r
+0:30 Function Definition: bar( (global void)\r
0:30 Function Parameters: \r
0:32 Sequence\r
0:32 Sequence\r
-0:32 move second child to first child (4-component vector of float)\r
-0:32 's' (4-component vector of float)\r
-0:32 Function Call: textureGather(sC1;vf3; (4-component vector of float)\r
+0:32 move second child to first child (temp 4-component vector of float)\r
+0:32 's' (temp 4-component vector of float)\r
+0:32 Function Call: textureGather(sC1;vf3; (global 4-component vector of float)\r
0:32 'sampC' (uniform samplerCube)\r
0:32 Constant:\r
0:32 0.200000\r
0:32 0.200000\r
0:32 0.200000\r
-0:43 Function Definition: bar2( (void)\r
+0:43 Function Definition: bar2( (global void)\r
0:43 Function Parameters: \r
0:45 Sequence\r
0:45 Sequence\r
-0:45 move second child to first child (4-component vector of float)\r
-0:45 's' (4-component vector of float)\r
-0:45 Function Call: textureGather(sC1;vf3; (4-component vector of float)\r
+0:45 move second child to first child (temp 4-component vector of float)\r
+0:45 's' (temp 4-component vector of float)\r
+0:45 Function Call: textureGather(sC1;vf3; (global 4-component vector of float)\r
0:45 'sampC' (uniform samplerCube)\r
0:45 Constant:\r
0:45 0.200000\r
0:45 0.200000\r
0:45 0.200000\r
-0:49 move second child to first child (3-component vector of bool)\r
-0:49 'b3' (3-component vector of bool)\r
-0:49 Compare Less Than (3-component vector of bool)\r
-0:49 'uv3' (3-component vector of uint)\r
-0:49 'uv3' (3-component vector of uint)\r
-0:50 move second child to first child (3-component vector of bool)\r
-0:50 'b3' (3-component vector of bool)\r
-0:50 Equal (3-component vector of bool)\r
-0:50 'uv3' (3-component vector of uint)\r
-0:50 'uv3' (3-component vector of uint)\r
-0:56 direct index (int)\r
-0:56 'a1' (1-element array of int)\r
+0:49 move second child to first child (temp 3-component vector of bool)\r
+0:49 'b3' (temp 3-component vector of bool)\r
+0:49 Compare Less Than (global 3-component vector of bool)\r
+0:49 'uv3' (temp 3-component vector of uint)\r
+0:49 'uv3' (temp 3-component vector of uint)\r
+0:50 move second child to first child (temp 3-component vector of bool)\r
+0:50 'b3' (temp 3-component vector of bool)\r
+0:50 Equal (global 3-component vector of bool)\r
+0:50 'uv3' (temp 3-component vector of uint)\r
+0:50 'uv3' (temp 3-component vector of uint)\r
+0:56 direct index (temp int)\r
+0:56 'a1' (temp 1-element array of int)\r
0:56 Constant:\r
0:56 0 (const int)\r
-0:57 direct index (int)\r
-0:57 'a2' (1-element array of int)\r
+0:57 direct index (temp int)\r
+0:57 'a2' (temp 1-element array of int)\r
0:57 Constant:\r
0:57 0 (const int)\r
-0:60 direct index (int)\r
-0:60 'a3' (4-element array of int)\r
+0:60 direct index (temp int)\r
+0:60 'a3' (temp 4-element array of int)\r
0:60 Constant:\r
0:60 3 (const int)\r
-0:61 Compare Not Equal (bool)\r
-0:61 'b3' (3-component vector of bool)\r
-0:61 'b3' (3-component vector of bool)\r
+0:61 Compare Not Equal (temp bool)\r
+0:61 'b3' (temp 3-component vector of bool)\r
+0:61 'b3' (temp 3-component vector of bool)\r
0:62 Constant:\r
0:62 false (const bool)\r
0:63 Constant:\r
0:65 true (const bool)\r
0:66 Constant:\r
0:66 false (const bool)\r
-0:77 Function Definition: bar23( (void)\r
+0:77 Function Definition: bar23( (global void)\r
0:77 Function Parameters: \r
0:? Sequence\r
-0:80 's' (4-component vector of float)\r
-0:81 move second child to first child (4-component vector of float)\r
-0:81 's' (4-component vector of float)\r
-0:81 Function Call: textureGatherOffset(sR21;vf2;vi2; (4-component vector of float)\r
+0:80 's' (temp 4-component vector of float)\r
+0:81 move second child to first child (temp 4-component vector of float)\r
+0:81 's' (temp 4-component vector of float)\r
+0:81 Function Call: textureGatherOffset(sR21;vf2;vi2; (global 4-component vector of float)\r
0:81 'samp2DR' (uniform sampler2DRect)\r
0:81 Constant:\r
0:81 0.300000\r
0:81 Constant:\r
0:81 1 (const int)\r
0:81 1 (const int)\r
-0:82 move second child to first child (4-component vector of float)\r
-0:82 's' (4-component vector of float)\r
-0:82 Function Call: textureGatherOffset(s21;vf2;vi2; (4-component vector of float)\r
+0:82 move second child to first child (temp 4-component vector of float)\r
+0:82 's' (temp 4-component vector of float)\r
+0:82 Function Call: textureGatherOffset(s21;vf2;vi2; (global 4-component vector of float)\r
0:82 'samp2D' (uniform sampler2D)\r
0:82 Constant:\r
0:82 0.300000\r
0:82 Constant:\r
0:82 1 (const int)\r
0:82 1 (const int)\r
-0:83 move second child to first child (4-component vector of float)\r
-0:83 's' (4-component vector of float)\r
-0:83 Function Call: textureGatherOffset(sA21;vf3;vi2; (4-component vector of float)\r
+0:83 move second child to first child (temp 4-component vector of float)\r
+0:83 's' (temp 4-component vector of float)\r
+0:83 Function Call: textureGatherOffset(sA21;vf3;vi2; (global 4-component vector of float)\r
0:83 'samp2DA' (uniform sampler2DArray)\r
0:83 Constant:\r
0:83 0.300000\r
0:83 Constant:\r
0:83 1 (const int)\r
0:83 1 (const int)\r
-0:84 move second child to first child (4-component vector of float)\r
-0:84 's' (4-component vector of float)\r
-0:84 Function Call: textureGatherOffset(sS21;vf2;f1;vi2; (4-component vector of float)\r
+0:84 move second child to first child (temp 4-component vector of float)\r
+0:84 's' (temp 4-component vector of float)\r
+0:84 Function Call: textureGatherOffset(sS21;vf2;f1;vi2; (global 4-component vector of float)\r
0:84 'samp2DS' (uniform sampler2DShadow)\r
0:84 Constant:\r
0:84 0.300000\r
0:84 Constant:\r
0:84 1 (const int)\r
0:84 1 (const int)\r
-0:85 move second child to first child (4-component vector of float)\r
-0:85 's' (4-component vector of float)\r
-0:85 Function Call: textureGatherOffset(s21;vf2;vi2;i1; (4-component vector of float)\r
+0:85 move second child to first child (temp 4-component vector of float)\r
+0:85 's' (temp 4-component vector of float)\r
+0:85 Function Call: textureGatherOffset(s21;vf2;vi2;i1; (global 4-component vector of float)\r
0:85 'samp2D' (uniform sampler2D)\r
0:85 Constant:\r
0:85 0.300000\r
0:85 1 (const int)\r
0:85 Constant:\r
0:85 2 (const int)\r
-0:90 Function Definition: bar234( (void)\r
+0:90 Function Definition: bar234( (global void)\r
0:90 Function Parameters: \r
0:? Sequence\r
-0:93 move second child to first child (4-component vector of float)\r
-0:93 's' (4-component vector of float)\r
-0:93 Function Call: textureGatherOffset(s21;vf2;vi2; (4-component vector of float)\r
+0:93 move second child to first child (temp 4-component vector of float)\r
+0:93 's' (temp 4-component vector of float)\r
+0:93 Function Call: textureGatherOffset(s21;vf2;vi2; (global 4-component vector of float)\r
0:93 'samp2D' (uniform sampler2D)\r
0:93 Constant:\r
0:93 0.300000\r
0:93 Constant:\r
0:93 1 (const int)\r
0:93 1 (const int)\r
-0:94 move second child to first child (4-component vector of float)\r
-0:94 's' (4-component vector of float)\r
-0:94 Function Call: textureGatherOffset(sA21;vf3;vi2; (4-component vector of float)\r
+0:94 move second child to first child (temp 4-component vector of float)\r
+0:94 's' (temp 4-component vector of float)\r
+0:94 Function Call: textureGatherOffset(sA21;vf3;vi2; (global 4-component vector of float)\r
0:94 'samp2DA' (uniform sampler2DArray)\r
0:94 Constant:\r
0:94 0.300000\r
0:94 Constant:\r
0:94 1 (const int)\r
0:94 1 (const int)\r
-0:95 move second child to first child (4-component vector of float)\r
-0:95 's' (4-component vector of float)\r
-0:95 Function Call: textureGatherOffset(sR21;vf2;vi2; (4-component vector of float)\r
+0:95 move second child to first child (temp 4-component vector of float)\r
+0:95 's' (temp 4-component vector of float)\r
+0:95 Function Call: textureGatherOffset(sR21;vf2;vi2; (global 4-component vector of float)\r
0:95 'samp2DR' (uniform sampler2DRect)\r
0:95 Constant:\r
0:95 0.300000\r
0:95 Constant:\r
0:95 1 (const int)\r
0:95 1 (const int)\r
-0:96 move second child to first child (4-component vector of float)\r
-0:96 's' (4-component vector of float)\r
-0:96 Function Call: textureGatherOffset(sS21;vf2;f1;vi2; (4-component vector of float)\r
+0:96 move second child to first child (temp 4-component vector of float)\r
+0:96 's' (temp 4-component vector of float)\r
+0:96 Function Call: textureGatherOffset(sS21;vf2;f1;vi2; (global 4-component vector of float)\r
0:96 'samp2DS' (uniform sampler2DShadow)\r
0:96 Constant:\r
0:96 0.300000\r
0:96 Constant:\r
0:96 1 (const int)\r
0:96 1 (const int)\r
-0:97 move second child to first child (4-component vector of float)\r
-0:97 's' (4-component vector of float)\r
-0:97 Function Call: textureGatherOffset(s21;vf2;vi2;i1; (4-component vector of float)\r
+0:97 move second child to first child (temp 4-component vector of float)\r
+0:97 's' (temp 4-component vector of float)\r
+0:97 Function Call: textureGatherOffset(s21;vf2;vi2;i1; (global 4-component vector of float)\r
0:97 'samp2D' (uniform sampler2D)\r
0:97 Constant:\r
0:97 0.300000\r
0:97 1 (const int)\r
0:97 Constant:\r
0:97 2 (const int)\r
-0:107 Function Definition: bar235( (void)\r
+0:107 Function Definition: bar235( (global void)\r
0:107 Function Parameters: \r
0:109 Sequence\r
0:109 Sequence\r
-0:109 move second child to first child (3-component vector of int)\r
-0:109 'a' (3-component vector of int)\r
-0:109 Function Call: textureSize(sAC1;i1; (3-component vector of int)\r
+0:109 move second child to first child (temp 3-component vector of int)\r
+0:109 'a' (temp 3-component vector of int)\r
+0:109 Function Call: textureSize(sAC1;i1; (global 3-component vector of int)\r
0:109 'Sca' (uniform samplerCubeArray)\r
0:109 Constant:\r
0:109 3 (const int)\r
0:110 Sequence\r
-0:110 move second child to first child (4-component vector of float)\r
-0:110 'b' (4-component vector of float)\r
-0:110 Function Call: texture(sAC1;vf4; (4-component vector of float)\r
+0:110 move second child to first child (temp 4-component vector of float)\r
+0:110 'b' (temp 4-component vector of float)\r
+0:110 Function Call: texture(sAC1;vf4; (global 4-component vector of float)\r
0:110 'Sca' (uniform samplerCubeArray)\r
0:110 'i' (smooth in 4-component vector of float)\r
0:111 Sequence\r
-0:111 move second child to first child (4-component vector of int)\r
-0:111 'c' (4-component vector of int)\r
-0:111 Function Call: texture(isAC1;vf4;f1; (4-component vector of int)\r
+0:111 move second child to first child (temp 4-component vector of int)\r
+0:111 'c' (temp 4-component vector of int)\r
+0:111 Function Call: texture(isAC1;vf4;f1; (global 4-component vector of int)\r
0:111 'Isca' (uniform isamplerCubeArray)\r
0:111 'i' (smooth in 4-component vector of float)\r
0:111 Constant:\r
0:111 0.700000\r
0:112 Sequence\r
-0:112 move second child to first child (4-component vector of uint)\r
-0:112 'd' (4-component vector of uint)\r
-0:112 Function Call: texture(usAC1;vf4; (4-component vector of uint)\r
+0:112 move second child to first child (temp 4-component vector of uint)\r
+0:112 'd' (temp 4-component vector of uint)\r
+0:112 Function Call: texture(usAC1;vf4; (global 4-component vector of uint)\r
0:112 'Usca' (uniform usamplerCubeArray)\r
0:112 'i' (smooth in 4-component vector of float)\r
-0:114 move second child to first child (4-component vector of float)\r
-0:114 'b' (4-component vector of float)\r
-0:114 Function Call: textureLod(sAC1;vf4;f1; (4-component vector of float)\r
+0:114 move second child to first child (temp 4-component vector of float)\r
+0:114 'b' (temp 4-component vector of float)\r
+0:114 Function Call: textureLod(sAC1;vf4;f1; (global 4-component vector of float)\r
0:114 'Sca' (uniform samplerCubeArray)\r
0:114 'i' (smooth in 4-component vector of float)\r
0:114 Constant:\r
0:114 1.700000\r
-0:115 move second child to first child (3-component vector of int)\r
-0:115 'a' (3-component vector of int)\r
-0:115 Function Call: textureSize(sASC1;i1; (3-component vector of int)\r
+0:115 move second child to first child (temp 3-component vector of int)\r
+0:115 'a' (temp 3-component vector of int)\r
+0:115 Function Call: textureSize(sASC1;i1; (global 3-component vector of int)\r
0:115 'Scas' (uniform samplerCubeArrayShadow)\r
-0:115 direct index (int)\r
-0:115 'a' (3-component vector of int)\r
+0:115 direct index (temp int)\r
+0:115 'a' (temp 3-component vector of int)\r
0:115 Constant:\r
0:115 0 (const int)\r
0:116 Sequence\r
-0:116 move second child to first child (float)\r
-0:116 'f' (float)\r
-0:116 Function Call: texture(sASC1;vf4;f1; (float)\r
+0:116 move second child to first child (temp float)\r
+0:116 'f' (temp float)\r
+0:116 Function Call: texture(sASC1;vf4;f1; (global float)\r
0:116 'Scas' (uniform samplerCubeArrayShadow)\r
0:116 'i' (smooth in 4-component vector of float)\r
-0:116 direct index (float)\r
-0:116 'b' (4-component vector of float)\r
+0:116 direct index (temp float)\r
+0:116 'b' (temp 4-component vector of float)\r
0:116 Constant:\r
0:116 1 (const int)\r
-0:117 move second child to first child (4-component vector of int)\r
-0:117 'c' (4-component vector of int)\r
-0:117 Function Call: textureGrad(isAC1;vf4;vf3;vf3; (4-component vector of int)\r
+0:117 move second child to first child (temp 4-component vector of int)\r
+0:117 'c' (temp 4-component vector of int)\r
+0:117 Function Call: textureGrad(isAC1;vf4;vf3;vf3; (global 4-component vector of int)\r
0:117 'Isca' (uniform isamplerCubeArray)\r
0:117 'i' (smooth in 4-component vector of float)\r
0:117 Constant:\r
0:117 0.200000\r
0:117 0.200000\r
0:117 0.200000\r
-0:129 Function Definition: bar23444( (void)\r
+0:129 Function Definition: bar23444( (global void)\r
0:129 Function Parameters: \r
0:? Sequence\r
0:132 Sequence\r
-0:132 move second child to first child (float)\r
-0:132 'a1' (float)\r
-0:132 direct index (float)\r
-0:132 direct index (3-component vector of float)\r
-0:132 'm43' (4X3 matrix of float)\r
+0:132 move second child to first child (temp float)\r
+0:132 'a1' (temp float)\r
+0:132 direct index (temp float)\r
+0:132 direct index (temp 3-component vector of float)\r
+0:132 'm43' (temp 4X3 matrix of float)\r
0:132 Constant:\r
0:132 3 (const int)\r
0:132 Constant:\r
0:132 1 (const int)\r
0:134 Sequence\r
-0:134 move second child to first child (int)\r
-0:134 'a2' (int)\r
+0:134 move second child to first child (temp int)\r
+0:134 'a2' (temp int)\r
0:134 Constant:\r
0:134 4 (const int)\r
-0:135 add second child into first child (int)\r
-0:135 'a2' (int)\r
+0:135 add second child into first child (temp int)\r
+0:135 'a2' (temp int)\r
0:135 Constant:\r
0:135 3 (const int)\r
-0:136 add second child into first child (int)\r
-0:136 'a2' (int)\r
+0:136 add second child into first child (temp int)\r
+0:136 'a2' (temp int)\r
0:136 Constant:\r
0:136 3 (const int)\r
0:137 Sequence\r
-0:137 move second child to first child (float)\r
+0:137 move second child to first child (temp float)\r
0:137 'b' (const (read only) float)\r
-0:137 component-wise multiply (float)\r
+0:137 component-wise multiply (temp float)\r
0:137 Constant:\r
0:137 2.000000\r
-0:137 'a1' (float)\r
-0:138 move second child to first child (float)\r
-0:138 direct index (float)\r
-0:138 'a' (3-component vector of float)\r
+0:137 'a1' (temp float)\r
+0:138 move second child to first child (temp float)\r
+0:138 direct index (temp float)\r
+0:138 'a' (temp 3-component vector of float)\r
0:138 Constant:\r
0:138 0 (const int)\r
0:138 Constant:\r
0:141 0.000000\r
0:143 Constant:\r
0:143 1 (const int)\r
-0:162 Function Definition: qux2( (void)\r
+0:162 Function Definition: qux2( (global void)\r
0:162 Function Parameters: \r
0:? Sequence\r
-0:165 Function Call: imageAtomicCompSwap(iI21;vi2;i1;i1; (int)\r
+0:165 Function Call: imageAtomicCompSwap(iI21;vi2;i1;i1; (global int)\r
0:165 'iimg2D' (layout(r32i ) uniform iimage2D)\r
-0:165 Construct ivec2 (2-component vector of int)\r
-0:165 'i' (int)\r
-0:165 'i' (int)\r
-0:165 'i' (int)\r
-0:165 'i' (int)\r
+0:165 Construct ivec2 (temp 2-component vector of int)\r
+0:165 'i' (temp int)\r
+0:165 'i' (temp int)\r
+0:165 'i' (temp int)\r
+0:165 'i' (temp int)\r
0:166 Sequence\r
-0:166 move second child to first child (4-component vector of int)\r
-0:166 'pos' (4-component vector of int)\r
-0:166 Function Call: imageLoad(iI21;vi2; (4-component vector of int)\r
+0:166 move second child to first child (temp 4-component vector of int)\r
+0:166 'pos' (temp 4-component vector of int)\r
+0:166 Function Call: imageLoad(iI21;vi2; (global 4-component vector of int)\r
0:166 'iimg2D' (layout(r32i ) uniform iimage2D)\r
-0:166 Construct ivec2 (2-component vector of int)\r
-0:166 'i' (int)\r
-0:166 'i' (int)\r
+0:166 Construct ivec2 (temp 2-component vector of int)\r
+0:166 'i' (temp int)\r
+0:166 'i' (temp int)\r
0:? Linker Objects\r
-0:? 'a' (3-component vector of float)\r
-0:? 'b' (float)\r
-0:? 'c' (int)\r
+0:? 'a' (temp 3-component vector of float)\r
+0:? 'b' (temp float)\r
+0:? 'c' (temp int)\r
0:? 'i' (smooth in 4-component vector of float)\r
0:? 'o' (out 4-component vector of float)\r
0:? 'fflat' (flat in float)\r
0:? 'Isca' (uniform isamplerCubeArray)\r
0:? 'Usca' (uniform usamplerCubeArray)\r
0:? 'Scas' (uniform samplerCubeArrayShadow)\r
-0:? 'x' (int)\r
+0:? 'x' (global int)\r
0:? 'ai' (const 3-element array of int)\r
0:? 10 (const int)\r
0:? 23 (const int)\r
Requested GL_ARB_texture_rectangle\r
using early_fragment_tests\r
ERROR: node is still EOpNull!\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:18 Sequence\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'clip' (float)\r
-0:18 direct index (smooth float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'clip' (temp float)\r
+0:18 direct index (smooth temp float)\r
0:18 'gl_ClipDistance' (smooth in 4-element array of float)\r
0:18 Constant:\r
0:18 3 (const int)\r
-0:23 Function Definition: foo( (void)\r
+0:23 Function Definition: foo( (global void)\r
0:23 Function Parameters: \r
0:25 Sequence\r
0:25 Sequence\r
-0:25 move second child to first child (4-component vector of float)\r
-0:25 's' (4-component vector of float)\r
-0:25 Function Call: textureGather(sC1;vf3; (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
+0:25 's' (temp 4-component vector of float)\r
+0:25 Function Call: textureGather(sC1;vf3; (global 4-component vector of float)\r
0:25 'sampC' (uniform samplerCube)\r
0:25 Constant:\r
0:25 0.200000\r
0:25 0.200000\r
0:25 0.200000\r
-0:30 Function Definition: bar( (void)\r
+0:30 Function Definition: bar( (global void)\r
0:30 Function Parameters: \r
0:32 Sequence\r
0:32 Sequence\r
-0:32 move second child to first child (4-component vector of float)\r
-0:32 's' (4-component vector of float)\r
-0:32 Function Call: textureGather(sC1;vf3; (4-component vector of float)\r
+0:32 move second child to first child (temp 4-component vector of float)\r
+0:32 's' (temp 4-component vector of float)\r
+0:32 Function Call: textureGather(sC1;vf3; (global 4-component vector of float)\r
0:32 'sampC' (uniform samplerCube)\r
0:32 Constant:\r
0:32 0.200000\r
0:32 0.200000\r
0:32 0.200000\r
-0:43 Function Definition: bar2( (void)\r
+0:43 Function Definition: bar2( (global void)\r
0:43 Function Parameters: \r
0:45 Sequence\r
0:45 Sequence\r
-0:45 move second child to first child (4-component vector of float)\r
-0:45 's' (4-component vector of float)\r
-0:45 Function Call: textureGather(sC1;vf3; (4-component vector of float)\r
+0:45 move second child to first child (temp 4-component vector of float)\r
+0:45 's' (temp 4-component vector of float)\r
+0:45 Function Call: textureGather(sC1;vf3; (global 4-component vector of float)\r
0:45 'sampC' (uniform samplerCube)\r
0:45 Constant:\r
0:45 0.200000\r
0:45 0.200000\r
0:45 0.200000\r
-0:49 move second child to first child (3-component vector of bool)\r
-0:49 'b3' (3-component vector of bool)\r
-0:49 Compare Less Than (3-component vector of bool)\r
-0:49 'uv3' (3-component vector of uint)\r
-0:49 'uv3' (3-component vector of uint)\r
-0:50 move second child to first child (3-component vector of bool)\r
-0:50 'b3' (3-component vector of bool)\r
-0:50 Equal (3-component vector of bool)\r
-0:50 'uv3' (3-component vector of uint)\r
-0:50 'uv3' (3-component vector of uint)\r
-0:56 direct index (int)\r
-0:56 'a1' (1-element array of int)\r
+0:49 move second child to first child (temp 3-component vector of bool)\r
+0:49 'b3' (temp 3-component vector of bool)\r
+0:49 Compare Less Than (global 3-component vector of bool)\r
+0:49 'uv3' (temp 3-component vector of uint)\r
+0:49 'uv3' (temp 3-component vector of uint)\r
+0:50 move second child to first child (temp 3-component vector of bool)\r
+0:50 'b3' (temp 3-component vector of bool)\r
+0:50 Equal (global 3-component vector of bool)\r
+0:50 'uv3' (temp 3-component vector of uint)\r
+0:50 'uv3' (temp 3-component vector of uint)\r
+0:56 direct index (temp int)\r
+0:56 'a1' (temp 1-element array of int)\r
0:56 Constant:\r
0:56 0 (const int)\r
-0:57 direct index (int)\r
-0:57 'a2' (1-element array of int)\r
+0:57 direct index (temp int)\r
+0:57 'a2' (temp 1-element array of int)\r
0:57 Constant:\r
0:57 0 (const int)\r
-0:60 direct index (int)\r
-0:60 'a3' (4-element array of int)\r
+0:60 direct index (temp int)\r
+0:60 'a3' (temp 4-element array of int)\r
0:60 Constant:\r
0:60 3 (const int)\r
-0:61 Compare Not Equal (bool)\r
-0:61 'b3' (3-component vector of bool)\r
-0:61 'b3' (3-component vector of bool)\r
+0:61 Compare Not Equal (temp bool)\r
+0:61 'b3' (temp 3-component vector of bool)\r
+0:61 'b3' (temp 3-component vector of bool)\r
0:62 Constant:\r
0:62 false (const bool)\r
0:63 Constant:\r
0:65 true (const bool)\r
0:66 Constant:\r
0:66 false (const bool)\r
-0:77 Function Definition: bar23( (void)\r
+0:77 Function Definition: bar23( (global void)\r
0:77 Function Parameters: \r
0:? Sequence\r
-0:80 's' (4-component vector of float)\r
-0:81 move second child to first child (4-component vector of float)\r
-0:81 's' (4-component vector of float)\r
-0:81 Function Call: textureGatherOffset(sR21;vf2;vi2; (4-component vector of float)\r
+0:80 's' (temp 4-component vector of float)\r
+0:81 move second child to first child (temp 4-component vector of float)\r
+0:81 's' (temp 4-component vector of float)\r
+0:81 Function Call: textureGatherOffset(sR21;vf2;vi2; (global 4-component vector of float)\r
0:81 'samp2DR' (uniform sampler2DRect)\r
0:81 Constant:\r
0:81 0.300000\r
0:81 Constant:\r
0:81 1 (const int)\r
0:81 1 (const int)\r
-0:82 move second child to first child (4-component vector of float)\r
-0:82 's' (4-component vector of float)\r
-0:82 Function Call: textureGatherOffset(s21;vf2;vi2; (4-component vector of float)\r
+0:82 move second child to first child (temp 4-component vector of float)\r
+0:82 's' (temp 4-component vector of float)\r
+0:82 Function Call: textureGatherOffset(s21;vf2;vi2; (global 4-component vector of float)\r
0:82 'samp2D' (uniform sampler2D)\r
0:82 Constant:\r
0:82 0.300000\r
0:82 Constant:\r
0:82 1 (const int)\r
0:82 1 (const int)\r
-0:83 move second child to first child (4-component vector of float)\r
-0:83 's' (4-component vector of float)\r
-0:83 Function Call: textureGatherOffset(sA21;vf3;vi2; (4-component vector of float)\r
+0:83 move second child to first child (temp 4-component vector of float)\r
+0:83 's' (temp 4-component vector of float)\r
+0:83 Function Call: textureGatherOffset(sA21;vf3;vi2; (global 4-component vector of float)\r
0:83 'samp2DA' (uniform sampler2DArray)\r
0:83 Constant:\r
0:83 0.300000\r
0:83 Constant:\r
0:83 1 (const int)\r
0:83 1 (const int)\r
-0:84 move second child to first child (4-component vector of float)\r
-0:84 's' (4-component vector of float)\r
-0:84 Function Call: textureGatherOffset(sS21;vf2;f1;vi2; (4-component vector of float)\r
+0:84 move second child to first child (temp 4-component vector of float)\r
+0:84 's' (temp 4-component vector of float)\r
+0:84 Function Call: textureGatherOffset(sS21;vf2;f1;vi2; (global 4-component vector of float)\r
0:84 'samp2DS' (uniform sampler2DShadow)\r
0:84 Constant:\r
0:84 0.300000\r
0:84 Constant:\r
0:84 1 (const int)\r
0:84 1 (const int)\r
-0:85 move second child to first child (4-component vector of float)\r
-0:85 's' (4-component vector of float)\r
-0:85 Function Call: textureGatherOffset(s21;vf2;vi2;i1; (4-component vector of float)\r
+0:85 move second child to first child (temp 4-component vector of float)\r
+0:85 's' (temp 4-component vector of float)\r
+0:85 Function Call: textureGatherOffset(s21;vf2;vi2;i1; (global 4-component vector of float)\r
0:85 'samp2D' (uniform sampler2D)\r
0:85 Constant:\r
0:85 0.300000\r
0:85 1 (const int)\r
0:85 Constant:\r
0:85 2 (const int)\r
-0:90 Function Definition: bar234( (void)\r
+0:90 Function Definition: bar234( (global void)\r
0:90 Function Parameters: \r
0:? Sequence\r
-0:93 move second child to first child (4-component vector of float)\r
-0:93 's' (4-component vector of float)\r
-0:93 Function Call: textureGatherOffset(s21;vf2;vi2; (4-component vector of float)\r
+0:93 move second child to first child (temp 4-component vector of float)\r
+0:93 's' (temp 4-component vector of float)\r
+0:93 Function Call: textureGatherOffset(s21;vf2;vi2; (global 4-component vector of float)\r
0:93 'samp2D' (uniform sampler2D)\r
0:93 Constant:\r
0:93 0.300000\r
0:93 Constant:\r
0:93 1 (const int)\r
0:93 1 (const int)\r
-0:94 move second child to first child (4-component vector of float)\r
-0:94 's' (4-component vector of float)\r
-0:94 Function Call: textureGatherOffset(sA21;vf3;vi2; (4-component vector of float)\r
+0:94 move second child to first child (temp 4-component vector of float)\r
+0:94 's' (temp 4-component vector of float)\r
+0:94 Function Call: textureGatherOffset(sA21;vf3;vi2; (global 4-component vector of float)\r
0:94 'samp2DA' (uniform sampler2DArray)\r
0:94 Constant:\r
0:94 0.300000\r
0:94 Constant:\r
0:94 1 (const int)\r
0:94 1 (const int)\r
-0:95 move second child to first child (4-component vector of float)\r
-0:95 's' (4-component vector of float)\r
-0:95 Function Call: textureGatherOffset(sR21;vf2;vi2; (4-component vector of float)\r
+0:95 move second child to first child (temp 4-component vector of float)\r
+0:95 's' (temp 4-component vector of float)\r
+0:95 Function Call: textureGatherOffset(sR21;vf2;vi2; (global 4-component vector of float)\r
0:95 'samp2DR' (uniform sampler2DRect)\r
0:95 Constant:\r
0:95 0.300000\r
0:95 Constant:\r
0:95 1 (const int)\r
0:95 1 (const int)\r
-0:96 move second child to first child (4-component vector of float)\r
-0:96 's' (4-component vector of float)\r
-0:96 Function Call: textureGatherOffset(sS21;vf2;f1;vi2; (4-component vector of float)\r
+0:96 move second child to first child (temp 4-component vector of float)\r
+0:96 's' (temp 4-component vector of float)\r
+0:96 Function Call: textureGatherOffset(sS21;vf2;f1;vi2; (global 4-component vector of float)\r
0:96 'samp2DS' (uniform sampler2DShadow)\r
0:96 Constant:\r
0:96 0.300000\r
0:96 Constant:\r
0:96 1 (const int)\r
0:96 1 (const int)\r
-0:97 move second child to first child (4-component vector of float)\r
-0:97 's' (4-component vector of float)\r
-0:97 Function Call: textureGatherOffset(s21;vf2;vi2;i1; (4-component vector of float)\r
+0:97 move second child to first child (temp 4-component vector of float)\r
+0:97 's' (temp 4-component vector of float)\r
+0:97 Function Call: textureGatherOffset(s21;vf2;vi2;i1; (global 4-component vector of float)\r
0:97 'samp2D' (uniform sampler2D)\r
0:97 Constant:\r
0:97 0.300000\r
0:97 1 (const int)\r
0:97 Constant:\r
0:97 2 (const int)\r
-0:107 Function Definition: bar235( (void)\r
+0:107 Function Definition: bar235( (global void)\r
0:107 Function Parameters: \r
0:109 Sequence\r
0:109 Sequence\r
-0:109 move second child to first child (3-component vector of int)\r
-0:109 'a' (3-component vector of int)\r
-0:109 Function Call: textureSize(sAC1;i1; (3-component vector of int)\r
+0:109 move second child to first child (temp 3-component vector of int)\r
+0:109 'a' (temp 3-component vector of int)\r
+0:109 Function Call: textureSize(sAC1;i1; (global 3-component vector of int)\r
0:109 'Sca' (uniform samplerCubeArray)\r
0:109 Constant:\r
0:109 3 (const int)\r
0:110 Sequence\r
-0:110 move second child to first child (4-component vector of float)\r
-0:110 'b' (4-component vector of float)\r
-0:110 Function Call: texture(sAC1;vf4; (4-component vector of float)\r
+0:110 move second child to first child (temp 4-component vector of float)\r
+0:110 'b' (temp 4-component vector of float)\r
+0:110 Function Call: texture(sAC1;vf4; (global 4-component vector of float)\r
0:110 'Sca' (uniform samplerCubeArray)\r
0:110 'i' (smooth in 4-component vector of float)\r
0:111 Sequence\r
-0:111 move second child to first child (4-component vector of int)\r
-0:111 'c' (4-component vector of int)\r
-0:111 Function Call: texture(isAC1;vf4;f1; (4-component vector of int)\r
+0:111 move second child to first child (temp 4-component vector of int)\r
+0:111 'c' (temp 4-component vector of int)\r
+0:111 Function Call: texture(isAC1;vf4;f1; (global 4-component vector of int)\r
0:111 'Isca' (uniform isamplerCubeArray)\r
0:111 'i' (smooth in 4-component vector of float)\r
0:111 Constant:\r
0:111 0.700000\r
0:112 Sequence\r
-0:112 move second child to first child (4-component vector of uint)\r
-0:112 'd' (4-component vector of uint)\r
-0:112 Function Call: texture(usAC1;vf4; (4-component vector of uint)\r
+0:112 move second child to first child (temp 4-component vector of uint)\r
+0:112 'd' (temp 4-component vector of uint)\r
+0:112 Function Call: texture(usAC1;vf4; (global 4-component vector of uint)\r
0:112 'Usca' (uniform usamplerCubeArray)\r
0:112 'i' (smooth in 4-component vector of float)\r
-0:114 move second child to first child (4-component vector of float)\r
-0:114 'b' (4-component vector of float)\r
-0:114 Function Call: textureLod(sAC1;vf4;f1; (4-component vector of float)\r
+0:114 move second child to first child (temp 4-component vector of float)\r
+0:114 'b' (temp 4-component vector of float)\r
+0:114 Function Call: textureLod(sAC1;vf4;f1; (global 4-component vector of float)\r
0:114 'Sca' (uniform samplerCubeArray)\r
0:114 'i' (smooth in 4-component vector of float)\r
0:114 Constant:\r
0:114 1.700000\r
-0:115 move second child to first child (3-component vector of int)\r
-0:115 'a' (3-component vector of int)\r
-0:115 Function Call: textureSize(sASC1;i1; (3-component vector of int)\r
+0:115 move second child to first child (temp 3-component vector of int)\r
+0:115 'a' (temp 3-component vector of int)\r
+0:115 Function Call: textureSize(sASC1;i1; (global 3-component vector of int)\r
0:115 'Scas' (uniform samplerCubeArrayShadow)\r
-0:115 direct index (int)\r
-0:115 'a' (3-component vector of int)\r
+0:115 direct index (temp int)\r
+0:115 'a' (temp 3-component vector of int)\r
0:115 Constant:\r
0:115 0 (const int)\r
0:116 Sequence\r
-0:116 move second child to first child (float)\r
-0:116 'f' (float)\r
-0:116 Function Call: texture(sASC1;vf4;f1; (float)\r
+0:116 move second child to first child (temp float)\r
+0:116 'f' (temp float)\r
+0:116 Function Call: texture(sASC1;vf4;f1; (global float)\r
0:116 'Scas' (uniform samplerCubeArrayShadow)\r
0:116 'i' (smooth in 4-component vector of float)\r
-0:116 direct index (float)\r
-0:116 'b' (4-component vector of float)\r
+0:116 direct index (temp float)\r
+0:116 'b' (temp 4-component vector of float)\r
0:116 Constant:\r
0:116 1 (const int)\r
-0:117 move second child to first child (4-component vector of int)\r
-0:117 'c' (4-component vector of int)\r
-0:117 Function Call: textureGrad(isAC1;vf4;vf3;vf3; (4-component vector of int)\r
+0:117 move second child to first child (temp 4-component vector of int)\r
+0:117 'c' (temp 4-component vector of int)\r
+0:117 Function Call: textureGrad(isAC1;vf4;vf3;vf3; (global 4-component vector of int)\r
0:117 'Isca' (uniform isamplerCubeArray)\r
0:117 'i' (smooth in 4-component vector of float)\r
0:117 Constant:\r
0:117 0.200000\r
0:117 0.200000\r
0:117 0.200000\r
-0:129 Function Definition: bar23444( (void)\r
+0:129 Function Definition: bar23444( (global void)\r
0:129 Function Parameters: \r
0:? Sequence\r
0:132 Sequence\r
-0:132 move second child to first child (float)\r
-0:132 'a1' (float)\r
-0:132 direct index (float)\r
-0:132 direct index (3-component vector of float)\r
-0:132 'm43' (4X3 matrix of float)\r
+0:132 move second child to first child (temp float)\r
+0:132 'a1' (temp float)\r
+0:132 direct index (temp float)\r
+0:132 direct index (temp 3-component vector of float)\r
+0:132 'm43' (temp 4X3 matrix of float)\r
0:132 Constant:\r
0:132 3 (const int)\r
0:132 Constant:\r
0:132 1 (const int)\r
0:134 Sequence\r
-0:134 move second child to first child (int)\r
-0:134 'a2' (int)\r
+0:134 move second child to first child (temp int)\r
+0:134 'a2' (temp int)\r
0:134 Constant:\r
0:134 4 (const int)\r
-0:135 add second child into first child (int)\r
-0:135 'a2' (int)\r
+0:135 add second child into first child (temp int)\r
+0:135 'a2' (temp int)\r
0:135 Constant:\r
0:135 3 (const int)\r
-0:136 add second child into first child (int)\r
-0:136 'a2' (int)\r
+0:136 add second child into first child (temp int)\r
+0:136 'a2' (temp int)\r
0:136 Constant:\r
0:136 3 (const int)\r
0:137 Sequence\r
-0:137 move second child to first child (float)\r
+0:137 move second child to first child (temp float)\r
0:137 'b' (const (read only) float)\r
-0:137 component-wise multiply (float)\r
+0:137 component-wise multiply (temp float)\r
0:137 Constant:\r
0:137 2.000000\r
-0:137 'a1' (float)\r
-0:138 move second child to first child (float)\r
-0:138 direct index (float)\r
-0:138 'a' (3-component vector of float)\r
+0:137 'a1' (temp float)\r
+0:138 move second child to first child (temp float)\r
+0:138 direct index (temp float)\r
+0:138 'a' (temp 3-component vector of float)\r
0:138 Constant:\r
0:138 0 (const int)\r
0:138 Constant:\r
0:141 0.000000\r
0:143 Constant:\r
0:143 1 (const int)\r
-0:162 Function Definition: qux2( (void)\r
+0:162 Function Definition: qux2( (global void)\r
0:162 Function Parameters: \r
0:? Sequence\r
-0:165 Function Call: imageAtomicCompSwap(iI21;vi2;i1;i1; (int)\r
+0:165 Function Call: imageAtomicCompSwap(iI21;vi2;i1;i1; (global int)\r
0:165 'iimg2D' (layout(r32i ) uniform iimage2D)\r
-0:165 Construct ivec2 (2-component vector of int)\r
-0:165 'i' (int)\r
-0:165 'i' (int)\r
-0:165 'i' (int)\r
-0:165 'i' (int)\r
+0:165 Construct ivec2 (temp 2-component vector of int)\r
+0:165 'i' (temp int)\r
+0:165 'i' (temp int)\r
+0:165 'i' (temp int)\r
+0:165 'i' (temp int)\r
0:166 Sequence\r
-0:166 move second child to first child (4-component vector of int)\r
-0:166 'pos' (4-component vector of int)\r
-0:166 Function Call: imageLoad(iI21;vi2; (4-component vector of int)\r
+0:166 move second child to first child (temp 4-component vector of int)\r
+0:166 'pos' (temp 4-component vector of int)\r
+0:166 Function Call: imageLoad(iI21;vi2; (global 4-component vector of int)\r
0:166 'iimg2D' (layout(r32i ) uniform iimage2D)\r
-0:166 Construct ivec2 (2-component vector of int)\r
-0:166 'i' (int)\r
-0:166 'i' (int)\r
+0:166 Construct ivec2 (temp 2-component vector of int)\r
+0:166 'i' (temp int)\r
+0:166 'i' (temp int)\r
0:? Linker Objects\r
-0:? 'a' (3-component vector of float)\r
-0:? 'b' (float)\r
-0:? 'c' (int)\r
+0:? 'a' (temp 3-component vector of float)\r
+0:? 'b' (temp float)\r
+0:? 'c' (temp int)\r
0:? 'i' (smooth in 4-component vector of float)\r
0:? 'o' (out 4-component vector of float)\r
0:? 'fflat' (flat in float)\r
0:? 'Isca' (uniform isamplerCubeArray)\r
0:? 'Usca' (uniform usamplerCubeArray)\r
0:? 'Scas' (uniform samplerCubeArrayShadow)\r
-0:? 'x' (int)\r
+0:? 'x' (global int)\r
0:? 'ai' (const 3-element array of int)\r
0:? 10 (const int)\r
0:? 23 (const int)\r
130.vert\r
ERROR: 0:59: 'gl_InstanceID' : undeclared identifier \r
-ERROR: 0:59: '=' : cannot convert from 'float' to 'int'\r
+ERROR: 0:59: '=' : cannot convert from 'temp float' to 'temp int'\r
ERROR: 0:61: 'texelFetch' : no matching overloaded function found \r
-ERROR: 0:61: 'assign' : cannot convert from 'const float' to 'int'\r
+ERROR: 0:61: 'assign' : cannot convert from 'const float' to 'temp int'\r
ERROR: 0:75: '##' : token pasting not implemented (internal error) \r
ERROR: 0:75: '' : syntax error\r
ERROR: 6 compilation errors. No code generated.\r
\r
Shader version: 130\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Sequence\r
-0:17 move second child to first child (float)\r
-0:17 'f' (float)\r
+0:17 move second child to first child (temp float)\r
+0:17 'f' (temp float)\r
0:17 Constant:\r
0:17 3.000000\r
0:18 switch\r
0:19 Constant:\r
0:19 1 (const int)\r
0:? Sequence\r
-0:20 move second child to first child (float)\r
-0:20 'f' (float)\r
-0:20 sine (float)\r
-0:20 'f' (float)\r
+0:20 move second child to first child (temp float)\r
+0:20 'f' (temp float)\r
+0:20 sine (global float)\r
+0:20 'f' (temp float)\r
0:21 Branch: Break\r
0:22 case: with expression\r
0:22 Constant:\r
0:22 2 (const int)\r
0:? Sequence\r
-0:23 move second child to first child (float)\r
-0:23 'f' (float)\r
-0:23 component-wise multiply (float)\r
-0:23 'f' (float)\r
-0:23 'f' (float)\r
+0:23 move second child to first child (temp float)\r
+0:23 'f' (temp float)\r
+0:23 component-wise multiply (temp float)\r
+0:23 'f' (temp float)\r
+0:23 'f' (temp float)\r
0:24 default: \r
0:? Sequence\r
-0:25 move second child to first child (float)\r
-0:25 'f' (float)\r
+0:25 move second child to first child (temp float)\r
+0:25 'f' (temp float)\r
0:25 Constant:\r
0:25 3.000000\r
-0:29 move second child to first child (uint)\r
-0:29 'i' (uint)\r
-0:29 direct index (uint)\r
-0:29 Function Call: texture(us21;vf2; (4-component vector of uint)\r
+0:29 move second child to first child (temp uint)\r
+0:29 'i' (temp uint)\r
+0:29 direct index (temp uint)\r
+0:29 Function Call: texture(us21;vf2; (global 4-component vector of uint)\r
0:29 'us2D' (uniform usampler2D)\r
-0:29 Convert int to float (2-component vector of float)\r
+0:29 Convert int to float (temp 2-component vector of float)\r
0:29 'x' (in 2-component vector of int)\r
0:29 Constant:\r
0:29 3 (const int)\r
-0:30 inclusive-or (uint)\r
-0:30 left-shift (uint)\r
-0:30 'i' (uint)\r
+0:30 inclusive-or (temp uint)\r
+0:30 left-shift (temp uint)\r
+0:30 'i' (temp uint)\r
0:30 Constant:\r
0:30 3 (const uint)\r
0:30 Constant:\r
0:30 69 (const uint)\r
0:33 Sequence\r
-0:33 move second child to first child (3-component vector of float)\r
-0:33 'v11' (3-component vector of float)\r
-0:33 modf (3-component vector of float)\r
-0:33 'modfIn' (3-component vector of float)\r
-0:33 'modfOut' (3-component vector of float)\r
+0:33 move second child to first child (temp 3-component vector of float)\r
+0:33 'v11' (temp 3-component vector of float)\r
+0:33 modf (global 3-component vector of float)\r
+0:33 'modfIn' (temp 3-component vector of float)\r
+0:33 'modfOut' (temp 3-component vector of float)\r
0:34 Sequence\r
-0:34 move second child to first child (float)\r
-0:34 't' (float)\r
-0:34 trunc (float)\r
-0:34 'f' (float)\r
+0:34 move second child to first child (temp float)\r
+0:34 't' (temp float)\r
+0:34 trunc (global float)\r
+0:34 'f' (temp float)\r
0:35 Sequence\r
-0:35 move second child to first child (2-component vector of float)\r
-0:35 'v12' (2-component vector of float)\r
-0:35 round (2-component vector of float)\r
+0:35 move second child to first child (temp 2-component vector of float)\r
+0:35 'v12' (temp 2-component vector of float)\r
+0:35 round (global 2-component vector of float)\r
0:35 'v2a' (in 2-component vector of float)\r
0:36 Sequence\r
-0:36 move second child to first child (2-component vector of float)\r
-0:36 'v13' (2-component vector of float)\r
-0:36 roundEven (2-component vector of float)\r
+0:36 move second child to first child (temp 2-component vector of float)\r
+0:36 'v13' (temp 2-component vector of float)\r
+0:36 roundEven (global 2-component vector of float)\r
0:36 'v2a' (in 2-component vector of float)\r
0:37 Sequence\r
-0:37 move second child to first child (2-component vector of bool)\r
-0:37 'b10' (2-component vector of bool)\r
-0:37 isnan (2-component vector of bool)\r
+0:37 move second child to first child (temp 2-component vector of bool)\r
+0:37 'b10' (temp 2-component vector of bool)\r
+0:37 isnan (global 2-component vector of bool)\r
0:37 'v2a' (in 2-component vector of float)\r
0:38 Sequence\r
-0:38 move second child to first child (4-component vector of bool)\r
-0:38 'b11' (4-component vector of bool)\r
-0:38 isinf (4-component vector of bool)\r
+0:38 move second child to first child (temp 4-component vector of bool)\r
+0:38 'b11' (temp 4-component vector of bool)\r
+0:38 isinf (global 4-component vector of bool)\r
0:38 'v4' (uniform 4-component vector of float)\r
-0:40 add (2-component vector of float)\r
-0:40 hyp. sine (float)\r
+0:40 add (temp 2-component vector of float)\r
+0:40 hyp. sine (global float)\r
0:40 'c1D' (in float)\r
-0:41 vector-scale (2-component vector of float)\r
-0:41 hyp. cosine (float)\r
+0:41 vector-scale (temp 2-component vector of float)\r
+0:41 hyp. cosine (global float)\r
0:41 'c1D' (in float)\r
-0:41 hyp. tangent (2-component vector of float)\r
+0:41 hyp. tangent (global 2-component vector of float)\r
0:41 'c2D' (in 2-component vector of float)\r
-0:42 add (4-component vector of float)\r
-0:42 arc hyp. sine (4-component vector of float)\r
-0:42 'c4D' (smooth 4-component vector of float)\r
-0:42 arc hyp. cosine (4-component vector of float)\r
-0:42 'c4D' (smooth 4-component vector of float)\r
-0:43 arc hyp. tangent (3-component vector of float)\r
+0:42 add (temp 4-component vector of float)\r
+0:42 arc hyp. sine (global 4-component vector of float)\r
+0:42 'c4D' (smooth temp 4-component vector of float)\r
+0:42 arc hyp. cosine (global 4-component vector of float)\r
+0:42 'c4D' (smooth temp 4-component vector of float)\r
+0:43 arc hyp. tangent (global 3-component vector of float)\r
0:43 'c3D' (in 3-component vector of float)\r
0:45 Sequence\r
-0:45 move second child to first child (int)\r
-0:45 'id' (int)\r
+0:45 move second child to first child (temp int)\r
+0:45 'id' (temp int)\r
0:45 'gl_VertexID' (gl_VertexId int)\r
-0:46 move second child to first child (float)\r
-0:46 direct index (smooth float)\r
+0:46 move second child to first child (temp float)\r
+0:46 direct index (smooth temp float)\r
0:46 'gl_ClipDistance' (smooth out implicitly-sized array of float)\r
0:46 Constant:\r
0:46 1 (const int)\r
0:46 Constant:\r
0:46 0.300000\r
-0:57 Function Definition: foo88( (void)\r
+0:57 Function Definition: foo88( (global void)\r
0:57 Function Parameters: \r
0:? Sequence\r
-0:61 'id' (int)\r
+0:61 'id' (temp int)\r
0:63 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)\r
0:64 'gl_Color' (in 4-component vector of float)\r
-0:65 direct index (structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})\r
-0:65 'gl_LightSource' (uniform 32-element array of structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})\r
+0:65 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})\r
+0:65 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})\r
0:65 Constant:\r
0:65 0 (const int)\r
-0:66 far: direct index for structure (float)\r
-0:66 'gl_DepthRange' (uniform structure{float near, float far, float diff})\r
+0:66 far: direct index for structure (global float)\r
+0:66 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff})\r
0:66 Constant:\r
0:66 1 (const int)\r
0:67 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float)\r
0:? 'c1D' (in float)\r
0:? 'c2D' (in 2-component vector of float)\r
0:? 'c3D' (in 3-component vector of float)\r
-0:? 'c4D' (smooth 4-component vector of float)\r
+0:? 'c4D' (smooth temp 4-component vector of float)\r
0:? 'v4' (uniform 4-component vector of float)\r
0:? 'gl_ClipDistance' (smooth out implicitly-sized array of float)\r
0:? 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float)\r
-0:? 'abc' (int)\r
+0:? 'abc' (global int)\r
0:? 'gl_VertexID' (gl_VertexId int)\r
\r
\r
\r
Shader version: 130\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Sequence\r
-0:17 move second child to first child (float)\r
-0:17 'f' (float)\r
+0:17 move second child to first child (temp float)\r
+0:17 'f' (temp float)\r
0:17 Constant:\r
0:17 3.000000\r
0:18 switch\r
0:19 Constant:\r
0:19 1 (const int)\r
0:? Sequence\r
-0:20 move second child to first child (float)\r
-0:20 'f' (float)\r
-0:20 sine (float)\r
-0:20 'f' (float)\r
+0:20 move second child to first child (temp float)\r
+0:20 'f' (temp float)\r
+0:20 sine (global float)\r
+0:20 'f' (temp float)\r
0:21 Branch: Break\r
0:22 case: with expression\r
0:22 Constant:\r
0:22 2 (const int)\r
0:? Sequence\r
-0:23 move second child to first child (float)\r
-0:23 'f' (float)\r
-0:23 component-wise multiply (float)\r
-0:23 'f' (float)\r
-0:23 'f' (float)\r
+0:23 move second child to first child (temp float)\r
+0:23 'f' (temp float)\r
+0:23 component-wise multiply (temp float)\r
+0:23 'f' (temp float)\r
+0:23 'f' (temp float)\r
0:24 default: \r
0:? Sequence\r
-0:25 move second child to first child (float)\r
-0:25 'f' (float)\r
+0:25 move second child to first child (temp float)\r
+0:25 'f' (temp float)\r
0:25 Constant:\r
0:25 3.000000\r
-0:29 move second child to first child (uint)\r
-0:29 'i' (uint)\r
-0:29 direct index (uint)\r
-0:29 Function Call: texture(us21;vf2; (4-component vector of uint)\r
+0:29 move second child to first child (temp uint)\r
+0:29 'i' (temp uint)\r
+0:29 direct index (temp uint)\r
+0:29 Function Call: texture(us21;vf2; (global 4-component vector of uint)\r
0:29 'us2D' (uniform usampler2D)\r
-0:29 Convert int to float (2-component vector of float)\r
+0:29 Convert int to float (temp 2-component vector of float)\r
0:29 'x' (in 2-component vector of int)\r
0:29 Constant:\r
0:29 3 (const int)\r
-0:30 inclusive-or (uint)\r
-0:30 left-shift (uint)\r
-0:30 'i' (uint)\r
+0:30 inclusive-or (temp uint)\r
+0:30 left-shift (temp uint)\r
+0:30 'i' (temp uint)\r
0:30 Constant:\r
0:30 3 (const uint)\r
0:30 Constant:\r
0:30 69 (const uint)\r
0:33 Sequence\r
-0:33 move second child to first child (3-component vector of float)\r
-0:33 'v11' (3-component vector of float)\r
-0:33 modf (3-component vector of float)\r
-0:33 'modfIn' (3-component vector of float)\r
-0:33 'modfOut' (3-component vector of float)\r
+0:33 move second child to first child (temp 3-component vector of float)\r
+0:33 'v11' (temp 3-component vector of float)\r
+0:33 modf (global 3-component vector of float)\r
+0:33 'modfIn' (temp 3-component vector of float)\r
+0:33 'modfOut' (temp 3-component vector of float)\r
0:34 Sequence\r
-0:34 move second child to first child (float)\r
-0:34 't' (float)\r
-0:34 trunc (float)\r
-0:34 'f' (float)\r
+0:34 move second child to first child (temp float)\r
+0:34 't' (temp float)\r
+0:34 trunc (global float)\r
+0:34 'f' (temp float)\r
0:35 Sequence\r
-0:35 move second child to first child (2-component vector of float)\r
-0:35 'v12' (2-component vector of float)\r
-0:35 round (2-component vector of float)\r
+0:35 move second child to first child (temp 2-component vector of float)\r
+0:35 'v12' (temp 2-component vector of float)\r
+0:35 round (global 2-component vector of float)\r
0:35 'v2a' (in 2-component vector of float)\r
0:36 Sequence\r
-0:36 move second child to first child (2-component vector of float)\r
-0:36 'v13' (2-component vector of float)\r
-0:36 roundEven (2-component vector of float)\r
+0:36 move second child to first child (temp 2-component vector of float)\r
+0:36 'v13' (temp 2-component vector of float)\r
+0:36 roundEven (global 2-component vector of float)\r
0:36 'v2a' (in 2-component vector of float)\r
0:37 Sequence\r
-0:37 move second child to first child (2-component vector of bool)\r
-0:37 'b10' (2-component vector of bool)\r
-0:37 isnan (2-component vector of bool)\r
+0:37 move second child to first child (temp 2-component vector of bool)\r
+0:37 'b10' (temp 2-component vector of bool)\r
+0:37 isnan (global 2-component vector of bool)\r
0:37 'v2a' (in 2-component vector of float)\r
0:38 Sequence\r
-0:38 move second child to first child (4-component vector of bool)\r
-0:38 'b11' (4-component vector of bool)\r
-0:38 isinf (4-component vector of bool)\r
+0:38 move second child to first child (temp 4-component vector of bool)\r
+0:38 'b11' (temp 4-component vector of bool)\r
+0:38 isinf (global 4-component vector of bool)\r
0:38 'v4' (uniform 4-component vector of float)\r
-0:40 add (2-component vector of float)\r
-0:40 hyp. sine (float)\r
+0:40 add (temp 2-component vector of float)\r
+0:40 hyp. sine (global float)\r
0:40 'c1D' (in float)\r
-0:41 vector-scale (2-component vector of float)\r
-0:41 hyp. cosine (float)\r
+0:41 vector-scale (temp 2-component vector of float)\r
+0:41 hyp. cosine (global float)\r
0:41 'c1D' (in float)\r
-0:41 hyp. tangent (2-component vector of float)\r
+0:41 hyp. tangent (global 2-component vector of float)\r
0:41 'c2D' (in 2-component vector of float)\r
-0:42 add (4-component vector of float)\r
-0:42 arc hyp. sine (4-component vector of float)\r
-0:42 'c4D' (smooth 4-component vector of float)\r
-0:42 arc hyp. cosine (4-component vector of float)\r
-0:42 'c4D' (smooth 4-component vector of float)\r
-0:43 arc hyp. tangent (3-component vector of float)\r
+0:42 add (temp 4-component vector of float)\r
+0:42 arc hyp. sine (global 4-component vector of float)\r
+0:42 'c4D' (smooth temp 4-component vector of float)\r
+0:42 arc hyp. cosine (global 4-component vector of float)\r
+0:42 'c4D' (smooth temp 4-component vector of float)\r
+0:43 arc hyp. tangent (global 3-component vector of float)\r
0:43 'c3D' (in 3-component vector of float)\r
0:45 Sequence\r
-0:45 move second child to first child (int)\r
-0:45 'id' (int)\r
+0:45 move second child to first child (temp int)\r
+0:45 'id' (temp int)\r
0:45 'gl_VertexID' (gl_VertexId int)\r
-0:46 move second child to first child (float)\r
-0:46 direct index (smooth float)\r
+0:46 move second child to first child (temp float)\r
+0:46 direct index (smooth temp float)\r
0:46 'gl_ClipDistance' (smooth out 2-element array of float)\r
0:46 Constant:\r
0:46 1 (const int)\r
0:46 Constant:\r
0:46 0.300000\r
-0:57 Function Definition: foo88( (void)\r
+0:57 Function Definition: foo88( (global void)\r
0:57 Function Parameters: \r
0:? Sequence\r
-0:61 'id' (int)\r
+0:61 'id' (temp int)\r
0:63 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)\r
0:64 'gl_Color' (in 4-component vector of float)\r
-0:65 direct index (structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})\r
-0:65 'gl_LightSource' (uniform 32-element array of structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})\r
+0:65 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})\r
+0:65 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})\r
0:65 Constant:\r
0:65 0 (const int)\r
-0:66 far: direct index for structure (float)\r
-0:66 'gl_DepthRange' (uniform structure{float near, float far, float diff})\r
+0:66 far: direct index for structure (global float)\r
+0:66 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff})\r
0:66 Constant:\r
0:66 1 (const int)\r
0:67 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float)\r
0:? 'c1D' (in float)\r
0:? 'c2D' (in 2-component vector of float)\r
0:? 'c3D' (in 3-component vector of float)\r
-0:? 'c4D' (smooth 4-component vector of float)\r
+0:? 'c4D' (smooth temp 4-component vector of float)\r
0:? 'v4' (uniform 4-component vector of float)\r
0:? 'gl_ClipDistance' (smooth out 2-element array of float)\r
0:? 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float)\r
-0:? 'abc' (int)\r
+0:? 'abc' (global int)\r
0:? 'gl_VertexID' (gl_VertexId int)\r
\r
Requested GL_ARB_explicit_attrib_location\r
Requested GL_ARB_separate_shader_objects\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Sequence\r
-0:12 move second child to first child (float)\r
-0:12 'clip' (float)\r
-0:12 direct index (smooth float)\r
+0:12 move second child to first child (temp float)\r
+0:12 'clip' (temp float)\r
+0:12 direct index (smooth temp float)\r
0:12 'gl_ClipDistance' (smooth in 5-element array of float)\r
0:12 Constant:\r
0:12 2 (const int)\r
0:22 Sequence\r
-0:22 move second child to first child (float)\r
-0:22 'patch' (float)\r
+0:22 move second child to first child (temp float)\r
+0:22 'patch' (global float)\r
0:22 Constant:\r
0:22 3.100000\r
-0:36 Function Definition: foo( (void)\r
+0:36 Function Definition: foo( (global void)\r
0:36 Function Parameters: \r
0:38 Sequence\r
0:38 Sequence\r
-0:38 move second child to first child (2-component vector of float)\r
-0:38 'r1' (2-component vector of float)\r
-0:38 modf (2-component vector of float)\r
-0:38 vector swizzle (2-component vector of float)\r
+0:38 move second child to first child (temp 2-component vector of float)\r
+0:38 'r1' (temp 2-component vector of float)\r
+0:38 modf (global 2-component vector of float)\r
+0:38 vector swizzle (temp 2-component vector of float)\r
0:38 'v' (smooth in 4-component vector of float)\r
0:38 Sequence\r
0:38 Constant:\r
0:38 0 (const int)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:38 vector swizzle (2-component vector of float)\r
+0:38 vector swizzle (temp 2-component vector of float)\r
0:38 'v' (smooth in 4-component vector of float)\r
0:38 Sequence\r
0:38 Constant:\r
0:38 Constant:\r
0:38 3 (const int)\r
0:39 Sequence\r
-0:39 move second child to first child (2-component vector of float)\r
-0:39 'r2' (2-component vector of float)\r
-0:39 modf (2-component vector of float)\r
-0:39 vector swizzle (2-component vector of float)\r
+0:39 move second child to first child (temp 2-component vector of float)\r
+0:39 'r2' (temp 2-component vector of float)\r
+0:39 modf (global 2-component vector of float)\r
+0:39 vector swizzle (temp 2-component vector of float)\r
0:39 'o' (out 4-component vector of float)\r
0:39 Sequence\r
0:39 Constant:\r
0:39 0 (const int)\r
0:39 Constant:\r
0:39 1 (const int)\r
-0:39 vector swizzle (2-component vector of float)\r
+0:39 vector swizzle (temp 2-component vector of float)\r
0:39 'o' (out 4-component vector of float)\r
0:39 Sequence\r
0:39 Constant:\r
0:? 'o' (out 4-component vector of float)\r
0:? 'gl_ClipDistance' (smooth in 5-element array of float)\r
0:? 'gl_ClipDistance' (smooth in 5-element array of float)\r
-0:? 's' (smooth in structure{float f})\r
-0:? 'patch' (float)\r
+0:? 's' (smooth in structure{global float f})\r
+0:? 'patch' (global float)\r
0:? 'vl' (layout(location=3 ) smooth in 4-component vector of float)\r
0:? 'factorBad' (layout(location=3 ) out 4-component vector of float)\r
0:? 'factor' (layout(location=5 ) out 4-component vector of float)\r
Requested GL_ARB_explicit_attrib_location\r
Requested GL_ARB_separate_shader_objects\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Sequence\r
-0:12 move second child to first child (float)\r
-0:12 'clip' (float)\r
-0:12 direct index (smooth float)\r
+0:12 move second child to first child (temp float)\r
+0:12 'clip' (temp float)\r
+0:12 direct index (smooth temp float)\r
0:12 'gl_ClipDistance' (smooth in 5-element array of float)\r
0:12 Constant:\r
0:12 2 (const int)\r
0:22 Sequence\r
-0:22 move second child to first child (float)\r
-0:22 'patch' (float)\r
+0:22 move second child to first child (temp float)\r
+0:22 'patch' (global float)\r
0:22 Constant:\r
0:22 3.100000\r
-0:36 Function Definition: foo( (void)\r
+0:36 Function Definition: foo( (global void)\r
0:36 Function Parameters: \r
0:38 Sequence\r
0:38 Sequence\r
-0:38 move second child to first child (2-component vector of float)\r
-0:38 'r1' (2-component vector of float)\r
-0:38 modf (2-component vector of float)\r
-0:38 vector swizzle (2-component vector of float)\r
+0:38 move second child to first child (temp 2-component vector of float)\r
+0:38 'r1' (temp 2-component vector of float)\r
+0:38 modf (global 2-component vector of float)\r
+0:38 vector swizzle (temp 2-component vector of float)\r
0:38 'v' (smooth in 4-component vector of float)\r
0:38 Sequence\r
0:38 Constant:\r
0:38 0 (const int)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:38 vector swizzle (2-component vector of float)\r
+0:38 vector swizzle (temp 2-component vector of float)\r
0:38 'v' (smooth in 4-component vector of float)\r
0:38 Sequence\r
0:38 Constant:\r
0:38 Constant:\r
0:38 3 (const int)\r
0:39 Sequence\r
-0:39 move second child to first child (2-component vector of float)\r
-0:39 'r2' (2-component vector of float)\r
-0:39 modf (2-component vector of float)\r
-0:39 vector swizzle (2-component vector of float)\r
+0:39 move second child to first child (temp 2-component vector of float)\r
+0:39 'r2' (temp 2-component vector of float)\r
+0:39 modf (global 2-component vector of float)\r
+0:39 vector swizzle (temp 2-component vector of float)\r
0:39 'o' (out 4-component vector of float)\r
0:39 Sequence\r
0:39 Constant:\r
0:39 0 (const int)\r
0:39 Constant:\r
0:39 1 (const int)\r
-0:39 vector swizzle (2-component vector of float)\r
+0:39 vector swizzle (temp 2-component vector of float)\r
0:39 'o' (out 4-component vector of float)\r
0:39 Sequence\r
0:39 Constant:\r
0:? 'o' (out 4-component vector of float)\r
0:? 'gl_ClipDistance' (smooth in 5-element array of float)\r
0:? 'gl_ClipDistance' (smooth in 5-element array of float)\r
-0:? 's' (smooth in structure{float f})\r
-0:? 'patch' (float)\r
+0:? 's' (smooth in structure{global float f})\r
+0:? 'patch' (global float)\r
0:? 'vl' (layout(location=3 ) smooth in 4-component vector of float)\r
0:? 'factorBad' (layout(location=3 ) out 4-component vector of float)\r
0:? 'factor' (layout(location=5 ) out 4-component vector of float)\r
Requested GL_ARB_explicit_attrib_location\r
Requested GL_ARB_separate_shader_objects\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
0:11 Sequence\r
-0:11 move second child to first child (int)\r
-0:11 'id' (int)\r
+0:11 move second child to first child (temp int)\r
+0:11 'id' (temp int)\r
0:11 'gl_InstanceID' (gl_InstanceId int)\r
-0:12 add second child into first child (int)\r
-0:12 'id' (int)\r
+0:12 add second child into first child (temp int)\r
+0:12 'id' (temp int)\r
0:12 anonMem: direct index for structure (layout(column_major std140 offset=0 ) uniform int)\r
0:12 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem})\r
0:12 Constant:\r
0:12 0 (const uint)\r
-0:13 add second child into first child (int)\r
-0:13 'id' (int)\r
-0:13 direct index (int)\r
-0:13 Function Call: texelFetch(isB1;i1; (4-component vector of int)\r
+0:13 add second child into first child (temp int)\r
+0:13 'id' (temp int)\r
+0:13 direct index (temp int)\r
+0:13 Function Call: texelFetch(isB1;i1; (global 4-component vector of int)\r
0:13 'sbuf' (uniform isamplerBuffer)\r
0:13 Constant:\r
0:13 8 (const int)\r
0:13 3 (const int)\r
0:14 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)\r
0:15 'gl_Color' (in 4-component vector of float)\r
-0:16 direct index (structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})\r
-0:16 'gl_LightSource' (uniform 32-element array of structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})\r
+0:16 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})\r
+0:16 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})\r
0:16 Constant:\r
0:16 0 (const int)\r
-0:17 far: direct index for structure (float)\r
-0:17 'gl_DepthRange' (uniform structure{float near, float far, float diff})\r
+0:17 far: direct index for structure (global float)\r
+0:17 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff})\r
0:17 Constant:\r
0:17 1 (const int)\r
0:18 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float)\r
0:19 'gl_FogFragCoord' (smooth out float)\r
0:20 'gl_FrontColor' (smooth out 4-component vector of float)\r
-0:48 Function Definition: foo( (void)\r
+0:48 Function Definition: foo( (global void)\r
0:48 Function Parameters: \r
0:50 Sequence\r
0:50 Sequence\r
-0:50 move second child to first child (4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
-0:50 Function Call: texelFetch(sR21;vi2; (4-component vector of float)\r
+0:50 move second child to first child (temp 4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
+0:50 Function Call: texelFetch(sR21;vi2; (global 4-component vector of float)\r
0:50 's2dr' (uniform sampler2DRect)\r
0:50 'itloc2' (in 2-component vector of int)\r
-0:51 add second child into first child (4-component vector of float)\r
-0:51 'v' (4-component vector of float)\r
+0:51 add second child into first child (temp 4-component vector of float)\r
+0:51 'v' (temp 4-component vector of float)\r
0:51 Constant:\r
0:51 0.000000\r
-0:52 add second child into first child (4-component vector of float)\r
-0:52 'v' (4-component vector of float)\r
-0:52 Function Call: texture(sR21;vf2; (4-component vector of float)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
+0:52 'v' (temp 4-component vector of float)\r
+0:52 Function Call: texture(sR21;vf2; (global 4-component vector of float)\r
0:52 's2dr' (uniform sampler2DRect)\r
0:52 'tloc2' (in 2-component vector of float)\r
-0:53 add second child into first child (4-component vector of float)\r
-0:53 'v' (4-component vector of float)\r
+0:53 add second child into first child (temp 4-component vector of float)\r
+0:53 'v' (temp 4-component vector of float)\r
0:53 Constant:\r
0:53 0.000000\r
-0:54 add second child into first child (4-component vector of float)\r
-0:54 'v' (4-component vector of float)\r
-0:54 Function Call: texture(sSR21;vf3; (float)\r
+0:54 add second child into first child (temp 4-component vector of float)\r
+0:54 'v' (temp 4-component vector of float)\r
+0:54 Function Call: texture(sSR21;vf3; (global float)\r
0:54 's2drs' (uniform sampler2DRectShadow)\r
0:54 'tloc3' (in 3-component vector of float)\r
-0:55 add second child into first child (4-component vector of float)\r
-0:55 'v' (4-component vector of float)\r
-0:55 Function Call: textureProj(sR21;vf3; (4-component vector of float)\r
+0:55 add second child into first child (temp 4-component vector of float)\r
+0:55 'v' (temp 4-component vector of float)\r
+0:55 Function Call: textureProj(sR21;vf3; (global 4-component vector of float)\r
0:55 's2dr' (uniform sampler2DRect)\r
0:55 'tloc3' (in 3-component vector of float)\r
-0:56 add second child into first child (4-component vector of float)\r
-0:56 'v' (4-component vector of float)\r
-0:56 Function Call: textureProj(sR21;vf4; (4-component vector of float)\r
+0:56 add second child into first child (temp 4-component vector of float)\r
+0:56 'v' (temp 4-component vector of float)\r
+0:56 Function Call: textureProj(sR21;vf4; (global 4-component vector of float)\r
0:56 's2dr' (uniform sampler2DRect)\r
0:56 'tloc4' (in 4-component vector of float)\r
-0:57 add second child into first child (4-component vector of float)\r
-0:57 'v' (4-component vector of float)\r
-0:57 Function Call: textureProjGradOffset(sR21;vf4;vf2;vf2;vi2; (4-component vector of float)\r
+0:57 add second child into first child (temp 4-component vector of float)\r
+0:57 'v' (temp 4-component vector of float)\r
+0:57 Function Call: textureProjGradOffset(sR21;vf4;vf2;vf2;vi2; (global 4-component vector of float)\r
0:57 's2dr' (uniform sampler2DRect)\r
0:57 'tloc4' (in 4-component vector of float)\r
0:57 Constant:\r
0:57 Constant:\r
0:57 1 (const int)\r
0:57 2 (const int)\r
-0:58 add second child into first child (4-component vector of float)\r
-0:58 'v' (4-component vector of float)\r
-0:58 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:58 add second child into first child (temp 4-component vector of float)\r
+0:58 'v' (temp 4-component vector of float)\r
+0:58 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:58 's2drs' (uniform sampler2DRectShadow)\r
0:58 'tloc4' (in 4-component vector of float)\r
0:58 Constant:\r
Requested GL_ARB_explicit_attrib_location\r
Requested GL_ARB_separate_shader_objects\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
0:11 Sequence\r
-0:11 move second child to first child (int)\r
-0:11 'id' (int)\r
+0:11 move second child to first child (temp int)\r
+0:11 'id' (temp int)\r
0:11 'gl_InstanceID' (gl_InstanceId int)\r
-0:12 add second child into first child (int)\r
-0:12 'id' (int)\r
+0:12 add second child into first child (temp int)\r
+0:12 'id' (temp int)\r
0:12 anonMem: direct index for structure (layout(column_major std140 offset=0 ) uniform int)\r
0:12 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem})\r
0:12 Constant:\r
0:12 0 (const uint)\r
-0:13 add second child into first child (int)\r
-0:13 'id' (int)\r
-0:13 direct index (int)\r
-0:13 Function Call: texelFetch(isB1;i1; (4-component vector of int)\r
+0:13 add second child into first child (temp int)\r
+0:13 'id' (temp int)\r
+0:13 direct index (temp int)\r
+0:13 Function Call: texelFetch(isB1;i1; (global 4-component vector of int)\r
0:13 'sbuf' (uniform isamplerBuffer)\r
0:13 Constant:\r
0:13 8 (const int)\r
0:13 3 (const int)\r
0:14 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)\r
0:15 'gl_Color' (in 4-component vector of float)\r
-0:16 direct index (structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})\r
-0:16 'gl_LightSource' (uniform 32-element array of structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})\r
+0:16 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})\r
+0:16 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})\r
0:16 Constant:\r
0:16 0 (const int)\r
-0:17 far: direct index for structure (float)\r
-0:17 'gl_DepthRange' (uniform structure{float near, float far, float diff})\r
+0:17 far: direct index for structure (global float)\r
+0:17 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff})\r
0:17 Constant:\r
0:17 1 (const int)\r
0:18 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float)\r
0:19 'gl_FogFragCoord' (smooth out float)\r
0:20 'gl_FrontColor' (smooth out 4-component vector of float)\r
-0:48 Function Definition: foo( (void)\r
+0:48 Function Definition: foo( (global void)\r
0:48 Function Parameters: \r
0:50 Sequence\r
0:50 Sequence\r
-0:50 move second child to first child (4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
-0:50 Function Call: texelFetch(sR21;vi2; (4-component vector of float)\r
+0:50 move second child to first child (temp 4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
+0:50 Function Call: texelFetch(sR21;vi2; (global 4-component vector of float)\r
0:50 's2dr' (uniform sampler2DRect)\r
0:50 'itloc2' (in 2-component vector of int)\r
-0:51 add second child into first child (4-component vector of float)\r
-0:51 'v' (4-component vector of float)\r
+0:51 add second child into first child (temp 4-component vector of float)\r
+0:51 'v' (temp 4-component vector of float)\r
0:51 Constant:\r
0:51 0.000000\r
-0:52 add second child into first child (4-component vector of float)\r
-0:52 'v' (4-component vector of float)\r
-0:52 Function Call: texture(sR21;vf2; (4-component vector of float)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
+0:52 'v' (temp 4-component vector of float)\r
+0:52 Function Call: texture(sR21;vf2; (global 4-component vector of float)\r
0:52 's2dr' (uniform sampler2DRect)\r
0:52 'tloc2' (in 2-component vector of float)\r
-0:53 add second child into first child (4-component vector of float)\r
-0:53 'v' (4-component vector of float)\r
+0:53 add second child into first child (temp 4-component vector of float)\r
+0:53 'v' (temp 4-component vector of float)\r
0:53 Constant:\r
0:53 0.000000\r
-0:54 add second child into first child (4-component vector of float)\r
-0:54 'v' (4-component vector of float)\r
-0:54 Function Call: texture(sSR21;vf3; (float)\r
+0:54 add second child into first child (temp 4-component vector of float)\r
+0:54 'v' (temp 4-component vector of float)\r
+0:54 Function Call: texture(sSR21;vf3; (global float)\r
0:54 's2drs' (uniform sampler2DRectShadow)\r
0:54 'tloc3' (in 3-component vector of float)\r
-0:55 add second child into first child (4-component vector of float)\r
-0:55 'v' (4-component vector of float)\r
-0:55 Function Call: textureProj(sR21;vf3; (4-component vector of float)\r
+0:55 add second child into first child (temp 4-component vector of float)\r
+0:55 'v' (temp 4-component vector of float)\r
+0:55 Function Call: textureProj(sR21;vf3; (global 4-component vector of float)\r
0:55 's2dr' (uniform sampler2DRect)\r
0:55 'tloc3' (in 3-component vector of float)\r
-0:56 add second child into first child (4-component vector of float)\r
-0:56 'v' (4-component vector of float)\r
-0:56 Function Call: textureProj(sR21;vf4; (4-component vector of float)\r
+0:56 add second child into first child (temp 4-component vector of float)\r
+0:56 'v' (temp 4-component vector of float)\r
+0:56 Function Call: textureProj(sR21;vf4; (global 4-component vector of float)\r
0:56 's2dr' (uniform sampler2DRect)\r
0:56 'tloc4' (in 4-component vector of float)\r
-0:57 add second child into first child (4-component vector of float)\r
-0:57 'v' (4-component vector of float)\r
-0:57 Function Call: textureProjGradOffset(sR21;vf4;vf2;vf2;vi2; (4-component vector of float)\r
+0:57 add second child into first child (temp 4-component vector of float)\r
+0:57 'v' (temp 4-component vector of float)\r
+0:57 Function Call: textureProjGradOffset(sR21;vf4;vf2;vf2;vi2; (global 4-component vector of float)\r
0:57 's2dr' (uniform sampler2DRect)\r
0:57 'tloc4' (in 4-component vector of float)\r
0:57 Constant:\r
0:57 Constant:\r
0:57 1 (const int)\r
0:57 2 (const int)\r
-0:58 add second child into first child (4-component vector of float)\r
-0:58 'v' (4-component vector of float)\r
-0:58 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:58 add second child into first child (temp 4-component vector of float)\r
+0:58 'v' (temp 4-component vector of float)\r
+0:58 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:58 's2drs' (uniform sampler2DRectShadow)\r
0:58 'tloc4' (in 4-component vector of float)\r
0:58 Constant:\r
gl_FragCoord pixel center is integer\r
gl_FragCoord origin is upper left\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
0:11 Sequence\r
-0:11 move second child to first child (4-component vector of float)\r
-0:11 'c' (4-component vector of float)\r
+0:11 move second child to first child (temp 4-component vector of float)\r
+0:11 'c' (temp 4-component vector of float)\r
0:11 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'patch' (float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'patch' (global float)\r
0:18 Constant:\r
0:18 3.100000\r
-0:31 Function Definition: barWxyz( (void)\r
+0:31 Function Definition: barWxyz( (global void)\r
0:31 Function Parameters: \r
0:33 Sequence\r
0:33 Sequence\r
-0:33 move second child to first child (2-component vector of int)\r
-0:33 't11' (2-component vector of int)\r
-0:33 Function Call: textureSize(s21; (2-component vector of int)\r
+0:33 move second child to first child (temp 2-component vector of int)\r
+0:33 't11' (temp 2-component vector of int)\r
+0:33 Function Call: textureSize(s21; (global 2-component vector of int)\r
0:33 'sms' (uniform sampler2DMS)\r
0:34 Sequence\r
-0:34 move second child to first child (2-component vector of int)\r
-0:34 't12' (2-component vector of int)\r
-0:34 Function Call: textureSize(is21; (2-component vector of int)\r
+0:34 move second child to first child (temp 2-component vector of int)\r
+0:34 't12' (temp 2-component vector of int)\r
+0:34 Function Call: textureSize(is21; (global 2-component vector of int)\r
0:34 'isms' (uniform isampler2DMS)\r
0:35 Sequence\r
-0:35 move second child to first child (2-component vector of int)\r
-0:35 't13' (2-component vector of int)\r
-0:35 Function Call: textureSize(us21; (2-component vector of int)\r
+0:35 move second child to first child (temp 2-component vector of int)\r
+0:35 't13' (temp 2-component vector of int)\r
+0:35 Function Call: textureSize(us21; (global 2-component vector of int)\r
0:35 'usms' (uniform usampler2DMS)\r
0:36 Sequence\r
-0:36 move second child to first child (3-component vector of int)\r
-0:36 't21' (3-component vector of int)\r
-0:36 Function Call: textureSize(sA21; (3-component vector of int)\r
+0:36 move second child to first child (temp 3-component vector of int)\r
+0:36 't21' (temp 3-component vector of int)\r
+0:36 Function Call: textureSize(sA21; (global 3-component vector of int)\r
0:36 'smsa' (uniform sampler2DMSArray)\r
0:37 Sequence\r
-0:37 move second child to first child (3-component vector of int)\r
-0:37 't22' (3-component vector of int)\r
-0:37 Function Call: textureSize(isA21; (3-component vector of int)\r
+0:37 move second child to first child (temp 3-component vector of int)\r
+0:37 't22' (temp 3-component vector of int)\r
+0:37 Function Call: textureSize(isA21; (global 3-component vector of int)\r
0:37 'ismsa' (uniform isampler2DMSArray)\r
0:38 Sequence\r
-0:38 move second child to first child (3-component vector of int)\r
-0:38 't23' (3-component vector of int)\r
-0:38 Function Call: textureSize(usA21; (3-component vector of int)\r
+0:38 move second child to first child (temp 3-component vector of int)\r
+0:38 't23' (temp 3-component vector of int)\r
+0:38 Function Call: textureSize(usA21; (global 3-component vector of int)\r
0:38 'usmsa' (uniform usampler2DMSArray)\r
0:39 Sequence\r
-0:39 move second child to first child (4-component vector of float)\r
-0:39 't31' (4-component vector of float)\r
-0:39 Function Call: texelFetch(s21;vi2;i1; (4-component vector of float)\r
+0:39 move second child to first child (temp 4-component vector of float)\r
+0:39 't31' (temp 4-component vector of float)\r
+0:39 Function Call: texelFetch(s21;vi2;i1; (global 4-component vector of float)\r
0:39 'sms' (uniform sampler2DMS)\r
0:39 'p2' (flat in 2-component vector of int)\r
0:39 'samp' (flat in int)\r
0:40 Sequence\r
-0:40 move second child to first child (4-component vector of int)\r
-0:40 't32' (4-component vector of int)\r
-0:40 Function Call: texelFetch(is21;vi2;i1; (4-component vector of int)\r
+0:40 move second child to first child (temp 4-component vector of int)\r
+0:40 't32' (temp 4-component vector of int)\r
+0:40 Function Call: texelFetch(is21;vi2;i1; (global 4-component vector of int)\r
0:40 'isms' (uniform isampler2DMS)\r
0:40 'p2' (flat in 2-component vector of int)\r
0:40 'samp' (flat in int)\r
0:41 Sequence\r
-0:41 move second child to first child (4-component vector of uint)\r
-0:41 't33' (4-component vector of uint)\r
-0:41 Function Call: texelFetch(us21;vi2;i1; (4-component vector of uint)\r
+0:41 move second child to first child (temp 4-component vector of uint)\r
+0:41 't33' (temp 4-component vector of uint)\r
+0:41 Function Call: texelFetch(us21;vi2;i1; (global 4-component vector of uint)\r
0:41 'usms' (uniform usampler2DMS)\r
0:41 'p2' (flat in 2-component vector of int)\r
0:41 Constant:\r
0:41 3 (const int)\r
0:42 Sequence\r
-0:42 move second child to first child (4-component vector of float)\r
-0:42 't41' (4-component vector of float)\r
-0:42 Function Call: texelFetch(sA21;vi3;i1; (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
+0:42 't41' (temp 4-component vector of float)\r
+0:42 Function Call: texelFetch(sA21;vi3;i1; (global 4-component vector of float)\r
0:42 'smsa' (uniform sampler2DMSArray)\r
0:42 'p3' (flat in 3-component vector of int)\r
0:42 'samp' (flat in int)\r
0:43 Sequence\r
-0:43 move second child to first child (4-component vector of int)\r
-0:43 't42' (4-component vector of int)\r
-0:43 Function Call: texelFetch(isA21;vi3;i1; (4-component vector of int)\r
+0:43 move second child to first child (temp 4-component vector of int)\r
+0:43 't42' (temp 4-component vector of int)\r
+0:43 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int)\r
0:43 'ismsa' (uniform isampler2DMSArray)\r
0:43 Constant:\r
0:43 2 (const int)\r
0:43 2 (const int)\r
0:43 'samp' (flat in int)\r
0:44 Sequence\r
-0:44 move second child to first child (4-component vector of uint)\r
-0:44 't43' (4-component vector of uint)\r
-0:44 Function Call: texelFetch(usA21;vi3;i1; (4-component vector of uint)\r
+0:44 move second child to first child (temp 4-component vector of uint)\r
+0:44 't43' (temp 4-component vector of uint)\r
+0:44 Function Call: texelFetch(usA21;vi3;i1; (global 4-component vector of uint)\r
0:44 'usmsa' (uniform usampler2DMSArray)\r
0:44 'p3' (flat in 3-component vector of int)\r
0:44 'samp' (flat in int)\r
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:? 'foo' (smooth in 4-component vector of float)\r
-0:? 's' (smooth in structure{float f})\r
-0:? 'patch' (float)\r
+0:? 's' (smooth in structure{global float f})\r
+0:? 'patch' (global float)\r
0:? 'sms' (uniform sampler2DMS)\r
0:? 'isms' (uniform isampler2DMS)\r
0:? 'usms' (uniform usampler2DMS)\r
gl_FragCoord pixel center is integer\r
gl_FragCoord origin is upper left\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
0:11 Sequence\r
-0:11 move second child to first child (4-component vector of float)\r
-0:11 'c' (4-component vector of float)\r
+0:11 move second child to first child (temp 4-component vector of float)\r
+0:11 'c' (temp 4-component vector of float)\r
0:11 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'patch' (float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'patch' (global float)\r
0:18 Constant:\r
0:18 3.100000\r
-0:31 Function Definition: barWxyz( (void)\r
+0:31 Function Definition: barWxyz( (global void)\r
0:31 Function Parameters: \r
0:33 Sequence\r
0:33 Sequence\r
-0:33 move second child to first child (2-component vector of int)\r
-0:33 't11' (2-component vector of int)\r
-0:33 Function Call: textureSize(s21; (2-component vector of int)\r
+0:33 move second child to first child (temp 2-component vector of int)\r
+0:33 't11' (temp 2-component vector of int)\r
+0:33 Function Call: textureSize(s21; (global 2-component vector of int)\r
0:33 'sms' (uniform sampler2DMS)\r
0:34 Sequence\r
-0:34 move second child to first child (2-component vector of int)\r
-0:34 't12' (2-component vector of int)\r
-0:34 Function Call: textureSize(is21; (2-component vector of int)\r
+0:34 move second child to first child (temp 2-component vector of int)\r
+0:34 't12' (temp 2-component vector of int)\r
+0:34 Function Call: textureSize(is21; (global 2-component vector of int)\r
0:34 'isms' (uniform isampler2DMS)\r
0:35 Sequence\r
-0:35 move second child to first child (2-component vector of int)\r
-0:35 't13' (2-component vector of int)\r
-0:35 Function Call: textureSize(us21; (2-component vector of int)\r
+0:35 move second child to first child (temp 2-component vector of int)\r
+0:35 't13' (temp 2-component vector of int)\r
+0:35 Function Call: textureSize(us21; (global 2-component vector of int)\r
0:35 'usms' (uniform usampler2DMS)\r
0:36 Sequence\r
-0:36 move second child to first child (3-component vector of int)\r
-0:36 't21' (3-component vector of int)\r
-0:36 Function Call: textureSize(sA21; (3-component vector of int)\r
+0:36 move second child to first child (temp 3-component vector of int)\r
+0:36 't21' (temp 3-component vector of int)\r
+0:36 Function Call: textureSize(sA21; (global 3-component vector of int)\r
0:36 'smsa' (uniform sampler2DMSArray)\r
0:37 Sequence\r
-0:37 move second child to first child (3-component vector of int)\r
-0:37 't22' (3-component vector of int)\r
-0:37 Function Call: textureSize(isA21; (3-component vector of int)\r
+0:37 move second child to first child (temp 3-component vector of int)\r
+0:37 't22' (temp 3-component vector of int)\r
+0:37 Function Call: textureSize(isA21; (global 3-component vector of int)\r
0:37 'ismsa' (uniform isampler2DMSArray)\r
0:38 Sequence\r
-0:38 move second child to first child (3-component vector of int)\r
-0:38 't23' (3-component vector of int)\r
-0:38 Function Call: textureSize(usA21; (3-component vector of int)\r
+0:38 move second child to first child (temp 3-component vector of int)\r
+0:38 't23' (temp 3-component vector of int)\r
+0:38 Function Call: textureSize(usA21; (global 3-component vector of int)\r
0:38 'usmsa' (uniform usampler2DMSArray)\r
0:39 Sequence\r
-0:39 move second child to first child (4-component vector of float)\r
-0:39 't31' (4-component vector of float)\r
-0:39 Function Call: texelFetch(s21;vi2;i1; (4-component vector of float)\r
+0:39 move second child to first child (temp 4-component vector of float)\r
+0:39 't31' (temp 4-component vector of float)\r
+0:39 Function Call: texelFetch(s21;vi2;i1; (global 4-component vector of float)\r
0:39 'sms' (uniform sampler2DMS)\r
0:39 'p2' (flat in 2-component vector of int)\r
0:39 'samp' (flat in int)\r
0:40 Sequence\r
-0:40 move second child to first child (4-component vector of int)\r
-0:40 't32' (4-component vector of int)\r
-0:40 Function Call: texelFetch(is21;vi2;i1; (4-component vector of int)\r
+0:40 move second child to first child (temp 4-component vector of int)\r
+0:40 't32' (temp 4-component vector of int)\r
+0:40 Function Call: texelFetch(is21;vi2;i1; (global 4-component vector of int)\r
0:40 'isms' (uniform isampler2DMS)\r
0:40 'p2' (flat in 2-component vector of int)\r
0:40 'samp' (flat in int)\r
0:41 Sequence\r
-0:41 move second child to first child (4-component vector of uint)\r
-0:41 't33' (4-component vector of uint)\r
-0:41 Function Call: texelFetch(us21;vi2;i1; (4-component vector of uint)\r
+0:41 move second child to first child (temp 4-component vector of uint)\r
+0:41 't33' (temp 4-component vector of uint)\r
+0:41 Function Call: texelFetch(us21;vi2;i1; (global 4-component vector of uint)\r
0:41 'usms' (uniform usampler2DMS)\r
0:41 'p2' (flat in 2-component vector of int)\r
0:41 Constant:\r
0:41 3 (const int)\r
0:42 Sequence\r
-0:42 move second child to first child (4-component vector of float)\r
-0:42 't41' (4-component vector of float)\r
-0:42 Function Call: texelFetch(sA21;vi3;i1; (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
+0:42 't41' (temp 4-component vector of float)\r
+0:42 Function Call: texelFetch(sA21;vi3;i1; (global 4-component vector of float)\r
0:42 'smsa' (uniform sampler2DMSArray)\r
0:42 'p3' (flat in 3-component vector of int)\r
0:42 'samp' (flat in int)\r
0:43 Sequence\r
-0:43 move second child to first child (4-component vector of int)\r
-0:43 't42' (4-component vector of int)\r
-0:43 Function Call: texelFetch(isA21;vi3;i1; (4-component vector of int)\r
+0:43 move second child to first child (temp 4-component vector of int)\r
+0:43 't42' (temp 4-component vector of int)\r
+0:43 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int)\r
0:43 'ismsa' (uniform isampler2DMSArray)\r
0:43 Constant:\r
0:43 2 (const int)\r
0:43 2 (const int)\r
0:43 'samp' (flat in int)\r
0:44 Sequence\r
-0:44 move second child to first child (4-component vector of uint)\r
-0:44 't43' (4-component vector of uint)\r
-0:44 Function Call: texelFetch(usA21;vi3;i1; (4-component vector of uint)\r
+0:44 move second child to first child (temp 4-component vector of uint)\r
+0:44 't43' (temp 4-component vector of uint)\r
+0:44 Function Call: texelFetch(usA21;vi3;i1; (global 4-component vector of uint)\r
0:44 'usmsa' (uniform usampler2DMSArray)\r
0:44 'p3' (flat in 3-component vector of int)\r
0:44 'samp' (flat in int)\r
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:? 'foo' (smooth in 4-component vector of float)\r
-0:? 's' (smooth in structure{float f})\r
-0:? 'patch' (float)\r
+0:? 's' (smooth in structure{global float f})\r
+0:? 'patch' (global float)\r
0:? 'sms' (uniform sampler2DMS)\r
0:? 'isms' (uniform isampler2DMS)\r
0:? 'usms' (uniform usampler2DMS)\r
input primitive = lines_adjacency\r
output primitive = triangle_strip\r
ERROR: node is still EOpNull!\r
-0:25 Function Definition: main( (void)\r
+0:25 Function Definition: main( (global void)\r
0:25 Function Parameters: \r
0:27 Sequence\r
-0:27 EmitVertex (void)\r
-0:28 EndPrimitive (void)\r
+0:27 EmitVertex (global void)\r
+0:28 EndPrimitive (global void)\r
0:29 Constant:\r
0:29 0.000000\r
0:30 Constant:\r
0:30 0.000000\r
-0:32 move second child to first child (3-component vector of float)\r
+0:32 move second child to first child (temp 3-component vector of float)\r
0:32 color: direct index for structure (layout(stream=0 ) out 3-component vector of float)\r
0:32 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color})\r
0:32 Constant:\r
0:32 0 (const uint)\r
0:32 color: direct index for structure (in 3-component vector of float)\r
-0:32 direct index (block{in 3-component vector of float color})\r
+0:32 direct index (temp block{in 3-component vector of float color})\r
0:32 'fromV' (in 4-element array of block{in 3-component vector of float color})\r
0:32 Constant:\r
0:32 0 (const int)\r
0:32 Constant:\r
0:32 0 (const int)\r
-0:33 move second child to first child (float)\r
-0:33 direct index (layout(stream=0 ) float)\r
+0:33 move second child to first child (temp float)\r
+0:33 direct index (layout(stream=0 ) temp float)\r
0:33 gl_ClipDistance: direct index for structure (layout(stream=0 ) out implicitly-sized array of float)\r
0:33 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float gl_Position, layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 2 (const uint)\r
0:33 Constant:\r
0:33 3 (const int)\r
-0:33 direct index (float)\r
+0:33 direct index (temp float)\r
0:33 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:33 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:33 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:33 'gl_in' (in 4-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 2 (const int)\r
-0:34 move second child to first child (4-component vector of float)\r
+0:34 move second child to first child (temp 4-component vector of float)\r
0:34 gl_Position: direct index for structure (layout(stream=0 ) gl_Position 4-component vector of float)\r
0:34 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float gl_Position, layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out implicitly-sized array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 0 (const uint)\r
0:34 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:34 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:34 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:34 'gl_in' (in 4-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 Constant:\r
0:34 0 (const int)\r
-0:35 move second child to first child (float)\r
+0:35 move second child to first child (temp float)\r
0:35 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float)\r
0:35 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float gl_Position, layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out implicitly-sized array of float gl_ClipDistance})\r
0:35 Constant:\r
0:35 1 (const uint)\r
0:35 gl_PointSize: direct index for structure (in float)\r
-0:35 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:35 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:35 'gl_in' (in 4-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 Constant:\r
0:35 1 (const int)\r
-0:36 move second child to first child (int)\r
+0:36 move second child to first child (temp int)\r
0:36 'gl_PrimitiveID' (layout(stream=0 ) out int)\r
0:36 'gl_PrimitiveIDIn' (in int)\r
-0:37 move second child to first child (int)\r
+0:37 move second child to first child (temp int)\r
0:37 'gl_Layer' (layout(stream=0 ) out int)\r
0:37 Constant:\r
0:37 2 (const int)\r
-0:67 Function Definition: foo(i1; (void)\r
+0:67 Function Definition: foo(i1; (global void)\r
0:67 Function Parameters: \r
0:67 'a' (in int)\r
0:69 Sequence\r
-0:69 move second child to first child (4-component vector of float)\r
+0:69 move second child to first child (temp 4-component vector of float)\r
0:69 a: direct index for structure (layout(stream=6 ) out 4-component vector of float)\r
0:69 'ouuaa6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a})\r
0:69 Constant:\r
0:69 1.000000\r
0:69 1.000000\r
0:107 Sequence\r
-0:107 move second child to first child (float)\r
-0:107 'summ' (float)\r
+0:107 move second child to first child (temp float)\r
+0:107 'summ' (global float)\r
0:107 Constant:\r
0:107 11332.000000\r
-0:127 Function Definition: fooe1( (void)\r
+0:127 Function Definition: fooe1( (global void)\r
0:127 Function Parameters: \r
0:129 Sequence\r
-0:129 move second child to first child (int)\r
+0:129 move second child to first child (temp int)\r
0:129 'gl_ViewportIndex' (layout(stream=0 ) out int)\r
0:129 Constant:\r
0:129 15 (const int)\r
-0:134 Function Definition: fooe2( (void)\r
+0:134 Function Definition: fooe2( (global void)\r
0:134 Function Parameters: \r
0:136 Sequence\r
-0:136 move second child to first child (int)\r
+0:136 move second child to first child (temp int)\r
0:136 'gl_ViewportIndex' (layout(stream=0 ) out int)\r
0:136 Constant:\r
0:136 15 (const int)\r
0:? 'insn' (in 4-element array of block{in int a15})\r
0:? 'anon@3' (layout(stream=3 ) out block{layout(stream=3 ) out float f15})\r
0:? 'anon@4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b15})\r
-0:? 'summ' (float)\r
+0:? 'summ' (global float)\r
0:? 'gl_ViewportIndex' (layout(stream=3 ) out int)\r
\r
\r
input primitive = lines_adjacency\r
output primitive = triangle_strip\r
ERROR: node is still EOpNull!\r
-0:25 Function Definition: main( (void)\r
+0:25 Function Definition: main( (global void)\r
0:25 Function Parameters: \r
0:27 Sequence\r
-0:27 EmitVertex (void)\r
-0:28 EndPrimitive (void)\r
+0:27 EmitVertex (global void)\r
+0:28 EndPrimitive (global void)\r
0:29 Constant:\r
0:29 0.000000\r
0:30 Constant:\r
0:30 0.000000\r
-0:32 move second child to first child (3-component vector of float)\r
+0:32 move second child to first child (temp 3-component vector of float)\r
0:32 color: direct index for structure (layout(stream=0 ) out 3-component vector of float)\r
0:32 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color})\r
0:32 Constant:\r
0:32 0 (const uint)\r
0:32 color: direct index for structure (in 3-component vector of float)\r
-0:32 direct index (block{in 3-component vector of float color})\r
+0:32 direct index (temp block{in 3-component vector of float color})\r
0:32 'fromV' (in 4-element array of block{in 3-component vector of float color})\r
0:32 Constant:\r
0:32 0 (const int)\r
0:32 Constant:\r
0:32 0 (const int)\r
-0:33 move second child to first child (float)\r
-0:33 direct index (layout(stream=0 ) float)\r
+0:33 move second child to first child (temp float)\r
+0:33 direct index (layout(stream=0 ) temp float)\r
0:33 gl_ClipDistance: direct index for structure (layout(stream=0 ) out 4-element array of float)\r
0:33 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float gl_Position, layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out 4-element array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 2 (const uint)\r
0:33 Constant:\r
0:33 3 (const int)\r
-0:33 direct index (float)\r
+0:33 direct index (temp float)\r
0:33 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:33 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:33 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:33 'gl_in' (in 4-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 2 (const int)\r
-0:34 move second child to first child (4-component vector of float)\r
+0:34 move second child to first child (temp 4-component vector of float)\r
0:34 gl_Position: direct index for structure (layout(stream=0 ) gl_Position 4-component vector of float)\r
0:34 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float gl_Position, layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out 4-element array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 0 (const uint)\r
0:34 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:34 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:34 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:34 'gl_in' (in 4-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 Constant:\r
0:34 0 (const int)\r
-0:35 move second child to first child (float)\r
+0:35 move second child to first child (temp float)\r
0:35 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float)\r
0:35 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float gl_Position, layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out 4-element array of float gl_ClipDistance})\r
0:35 Constant:\r
0:35 1 (const uint)\r
0:35 gl_PointSize: direct index for structure (in float)\r
-0:35 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:35 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:35 'gl_in' (in 4-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 Constant:\r
0:35 1 (const int)\r
-0:36 move second child to first child (int)\r
+0:36 move second child to first child (temp int)\r
0:36 'gl_PrimitiveID' (layout(stream=0 ) out int)\r
0:36 'gl_PrimitiveIDIn' (in int)\r
-0:37 move second child to first child (int)\r
+0:37 move second child to first child (temp int)\r
0:37 'gl_Layer' (layout(stream=0 ) out int)\r
0:37 Constant:\r
0:37 2 (const int)\r
-0:67 Function Definition: foo(i1; (void)\r
+0:67 Function Definition: foo(i1; (global void)\r
0:67 Function Parameters: \r
0:67 'a' (in int)\r
0:69 Sequence\r
-0:69 move second child to first child (4-component vector of float)\r
+0:69 move second child to first child (temp 4-component vector of float)\r
0:69 a: direct index for structure (layout(stream=6 ) out 4-component vector of float)\r
0:69 'ouuaa6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a})\r
0:69 Constant:\r
0:69 1.000000\r
0:69 1.000000\r
0:107 Sequence\r
-0:107 move second child to first child (float)\r
-0:107 'summ' (float)\r
+0:107 move second child to first child (temp float)\r
+0:107 'summ' (global float)\r
0:107 Constant:\r
0:107 11332.000000\r
-0:127 Function Definition: fooe1( (void)\r
+0:127 Function Definition: fooe1( (global void)\r
0:127 Function Parameters: \r
0:129 Sequence\r
-0:129 move second child to first child (int)\r
+0:129 move second child to first child (temp int)\r
0:129 'gl_ViewportIndex' (layout(stream=0 ) out int)\r
0:129 Constant:\r
0:129 15 (const int)\r
-0:134 Function Definition: fooe2( (void)\r
+0:134 Function Definition: fooe2( (global void)\r
0:134 Function Parameters: \r
0:136 Sequence\r
-0:136 move second child to first child (int)\r
+0:136 move second child to first child (temp int)\r
0:136 'gl_ViewportIndex' (layout(stream=0 ) out int)\r
0:136 Constant:\r
0:136 15 (const int)\r
0:? 'insn' (in 4-element array of block{in int a15})\r
0:? 'anon@3' (layout(stream=3 ) out block{layout(stream=3 ) out float f15})\r
0:? 'anon@4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b15})\r
-0:? 'summ' (float)\r
+0:? 'summ' (global float)\r
0:? 'gl_ViewportIndex' (layout(stream=3 ) out int)\r
\r
Requested GL_ARB_tessellation_shader\r
vertices = 4\r
0:? Sequence\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
-0:12 Barrier (void)\r
+0:12 Barrier (global void)\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
-0:14 'a' (int)\r
+0:14 move second child to first child (temp int)\r
+0:14 'a' (temp int)\r
0:14 Constant:\r
0:14 5392 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (4-component vector of float)\r
-0:20 'p' (4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
+0:20 'p' (temp 4-component vector of float)\r
0:20 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:20 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:20 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:20 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:20 Constant:\r
0:20 1 (const int)\r
0:20 Constant:\r
0:20 0 (const int)\r
0:21 Sequence\r
-0:21 move second child to first child (float)\r
-0:21 'ps' (float)\r
+0:21 move second child to first child (temp float)\r
+0:21 'ps' (temp float)\r
0:21 gl_PointSize: direct index for structure (in float)\r
-0:21 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:21 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:21 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:21 Constant:\r
0:21 1 (const int)\r
0:21 Constant:\r
0:21 1 (const int)\r
0:22 Sequence\r
-0:22 move second child to first child (float)\r
-0:22 'cd' (float)\r
-0:22 direct index (float)\r
+0:22 move second child to first child (temp float)\r
+0:22 'cd' (temp float)\r
+0:22 direct index (temp float)\r
0:22 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:22 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:22 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:22 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:22 Constant:\r
0:22 1 (const int)\r
0:22 Constant:\r
0:22 2 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (int)\r
-0:24 'pvi' (int)\r
+0:24 move second child to first child (temp int)\r
+0:24 'pvi' (temp int)\r
0:24 'gl_PatchVerticesIn' (in int)\r
0:25 Sequence\r
-0:25 move second child to first child (int)\r
-0:25 'pid' (int)\r
+0:25 move second child to first child (temp int)\r
+0:25 'pid' (temp int)\r
0:25 'gl_PrimitiveID' (in int)\r
0:26 Sequence\r
-0:26 move second child to first child (int)\r
-0:26 'iid' (int)\r
+0:26 move second child to first child (temp int)\r
+0:26 'iid' (temp int)\r
0:26 'gl_InvocationID' (in int)\r
-0:28 move second child to first child (4-component vector of float)\r
+0:28 move second child to first child (temp 4-component vector of float)\r
0:28 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:28 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:28 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:28 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:28 Constant:\r
0:28 1 (const int)\r
0:28 Constant:\r
0:28 0 (const int)\r
-0:28 'p' (4-component vector of float)\r
-0:29 move second child to first child (float)\r
+0:28 'p' (temp 4-component vector of float)\r
+0:29 move second child to first child (temp float)\r
0:29 gl_PointSize: direct index for structure (out float)\r
-0:29 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:29 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:29 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:29 Constant:\r
0:29 1 (const int)\r
0:29 Constant:\r
0:29 1 (const int)\r
-0:29 'ps' (float)\r
-0:30 move second child to first child (float)\r
-0:30 direct index (float)\r
+0:29 'ps' (temp float)\r
+0:30 move second child to first child (temp float)\r
+0:30 direct index (temp float)\r
0:30 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
-0:30 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:30 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:30 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:30 Constant:\r
0:30 1 (const int)\r
0:30 2 (const int)\r
0:30 Constant:\r
0:30 1 (const int)\r
-0:30 'cd' (float)\r
-0:32 move second child to first child (float)\r
-0:32 direct index (patch float)\r
+0:30 'cd' (temp float)\r
+0:32 move second child to first child (temp float)\r
+0:32 direct index (patch temp float)\r
0:32 'gl_TessLevelOuter' (patch out 4-element array of float)\r
0:32 Constant:\r
0:32 3 (const int)\r
0:32 Constant:\r
0:32 3.200000\r
-0:33 move second child to first child (float)\r
-0:33 direct index (patch float)\r
+0:33 move second child to first child (temp float)\r
+0:33 direct index (patch temp float)\r
0:33 'gl_TessLevelInner' (patch out 2-element array of float)\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 1.300000\r
0:? Linker Objects\r
0:? 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
-0:? 'outa' (4-element array of int)\r
+0:? 'outa' (global 4-element array of int)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
\r
150.tese\r
triangle order = cw\r
using point mode\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Constant:\r
0:12 0.000000\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
-0:14 'a' (int)\r
+0:14 move second child to first child (temp int)\r
+0:14 'a' (temp int)\r
0:14 Constant:\r
0:14 1512 (const int)\r
0:22 Sequence\r
-0:22 move second child to first child (4-component vector of float)\r
-0:22 'p' (4-component vector of float)\r
+0:22 move second child to first child (temp 4-component vector of float)\r
+0:22 'p' (temp 4-component vector of float)\r
0:22 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:22 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:22 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:22 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:22 Constant:\r
0:22 1 (const int)\r
0:22 Constant:\r
0:22 0 (const int)\r
0:23 Sequence\r
-0:23 move second child to first child (float)\r
-0:23 'ps' (float)\r
+0:23 move second child to first child (temp float)\r
+0:23 'ps' (temp float)\r
0:23 gl_PointSize: direct index for structure (in float)\r
-0:23 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:23 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:23 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:23 Constant:\r
0:23 1 (const int)\r
0:23 Constant:\r
0:23 1 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (float)\r
-0:24 'cd' (float)\r
-0:24 direct index (float)\r
+0:24 move second child to first child (temp float)\r
+0:24 'cd' (temp float)\r
+0:24 direct index (temp float)\r
0:24 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:24 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:24 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:24 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:24 Constant:\r
0:24 1 (const int)\r
0:24 Constant:\r
0:24 2 (const int)\r
0:26 Sequence\r
-0:26 move second child to first child (int)\r
-0:26 'pvi' (int)\r
+0:26 move second child to first child (temp int)\r
+0:26 'pvi' (temp int)\r
0:26 'gl_PatchVerticesIn' (in int)\r
0:27 Sequence\r
-0:27 move second child to first child (int)\r
-0:27 'pid' (int)\r
+0:27 move second child to first child (temp int)\r
+0:27 'pid' (temp int)\r
0:27 'gl_PrimitiveID' (in int)\r
0:28 Sequence\r
-0:28 move second child to first child (3-component vector of float)\r
-0:28 'tc' (3-component vector of float)\r
+0:28 move second child to first child (temp 3-component vector of float)\r
+0:28 'tc' (temp 3-component vector of float)\r
0:28 'gl_TessCoord' (in 3-component vector of float)\r
0:29 Sequence\r
-0:29 move second child to first child (float)\r
-0:29 'tlo' (float)\r
-0:29 direct index (patch float)\r
+0:29 move second child to first child (temp float)\r
+0:29 'tlo' (temp float)\r
+0:29 direct index (patch temp float)\r
0:29 'gl_TessLevelOuter' (patch in 4-element array of float)\r
0:29 Constant:\r
0:29 3 (const int)\r
0:30 Sequence\r
-0:30 move second child to first child (float)\r
-0:30 'tli' (float)\r
-0:30 direct index (patch float)\r
+0:30 move second child to first child (temp float)\r
+0:30 'tli' (temp float)\r
+0:30 direct index (patch temp float)\r
0:30 'gl_TessLevelInner' (patch in 2-element array of float)\r
0:30 Constant:\r
0:30 1 (const int)\r
-0:32 move second child to first child (4-component vector of float)\r
+0:32 move second child to first child (temp 4-component vector of float)\r
0:32 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:32 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 0 (const uint)\r
-0:32 'p' (4-component vector of float)\r
-0:33 move second child to first child (float)\r
+0:32 'p' (temp 4-component vector of float)\r
+0:33 move second child to first child (temp float)\r
0:33 gl_PointSize: direct index for structure (gl_PointSize float)\r
0:33 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const uint)\r
-0:33 'ps' (float)\r
-0:34 move second child to first child (float)\r
-0:34 direct index (float)\r
+0:33 'ps' (temp float)\r
+0:34 move second child to first child (temp float)\r
+0:34 direct index (temp float)\r
0:34 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
0:34 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 2 (const uint)\r
0:34 Constant:\r
0:34 2 (const int)\r
-0:34 'cd' (float)\r
+0:34 'cd' (temp float)\r
0:? Linker Objects\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
ERROR: node is still EOpNull!\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:15 Sequence\r
-0:15 Barrier (void)\r
+0:15 Barrier (global void)\r
0:17 Sequence\r
-0:17 move second child to first child (int)\r
-0:17 'a' (int)\r
+0:17 move second child to first child (temp int)\r
+0:17 'a' (temp int)\r
0:17 Constant:\r
0:17 5392 (const int)\r
0:23 Sequence\r
-0:23 move second child to first child (4-component vector of float)\r
-0:23 'p' (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
+0:23 'p' (temp 4-component vector of float)\r
0:23 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:23 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:23 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:23 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:23 Constant:\r
0:23 1 (const int)\r
0:23 Constant:\r
0:23 0 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (float)\r
-0:24 'ps' (float)\r
+0:24 move second child to first child (temp float)\r
+0:24 'ps' (temp float)\r
0:24 gl_PointSize: direct index for structure (in float)\r
-0:24 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:24 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:24 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:24 Constant:\r
0:24 1 (const int)\r
0:24 Constant:\r
0:24 1 (const int)\r
0:25 Sequence\r
-0:25 move second child to first child (float)\r
-0:25 'cd' (float)\r
-0:25 direct index (float)\r
+0:25 move second child to first child (temp float)\r
+0:25 'cd' (temp float)\r
+0:25 direct index (temp float)\r
0:25 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:25 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:25 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:25 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 2 (const int)\r
0:27 Sequence\r
-0:27 move second child to first child (int)\r
-0:27 'pvi' (int)\r
+0:27 move second child to first child (temp int)\r
+0:27 'pvi' (temp int)\r
0:27 'gl_PatchVerticesIn' (in int)\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'pid' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'pid' (temp int)\r
0:28 'gl_PrimitiveID' (in int)\r
0:29 Sequence\r
-0:29 move second child to first child (int)\r
-0:29 'iid' (int)\r
+0:29 move second child to first child (temp int)\r
+0:29 'iid' (temp int)\r
0:29 'gl_InvocationID' (in int)\r
-0:31 move second child to first child (4-component vector of float)\r
+0:31 move second child to first child (temp 4-component vector of float)\r
0:31 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:31 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:31 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:31 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:31 Constant:\r
0:31 1 (const int)\r
0:31 Constant:\r
0:31 0 (const int)\r
-0:31 'p' (4-component vector of float)\r
-0:32 move second child to first child (float)\r
+0:31 'p' (temp 4-component vector of float)\r
+0:32 move second child to first child (temp float)\r
0:32 gl_PointSize: direct index for structure (out float)\r
-0:32 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:32 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:32 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 1 (const int)\r
-0:32 'ps' (float)\r
-0:33 move second child to first child (float)\r
-0:33 direct index (float)\r
+0:32 'ps' (temp float)\r
+0:33 move second child to first child (temp float)\r
+0:33 direct index (temp float)\r
0:33 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
-0:33 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:33 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:33 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
-0:33 'cd' (float)\r
-0:35 move second child to first child (float)\r
-0:35 direct index (patch float)\r
+0:33 'cd' (temp float)\r
+0:35 move second child to first child (temp float)\r
+0:35 direct index (patch temp float)\r
0:35 'gl_TessLevelOuter' (patch out 4-element array of float)\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 Constant:\r
0:35 3.200000\r
-0:36 move second child to first child (float)\r
-0:36 direct index (patch float)\r
+0:36 move second child to first child (temp float)\r
+0:36 direct index (patch temp float)\r
0:36 'gl_TessLevelInner' (patch out 2-element array of float)\r
0:36 Constant:\r
0:36 1 (const int)\r
0:36 Constant:\r
0:36 1.300000\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Greater Than (bool)\r
-0:38 'a' (int)\r
+0:38 Compare Greater Than (temp bool)\r
+0:38 'a' (temp int)\r
0:38 Constant:\r
0:38 10 (const int)\r
0:38 true case\r
-0:39 Barrier (void)\r
+0:39 Barrier (global void)\r
0:38 false case\r
-0:41 Barrier (void)\r
-0:43 Barrier (void)\r
+0:41 Barrier (global void)\r
+0:43 Barrier (global void)\r
0:47 Loop with condition not tested first\r
0:47 Loop Condition\r
-0:47 Compare Greater Than (bool)\r
-0:47 'a' (int)\r
+0:47 Compare Greater Than (temp bool)\r
+0:47 'a' (temp int)\r
0:47 Constant:\r
0:47 10 (const int)\r
0:47 Loop Body\r
0:46 Sequence\r
-0:46 Barrier (void)\r
+0:46 Barrier (global void)\r
0:49 switch\r
0:49 condition\r
-0:49 'a' (int)\r
+0:49 'a' (temp int)\r
0:49 body\r
0:49 Sequence\r
0:50 default: \r
0:? Sequence\r
-0:51 Barrier (void)\r
+0:51 Barrier (global void)\r
0:52 Branch: Break\r
-0:54 Test condition and select (int)\r
+0:54 Test condition and select (temp int)\r
0:54 Condition\r
-0:54 Compare Less Than (bool)\r
-0:54 'a' (int)\r
+0:54 Compare Less Than (temp bool)\r
+0:54 'a' (temp int)\r
0:54 Constant:\r
0:54 12 (const int)\r
0:54 true case\r
-0:54 'a' (int)\r
+0:54 'a' (temp int)\r
0:54 false case\r
-0:54 Comma (int)\r
-0:54 Barrier (void)\r
-0:54 'a' (int)\r
+0:54 Comma (temp int)\r
+0:54 Barrier (global void)\r
+0:54 'a' (temp int)\r
0:56 Sequence\r
-0:56 Barrier (void)\r
+0:56 Barrier (global void)\r
0:59 Branch: Return\r
-0:61 Barrier (void)\r
-0:67 Function Definition: foo( (void)\r
+0:61 Barrier (global void)\r
+0:67 Function Definition: foo( (global void)\r
0:67 Function Parameters: \r
0:69 Sequence\r
0:69 gl_PointSize: direct index for structure (out float)\r
-0:69 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:69 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:69 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:69 Constant:\r
0:69 4 (const int)\r
0:69 Constant:\r
0:69 1 (const int)\r
-0:71 Barrier (void)\r
-0:91 Function Definition: foop( (void)\r
+0:71 Barrier (global void)\r
+0:91 Function Definition: foop( (global void)\r
0:91 Function Parameters: \r
0:? Sequence\r
-0:95 multiply second child into first child (3-component vector of float)\r
-0:95 'pv3' (3-component vector of float)\r
-0:95 'pv3' (3-component vector of float)\r
-0:96 move second child to first child (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 Function Call: fma(vf3;vf3;vf3; (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:97 move second child to first child (double)\r
-0:97 'd' (double)\r
-0:97 Function Call: fma(d1;d1;d1; (double)\r
-0:97 'd' (double)\r
-0:97 'd' (double)\r
-0:97 'd' (double)\r
+0:95 multiply second child into first child (temp 3-component vector of float)\r
+0:95 'pv3' (temp 3-component vector of float)\r
+0:95 'pv3' (temp 3-component vector of float)\r
+0:96 move second child to first child (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 Function Call: fma(vf3;vf3;vf3; (global 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:97 move second child to first child (temp double)\r
+0:97 'd' (temp double)\r
+0:97 Function Call: fma(d1;d1;d1; (global double)\r
+0:97 'd' (temp double)\r
+0:97 'd' (temp double)\r
+0:97 'd' (temp double)\r
0:? Linker Objects\r
0:? 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
-0:? 'outa' (4-element array of int)\r
+0:? 'outa' (global 4-element array of int)\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
0:? 'ina' (in 2-component vector of float)\r
0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float)\r
0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
-0:? 'pv3' (3-component vector of float)\r
+0:? 'pv3' (temp 3-component vector of float)\r
0:? 'pinbi' (patch out block{out int a})\r
\r
400.tese\r
triangle order = cw\r
using point mode\r
ERROR: node is still EOpNull!\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:22 Sequence\r
0:22 Constant:\r
0:22 0.000000\r
0:24 Sequence\r
-0:24 move second child to first child (int)\r
-0:24 'a' (int)\r
+0:24 move second child to first child (temp int)\r
+0:24 'a' (temp int)\r
0:24 Constant:\r
0:24 1512 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (4-component vector of float)\r
-0:32 'p' (4-component vector of float)\r
+0:32 move second child to first child (temp 4-component vector of float)\r
+0:32 'p' (temp 4-component vector of float)\r
0:32 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:32 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:32 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:32 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 0 (const int)\r
0:33 Sequence\r
-0:33 move second child to first child (float)\r
-0:33 'ps' (float)\r
+0:33 move second child to first child (temp float)\r
+0:33 'ps' (temp float)\r
0:33 gl_PointSize: direct index for structure (in float)\r
-0:33 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:33 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:33 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (float)\r
-0:34 'cd' (float)\r
-0:34 direct index (float)\r
+0:34 move second child to first child (temp float)\r
+0:34 'cd' (temp float)\r
+0:34 direct index (temp float)\r
0:34 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:34 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:34 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:34 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 1 (const int)\r
0:34 Constant:\r
0:34 2 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (int)\r
-0:36 'pvi' (int)\r
+0:36 move second child to first child (temp int)\r
+0:36 'pvi' (temp int)\r
0:36 'gl_PatchVerticesIn' (in int)\r
0:37 Sequence\r
-0:37 move second child to first child (int)\r
-0:37 'pid' (int)\r
+0:37 move second child to first child (temp int)\r
+0:37 'pid' (temp int)\r
0:37 'gl_PrimitiveID' (in int)\r
0:38 Sequence\r
-0:38 move second child to first child (3-component vector of float)\r
-0:38 'tc' (3-component vector of float)\r
+0:38 move second child to first child (temp 3-component vector of float)\r
+0:38 'tc' (temp 3-component vector of float)\r
0:38 'gl_TessCoord' (in 3-component vector of float)\r
0:39 Sequence\r
-0:39 move second child to first child (float)\r
-0:39 'tlo' (float)\r
-0:39 direct index (patch float)\r
+0:39 move second child to first child (temp float)\r
+0:39 'tlo' (temp float)\r
+0:39 direct index (patch temp float)\r
0:39 'gl_TessLevelOuter' (patch in 4-element array of float)\r
0:39 Constant:\r
0:39 3 (const int)\r
0:40 Sequence\r
-0:40 move second child to first child (float)\r
-0:40 'tli' (float)\r
-0:40 direct index (patch float)\r
+0:40 move second child to first child (temp float)\r
+0:40 'tli' (temp float)\r
+0:40 direct index (patch temp float)\r
0:40 'gl_TessLevelInner' (patch in 2-element array of float)\r
0:40 Constant:\r
0:40 1 (const int)\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:42 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:42 Constant:\r
0:42 0 (const uint)\r
-0:42 'p' (4-component vector of float)\r
-0:43 move second child to first child (float)\r
+0:42 'p' (temp 4-component vector of float)\r
+0:43 move second child to first child (temp float)\r
0:43 gl_PointSize: direct index for structure (gl_PointSize float)\r
0:43 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:43 Constant:\r
0:43 1 (const uint)\r
-0:43 'ps' (float)\r
-0:44 move second child to first child (float)\r
-0:44 direct index (float)\r
+0:43 'ps' (temp float)\r
+0:44 move second child to first child (temp float)\r
+0:44 direct index (temp float)\r
0:44 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
0:44 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:44 Constant:\r
0:44 2 (const uint)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 'cd' (float)\r
+0:44 'cd' (temp float)\r
0:? Linker Objects\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
Shader version: 400\r
vertices = 0\r
ERROR: node is still EOpNull!\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:? Linker Objects\r
0:? 'gl_out' (out implicitly-sized array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
-0:? 'outa' (1-element array of int)\r
+0:? 'outa' (global 1-element array of int)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
\r
420.tesc\r
ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a\r
ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb\r
ERROR: 0:26: 'gl_PointSize' : no such field in structure \r
-ERROR: 0:26: 'assign' : cannot convert from 'float' to 'block{out 4-component vector of float gl_Position}'\r
+ERROR: 0:26: 'assign' : cannot convert from 'temp float' to 'temp block{out 4-component vector of float gl_Position}'\r
ERROR: 0:29: 'out' : type must be an array: outf\r
ERROR: 6 compilation errors. No code generated.\r
\r
Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'p' (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'p' (temp 4-component vector of float)\r
0:17 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:17 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:17 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:17 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:17 Constant:\r
0:17 1 (const int)\r
0:17 Constant:\r
0:17 0 (const int)\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'ps' (float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'ps' (temp float)\r
0:18 gl_PointSize: direct index for structure (in float)\r
-0:18 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:18 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:18 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:18 Constant:\r
0:18 1 (const int)\r
0:18 Constant:\r
0:18 1 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'cd' (float)\r
-0:19 direct index (float)\r
+0:19 move second child to first child (temp float)\r
+0:19 'cd' (temp float)\r
+0:19 direct index (temp float)\r
0:19 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:19 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:19 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:19 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:19 Constant:\r
0:19 1 (const int)\r
0:19 Constant:\r
0:19 2 (const int)\r
0:21 Sequence\r
-0:21 move second child to first child (int)\r
-0:21 'pvi' (int)\r
+0:21 move second child to first child (temp int)\r
+0:21 'pvi' (temp int)\r
0:21 'gl_PatchVerticesIn' (in int)\r
0:22 Sequence\r
-0:22 move second child to first child (int)\r
-0:22 'pid' (int)\r
+0:22 move second child to first child (temp int)\r
+0:22 'pid' (temp int)\r
0:22 'gl_PrimitiveID' (in int)\r
0:23 Sequence\r
-0:23 move second child to first child (int)\r
-0:23 'iid' (int)\r
+0:23 move second child to first child (temp int)\r
+0:23 'iid' (temp int)\r
0:23 'gl_InvocationID' (in int)\r
-0:25 move second child to first child (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
0:25 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:25 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 direct index (temp block{out 4-component vector of float gl_Position})\r
0:25 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 0 (const int)\r
-0:25 'p' (4-component vector of float)\r
-0:26 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 'p' (temp 4-component vector of float)\r
+0:26 direct index (temp block{out 4-component vector of float gl_Position})\r
0:26 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:26 Constant:\r
0:26 1 (const int)\r
-0:34 Function Definition: foo( (void)\r
+0:34 Function Definition: foo( (global void)\r
0:34 Function Parameters: \r
0:36 Sequence\r
-0:36 Test condition and select (void)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 logical-or (bool)\r
-0:36 Compare Not Equal (bool)\r
+0:36 logical-or (temp bool)\r
+0:36 Compare Not Equal (temp bool)\r
0:36 Constant:\r
0:36 -0.625000\r
0:36 -0.500000\r
0:36 -0.250000\r
0:36 -0.125000\r
0:36 0.000000\r
-0:36 direct index (layout(location=0 ) 2X4 matrix of double)\r
+0:36 direct index (layout(location=0 ) temp 2X4 matrix of double)\r
0:36 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:37 Compare Not Equal (bool)\r
+0:37 Compare Not Equal (temp bool)\r
0:37 Constant:\r
0:37 0.375000\r
0:37 0.500000\r
0:37 0.750000\r
0:37 0.875000\r
0:37 -0.625000\r
-0:37 direct index (layout(location=12 ) 2X4 matrix of double)\r
+0:37 direct index (layout(location=12 ) temp 2X4 matrix of double)\r
0:37 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double)\r
0:37 Constant:\r
0:37 0 (const int)\r
\r
420.tese\r
Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.\r
-ERROR: 0:7: '=' : cannot convert from '3-element array of float' to '2-element array of float'\r
-ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): 2-component vector of float\r
-ERROR: 0:9: 'initializer list' : wrong number of matrix columns: 3X3 matrix of float\r
-ERROR: 0:10: 'initializer list' : wrong number of matrix columns: 2X2 matrix of float\r
+ERROR: 0:7: '=' : cannot convert from 'global 3-element array of float' to 'global 2-element array of float'\r
+ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): global 2-component vector of float\r
+ERROR: 0:9: 'initializer list' : wrong number of matrix columns: global 3X3 matrix of float\r
+ERROR: 0:10: 'initializer list' : wrong number of matrix columns: global 2X2 matrix of float\r
ERROR: 0:25: 'initializer list' : wrong number of structure members \r
-ERROR: 0:27: '=' : cannot convert from 'const bool' to 'int'\r
-ERROR: 0:28: 'constructor' : cannot convert parameter 2 from 'const float' to '4-component vector of float'\r
+ERROR: 0:27: '=' : cannot convert from 'const bool' to 'global int'\r
+ERROR: 0:28: 'constructor' : cannot convert parameter 2 from 'const float' to 'global 4-component vector of float'\r
ERROR: 0:29: 'constructor' : cannot convert parameter 2 from 'const 2X2 matrix of float' to 'const 4-component vector of float'\r
ERROR: 0:29: 'const 2-element array of 4-component vector of float' : cannot construct with these arguments \r
-ERROR: 0:29: '=' : cannot convert from 'const float' to '2-element array of 4-component vector of float'\r
-ERROR: 0:30: 'initializer list' : wrong number of matrix columns: 4X2 matrix of float\r
-ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'float' to 'structure{float s, float t}'\r
+ERROR: 0:29: '=' : cannot convert from 'const float' to 'global 2-element array of 4-component vector of float'\r
+ERROR: 0:30: 'initializer list' : wrong number of matrix columns: global 4X2 matrix of float\r
+ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'temp float' to 'global structure{global float s, global float t}'\r
ERROR: 0:58: 'initializer list' : wrong number of structure members \r
ERROR: 13 compilation errors. No code generated.\r
\r
triangle order = none\r
ERROR: node is still EOpNull!\r
0:4 Sequence\r
-0:4 move second child to first child (2X2 matrix of float)\r
-0:4 'b' (2X2 matrix of float)\r
+0:4 move second child to first child (temp 2X2 matrix of float)\r
+0:4 'b' (global 2X2 matrix of float)\r
0:4 Constant:\r
0:4 1.000000\r
0:4 0.000000\r
0:4 0.000000\r
0:4 1.000000\r
0:15 Sequence\r
-0:15 move second child to first child (structure{float a, int b})\r
-0:15 'e' (structure{float a, int b})\r
+0:15 move second child to first child (temp structure{global float a, global int b})\r
+0:15 'e' (global structure{global float a, global int b})\r
0:15 Constant:\r
0:15 1.200000\r
0:15 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (structure{float a, int b})\r
-0:20 'e2' (structure{float a, int b})\r
+0:20 move second child to first child (temp structure{global float a, global int b})\r
+0:20 'e2' (global structure{global float a, global int b})\r
0:20 Constant:\r
0:20 1.000000\r
0:20 3 (const int)\r
0:42 Sequence\r
-0:42 move second child to first child (5-element array of float)\r
-0:42 'b5' (5-element array of float)\r
+0:42 move second child to first child (temp 5-element array of float)\r
+0:42 'b5' (global 5-element array of float)\r
0:42 Constant:\r
0:42 3.400000\r
0:42 4.200000\r
0:42 5.200000\r
0:42 1.100000\r
0:67 Sequence\r
-0:67 move second child to first child (3-component vector of float)\r
-0:67 'av3' (3-component vector of float)\r
-0:67 Construct vec3 (3-component vector of float)\r
-0:67 'vc1' (float)\r
-0:67 'vc2' (float)\r
-0:67 'vc3' (float)\r
+0:67 move second child to first child (temp 3-component vector of float)\r
+0:67 'av3' (global 3-component vector of float)\r
+0:67 Construct vec3 (global 3-component vector of float)\r
+0:67 'vc1' (global float)\r
+0:67 'vc2' (global float)\r
+0:67 'vc3' (global float)\r
0:68 Sequence\r
-0:68 move second child to first child (3-component vector of float)\r
-0:68 'bv3' (3-component vector of float)\r
-0:68 Construct vec3 (3-component vector of float)\r
-0:68 'vc1' (float)\r
-0:68 'vc2' (float)\r
-0:68 'vc3' (float)\r
-0:70 Function Definition: main( (void)\r
+0:68 move second child to first child (temp 3-component vector of float)\r
+0:68 'bv3' (global 3-component vector of float)\r
+0:68 Construct vec3 (global 3-component vector of float)\r
+0:68 'vc1' (global float)\r
+0:68 'vc2' (global float)\r
+0:68 'vc3' (global float)\r
+0:70 Function Definition: main( (global void)\r
0:70 Function Parameters: \r
0:72 Sequence\r
-0:72 MemoryBarrier (void)\r
-0:74 Test condition and select (void)\r
+0:72 MemoryBarrier (global void)\r
+0:74 Test condition and select (temp void)\r
0:74 Condition\r
-0:74 Compare Equal (bool)\r
+0:74 Compare Equal (temp bool)\r
0:74 Constant:\r
0:74 1 (const uint)\r
0:74 2 (const uint)\r
0:74 0.000000\r
0:74 6.000000\r
0:74 0.000000\r
-0:74 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:74 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:74 true case is null\r
-0:76 Test condition and select (void)\r
+0:76 Test condition and select (temp void)\r
0:76 Condition\r
0:76 Constant:\r
0:76 true (const bool)\r
0:? 0.000000\r
0:? 0.000000\r
0:? 1.000000\r
-0:? 'b' (2X2 matrix of float)\r
+0:? 'b' (global 2X2 matrix of float)\r
0:? 'c' (const 2X2 matrix of float)\r
0:? 1.000000\r
0:? 0.000000\r
0:? 0.000000\r
0:? 1.000000\r
-0:? 'a2' (2-element array of float)\r
-0:? 'b2' (2-component vector of float)\r
-0:? 'c2' (3X3 matrix of float)\r
-0:? 'd' (2X2 matrix of float)\r
-0:? 'e' (structure{float a, int b})\r
-0:? 'e2' (structure{float a, int b})\r
-0:? 'e3' (structure{float a, int b})\r
-0:? 'a3' (int)\r
-0:? 'b3' (2-element array of 4-component vector of float)\r
-0:? 'b4' (2-element array of 4-component vector of float)\r
-0:? 'c3' (4X2 matrix of float)\r
-0:? 'd2' (implicitly-sized array of structure{float s, float t})\r
-0:? 'b5' (5-element array of float)\r
-0:? 'constructed' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'a2' (global 2-element array of float)\r
+0:? 'b2' (global 2-component vector of float)\r
+0:? 'c2' (global 3X3 matrix of float)\r
+0:? 'd' (global 2X2 matrix of float)\r
+0:? 'e' (global structure{global float a, global int b})\r
+0:? 'e2' (global structure{global float a, global int b})\r
+0:? 'e3' (global structure{global float a, global int b})\r
+0:? 'a3' (global int)\r
+0:? 'b3' (global 2-element array of 4-component vector of float)\r
+0:? 'b4' (global 2-element array of 4-component vector of float)\r
+0:? 'c3' (global 4X2 matrix of float)\r
+0:? 'd2' (global implicitly-sized array of structure{global float s, global float t})\r
+0:? 'b5' (global 5-element array of float)\r
+0:? 'constructed' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
-0:? 'curlyInit' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
+0:? 'curlyInit' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'vc1' (float)\r
-0:? 'vc2' (float)\r
-0:? 'vc3' (float)\r
-0:? 'av3' (3-component vector of float)\r
-0:? 'bv3' (3-component vector of float)\r
+0:? 'vc1' (global float)\r
+0:? 'vc2' (global float)\r
+0:? 'vc3' (global float)\r
+0:? 'av3' (global 3-component vector of float)\r
+0:? 'bv3' (global 3-component vector of float)\r
\r
\r
Linked tessellation control stage:\r
ERROR: Linking tessellation control stage: Types must match:\r
gl_out: "out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance}" versus "out implicitly-sized array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance}"\r
ERROR: Linking tessellation control stage: Types must match:\r
- outa: "4-element array of int" versus "1-element array of int"\r
+ outa: "global 4-element array of int" versus "global 1-element array of int"\r
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:\r
main(\r
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:\r
Requested GL_ARB_tessellation_shader\r
vertices = 4\r
0:? Sequence\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
-0:12 Barrier (void)\r
+0:12 Barrier (global void)\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
-0:14 'a' (int)\r
+0:14 move second child to first child (temp int)\r
+0:14 'a' (temp int)\r
0:14 Constant:\r
0:14 5392 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (4-component vector of float)\r
-0:20 'p' (4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
+0:20 'p' (temp 4-component vector of float)\r
0:20 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:20 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:20 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:20 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:20 Constant:\r
0:20 1 (const int)\r
0:20 Constant:\r
0:20 0 (const int)\r
0:21 Sequence\r
-0:21 move second child to first child (float)\r
-0:21 'ps' (float)\r
+0:21 move second child to first child (temp float)\r
+0:21 'ps' (temp float)\r
0:21 gl_PointSize: direct index for structure (in float)\r
-0:21 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:21 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:21 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:21 Constant:\r
0:21 1 (const int)\r
0:21 Constant:\r
0:21 1 (const int)\r
0:22 Sequence\r
-0:22 move second child to first child (float)\r
-0:22 'cd' (float)\r
-0:22 direct index (float)\r
+0:22 move second child to first child (temp float)\r
+0:22 'cd' (temp float)\r
+0:22 direct index (temp float)\r
0:22 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:22 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:22 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:22 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:22 Constant:\r
0:22 1 (const int)\r
0:22 Constant:\r
0:22 2 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (int)\r
-0:24 'pvi' (int)\r
+0:24 move second child to first child (temp int)\r
+0:24 'pvi' (temp int)\r
0:24 'gl_PatchVerticesIn' (in int)\r
0:25 Sequence\r
-0:25 move second child to first child (int)\r
-0:25 'pid' (int)\r
+0:25 move second child to first child (temp int)\r
+0:25 'pid' (temp int)\r
0:25 'gl_PrimitiveID' (in int)\r
0:26 Sequence\r
-0:26 move second child to first child (int)\r
-0:26 'iid' (int)\r
+0:26 move second child to first child (temp int)\r
+0:26 'iid' (temp int)\r
0:26 'gl_InvocationID' (in int)\r
-0:28 move second child to first child (4-component vector of float)\r
+0:28 move second child to first child (temp 4-component vector of float)\r
0:28 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:28 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:28 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:28 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:28 Constant:\r
0:28 1 (const int)\r
0:28 Constant:\r
0:28 0 (const int)\r
-0:28 'p' (4-component vector of float)\r
-0:29 move second child to first child (float)\r
+0:28 'p' (temp 4-component vector of float)\r
+0:29 move second child to first child (temp float)\r
0:29 gl_PointSize: direct index for structure (out float)\r
-0:29 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:29 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:29 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:29 Constant:\r
0:29 1 (const int)\r
0:29 Constant:\r
0:29 1 (const int)\r
-0:29 'ps' (float)\r
-0:30 move second child to first child (float)\r
-0:30 direct index (float)\r
+0:29 'ps' (temp float)\r
+0:30 move second child to first child (temp float)\r
+0:30 direct index (temp float)\r
0:30 gl_ClipDistance: direct index for structure (out 1-element array of float)\r
-0:30 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:30 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:30 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:30 Constant:\r
0:30 1 (const int)\r
0:30 2 (const int)\r
0:30 Constant:\r
0:30 1 (const int)\r
-0:30 'cd' (float)\r
-0:32 move second child to first child (float)\r
-0:32 direct index (patch float)\r
+0:30 'cd' (temp float)\r
+0:32 move second child to first child (temp float)\r
+0:32 direct index (patch temp float)\r
0:32 'gl_TessLevelOuter' (patch out 4-element array of float)\r
0:32 Constant:\r
0:32 3 (const int)\r
0:32 Constant:\r
0:32 3.200000\r
-0:33 move second child to first child (float)\r
-0:33 direct index (patch float)\r
+0:33 move second child to first child (temp float)\r
+0:33 direct index (patch temp float)\r
0:33 'gl_TessLevelInner' (patch out 2-element array of float)\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 Constant:\r
0:33 1.300000\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:15 Sequence\r
-0:15 Barrier (void)\r
+0:15 Barrier (global void)\r
0:17 Sequence\r
-0:17 move second child to first child (int)\r
-0:17 'a' (int)\r
+0:17 move second child to first child (temp int)\r
+0:17 'a' (temp int)\r
0:17 Constant:\r
0:17 5392 (const int)\r
0:23 Sequence\r
-0:23 move second child to first child (4-component vector of float)\r
-0:23 'p' (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
+0:23 'p' (temp 4-component vector of float)\r
0:23 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:23 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:23 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:23 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:23 Constant:\r
0:23 1 (const int)\r
0:23 Constant:\r
0:23 0 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (float)\r
-0:24 'ps' (float)\r
+0:24 move second child to first child (temp float)\r
+0:24 'ps' (temp float)\r
0:24 gl_PointSize: direct index for structure (in float)\r
-0:24 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:24 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:24 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:24 Constant:\r
0:24 1 (const int)\r
0:24 Constant:\r
0:24 1 (const int)\r
0:25 Sequence\r
-0:25 move second child to first child (float)\r
-0:25 'cd' (float)\r
-0:25 direct index (float)\r
+0:25 move second child to first child (temp float)\r
+0:25 'cd' (temp float)\r
+0:25 direct index (temp float)\r
0:25 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:25 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:25 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:25 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 2 (const int)\r
0:27 Sequence\r
-0:27 move second child to first child (int)\r
-0:27 'pvi' (int)\r
+0:27 move second child to first child (temp int)\r
+0:27 'pvi' (temp int)\r
0:27 'gl_PatchVerticesIn' (in int)\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'pid' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'pid' (temp int)\r
0:28 'gl_PrimitiveID' (in int)\r
0:29 Sequence\r
-0:29 move second child to first child (int)\r
-0:29 'iid' (int)\r
+0:29 move second child to first child (temp int)\r
+0:29 'iid' (temp int)\r
0:29 'gl_InvocationID' (in int)\r
-0:31 move second child to first child (4-component vector of float)\r
+0:31 move second child to first child (temp 4-component vector of float)\r
0:31 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:31 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:31 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:31 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:31 Constant:\r
0:31 1 (const int)\r
0:31 Constant:\r
0:31 0 (const int)\r
-0:31 'p' (4-component vector of float)\r
-0:32 move second child to first child (float)\r
+0:31 'p' (temp 4-component vector of float)\r
+0:32 move second child to first child (temp float)\r
0:32 gl_PointSize: direct index for structure (out float)\r
-0:32 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:32 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:32 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 1 (const int)\r
-0:32 'ps' (float)\r
-0:33 move second child to first child (float)\r
-0:33 direct index (float)\r
+0:32 'ps' (temp float)\r
+0:33 move second child to first child (temp float)\r
+0:33 direct index (temp float)\r
0:33 gl_ClipDistance: direct index for structure (out 1-element array of float)\r
-0:33 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:33 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:33 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
-0:33 'cd' (float)\r
-0:35 move second child to first child (float)\r
-0:35 direct index (patch float)\r
+0:33 'cd' (temp float)\r
+0:35 move second child to first child (temp float)\r
+0:35 direct index (patch temp float)\r
0:35 'gl_TessLevelOuter' (patch out 4-element array of float)\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 Constant:\r
0:35 3.200000\r
-0:36 move second child to first child (float)\r
-0:36 direct index (patch float)\r
+0:36 move second child to first child (temp float)\r
+0:36 direct index (patch temp float)\r
0:36 'gl_TessLevelInner' (patch out 2-element array of float)\r
0:36 Constant:\r
0:36 1 (const int)\r
0:36 Constant:\r
0:36 1.300000\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Greater Than (bool)\r
-0:38 'a' (int)\r
+0:38 Compare Greater Than (temp bool)\r
+0:38 'a' (temp int)\r
0:38 Constant:\r
0:38 10 (const int)\r
0:38 true case\r
-0:39 Barrier (void)\r
+0:39 Barrier (global void)\r
0:38 false case\r
-0:41 Barrier (void)\r
-0:43 Barrier (void)\r
+0:41 Barrier (global void)\r
+0:43 Barrier (global void)\r
0:47 Loop with condition not tested first\r
0:47 Loop Condition\r
-0:47 Compare Greater Than (bool)\r
-0:47 'a' (int)\r
+0:47 Compare Greater Than (temp bool)\r
+0:47 'a' (temp int)\r
0:47 Constant:\r
0:47 10 (const int)\r
0:47 Loop Body\r
0:46 Sequence\r
-0:46 Barrier (void)\r
+0:46 Barrier (global void)\r
0:49 switch\r
0:49 condition\r
-0:49 'a' (int)\r
+0:49 'a' (temp int)\r
0:49 body\r
0:49 Sequence\r
0:50 default: \r
0:? Sequence\r
-0:51 Barrier (void)\r
+0:51 Barrier (global void)\r
0:52 Branch: Break\r
-0:54 Test condition and select (int)\r
+0:54 Test condition and select (temp int)\r
0:54 Condition\r
-0:54 Compare Less Than (bool)\r
-0:54 'a' (int)\r
+0:54 Compare Less Than (temp bool)\r
+0:54 'a' (temp int)\r
0:54 Constant:\r
0:54 12 (const int)\r
0:54 true case\r
-0:54 'a' (int)\r
+0:54 'a' (temp int)\r
0:54 false case\r
-0:54 Comma (int)\r
-0:54 Barrier (void)\r
-0:54 'a' (int)\r
+0:54 Comma (temp int)\r
+0:54 Barrier (global void)\r
+0:54 'a' (temp int)\r
0:56 Sequence\r
-0:56 Barrier (void)\r
+0:56 Barrier (global void)\r
0:59 Branch: Return\r
-0:61 Barrier (void)\r
-0:67 Function Definition: foo( (void)\r
+0:61 Barrier (global void)\r
+0:67 Function Definition: foo( (global void)\r
0:67 Function Parameters: \r
0:69 Sequence\r
0:69 gl_PointSize: direct index for structure (out float)\r
-0:69 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:69 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:69 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:69 Constant:\r
0:69 4 (const int)\r
0:69 Constant:\r
0:69 1 (const int)\r
-0:71 Barrier (void)\r
-0:91 Function Definition: foop( (void)\r
+0:71 Barrier (global void)\r
+0:91 Function Definition: foop( (global void)\r
0:91 Function Parameters: \r
0:? Sequence\r
-0:95 multiply second child into first child (3-component vector of float)\r
-0:95 'pv3' (3-component vector of float)\r
-0:95 'pv3' (3-component vector of float)\r
-0:96 move second child to first child (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 Function Call: fma(vf3;vf3;vf3; (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:97 move second child to first child (double)\r
-0:97 'd' (double)\r
-0:97 Function Call: fma(d1;d1;d1; (double)\r
-0:97 'd' (double)\r
-0:97 'd' (double)\r
-0:97 'd' (double)\r
-0:8 Function Definition: main( (void)\r
+0:95 multiply second child into first child (temp 3-component vector of float)\r
+0:95 'pv3' (temp 3-component vector of float)\r
+0:95 'pv3' (temp 3-component vector of float)\r
+0:96 move second child to first child (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 Function Call: fma(vf3;vf3;vf3; (global 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:97 move second child to first child (temp double)\r
+0:97 'd' (temp double)\r
+0:97 Function Call: fma(d1;d1;d1; (global double)\r
+0:97 'd' (temp double)\r
+0:97 'd' (temp double)\r
+0:97 'd' (temp double)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'p' (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'p' (temp 4-component vector of float)\r
0:17 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:17 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:17 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:17 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:17 Constant:\r
0:17 1 (const int)\r
0:17 Constant:\r
0:17 0 (const int)\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'ps' (float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'ps' (temp float)\r
0:18 gl_PointSize: direct index for structure (in float)\r
-0:18 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:18 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:18 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:18 Constant:\r
0:18 1 (const int)\r
0:18 Constant:\r
0:18 1 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'cd' (float)\r
-0:19 direct index (float)\r
+0:19 move second child to first child (temp float)\r
+0:19 'cd' (temp float)\r
+0:19 direct index (temp float)\r
0:19 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:19 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:19 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:19 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:19 Constant:\r
0:19 1 (const int)\r
0:19 Constant:\r
0:19 2 (const int)\r
0:21 Sequence\r
-0:21 move second child to first child (int)\r
-0:21 'pvi' (int)\r
+0:21 move second child to first child (temp int)\r
+0:21 'pvi' (temp int)\r
0:21 'gl_PatchVerticesIn' (in int)\r
0:22 Sequence\r
-0:22 move second child to first child (int)\r
-0:22 'pid' (int)\r
+0:22 move second child to first child (temp int)\r
+0:22 'pid' (temp int)\r
0:22 'gl_PrimitiveID' (in int)\r
0:23 Sequence\r
-0:23 move second child to first child (int)\r
-0:23 'iid' (int)\r
+0:23 move second child to first child (temp int)\r
+0:23 'iid' (temp int)\r
0:23 'gl_InvocationID' (in int)\r
-0:25 move second child to first child (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
0:25 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:25 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 direct index (temp block{out 4-component vector of float gl_Position})\r
0:25 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 0 (const int)\r
-0:25 'p' (4-component vector of float)\r
-0:26 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 'p' (temp 4-component vector of float)\r
+0:26 direct index (temp block{out 4-component vector of float gl_Position})\r
0:26 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:26 Constant:\r
0:26 1 (const int)\r
-0:34 Function Definition: foo( (void)\r
+0:34 Function Definition: foo( (global void)\r
0:34 Function Parameters: \r
0:36 Sequence\r
-0:36 Test condition and select (void)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 logical-or (bool)\r
-0:36 Compare Not Equal (bool)\r
+0:36 logical-or (temp bool)\r
+0:36 Compare Not Equal (temp bool)\r
0:36 Constant:\r
0:36 -0.625000\r
0:36 -0.500000\r
0:36 -0.250000\r
0:36 -0.125000\r
0:36 0.000000\r
-0:36 direct index (layout(location=0 ) 2X4 matrix of double)\r
+0:36 direct index (layout(location=0 ) temp 2X4 matrix of double)\r
0:36 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:37 Compare Not Equal (bool)\r
+0:37 Compare Not Equal (temp bool)\r
0:37 Constant:\r
0:37 0.375000\r
0:37 0.500000\r
0:37 0.750000\r
0:37 0.875000\r
0:37 -0.625000\r
-0:37 direct index (layout(location=12 ) 2X4 matrix of double)\r
+0:37 direct index (layout(location=12 ) temp 2X4 matrix of double)\r
0:37 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double)\r
0:37 Constant:\r
0:37 0 (const int)\r
0:36 true case is null\r
0:? Linker Objects\r
0:? 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
-0:? 'outa' (4-element array of int)\r
+0:? 'outa' (global 4-element array of int)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'ina' (in 2-component vector of float)\r
0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float)\r
0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
-0:? 'pv3' (3-component vector of float)\r
+0:? 'pv3' (temp 3-component vector of float)\r
0:? 'pinbi' (patch out block{out int a})\r
0:? 'a' (out 3-element array of int)\r
0:? 'outb' (out 5-element array of int)\r
triangle order = cw\r
using point mode\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Constant:\r
0:12 0.000000\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
-0:14 'a' (int)\r
+0:14 move second child to first child (temp int)\r
+0:14 'a' (temp int)\r
0:14 Constant:\r
0:14 1512 (const int)\r
0:22 Sequence\r
-0:22 move second child to first child (4-component vector of float)\r
-0:22 'p' (4-component vector of float)\r
+0:22 move second child to first child (temp 4-component vector of float)\r
+0:22 'p' (temp 4-component vector of float)\r
0:22 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:22 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:22 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:22 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:22 Constant:\r
0:22 1 (const int)\r
0:22 Constant:\r
0:22 0 (const int)\r
0:23 Sequence\r
-0:23 move second child to first child (float)\r
-0:23 'ps' (float)\r
+0:23 move second child to first child (temp float)\r
+0:23 'ps' (temp float)\r
0:23 gl_PointSize: direct index for structure (in float)\r
-0:23 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:23 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:23 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:23 Constant:\r
0:23 1 (const int)\r
0:23 Constant:\r
0:23 1 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (float)\r
-0:24 'cd' (float)\r
-0:24 direct index (float)\r
+0:24 move second child to first child (temp float)\r
+0:24 'cd' (temp float)\r
+0:24 direct index (temp float)\r
0:24 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:24 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:24 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:24 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:24 Constant:\r
0:24 1 (const int)\r
0:24 Constant:\r
0:24 2 (const int)\r
0:26 Sequence\r
-0:26 move second child to first child (int)\r
-0:26 'pvi' (int)\r
+0:26 move second child to first child (temp int)\r
+0:26 'pvi' (temp int)\r
0:26 'gl_PatchVerticesIn' (in int)\r
0:27 Sequence\r
-0:27 move second child to first child (int)\r
-0:27 'pid' (int)\r
+0:27 move second child to first child (temp int)\r
+0:27 'pid' (temp int)\r
0:27 'gl_PrimitiveID' (in int)\r
0:28 Sequence\r
-0:28 move second child to first child (3-component vector of float)\r
-0:28 'tc' (3-component vector of float)\r
+0:28 move second child to first child (temp 3-component vector of float)\r
+0:28 'tc' (temp 3-component vector of float)\r
0:28 'gl_TessCoord' (in 3-component vector of float)\r
0:29 Sequence\r
-0:29 move second child to first child (float)\r
-0:29 'tlo' (float)\r
-0:29 direct index (patch float)\r
+0:29 move second child to first child (temp float)\r
+0:29 'tlo' (temp float)\r
+0:29 direct index (patch temp float)\r
0:29 'gl_TessLevelOuter' (patch in 4-element array of float)\r
0:29 Constant:\r
0:29 3 (const int)\r
0:30 Sequence\r
-0:30 move second child to first child (float)\r
-0:30 'tli' (float)\r
-0:30 direct index (patch float)\r
+0:30 move second child to first child (temp float)\r
+0:30 'tli' (temp float)\r
+0:30 direct index (patch temp float)\r
0:30 'gl_TessLevelInner' (patch in 2-element array of float)\r
0:30 Constant:\r
0:30 1 (const int)\r
-0:32 move second child to first child (4-component vector of float)\r
+0:32 move second child to first child (temp 4-component vector of float)\r
0:32 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:32 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 0 (const uint)\r
-0:32 'p' (4-component vector of float)\r
-0:33 move second child to first child (float)\r
+0:32 'p' (temp 4-component vector of float)\r
+0:33 move second child to first child (temp float)\r
0:33 gl_PointSize: direct index for structure (gl_PointSize float)\r
0:33 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const uint)\r
-0:33 'ps' (float)\r
-0:34 move second child to first child (float)\r
-0:34 direct index (float)\r
+0:33 'ps' (temp float)\r
+0:34 move second child to first child (temp float)\r
+0:34 direct index (temp float)\r
0:34 gl_ClipDistance: direct index for structure (out 3-element array of float)\r
0:34 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 2 (const uint)\r
0:34 Constant:\r
0:34 2 (const int)\r
-0:34 'cd' (float)\r
-0:20 Function Definition: main( (void)\r
+0:34 'cd' (temp float)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:22 Sequence\r
0:22 Constant:\r
0:22 0.000000\r
0:24 Sequence\r
-0:24 move second child to first child (int)\r
-0:24 'a' (int)\r
+0:24 move second child to first child (temp int)\r
+0:24 'a' (temp int)\r
0:24 Constant:\r
0:24 1512 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (4-component vector of float)\r
-0:32 'p' (4-component vector of float)\r
+0:32 move second child to first child (temp 4-component vector of float)\r
+0:32 'p' (temp 4-component vector of float)\r
0:32 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:32 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:32 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:32 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 0 (const int)\r
0:33 Sequence\r
-0:33 move second child to first child (float)\r
-0:33 'ps' (float)\r
+0:33 move second child to first child (temp float)\r
+0:33 'ps' (temp float)\r
0:33 gl_PointSize: direct index for structure (in float)\r
-0:33 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:33 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:33 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (float)\r
-0:34 'cd' (float)\r
-0:34 direct index (float)\r
+0:34 move second child to first child (temp float)\r
+0:34 'cd' (temp float)\r
+0:34 direct index (temp float)\r
0:34 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:34 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:34 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:34 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 1 (const int)\r
0:34 Constant:\r
0:34 2 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (int)\r
-0:36 'pvi' (int)\r
+0:36 move second child to first child (temp int)\r
+0:36 'pvi' (temp int)\r
0:36 'gl_PatchVerticesIn' (in int)\r
0:37 Sequence\r
-0:37 move second child to first child (int)\r
-0:37 'pid' (int)\r
+0:37 move second child to first child (temp int)\r
+0:37 'pid' (temp int)\r
0:37 'gl_PrimitiveID' (in int)\r
0:38 Sequence\r
-0:38 move second child to first child (3-component vector of float)\r
-0:38 'tc' (3-component vector of float)\r
+0:38 move second child to first child (temp 3-component vector of float)\r
+0:38 'tc' (temp 3-component vector of float)\r
0:38 'gl_TessCoord' (in 3-component vector of float)\r
0:39 Sequence\r
-0:39 move second child to first child (float)\r
-0:39 'tlo' (float)\r
-0:39 direct index (patch float)\r
+0:39 move second child to first child (temp float)\r
+0:39 'tlo' (temp float)\r
+0:39 direct index (patch temp float)\r
0:39 'gl_TessLevelOuter' (patch in 4-element array of float)\r
0:39 Constant:\r
0:39 3 (const int)\r
0:40 Sequence\r
-0:40 move second child to first child (float)\r
-0:40 'tli' (float)\r
-0:40 direct index (patch float)\r
+0:40 move second child to first child (temp float)\r
+0:40 'tli' (temp float)\r
+0:40 direct index (patch temp float)\r
0:40 'gl_TessLevelInner' (patch in 2-element array of float)\r
0:40 Constant:\r
0:40 1 (const int)\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:42 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:42 Constant:\r
0:42 0 (const uint)\r
-0:42 'p' (4-component vector of float)\r
-0:43 move second child to first child (float)\r
+0:42 'p' (temp 4-component vector of float)\r
+0:43 move second child to first child (temp float)\r
0:43 gl_PointSize: direct index for structure (gl_PointSize float)\r
0:43 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:43 Constant:\r
0:43 1 (const uint)\r
-0:43 'ps' (float)\r
-0:44 move second child to first child (float)\r
-0:44 direct index (float)\r
+0:43 'ps' (temp float)\r
+0:44 move second child to first child (temp float)\r
+0:44 direct index (temp float)\r
0:44 gl_ClipDistance: direct index for structure (out 3-element array of float)\r
0:44 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:44 Constant:\r
0:44 2 (const uint)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 'cd' (float)\r
+0:44 'cd' (temp float)\r
0:4 Sequence\r
-0:4 move second child to first child (2X2 matrix of float)\r
-0:4 'b' (2X2 matrix of float)\r
+0:4 move second child to first child (temp 2X2 matrix of float)\r
+0:4 'b' (global 2X2 matrix of float)\r
0:4 Constant:\r
0:4 1.000000\r
0:4 0.000000\r
0:4 0.000000\r
0:4 1.000000\r
0:15 Sequence\r
-0:15 move second child to first child (structure{float a, int b})\r
-0:15 'e' (structure{float a, int b})\r
+0:15 move second child to first child (temp structure{global float a, global int b})\r
+0:15 'e' (global structure{global float a, global int b})\r
0:15 Constant:\r
0:15 1.200000\r
0:15 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (structure{float a, int b})\r
-0:20 'e2' (structure{float a, int b})\r
+0:20 move second child to first child (temp structure{global float a, global int b})\r
+0:20 'e2' (global structure{global float a, global int b})\r
0:20 Constant:\r
0:20 1.000000\r
0:20 3 (const int)\r
0:42 Sequence\r
-0:42 move second child to first child (5-element array of float)\r
-0:42 'b5' (5-element array of float)\r
+0:42 move second child to first child (temp 5-element array of float)\r
+0:42 'b5' (global 5-element array of float)\r
0:42 Constant:\r
0:42 3.400000\r
0:42 4.200000\r
0:42 5.200000\r
0:42 1.100000\r
0:67 Sequence\r
-0:67 move second child to first child (3-component vector of float)\r
-0:67 'av3' (3-component vector of float)\r
-0:67 Construct vec3 (3-component vector of float)\r
-0:67 'vc1' (float)\r
-0:67 'vc2' (float)\r
-0:67 'vc3' (float)\r
+0:67 move second child to first child (temp 3-component vector of float)\r
+0:67 'av3' (global 3-component vector of float)\r
+0:67 Construct vec3 (global 3-component vector of float)\r
+0:67 'vc1' (global float)\r
+0:67 'vc2' (global float)\r
+0:67 'vc3' (global float)\r
0:68 Sequence\r
-0:68 move second child to first child (3-component vector of float)\r
-0:68 'bv3' (3-component vector of float)\r
-0:68 Construct vec3 (3-component vector of float)\r
-0:68 'vc1' (float)\r
-0:68 'vc2' (float)\r
-0:68 'vc3' (float)\r
-0:70 Function Definition: main( (void)\r
+0:68 move second child to first child (temp 3-component vector of float)\r
+0:68 'bv3' (global 3-component vector of float)\r
+0:68 Construct vec3 (global 3-component vector of float)\r
+0:68 'vc1' (global float)\r
+0:68 'vc2' (global float)\r
+0:68 'vc3' (global float)\r
+0:70 Function Definition: main( (global void)\r
0:70 Function Parameters: \r
0:72 Sequence\r
-0:72 MemoryBarrier (void)\r
-0:74 Test condition and select (void)\r
+0:72 MemoryBarrier (global void)\r
+0:74 Test condition and select (temp void)\r
0:74 Condition\r
-0:74 Compare Equal (bool)\r
+0:74 Compare Equal (temp bool)\r
0:74 Constant:\r
0:74 1 (const uint)\r
0:74 2 (const uint)\r
0:74 0.000000\r
0:74 6.000000\r
0:74 0.000000\r
-0:74 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:74 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:74 true case is null\r
-0:76 Test condition and select (void)\r
+0:76 Test condition and select (temp void)\r
0:76 Condition\r
0:76 Constant:\r
0:76 true (const bool)\r
0:? 0.000000\r
0:? 0.000000\r
0:? 1.000000\r
-0:? 'b' (2X2 matrix of float)\r
+0:? 'b' (global 2X2 matrix of float)\r
0:? 'c' (const 2X2 matrix of float)\r
0:? 1.000000\r
0:? 0.000000\r
0:? 0.000000\r
0:? 1.000000\r
-0:? 'a2' (2-element array of float)\r
-0:? 'b2' (2-component vector of float)\r
-0:? 'c2' (3X3 matrix of float)\r
-0:? 'd' (2X2 matrix of float)\r
-0:? 'e' (structure{float a, int b})\r
-0:? 'e2' (structure{float a, int b})\r
-0:? 'e3' (structure{float a, int b})\r
-0:? 'a3' (int)\r
-0:? 'b3' (2-element array of 4-component vector of float)\r
-0:? 'b4' (2-element array of 4-component vector of float)\r
-0:? 'c3' (4X2 matrix of float)\r
-0:? 'd2' (1-element array of structure{float s, float t})\r
-0:? 'b5' (5-element array of float)\r
-0:? 'constructed' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'a2' (global 2-element array of float)\r
+0:? 'b2' (global 2-component vector of float)\r
+0:? 'c2' (global 3X3 matrix of float)\r
+0:? 'd' (global 2X2 matrix of float)\r
+0:? 'e' (global structure{global float a, global int b})\r
+0:? 'e2' (global structure{global float a, global int b})\r
+0:? 'e3' (global structure{global float a, global int b})\r
+0:? 'a3' (global int)\r
+0:? 'b3' (global 2-element array of 4-component vector of float)\r
+0:? 'b4' (global 2-element array of 4-component vector of float)\r
+0:? 'c3' (global 4X2 matrix of float)\r
+0:? 'd2' (global 1-element array of structure{global float s, global float t})\r
+0:? 'b5' (global 5-element array of float)\r
+0:? 'constructed' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
-0:? 'curlyInit' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
+0:? 'curlyInit' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'vc1' (float)\r
-0:? 'vc2' (float)\r
-0:? 'vc3' (float)\r
-0:? 'av3' (3-component vector of float)\r
-0:? 'bv3' (3-component vector of float)\r
+0:? 'vc1' (global float)\r
+0:? 'vc2' (global float)\r
+0:? 'vc3' (global float)\r
+0:? 'av3' (global 3-component vector of float)\r
+0:? 'bv3' (global 3-component vector of float)\r
\r
\r
Shader version: 150\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
-0:11 move second child to first child (4-component vector of float)\r
+0:11 move second child to first child (temp 4-component vector of float)\r
0:11 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float)\r
0:11 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 4-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:11 Constant:\r
0:11 0 (const uint)\r
0:11 'iv4' (in 4-component vector of float)\r
-0:12 move second child to first child (float)\r
+0:12 move second child to first child (temp float)\r
0:12 gl_PointSize: direct index for structure (gl_PointSize float)\r
0:12 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 4-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:12 Constant:\r
0:12 1 (const uint)\r
0:12 'ps' (uniform float)\r
-0:13 move second child to first child (float)\r
-0:13 direct index (float)\r
+0:13 move second child to first child (temp float)\r
+0:13 direct index (temp float)\r
0:13 gl_ClipDistance: direct index for structure (out 4-element array of float)\r
0:13 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 4-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:13 Constant:\r
0:13 2 (const uint)\r
0:13 Constant:\r
0:13 2 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 'iv4' (in 4-component vector of float)\r
0:13 Constant:\r
0:13 0 (const int)\r
-0:14 move second child to first child (4-component vector of float)\r
+0:14 move second child to first child (temp 4-component vector of float)\r
0:14 gl_ClipVertex: direct index for structure (gl_ClipVertex 4-component vector of float)\r
0:14 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 4-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:14 Constant:\r
\r
Shader version: 150\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
-0:11 move second child to first child (4-component vector of float)\r
+0:11 move second child to first child (temp 4-component vector of float)\r
0:11 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float)\r
0:11 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 4-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:11 Constant:\r
0:11 0 (const uint)\r
0:11 'iv4' (in 4-component vector of float)\r
-0:12 move second child to first child (float)\r
+0:12 move second child to first child (temp float)\r
0:12 gl_PointSize: direct index for structure (gl_PointSize float)\r
0:12 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 4-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:12 Constant:\r
0:12 1 (const uint)\r
0:12 'ps' (uniform float)\r
-0:13 move second child to first child (float)\r
-0:13 direct index (float)\r
+0:13 move second child to first child (temp float)\r
+0:13 direct index (temp float)\r
0:13 gl_ClipDistance: direct index for structure (out 4-element array of float)\r
0:13 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 4-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:13 Constant:\r
0:13 2 (const uint)\r
0:13 Constant:\r
0:13 2 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 'iv4' (in 4-component vector of float)\r
0:13 Constant:\r
0:13 0 (const int)\r
-0:14 move second child to first child (4-component vector of float)\r
+0:14 move second child to first child (temp 4-component vector of float)\r
0:14 gl_ClipVertex: direct index for structure (gl_ClipVertex 4-component vector of float)\r
0:14 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 4-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:14 Constant:\r
ERROR: 0:119: '==' : can't use with samplers or structs containing samplers \r
ERROR: 0:120: '!=' : can't use with samplers or structs containing samplers \r
ERROR: 0:121: '==' : can't use with samplers or structs containing samplers \r
-ERROR: 0:121: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type 'lowp sampler2D' and a right operand of type 'lowp sampler2D' (or there is no acceptable conversion)\r
+ERROR: 0:121: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type 'global lowp sampler2D' and a right operand of type 'global lowp sampler2D' (or there is no acceptable conversion)\r
ERROR: 0:122: '=' : can't use with samplers or structs containing samplers \r
ERROR: 0:123: '==' : can't use with samplers or structs containing samplers \r
ERROR: 0:129: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]\r
Shader version: 300\r
using early_fragment_tests\r
ERROR: node is still EOpNull!\r
-0:53 Function Definition: main( (void)\r
+0:53 Function Definition: main( (global void)\r
0:53 Function Parameters: \r
0:? Sequence\r
-0:57 move second child to first child (lowp 4-component vector of float)\r
-0:57 'v' (lowp 4-component vector of float)\r
-0:57 Function Call: texture(s21;vf2; (lowp 4-component vector of float)\r
+0:57 move second child to first child (temp lowp 4-component vector of float)\r
+0:57 'v' (temp lowp 4-component vector of float)\r
+0:57 Function Call: texture(s21;vf2; (global lowp 4-component vector of float)\r
0:57 's2D' (uniform lowp sampler2D)\r
0:57 'c2D' (smooth in lowp 2-component vector of float)\r
-0:58 move second child to first child (lowp 4-component vector of float)\r
-0:58 'v' (lowp 4-component vector of float)\r
-0:58 Function Call: textureProj(s31;vf4; (lowp 4-component vector of float)\r
+0:58 move second child to first child (temp lowp 4-component vector of float)\r
+0:58 'v' (temp lowp 4-component vector of float)\r
+0:58 Function Call: textureProj(s31;vf4; (global lowp 4-component vector of float)\r
0:58 's3D' (uniform lowp sampler3D)\r
-0:58 'c4D' (smooth lowp 4-component vector of float)\r
-0:59 move second child to first child (lowp 4-component vector of float)\r
-0:59 'v' (lowp 4-component vector of float)\r
-0:59 Function Call: textureLod(sA21;vf3;f1; (lowp 4-component vector of float)\r
+0:58 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:59 move second child to first child (temp lowp 4-component vector of float)\r
+0:59 'v' (temp lowp 4-component vector of float)\r
+0:59 Function Call: textureLod(sA21;vf3;f1; (global lowp 4-component vector of float)\r
0:59 's2DArray' (uniform lowp sampler2DArray)\r
0:59 'c3D' (smooth in lowp 3-component vector of float)\r
0:59 Constant:\r
0:59 1.200000\r
-0:60 move second child to first child (lowp float)\r
-0:60 'f' (lowp float)\r
-0:60 Function Call: textureOffset(sS21;vf3;vi2;f1; (lowp float)\r
+0:60 move second child to first child (temp lowp float)\r
+0:60 'f' (temp lowp float)\r
+0:60 Function Call: textureOffset(sS21;vf3;vi2;f1; (global lowp float)\r
0:60 's2DShadow' (uniform lowp sampler2DShadow)\r
0:60 'c3D' (smooth in lowp 3-component vector of float)\r
0:60 'ic2D' (flat in mediump 2-component vector of int)\r
0:60 'c1D' (smooth in lowp float)\r
-0:61 move second child to first child (lowp 4-component vector of float)\r
-0:61 'v' (lowp 4-component vector of float)\r
-0:61 Function Call: texelFetch(s31;vi3;i1; (lowp 4-component vector of float)\r
+0:61 move second child to first child (temp lowp 4-component vector of float)\r
+0:61 'v' (temp lowp 4-component vector of float)\r
+0:61 Function Call: texelFetch(s31;vi3;i1; (global lowp 4-component vector of float)\r
0:61 's3D' (uniform lowp sampler3D)\r
0:61 'ic3D' (flat in mediump 3-component vector of int)\r
0:61 'ic1D' (flat in mediump int)\r
-0:62 move second child to first child (lowp 4-component vector of float)\r
-0:62 'v' (lowp 4-component vector of float)\r
-0:62 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (lowp 4-component vector of float)\r
-0:62 direct index (lowp sampler2D)\r
+0:62 move second child to first child (temp lowp 4-component vector of float)\r
+0:62 'v' (temp lowp 4-component vector of float)\r
+0:62 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global lowp 4-component vector of float)\r
+0:62 direct index (temp lowp sampler2D)\r
0:62 'arrayedSampler' (uniform 5-element array of lowp sampler2D)\r
0:62 Constant:\r
0:62 2 (const int)\r
0:62 Constant:\r
0:62 4 (const int)\r
0:62 'ic2D' (flat in mediump 2-component vector of int)\r
-0:63 move second child to first child (lowp float)\r
-0:63 'f' (lowp float)\r
-0:63 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (lowp float)\r
+0:63 move second child to first child (temp lowp float)\r
+0:63 'f' (temp lowp float)\r
+0:63 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global lowp float)\r
0:63 's2DShadow' (uniform lowp sampler2DShadow)\r
0:63 'c3D' (smooth in lowp 3-component vector of float)\r
0:63 'c1D' (smooth in lowp float)\r
0:63 'ic2D' (flat in mediump 2-component vector of int)\r
-0:64 move second child to first child (lowp 4-component vector of float)\r
-0:64 'v' (lowp 4-component vector of float)\r
-0:64 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (lowp 4-component vector of float)\r
+0:64 move second child to first child (temp lowp 4-component vector of float)\r
+0:64 'v' (temp lowp 4-component vector of float)\r
+0:64 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global lowp 4-component vector of float)\r
0:64 's2D' (uniform lowp sampler2D)\r
0:64 'c3D' (smooth in lowp 3-component vector of float)\r
0:64 'c1D' (smooth in lowp float)\r
0:64 'ic2D' (flat in mediump 2-component vector of int)\r
-0:65 move second child to first child (lowp 4-component vector of float)\r
-0:65 'v' (lowp 4-component vector of float)\r
-0:65 Function Call: textureGrad(sC1;vf3;vf3;vf3; (lowp 4-component vector of float)\r
+0:65 move second child to first child (temp lowp 4-component vector of float)\r
+0:65 'v' (temp lowp 4-component vector of float)\r
+0:65 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global lowp 4-component vector of float)\r
0:65 'sCube' (uniform lowp samplerCube)\r
0:65 'c3D' (smooth in lowp 3-component vector of float)\r
0:65 'c3D' (smooth in lowp 3-component vector of float)\r
0:65 'c3D' (smooth in lowp 3-component vector of float)\r
-0:66 move second child to first child (lowp float)\r
-0:66 'f' (lowp float)\r
-0:66 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (lowp float)\r
+0:66 move second child to first child (temp lowp float)\r
+0:66 'f' (temp lowp float)\r
+0:66 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global lowp float)\r
0:66 's2DArrayShadow' (uniform lowp sampler2DArrayShadow)\r
-0:66 'c4D' (smooth lowp 4-component vector of float)\r
+0:66 'c4D' (smooth temp lowp 4-component vector of float)\r
0:66 'c2D' (smooth in lowp 2-component vector of float)\r
0:66 'c2D' (smooth in lowp 2-component vector of float)\r
0:66 'ic2D' (flat in mediump 2-component vector of int)\r
-0:67 move second child to first child (lowp 4-component vector of float)\r
-0:67 'v' (lowp 4-component vector of float)\r
-0:67 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (lowp 4-component vector of float)\r
+0:67 move second child to first child (temp lowp 4-component vector of float)\r
+0:67 'v' (temp lowp 4-component vector of float)\r
+0:67 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global lowp 4-component vector of float)\r
0:67 's3D' (uniform lowp sampler3D)\r
-0:67 'c4D' (smooth lowp 4-component vector of float)\r
+0:67 'c4D' (smooth temp lowp 4-component vector of float)\r
0:67 'c3D' (smooth in lowp 3-component vector of float)\r
0:67 'c3D' (smooth in lowp 3-component vector of float)\r
-0:68 move second child to first child (lowp 4-component vector of float)\r
-0:68 'v' (lowp 4-component vector of float)\r
-0:68 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (lowp 4-component vector of float)\r
+0:68 move second child to first child (temp lowp 4-component vector of float)\r
+0:68 'v' (temp lowp 4-component vector of float)\r
+0:68 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global lowp 4-component vector of float)\r
0:68 's2D' (uniform lowp sampler2D)\r
0:68 'c3D' (smooth in lowp 3-component vector of float)\r
0:68 'c2D' (smooth in lowp 2-component vector of float)\r
0:68 'c2D' (smooth in lowp 2-component vector of float)\r
0:68 'ic2D' (flat in mediump 2-component vector of int)\r
-0:69 move second child to first child (lowp 4-component vector of float)\r
-0:69 'v' (lowp 4-component vector of float)\r
-0:69 Function Call: texture(s21;vf2; (lowp 4-component vector of float)\r
-0:69 indirect index (lowp sampler2D)\r
+0:69 move second child to first child (temp lowp 4-component vector of float)\r
+0:69 'v' (temp lowp 4-component vector of float)\r
+0:69 Function Call: texture(s21;vf2; (global lowp 4-component vector of float)\r
+0:69 indirect index (temp lowp sampler2D)\r
0:69 'arrayedSampler' (uniform 5-element array of lowp sampler2D)\r
0:69 'ic1D' (flat in mediump int)\r
0:69 'c2D' (smooth in lowp 2-component vector of float)\r
-0:72 move second child to first child (mediump 4-component vector of int)\r
-0:72 'iv' (mediump 4-component vector of int)\r
-0:72 Function Call: texture(is21;vf2; (mediump 4-component vector of int)\r
+0:72 move second child to first child (temp mediump 4-component vector of int)\r
+0:72 'iv' (temp mediump 4-component vector of int)\r
+0:72 Function Call: texture(is21;vf2; (global mediump 4-component vector of int)\r
0:72 'is2D' (uniform lowp isampler2D)\r
0:72 'c2D' (smooth in lowp 2-component vector of float)\r
-0:73 move second child to first child (mediump 4-component vector of int)\r
-0:73 'iv' (mediump 4-component vector of int)\r
-0:73 Function Call: textureProjOffset(is21;vf4;vi2; (mediump 4-component vector of int)\r
+0:73 move second child to first child (temp mediump 4-component vector of int)\r
+0:73 'iv' (temp mediump 4-component vector of int)\r
+0:73 Function Call: textureProjOffset(is21;vf4;vi2; (global mediump 4-component vector of int)\r
0:73 'is2D' (uniform lowp isampler2D)\r
-0:73 'c4D' (smooth lowp 4-component vector of float)\r
+0:73 'c4D' (smooth temp lowp 4-component vector of float)\r
0:73 'ic2D' (flat in mediump 2-component vector of int)\r
-0:74 move second child to first child (mediump 4-component vector of int)\r
-0:74 'iv' (mediump 4-component vector of int)\r
-0:74 Function Call: textureProjLod(is21;vf3;f1; (mediump 4-component vector of int)\r
+0:74 move second child to first child (temp mediump 4-component vector of int)\r
+0:74 'iv' (temp mediump 4-component vector of int)\r
+0:74 Function Call: textureProjLod(is21;vf3;f1; (global mediump 4-component vector of int)\r
0:74 'is2D' (uniform lowp isampler2D)\r
0:74 'c3D' (smooth in lowp 3-component vector of float)\r
0:74 'c1D' (smooth in lowp float)\r
-0:75 move second child to first child (mediump 4-component vector of int)\r
-0:75 'iv' (mediump 4-component vector of int)\r
-0:75 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (mediump 4-component vector of int)\r
+0:75 move second child to first child (temp mediump 4-component vector of int)\r
+0:75 'iv' (temp mediump 4-component vector of int)\r
+0:75 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global mediump 4-component vector of int)\r
0:75 'is2D' (uniform lowp isampler2D)\r
0:75 'c3D' (smooth in lowp 3-component vector of float)\r
0:75 'c2D' (smooth in lowp 2-component vector of float)\r
0:75 'c2D' (smooth in lowp 2-component vector of float)\r
-0:76 move second child to first child (mediump 4-component vector of int)\r
-0:76 'iv' (mediump 4-component vector of int)\r
-0:76 Function Call: texture(is31;vf3;f1; (mediump 4-component vector of int)\r
+0:76 move second child to first child (temp mediump 4-component vector of int)\r
+0:76 'iv' (temp mediump 4-component vector of int)\r
+0:76 Function Call: texture(is31;vf3;f1; (global mediump 4-component vector of int)\r
0:76 'is3D' (uniform lowp isampler3D)\r
0:76 'c3D' (smooth in lowp 3-component vector of float)\r
0:76 Constant:\r
0:76 4.200000\r
-0:77 move second child to first child (mediump 4-component vector of int)\r
-0:77 'iv' (mediump 4-component vector of int)\r
-0:77 Function Call: textureLod(isC1;vf3;f1; (mediump 4-component vector of int)\r
+0:77 move second child to first child (temp mediump 4-component vector of int)\r
+0:77 'iv' (temp mediump 4-component vector of int)\r
+0:77 Function Call: textureLod(isC1;vf3;f1; (global mediump 4-component vector of int)\r
0:77 'isCube' (uniform lowp isamplerCube)\r
0:77 'c3D' (smooth in lowp 3-component vector of float)\r
0:77 'c1D' (smooth in lowp float)\r
-0:78 move second child to first child (mediump 4-component vector of int)\r
-0:78 'iv' (mediump 4-component vector of int)\r
-0:78 Function Call: texelFetch(isA21;vi3;i1; (mediump 4-component vector of int)\r
+0:78 move second child to first child (temp mediump 4-component vector of int)\r
+0:78 'iv' (temp mediump 4-component vector of int)\r
+0:78 Function Call: texelFetch(isA21;vi3;i1; (global mediump 4-component vector of int)\r
0:78 'is2DArray' (uniform lowp isampler2DArray)\r
0:78 'ic3D' (flat in mediump 3-component vector of int)\r
0:78 'ic1D' (flat in mediump int)\r
-0:80 move second child to first child (highp 2-component vector of int)\r
-0:80 vector swizzle (mediump 2-component vector of int)\r
-0:80 'iv' (mediump 4-component vector of int)\r
+0:80 move second child to first child (temp highp 2-component vector of int)\r
+0:80 vector swizzle (temp mediump 2-component vector of int)\r
+0:80 'iv' (temp mediump 4-component vector of int)\r
0:80 Sequence\r
0:80 Constant:\r
0:80 0 (const int)\r
0:80 Constant:\r
0:80 1 (const int)\r
-0:80 Function Call: textureSize(sSC1;i1; (highp 2-component vector of int)\r
+0:80 Function Call: textureSize(sSC1;i1; (temp highp 2-component vector of int)\r
0:80 'sCubeShadow' (uniform lowp samplerCubeShadow)\r
0:80 Constant:\r
0:80 2 (const int)\r
-0:88 add second child into first child (highp float)\r
-0:88 'f' (lowp float)\r
-0:88 direct index (highp float)\r
+0:88 add second child into first child (temp highp float)\r
+0:88 'f' (temp lowp float)\r
+0:88 direct index (temp highp float)\r
0:88 'gl_FragCoord' (gl_FragCoord highp 4-component vector of float)\r
0:88 Constant:\r
0:88 1 (const int)\r
-0:89 move second child to first child (highp float)\r
+0:89 move second child to first child (temp highp float)\r
0:89 'gl_FragDepth' (gl_FragDepth highp float)\r
-0:89 'f' (lowp float)\r
-0:91 move second child to first child (lowp 3-component vector of float)\r
+0:89 'f' (temp lowp float)\r
+0:91 move second child to first child (temp lowp 3-component vector of float)\r
0:91 'sc' (out lowp 3-component vector of float)\r
-0:91 c: direct index for structure (lowp 3-component vector of float)\r
-0:91 's2' (smooth in structure{lowp 3-component vector of float c, lowp float f})\r
+0:91 c: direct index for structure (global lowp 3-component vector of float)\r
+0:91 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f})\r
0:91 Constant:\r
0:91 0 (const int)\r
-0:92 move second child to first child (lowp float)\r
+0:92 move second child to first child (temp lowp float)\r
0:92 'sf' (out lowp float)\r
-0:92 f: direct index for structure (lowp float)\r
-0:92 's2' (smooth in structure{lowp 3-component vector of float c, lowp float f})\r
+0:92 f: direct index for structure (global lowp float)\r
+0:92 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f})\r
0:92 Constant:\r
0:92 1 (const int)\r
-0:94 add (lowp 2-component vector of float)\r
-0:94 hyp. sine (lowp float)\r
+0:94 add (temp lowp 2-component vector of float)\r
+0:94 hyp. sine (global lowp float)\r
0:94 'c1D' (smooth in lowp float)\r
-0:95 vector-scale (lowp 2-component vector of float)\r
-0:95 hyp. cosine (lowp float)\r
+0:95 vector-scale (temp lowp 2-component vector of float)\r
+0:95 hyp. cosine (global lowp float)\r
0:95 'c1D' (smooth in lowp float)\r
-0:95 hyp. tangent (lowp 2-component vector of float)\r
+0:95 hyp. tangent (global lowp 2-component vector of float)\r
0:95 'c2D' (smooth in lowp 2-component vector of float)\r
-0:96 add (lowp 4-component vector of float)\r
-0:96 arc hyp. sine (lowp 4-component vector of float)\r
-0:96 'c4D' (smooth lowp 4-component vector of float)\r
-0:96 arc hyp. cosine (lowp 4-component vector of float)\r
-0:96 'c4D' (smooth lowp 4-component vector of float)\r
-0:97 arc hyp. tangent (lowp 3-component vector of float)\r
+0:96 add (temp lowp 4-component vector of float)\r
+0:96 arc hyp. sine (global lowp 4-component vector of float)\r
+0:96 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:96 arc hyp. cosine (global lowp 4-component vector of float)\r
+0:96 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:97 arc hyp. tangent (global lowp 3-component vector of float)\r
0:97 'c3D' (smooth in lowp 3-component vector of float)\r
-0:108 Function Definition: foo( (void)\r
+0:108 Function Definition: foo( (global void)\r
0:108 Function Parameters: \r
0:110 Sequence\r
-0:110 move second child to first child (lowp 4-component vector of float)\r
-0:110 direct index (lowp 4-component vector of float)\r
+0:110 move second child to first child (temp lowp 4-component vector of float)\r
+0:110 direct index (temp lowp 4-component vector of float)\r
0:110 'colors' (out 4-element array of lowp 4-component vector of float)\r
0:110 Constant:\r
0:110 2 (const int)\r
-0:110 'c4D' (smooth lowp 4-component vector of float)\r
-0:111 move second child to first child (lowp 4-component vector of float)\r
-0:111 indirect index (lowp 4-component vector of float)\r
+0:110 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:111 move second child to first child (temp lowp 4-component vector of float)\r
+0:111 indirect index (temp lowp 4-component vector of float)\r
0:111 'colors' (out 4-element array of lowp 4-component vector of float)\r
0:111 'ic1D' (flat in mediump int)\r
-0:111 'c4D' (smooth lowp 4-component vector of float)\r
-0:117 Function Definition: foo13(struct-s-i1-s211; (void)\r
+0:111 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:117 Function Definition: foo13(struct-s-i1-s211; (global void)\r
0:117 Function Parameters: \r
-0:117 'inSt2' (in structure{mediump int i, lowp sampler2D s})\r
+0:117 'inSt2' (in structure{global mediump int i, global lowp sampler2D s})\r
0:119 Sequence\r
-0:119 Test condition and select (void)\r
+0:119 Test condition and select (temp void)\r
0:119 Condition\r
-0:119 Compare Equal (bool)\r
-0:119 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:119 'st2' (uniform structure{mediump int i, lowp sampler2D s})\r
+0:119 Compare Equal (temp bool)\r
+0:119 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:119 'st2' (uniform structure{global mediump int i, global lowp sampler2D s})\r
0:119 true case is null\r
-0:120 Test condition and select (void)\r
+0:120 Test condition and select (temp void)\r
0:120 Condition\r
-0:120 Compare Not Equal (bool)\r
-0:120 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:120 'st2' (uniform structure{mediump int i, lowp sampler2D s})\r
+0:120 Compare Not Equal (temp bool)\r
+0:120 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:120 'st2' (uniform structure{global mediump int i, global lowp sampler2D s})\r
0:120 true case is null\r
0:121 Constant:\r
0:121 false (const bool)\r
-0:122 move second child to first child (structure{mediump int i, lowp sampler2D s})\r
-0:122 'inSt2' (in structure{mediump int i, lowp sampler2D s})\r
-0:122 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:123 Compare Equal (bool)\r
-0:123 'inSt2' (in structure{mediump int i, lowp sampler2D s})\r
-0:123 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:126 Function Definition: foo23( (void)\r
+0:122 move second child to first child (temp structure{global mediump int i, global lowp sampler2D s})\r
+0:122 'inSt2' (in structure{global mediump int i, global lowp sampler2D s})\r
+0:122 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:123 Compare Equal (temp bool)\r
+0:123 'inSt2' (in structure{global mediump int i, global lowp sampler2D s})\r
+0:123 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:126 Function Definition: foo23( (global void)\r
0:126 Function Parameters: \r
0:128 Sequence\r
-0:128 Function Call: textureOffset(sS21;vf3;vi2;f1; (lowp float)\r
+0:128 Function Call: textureOffset(sS21;vf3;vi2;f1; (global lowp float)\r
0:128 's2DShadow' (uniform lowp sampler2DShadow)\r
0:128 'c3D' (smooth in lowp 3-component vector of float)\r
0:128 Constant:\r
0:128 -8 (const int)\r
0:128 7 (const int)\r
0:128 'c1D' (smooth in lowp float)\r
-0:129 Function Call: textureOffset(sS21;vf3;vi2;f1; (lowp float)\r
+0:129 Function Call: textureOffset(sS21;vf3;vi2;f1; (global lowp float)\r
0:129 's2DShadow' (uniform lowp sampler2DShadow)\r
0:129 'c3D' (smooth in lowp 3-component vector of float)\r
0:129 Constant:\r
0:129 -9 (const int)\r
0:129 8 (const int)\r
0:129 'c1D' (smooth in lowp float)\r
-0:132 Function Definition: foo324( (void)\r
+0:132 Function Definition: foo324( (global void)\r
0:132 Function Parameters: \r
0:134 Sequence\r
0:134 Sequence\r
-0:134 move second child to first child (lowp float)\r
-0:134 'p' (lowp float)\r
+0:134 move second child to first child (temp lowp float)\r
+0:134 'p' (temp lowp float)\r
0:134 Constant:\r
0:134 210.712306\r
-0:135 add second child into first child (lowp float)\r
-0:135 'p' (lowp float)\r
+0:135 add second child into first child (temp lowp float)\r
+0:135 'p' (temp lowp float)\r
0:135 Constant:\r
0:135 0.389418\r
-0:136 add second child into first child (lowp float)\r
-0:136 'p' (lowp float)\r
+0:136 add second child into first child (temp lowp float)\r
+0:136 'p' (temp lowp float)\r
0:136 Constant:\r
0:136 5.000000\r
-0:137 add second child into first child (lowp float)\r
-0:137 'p' (lowp float)\r
+0:137 add second child into first child (temp lowp float)\r
+0:137 'p' (temp lowp float)\r
0:137 Constant:\r
0:137 13.000000\r
0:138 Sequence\r
-0:138 move second child to first child (lowp 3-component vector of float)\r
-0:138 'c3' (lowp 3-component vector of float)\r
+0:138 move second child to first child (temp lowp 3-component vector of float)\r
+0:138 'c3' (temp lowp 3-component vector of float)\r
0:138 Constant:\r
0:138 -15.000000\r
0:138 -2.000000\r
0:138 39.000000\r
-0:139 add second child into first child (lowp 3-component vector of float)\r
-0:139 'c3' (lowp 3-component vector of float)\r
+0:139 add second child into first child (temp lowp 3-component vector of float)\r
+0:139 'c3' (temp lowp 3-component vector of float)\r
0:139 Constant:\r
0:139 -1.000000\r
0:139 -2.000000\r
0:139 -3.000000\r
-0:140 add second child into first child (lowp 3-component vector of float)\r
-0:140 'c3' (lowp 3-component vector of float)\r
+0:140 add second child into first child (temp lowp 3-component vector of float)\r
+0:140 'c3' (temp lowp 3-component vector of float)\r
0:140 Constant:\r
0:140 1.000000\r
0:140 2.000000\r
0:140 3.000000\r
0:141 Sequence\r
-0:141 move second child to first child (lowp 2-component vector of float)\r
-0:141 'c2' (lowp 2-component vector of float)\r
+0:141 move second child to first child (temp lowp 2-component vector of float)\r
+0:141 'c2' (temp lowp 2-component vector of float)\r
0:141 Constant:\r
0:141 1.000000\r
0:141 -3.000000\r
-0:142 add second child into first child (lowp 2-component vector of float)\r
-0:142 'c2' (lowp 2-component vector of float)\r
+0:142 add second child into first child (temp lowp 2-component vector of float)\r
+0:142 'c2' (temp lowp 2-component vector of float)\r
0:142 Constant:\r
0:142 1.000000\r
0:142 -3.000000\r
-0:143 add second child into first child (lowp 2-component vector of float)\r
-0:143 'c2' (lowp 2-component vector of float)\r
+0:143 add second child into first child (temp lowp 2-component vector of float)\r
+0:143 'c2' (temp lowp 2-component vector of float)\r
0:143 Constant:\r
0:143 3.000000\r
0:143 -8.544004\r
-0:144 add second child into first child (lowp 2-component vector of float)\r
-0:144 'c2' (lowp 2-component vector of float)\r
+0:144 add second child into first child (temp lowp 2-component vector of float)\r
+0:144 'c2' (temp lowp 2-component vector of float)\r
0:144 Constant:\r
0:144 0.000000\r
0:144 0.000000\r
0:145 Sequence\r
-0:145 move second child to first child (lowp 3X2 matrix of float)\r
-0:145 'm32' (lowp 3X2 matrix of float)\r
+0:145 move second child to first child (temp lowp 3X2 matrix of float)\r
+0:145 'm32' (temp lowp 3X2 matrix of float)\r
0:145 Constant:\r
0:145 10.000000\r
0:145 15.000000\r
0:? 'c1D' (smooth in lowp float)\r
0:? 'c2D' (smooth in lowp 2-component vector of float)\r
0:? 'c3D' (smooth in lowp 3-component vector of float)\r
-0:? 'c4D' (smooth lowp 4-component vector of float)\r
+0:? 'c4D' (smooth temp lowp 4-component vector of float)\r
0:? 'ic1D' (flat in mediump int)\r
0:? 'ic2D' (flat in mediump 2-component vector of int)\r
0:? 'ic3D' (flat in mediump 3-component vector of int)\r
0:? 'ic4D' (flat in mediump 4-component vector of int)\r
0:? 'badv' (noperspective in lowp 4-component vector of float)\r
0:? 'bads' (smooth in lowp sampler2D)\r
-0:? 'badout' (smooth in structure{mediump int i, lowp sampler2D s})\r
-0:? 's2' (smooth in structure{lowp 3-component vector of float c, lowp float f})\r
+0:? 'badout' (smooth in structure{global mediump int i, global lowp sampler2D s})\r
+0:? 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f})\r
0:? 'sc' (out lowp 3-component vector of float)\r
0:? 'sf' (out lowp float)\r
0:? 'arrayedSampler' (uniform 5-element array of lowp sampler2D)\r
0:? 'multiInst' (layout(column_major shared ) uniform 2-element array of block{layout(column_major shared ) uniform 2-element array of mediump int a, layout(column_major shared ) uniform 2-element array of mediump int b, layout(column_major shared ) uniform 2-element array of mediump int c})\r
0:? 'colors' (out 4-element array of lowp 4-component vector of float)\r
-0:? 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:? 'st2' (uniform structure{mediump int i, lowp sampler2D s})\r
+0:? 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:? 'st2' (uniform structure{global mediump int i, global lowp sampler2D s})\r
0:? 'fooinv' (invariant smooth in lowp 4-component vector of float)\r
\r
\r
Shader version: 300\r
using early_fragment_tests\r
ERROR: node is still EOpNull!\r
-0:53 Function Definition: main( (void)\r
+0:53 Function Definition: main( (global void)\r
0:53 Function Parameters: \r
0:? Sequence\r
-0:57 move second child to first child (lowp 4-component vector of float)\r
-0:57 'v' (lowp 4-component vector of float)\r
-0:57 Function Call: texture(s21;vf2; (lowp 4-component vector of float)\r
+0:57 move second child to first child (temp lowp 4-component vector of float)\r
+0:57 'v' (temp lowp 4-component vector of float)\r
+0:57 Function Call: texture(s21;vf2; (global lowp 4-component vector of float)\r
0:57 's2D' (uniform lowp sampler2D)\r
0:57 'c2D' (smooth in lowp 2-component vector of float)\r
-0:58 move second child to first child (lowp 4-component vector of float)\r
-0:58 'v' (lowp 4-component vector of float)\r
-0:58 Function Call: textureProj(s31;vf4; (lowp 4-component vector of float)\r
+0:58 move second child to first child (temp lowp 4-component vector of float)\r
+0:58 'v' (temp lowp 4-component vector of float)\r
+0:58 Function Call: textureProj(s31;vf4; (global lowp 4-component vector of float)\r
0:58 's3D' (uniform lowp sampler3D)\r
-0:58 'c4D' (smooth lowp 4-component vector of float)\r
-0:59 move second child to first child (lowp 4-component vector of float)\r
-0:59 'v' (lowp 4-component vector of float)\r
-0:59 Function Call: textureLod(sA21;vf3;f1; (lowp 4-component vector of float)\r
+0:58 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:59 move second child to first child (temp lowp 4-component vector of float)\r
+0:59 'v' (temp lowp 4-component vector of float)\r
+0:59 Function Call: textureLod(sA21;vf3;f1; (global lowp 4-component vector of float)\r
0:59 's2DArray' (uniform lowp sampler2DArray)\r
0:59 'c3D' (smooth in lowp 3-component vector of float)\r
0:59 Constant:\r
0:59 1.200000\r
-0:60 move second child to first child (lowp float)\r
-0:60 'f' (lowp float)\r
-0:60 Function Call: textureOffset(sS21;vf3;vi2;f1; (lowp float)\r
+0:60 move second child to first child (temp lowp float)\r
+0:60 'f' (temp lowp float)\r
+0:60 Function Call: textureOffset(sS21;vf3;vi2;f1; (global lowp float)\r
0:60 's2DShadow' (uniform lowp sampler2DShadow)\r
0:60 'c3D' (smooth in lowp 3-component vector of float)\r
0:60 'ic2D' (flat in mediump 2-component vector of int)\r
0:60 'c1D' (smooth in lowp float)\r
-0:61 move second child to first child (lowp 4-component vector of float)\r
-0:61 'v' (lowp 4-component vector of float)\r
-0:61 Function Call: texelFetch(s31;vi3;i1; (lowp 4-component vector of float)\r
+0:61 move second child to first child (temp lowp 4-component vector of float)\r
+0:61 'v' (temp lowp 4-component vector of float)\r
+0:61 Function Call: texelFetch(s31;vi3;i1; (global lowp 4-component vector of float)\r
0:61 's3D' (uniform lowp sampler3D)\r
0:61 'ic3D' (flat in mediump 3-component vector of int)\r
0:61 'ic1D' (flat in mediump int)\r
-0:62 move second child to first child (lowp 4-component vector of float)\r
-0:62 'v' (lowp 4-component vector of float)\r
-0:62 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (lowp 4-component vector of float)\r
-0:62 direct index (lowp sampler2D)\r
+0:62 move second child to first child (temp lowp 4-component vector of float)\r
+0:62 'v' (temp lowp 4-component vector of float)\r
+0:62 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global lowp 4-component vector of float)\r
+0:62 direct index (temp lowp sampler2D)\r
0:62 'arrayedSampler' (uniform 5-element array of lowp sampler2D)\r
0:62 Constant:\r
0:62 2 (const int)\r
0:62 Constant:\r
0:62 4 (const int)\r
0:62 'ic2D' (flat in mediump 2-component vector of int)\r
-0:63 move second child to first child (lowp float)\r
-0:63 'f' (lowp float)\r
-0:63 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (lowp float)\r
+0:63 move second child to first child (temp lowp float)\r
+0:63 'f' (temp lowp float)\r
+0:63 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global lowp float)\r
0:63 's2DShadow' (uniform lowp sampler2DShadow)\r
0:63 'c3D' (smooth in lowp 3-component vector of float)\r
0:63 'c1D' (smooth in lowp float)\r
0:63 'ic2D' (flat in mediump 2-component vector of int)\r
-0:64 move second child to first child (lowp 4-component vector of float)\r
-0:64 'v' (lowp 4-component vector of float)\r
-0:64 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (lowp 4-component vector of float)\r
+0:64 move second child to first child (temp lowp 4-component vector of float)\r
+0:64 'v' (temp lowp 4-component vector of float)\r
+0:64 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global lowp 4-component vector of float)\r
0:64 's2D' (uniform lowp sampler2D)\r
0:64 'c3D' (smooth in lowp 3-component vector of float)\r
0:64 'c1D' (smooth in lowp float)\r
0:64 'ic2D' (flat in mediump 2-component vector of int)\r
-0:65 move second child to first child (lowp 4-component vector of float)\r
-0:65 'v' (lowp 4-component vector of float)\r
-0:65 Function Call: textureGrad(sC1;vf3;vf3;vf3; (lowp 4-component vector of float)\r
+0:65 move second child to first child (temp lowp 4-component vector of float)\r
+0:65 'v' (temp lowp 4-component vector of float)\r
+0:65 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global lowp 4-component vector of float)\r
0:65 'sCube' (uniform lowp samplerCube)\r
0:65 'c3D' (smooth in lowp 3-component vector of float)\r
0:65 'c3D' (smooth in lowp 3-component vector of float)\r
0:65 'c3D' (smooth in lowp 3-component vector of float)\r
-0:66 move second child to first child (lowp float)\r
-0:66 'f' (lowp float)\r
-0:66 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (lowp float)\r
+0:66 move second child to first child (temp lowp float)\r
+0:66 'f' (temp lowp float)\r
+0:66 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global lowp float)\r
0:66 's2DArrayShadow' (uniform lowp sampler2DArrayShadow)\r
-0:66 'c4D' (smooth lowp 4-component vector of float)\r
+0:66 'c4D' (smooth temp lowp 4-component vector of float)\r
0:66 'c2D' (smooth in lowp 2-component vector of float)\r
0:66 'c2D' (smooth in lowp 2-component vector of float)\r
0:66 'ic2D' (flat in mediump 2-component vector of int)\r
-0:67 move second child to first child (lowp 4-component vector of float)\r
-0:67 'v' (lowp 4-component vector of float)\r
-0:67 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (lowp 4-component vector of float)\r
+0:67 move second child to first child (temp lowp 4-component vector of float)\r
+0:67 'v' (temp lowp 4-component vector of float)\r
+0:67 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global lowp 4-component vector of float)\r
0:67 's3D' (uniform lowp sampler3D)\r
-0:67 'c4D' (smooth lowp 4-component vector of float)\r
+0:67 'c4D' (smooth temp lowp 4-component vector of float)\r
0:67 'c3D' (smooth in lowp 3-component vector of float)\r
0:67 'c3D' (smooth in lowp 3-component vector of float)\r
-0:68 move second child to first child (lowp 4-component vector of float)\r
-0:68 'v' (lowp 4-component vector of float)\r
-0:68 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (lowp 4-component vector of float)\r
+0:68 move second child to first child (temp lowp 4-component vector of float)\r
+0:68 'v' (temp lowp 4-component vector of float)\r
+0:68 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global lowp 4-component vector of float)\r
0:68 's2D' (uniform lowp sampler2D)\r
0:68 'c3D' (smooth in lowp 3-component vector of float)\r
0:68 'c2D' (smooth in lowp 2-component vector of float)\r
0:68 'c2D' (smooth in lowp 2-component vector of float)\r
0:68 'ic2D' (flat in mediump 2-component vector of int)\r
-0:69 move second child to first child (lowp 4-component vector of float)\r
-0:69 'v' (lowp 4-component vector of float)\r
-0:69 Function Call: texture(s21;vf2; (lowp 4-component vector of float)\r
-0:69 indirect index (lowp sampler2D)\r
+0:69 move second child to first child (temp lowp 4-component vector of float)\r
+0:69 'v' (temp lowp 4-component vector of float)\r
+0:69 Function Call: texture(s21;vf2; (global lowp 4-component vector of float)\r
+0:69 indirect index (temp lowp sampler2D)\r
0:69 'arrayedSampler' (uniform 5-element array of lowp sampler2D)\r
0:69 'ic1D' (flat in mediump int)\r
0:69 'c2D' (smooth in lowp 2-component vector of float)\r
-0:72 move second child to first child (mediump 4-component vector of int)\r
-0:72 'iv' (mediump 4-component vector of int)\r
-0:72 Function Call: texture(is21;vf2; (mediump 4-component vector of int)\r
+0:72 move second child to first child (temp mediump 4-component vector of int)\r
+0:72 'iv' (temp mediump 4-component vector of int)\r
+0:72 Function Call: texture(is21;vf2; (global mediump 4-component vector of int)\r
0:72 'is2D' (uniform lowp isampler2D)\r
0:72 'c2D' (smooth in lowp 2-component vector of float)\r
-0:73 move second child to first child (mediump 4-component vector of int)\r
-0:73 'iv' (mediump 4-component vector of int)\r
-0:73 Function Call: textureProjOffset(is21;vf4;vi2; (mediump 4-component vector of int)\r
+0:73 move second child to first child (temp mediump 4-component vector of int)\r
+0:73 'iv' (temp mediump 4-component vector of int)\r
+0:73 Function Call: textureProjOffset(is21;vf4;vi2; (global mediump 4-component vector of int)\r
0:73 'is2D' (uniform lowp isampler2D)\r
-0:73 'c4D' (smooth lowp 4-component vector of float)\r
+0:73 'c4D' (smooth temp lowp 4-component vector of float)\r
0:73 'ic2D' (flat in mediump 2-component vector of int)\r
-0:74 move second child to first child (mediump 4-component vector of int)\r
-0:74 'iv' (mediump 4-component vector of int)\r
-0:74 Function Call: textureProjLod(is21;vf3;f1; (mediump 4-component vector of int)\r
+0:74 move second child to first child (temp mediump 4-component vector of int)\r
+0:74 'iv' (temp mediump 4-component vector of int)\r
+0:74 Function Call: textureProjLod(is21;vf3;f1; (global mediump 4-component vector of int)\r
0:74 'is2D' (uniform lowp isampler2D)\r
0:74 'c3D' (smooth in lowp 3-component vector of float)\r
0:74 'c1D' (smooth in lowp float)\r
-0:75 move second child to first child (mediump 4-component vector of int)\r
-0:75 'iv' (mediump 4-component vector of int)\r
-0:75 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (mediump 4-component vector of int)\r
+0:75 move second child to first child (temp mediump 4-component vector of int)\r
+0:75 'iv' (temp mediump 4-component vector of int)\r
+0:75 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global mediump 4-component vector of int)\r
0:75 'is2D' (uniform lowp isampler2D)\r
0:75 'c3D' (smooth in lowp 3-component vector of float)\r
0:75 'c2D' (smooth in lowp 2-component vector of float)\r
0:75 'c2D' (smooth in lowp 2-component vector of float)\r
-0:76 move second child to first child (mediump 4-component vector of int)\r
-0:76 'iv' (mediump 4-component vector of int)\r
-0:76 Function Call: texture(is31;vf3;f1; (mediump 4-component vector of int)\r
+0:76 move second child to first child (temp mediump 4-component vector of int)\r
+0:76 'iv' (temp mediump 4-component vector of int)\r
+0:76 Function Call: texture(is31;vf3;f1; (global mediump 4-component vector of int)\r
0:76 'is3D' (uniform lowp isampler3D)\r
0:76 'c3D' (smooth in lowp 3-component vector of float)\r
0:76 Constant:\r
0:76 4.200000\r
-0:77 move second child to first child (mediump 4-component vector of int)\r
-0:77 'iv' (mediump 4-component vector of int)\r
-0:77 Function Call: textureLod(isC1;vf3;f1; (mediump 4-component vector of int)\r
+0:77 move second child to first child (temp mediump 4-component vector of int)\r
+0:77 'iv' (temp mediump 4-component vector of int)\r
+0:77 Function Call: textureLod(isC1;vf3;f1; (global mediump 4-component vector of int)\r
0:77 'isCube' (uniform lowp isamplerCube)\r
0:77 'c3D' (smooth in lowp 3-component vector of float)\r
0:77 'c1D' (smooth in lowp float)\r
-0:78 move second child to first child (mediump 4-component vector of int)\r
-0:78 'iv' (mediump 4-component vector of int)\r
-0:78 Function Call: texelFetch(isA21;vi3;i1; (mediump 4-component vector of int)\r
+0:78 move second child to first child (temp mediump 4-component vector of int)\r
+0:78 'iv' (temp mediump 4-component vector of int)\r
+0:78 Function Call: texelFetch(isA21;vi3;i1; (global mediump 4-component vector of int)\r
0:78 'is2DArray' (uniform lowp isampler2DArray)\r
0:78 'ic3D' (flat in mediump 3-component vector of int)\r
0:78 'ic1D' (flat in mediump int)\r
-0:80 move second child to first child (highp 2-component vector of int)\r
-0:80 vector swizzle (mediump 2-component vector of int)\r
-0:80 'iv' (mediump 4-component vector of int)\r
+0:80 move second child to first child (temp highp 2-component vector of int)\r
+0:80 vector swizzle (temp mediump 2-component vector of int)\r
+0:80 'iv' (temp mediump 4-component vector of int)\r
0:80 Sequence\r
0:80 Constant:\r
0:80 0 (const int)\r
0:80 Constant:\r
0:80 1 (const int)\r
-0:80 Function Call: textureSize(sSC1;i1; (highp 2-component vector of int)\r
+0:80 Function Call: textureSize(sSC1;i1; (temp highp 2-component vector of int)\r
0:80 'sCubeShadow' (uniform lowp samplerCubeShadow)\r
0:80 Constant:\r
0:80 2 (const int)\r
-0:88 add second child into first child (highp float)\r
-0:88 'f' (lowp float)\r
-0:88 direct index (highp float)\r
+0:88 add second child into first child (temp highp float)\r
+0:88 'f' (temp lowp float)\r
+0:88 direct index (temp highp float)\r
0:88 'gl_FragCoord' (gl_FragCoord highp 4-component vector of float)\r
0:88 Constant:\r
0:88 1 (const int)\r
-0:89 move second child to first child (highp float)\r
+0:89 move second child to first child (temp highp float)\r
0:89 'gl_FragDepth' (gl_FragDepth highp float)\r
-0:89 'f' (lowp float)\r
-0:91 move second child to first child (lowp 3-component vector of float)\r
+0:89 'f' (temp lowp float)\r
+0:91 move second child to first child (temp lowp 3-component vector of float)\r
0:91 'sc' (out lowp 3-component vector of float)\r
-0:91 c: direct index for structure (lowp 3-component vector of float)\r
-0:91 's2' (smooth in structure{lowp 3-component vector of float c, lowp float f})\r
+0:91 c: direct index for structure (global lowp 3-component vector of float)\r
+0:91 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f})\r
0:91 Constant:\r
0:91 0 (const int)\r
-0:92 move second child to first child (lowp float)\r
+0:92 move second child to first child (temp lowp float)\r
0:92 'sf' (out lowp float)\r
-0:92 f: direct index for structure (lowp float)\r
-0:92 's2' (smooth in structure{lowp 3-component vector of float c, lowp float f})\r
+0:92 f: direct index for structure (global lowp float)\r
+0:92 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f})\r
0:92 Constant:\r
0:92 1 (const int)\r
-0:94 add (lowp 2-component vector of float)\r
-0:94 hyp. sine (lowp float)\r
+0:94 add (temp lowp 2-component vector of float)\r
+0:94 hyp. sine (global lowp float)\r
0:94 'c1D' (smooth in lowp float)\r
-0:95 vector-scale (lowp 2-component vector of float)\r
-0:95 hyp. cosine (lowp float)\r
+0:95 vector-scale (temp lowp 2-component vector of float)\r
+0:95 hyp. cosine (global lowp float)\r
0:95 'c1D' (smooth in lowp float)\r
-0:95 hyp. tangent (lowp 2-component vector of float)\r
+0:95 hyp. tangent (global lowp 2-component vector of float)\r
0:95 'c2D' (smooth in lowp 2-component vector of float)\r
-0:96 add (lowp 4-component vector of float)\r
-0:96 arc hyp. sine (lowp 4-component vector of float)\r
-0:96 'c4D' (smooth lowp 4-component vector of float)\r
-0:96 arc hyp. cosine (lowp 4-component vector of float)\r
-0:96 'c4D' (smooth lowp 4-component vector of float)\r
-0:97 arc hyp. tangent (lowp 3-component vector of float)\r
+0:96 add (temp lowp 4-component vector of float)\r
+0:96 arc hyp. sine (global lowp 4-component vector of float)\r
+0:96 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:96 arc hyp. cosine (global lowp 4-component vector of float)\r
+0:96 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:97 arc hyp. tangent (global lowp 3-component vector of float)\r
0:97 'c3D' (smooth in lowp 3-component vector of float)\r
-0:108 Function Definition: foo( (void)\r
+0:108 Function Definition: foo( (global void)\r
0:108 Function Parameters: \r
0:110 Sequence\r
-0:110 move second child to first child (lowp 4-component vector of float)\r
-0:110 direct index (lowp 4-component vector of float)\r
+0:110 move second child to first child (temp lowp 4-component vector of float)\r
+0:110 direct index (temp lowp 4-component vector of float)\r
0:110 'colors' (out 4-element array of lowp 4-component vector of float)\r
0:110 Constant:\r
0:110 2 (const int)\r
-0:110 'c4D' (smooth lowp 4-component vector of float)\r
-0:111 move second child to first child (lowp 4-component vector of float)\r
-0:111 indirect index (lowp 4-component vector of float)\r
+0:110 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:111 move second child to first child (temp lowp 4-component vector of float)\r
+0:111 indirect index (temp lowp 4-component vector of float)\r
0:111 'colors' (out 4-element array of lowp 4-component vector of float)\r
0:111 'ic1D' (flat in mediump int)\r
-0:111 'c4D' (smooth lowp 4-component vector of float)\r
-0:117 Function Definition: foo13(struct-s-i1-s211; (void)\r
+0:111 'c4D' (smooth temp lowp 4-component vector of float)\r
+0:117 Function Definition: foo13(struct-s-i1-s211; (global void)\r
0:117 Function Parameters: \r
-0:117 'inSt2' (in structure{mediump int i, lowp sampler2D s})\r
+0:117 'inSt2' (in structure{global mediump int i, global lowp sampler2D s})\r
0:119 Sequence\r
-0:119 Test condition and select (void)\r
+0:119 Test condition and select (temp void)\r
0:119 Condition\r
-0:119 Compare Equal (bool)\r
-0:119 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:119 'st2' (uniform structure{mediump int i, lowp sampler2D s})\r
+0:119 Compare Equal (temp bool)\r
+0:119 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:119 'st2' (uniform structure{global mediump int i, global lowp sampler2D s})\r
0:119 true case is null\r
-0:120 Test condition and select (void)\r
+0:120 Test condition and select (temp void)\r
0:120 Condition\r
-0:120 Compare Not Equal (bool)\r
-0:120 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:120 'st2' (uniform structure{mediump int i, lowp sampler2D s})\r
+0:120 Compare Not Equal (temp bool)\r
+0:120 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:120 'st2' (uniform structure{global mediump int i, global lowp sampler2D s})\r
0:120 true case is null\r
0:121 Constant:\r
0:121 false (const bool)\r
-0:122 move second child to first child (structure{mediump int i, lowp sampler2D s})\r
-0:122 'inSt2' (in structure{mediump int i, lowp sampler2D s})\r
-0:122 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:123 Compare Equal (bool)\r
-0:123 'inSt2' (in structure{mediump int i, lowp sampler2D s})\r
-0:123 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:126 Function Definition: foo23( (void)\r
+0:122 move second child to first child (temp structure{global mediump int i, global lowp sampler2D s})\r
+0:122 'inSt2' (in structure{global mediump int i, global lowp sampler2D s})\r
+0:122 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:123 Compare Equal (temp bool)\r
+0:123 'inSt2' (in structure{global mediump int i, global lowp sampler2D s})\r
+0:123 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:126 Function Definition: foo23( (global void)\r
0:126 Function Parameters: \r
0:128 Sequence\r
-0:128 Function Call: textureOffset(sS21;vf3;vi2;f1; (lowp float)\r
+0:128 Function Call: textureOffset(sS21;vf3;vi2;f1; (global lowp float)\r
0:128 's2DShadow' (uniform lowp sampler2DShadow)\r
0:128 'c3D' (smooth in lowp 3-component vector of float)\r
0:128 Constant:\r
0:128 -8 (const int)\r
0:128 7 (const int)\r
0:128 'c1D' (smooth in lowp float)\r
-0:129 Function Call: textureOffset(sS21;vf3;vi2;f1; (lowp float)\r
+0:129 Function Call: textureOffset(sS21;vf3;vi2;f1; (global lowp float)\r
0:129 's2DShadow' (uniform lowp sampler2DShadow)\r
0:129 'c3D' (smooth in lowp 3-component vector of float)\r
0:129 Constant:\r
0:129 -9 (const int)\r
0:129 8 (const int)\r
0:129 'c1D' (smooth in lowp float)\r
-0:132 Function Definition: foo324( (void)\r
+0:132 Function Definition: foo324( (global void)\r
0:132 Function Parameters: \r
0:134 Sequence\r
0:134 Sequence\r
-0:134 move second child to first child (lowp float)\r
-0:134 'p' (lowp float)\r
+0:134 move second child to first child (temp lowp float)\r
+0:134 'p' (temp lowp float)\r
0:134 Constant:\r
0:134 210.712306\r
-0:135 add second child into first child (lowp float)\r
-0:135 'p' (lowp float)\r
+0:135 add second child into first child (temp lowp float)\r
+0:135 'p' (temp lowp float)\r
0:135 Constant:\r
0:135 0.389418\r
-0:136 add second child into first child (lowp float)\r
-0:136 'p' (lowp float)\r
+0:136 add second child into first child (temp lowp float)\r
+0:136 'p' (temp lowp float)\r
0:136 Constant:\r
0:136 5.000000\r
-0:137 add second child into first child (lowp float)\r
-0:137 'p' (lowp float)\r
+0:137 add second child into first child (temp lowp float)\r
+0:137 'p' (temp lowp float)\r
0:137 Constant:\r
0:137 13.000000\r
0:138 Sequence\r
-0:138 move second child to first child (lowp 3-component vector of float)\r
-0:138 'c3' (lowp 3-component vector of float)\r
+0:138 move second child to first child (temp lowp 3-component vector of float)\r
+0:138 'c3' (temp lowp 3-component vector of float)\r
0:138 Constant:\r
0:138 -15.000000\r
0:138 -2.000000\r
0:138 39.000000\r
-0:139 add second child into first child (lowp 3-component vector of float)\r
-0:139 'c3' (lowp 3-component vector of float)\r
+0:139 add second child into first child (temp lowp 3-component vector of float)\r
+0:139 'c3' (temp lowp 3-component vector of float)\r
0:139 Constant:\r
0:139 -1.000000\r
0:139 -2.000000\r
0:139 -3.000000\r
-0:140 add second child into first child (lowp 3-component vector of float)\r
-0:140 'c3' (lowp 3-component vector of float)\r
+0:140 add second child into first child (temp lowp 3-component vector of float)\r
+0:140 'c3' (temp lowp 3-component vector of float)\r
0:140 Constant:\r
0:140 1.000000\r
0:140 2.000000\r
0:140 3.000000\r
0:141 Sequence\r
-0:141 move second child to first child (lowp 2-component vector of float)\r
-0:141 'c2' (lowp 2-component vector of float)\r
+0:141 move second child to first child (temp lowp 2-component vector of float)\r
+0:141 'c2' (temp lowp 2-component vector of float)\r
0:141 Constant:\r
0:141 1.000000\r
0:141 -3.000000\r
-0:142 add second child into first child (lowp 2-component vector of float)\r
-0:142 'c2' (lowp 2-component vector of float)\r
+0:142 add second child into first child (temp lowp 2-component vector of float)\r
+0:142 'c2' (temp lowp 2-component vector of float)\r
0:142 Constant:\r
0:142 1.000000\r
0:142 -3.000000\r
-0:143 add second child into first child (lowp 2-component vector of float)\r
-0:143 'c2' (lowp 2-component vector of float)\r
+0:143 add second child into first child (temp lowp 2-component vector of float)\r
+0:143 'c2' (temp lowp 2-component vector of float)\r
0:143 Constant:\r
0:143 3.000000\r
0:143 -8.544004\r
-0:144 add second child into first child (lowp 2-component vector of float)\r
-0:144 'c2' (lowp 2-component vector of float)\r
+0:144 add second child into first child (temp lowp 2-component vector of float)\r
+0:144 'c2' (temp lowp 2-component vector of float)\r
0:144 Constant:\r
0:144 0.000000\r
0:144 0.000000\r
0:145 Sequence\r
-0:145 move second child to first child (lowp 3X2 matrix of float)\r
-0:145 'm32' (lowp 3X2 matrix of float)\r
+0:145 move second child to first child (temp lowp 3X2 matrix of float)\r
+0:145 'm32' (temp lowp 3X2 matrix of float)\r
0:145 Constant:\r
0:145 10.000000\r
0:145 15.000000\r
0:? 'c1D' (smooth in lowp float)\r
0:? 'c2D' (smooth in lowp 2-component vector of float)\r
0:? 'c3D' (smooth in lowp 3-component vector of float)\r
-0:? 'c4D' (smooth lowp 4-component vector of float)\r
+0:? 'c4D' (smooth temp lowp 4-component vector of float)\r
0:? 'ic1D' (flat in mediump int)\r
0:? 'ic2D' (flat in mediump 2-component vector of int)\r
0:? 'ic3D' (flat in mediump 3-component vector of int)\r
0:? 'ic4D' (flat in mediump 4-component vector of int)\r
0:? 'badv' (noperspective in lowp 4-component vector of float)\r
0:? 'bads' (smooth in lowp sampler2D)\r
-0:? 'badout' (smooth in structure{mediump int i, lowp sampler2D s})\r
-0:? 's2' (smooth in structure{lowp 3-component vector of float c, lowp float f})\r
+0:? 'badout' (smooth in structure{global mediump int i, global lowp sampler2D s})\r
+0:? 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f})\r
0:? 'sc' (out lowp 3-component vector of float)\r
0:? 'sf' (out lowp float)\r
0:? 'arrayedSampler' (uniform 5-element array of lowp sampler2D)\r
0:? 'multiInst' (layout(column_major shared ) uniform 2-element array of block{layout(column_major shared ) uniform 2-element array of mediump int a, layout(column_major shared ) uniform 2-element array of mediump int b, layout(column_major shared ) uniform 2-element array of mediump int c})\r
0:? 'colors' (out 4-element array of lowp 4-component vector of float)\r
-0:? 'st1' (uniform structure{mediump int i, lowp sampler2D s})\r
-0:? 'st2' (uniform structure{mediump int i, lowp sampler2D s})\r
+0:? 'st1' (uniform structure{global mediump int i, global lowp sampler2D s})\r
+0:? 'st2' (uniform structure{global mediump int i, global lowp sampler2D s})\r
0:? 'fooinv' (invariant smooth in lowp 4-component vector of float)\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:27 Function Definition: main( (void)\r
+0:27 Function Definition: main( (global void)\r
0:27 Function Parameters: \r
0:29 Sequence\r
0:29 Sequence\r
-0:29 move second child to first child (highp int)\r
-0:29 'id' (highp int)\r
-0:29 add (highp int)\r
+0:29 move second child to first child (temp highp int)\r
+0:29 'id' (temp highp int)\r
+0:29 add (temp highp int)\r
0:29 'gl_VertexID' (gl_VertexId highp int)\r
0:29 'gl_InstanceID' (gl_InstanceId highp int)\r
0:31 Sequence\r
-0:31 move second child to first child (highp int)\r
-0:31 'c0' (highp int)\r
+0:31 move second child to first child (temp highp int)\r
+0:31 'c0' (temp highp int)\r
0:31 Constant:\r
0:31 64 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (highp int)\r
-0:32 'c1' (highp int)\r
+0:32 move second child to first child (temp highp int)\r
+0:32 'c1' (temp highp int)\r
0:32 Constant:\r
0:32 128 (const int)\r
0:33 Sequence\r
-0:33 move second child to first child (highp int)\r
-0:33 'c2' (highp int)\r
+0:33 move second child to first child (temp highp int)\r
+0:33 'c2' (temp highp int)\r
0:33 Constant:\r
0:33 16 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (highp int)\r
-0:34 'c3' (highp int)\r
+0:34 move second child to first child (temp highp int)\r
+0:34 'c3' (temp highp int)\r
0:34 Constant:\r
0:34 15 (const int)\r
0:35 Sequence\r
-0:35 move second child to first child (highp int)\r
-0:35 'c4' (highp int)\r
+0:35 move second child to first child (temp highp int)\r
+0:35 'c4' (temp highp int)\r
0:35 Constant:\r
0:35 32 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (highp int)\r
-0:36 'c5' (highp int)\r
+0:36 move second child to first child (temp highp int)\r
+0:36 'c5' (temp highp int)\r
0:36 Constant:\r
0:36 80 (const int)\r
0:37 Sequence\r
-0:37 move second child to first child (highp int)\r
-0:37 'c6' (highp int)\r
+0:37 move second child to first child (temp highp int)\r
+0:37 'c6' (temp highp int)\r
0:37 Constant:\r
0:37 32 (const int)\r
0:38 Sequence\r
-0:38 move second child to first child (highp int)\r
-0:38 'c7' (highp int)\r
+0:38 move second child to first child (temp highp int)\r
+0:38 'c7' (temp highp int)\r
0:38 Constant:\r
0:38 16 (const int)\r
0:39 Sequence\r
-0:39 move second child to first child (highp int)\r
-0:39 'c8' (highp int)\r
+0:39 move second child to first child (temp highp int)\r
+0:39 'c8' (temp highp int)\r
0:39 Constant:\r
0:39 32 (const int)\r
0:40 Sequence\r
-0:40 move second child to first child (highp int)\r
-0:40 'c9' (highp int)\r
+0:40 move second child to first child (temp highp int)\r
+0:40 'c9' (temp highp int)\r
0:40 Constant:\r
0:40 -8 (const int)\r
0:41 Sequence\r
-0:41 move second child to first child (highp int)\r
-0:41 'c10' (highp int)\r
+0:41 move second child to first child (temp highp int)\r
+0:41 'c10' (temp highp int)\r
0:41 Constant:\r
0:41 7 (const int)\r
0:43 Sequence\r
-0:43 move second child to first child (highp 3X4 matrix of float)\r
-0:43 'tm' (highp 3X4 matrix of float)\r
-0:43 transpose (highp 3X4 matrix of float)\r
+0:43 move second child to first child (temp highp 3X4 matrix of float)\r
+0:43 'tm' (temp highp 3X4 matrix of float)\r
+0:43 transpose (global highp 3X4 matrix of float)\r
0:43 'm43' (uniform highp 4X3 matrix of float)\r
0:44 Sequence\r
-0:44 move second child to first child (highp float)\r
-0:44 'dm' (highp float)\r
-0:44 determinant (highp float)\r
+0:44 move second child to first child (temp highp float)\r
+0:44 'dm' (temp highp float)\r
+0:44 determinant (global highp float)\r
0:44 'm44' (uniform highp 4X4 matrix of float)\r
0:45 Sequence\r
-0:45 move second child to first child (highp 3X3 matrix of float)\r
-0:45 'im' (highp 3X3 matrix of float)\r
-0:45 inverse (highp 3X3 matrix of float)\r
+0:45 move second child to first child (temp highp 3X3 matrix of float)\r
+0:45 'im' (temp highp 3X3 matrix of float)\r
+0:45 inverse (global highp 3X3 matrix of float)\r
0:45 'm33' (uniform highp 3X3 matrix of float)\r
0:47 Sequence\r
-0:47 move second child to first child (highp 3X2 matrix of float)\r
-0:47 'op' (highp 3X2 matrix of float)\r
-0:47 outer product (highp 3X2 matrix of float)\r
+0:47 move second child to first child (temp highp 3X2 matrix of float)\r
+0:47 'op' (temp highp 3X2 matrix of float)\r
+0:47 outer product (global highp 3X2 matrix of float)\r
0:47 'v2' (smooth out highp 2-component vector of float)\r
0:47 'v3' (in highp 3-component vector of float)\r
-0:49 move second child to first child (highp 4-component vector of float)\r
+0:49 move second child to first child (temp highp 4-component vector of float)\r
0:49 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:49 direct index (highp 4-component vector of float)\r
+0:49 direct index (temp highp 4-component vector of float)\r
0:49 'm44' (uniform highp 4X4 matrix of float)\r
0:49 Constant:\r
0:49 2 (const int)\r
-0:50 move second child to first child (highp float)\r
+0:50 move second child to first child (temp highp float)\r
0:50 'gl_PointSize' (gl_PointSize highp float)\r
-0:50 direct index (highp float)\r
+0:50 direct index (temp highp float)\r
0:50 'v2' (smooth out highp 2-component vector of float)\r
0:50 Constant:\r
0:50 1 (const int)\r
-0:52 move second child to first child (highp 3-component vector of float)\r
-0:52 c: direct index for structure (highp 3-component vector of float)\r
-0:52 's' (smooth out structure{highp 3-component vector of float c, highp float f})\r
+0:52 move second child to first child (temp highp 3-component vector of float)\r
+0:52 c: direct index for structure (global highp 3-component vector of float)\r
+0:52 's' (smooth out structure{global highp 3-component vector of float c, global highp float f})\r
0:52 Constant:\r
0:52 0 (const int)\r
0:52 'v3' (in highp 3-component vector of float)\r
-0:53 move second child to first child (highp float)\r
-0:53 f: direct index for structure (highp float)\r
-0:53 's' (smooth out structure{highp 3-component vector of float c, highp float f})\r
+0:53 move second child to first child (temp highp float)\r
+0:53 f: direct index for structure (global highp float)\r
+0:53 's' (smooth out structure{global highp 3-component vector of float c, global highp float f})\r
0:53 Constant:\r
0:53 1 (const int)\r
-0:53 'dm' (highp float)\r
+0:53 'dm' (temp highp float)\r
0:68 Sequence\r
-0:68 move second child to first child (2-element array of highp float)\r
-0:68 'okayA' (2-element array of highp float)\r
+0:68 move second child to first child (temp 2-element array of highp float)\r
+0:68 'okayA' (global 2-element array of highp float)\r
0:68 Constant:\r
0:68 3.000000\r
0:68 4.000000\r
-0:71 Function Definition: newVFun( (void)\r
+0:71 Function Definition: newVFun( (global void)\r
0:71 Function Parameters: \r
0:73 Sequence\r
-0:73 move second child to first child (highp 3-component vector of float)\r
+0:73 move second child to first child (temp highp 3-component vector of float)\r
0:73 'newV' (smooth out highp 3-component vector of float)\r
0:73 'v3' (in highp 3-component vector of float)\r
-0:118 Function Definition: foo23( (void)\r
+0:118 Function Definition: foo23( (global void)\r
0:118 Function Parameters: \r
0:120 Sequence\r
0:120 Sequence\r
-0:120 move second child to first child (highp 2-component vector of int)\r
-0:120 'x1' (highp 2-component vector of int)\r
-0:120 Function Call: textureSize(s21;i1; (highp 2-component vector of int)\r
+0:120 move second child to first child (temp highp 2-component vector of int)\r
+0:120 'x1' (temp highp 2-component vector of int)\r
+0:120 Function Call: textureSize(s21;i1; (temp highp 2-component vector of int)\r
0:120 's2D' (uniform lowp sampler2D)\r
0:120 Constant:\r
0:120 2 (const int)\r
0:121 Constant:\r
0:121 0.000000\r
0:122 Sequence\r
-0:122 move second child to first child (highp 3-component vector of int)\r
-0:122 'x3' (highp 3-component vector of int)\r
-0:122 Function Call: textureSize(sAS21;i1; (highp 3-component vector of int)\r
+0:122 move second child to first child (temp highp 3-component vector of int)\r
+0:122 'x3' (temp highp 3-component vector of int)\r
+0:122 Function Call: textureSize(sAS21;i1; (temp highp 3-component vector of int)\r
0:122 's2DAS' (uniform lowp sampler2DArrayShadow)\r
0:122 Constant:\r
0:122 -1 (const int)\r
0:123 Constant:\r
0:123 0.000000\r
0:124 Sequence\r
-0:124 move second child to first child (highp 4-component vector of float)\r
-0:124 'x4' (highp 4-component vector of float)\r
-0:124 Function Call: texture(s21;vf2; (highp 4-component vector of float)\r
+0:124 move second child to first child (temp highp 4-component vector of float)\r
+0:124 'x4' (temp highp 4-component vector of float)\r
+0:124 Function Call: texture(s21;vf2; (global highp 4-component vector of float)\r
0:124 's2D' (uniform lowp sampler2D)\r
0:124 'c2D' (in highp 2-component vector of float)\r
0:125 Constant:\r
0:125 0.000000\r
0:126 Sequence\r
-0:126 move second child to first child (highp 4-component vector of float)\r
-0:126 'x5' (highp 4-component vector of float)\r
-0:126 Function Call: textureProjOffset(s31;vf4;vi3; (highp 4-component vector of float)\r
+0:126 move second child to first child (temp highp 4-component vector of float)\r
+0:126 'x5' (temp highp 4-component vector of float)\r
+0:126 Function Call: textureProjOffset(s31;vf4;vi3; (global highp 4-component vector of float)\r
0:126 's3D' (uniform lowp sampler3D)\r
0:126 Constant:\r
0:126 0.200000\r
0:127 Constant:\r
0:127 0.000000\r
0:128 Sequence\r
-0:128 move second child to first child (highp float)\r
-0:128 'x6' (highp float)\r
-0:128 Function Call: textureProjGradOffset(sS21;vf4;vf2;vf2;vi2; (highp float)\r
+0:128 move second child to first child (temp highp float)\r
+0:128 'x6' (temp highp float)\r
+0:128 Function Call: textureProjGradOffset(sS21;vf4;vf2;vf2;vi2; (global highp float)\r
0:128 's2DS' (uniform lowp sampler2DShadow)\r
0:128 'invIn' (invariant in highp 4-component vector of float)\r
0:128 Constant:\r
0:128 Constant:\r
0:128 1 (const int)\r
0:128 1 (const int)\r
-0:137 Function Definition: foo2349( (void)\r
+0:137 Function Definition: foo2349( (global void)\r
0:137 Function Parameters: \r
0:139 Sequence\r
0:139 Sequence\r
-0:139 move second child to first child (3-element array of highp float)\r
-0:139 'x' (3-element array of highp float)\r
+0:139 move second child to first child (temp 3-element array of highp float)\r
+0:139 'x' (temp 3-element array of highp float)\r
0:139 Constant:\r
0:139 1.000000\r
0:139 2.000000\r
0:139 3.000000\r
0:140 Sequence\r
-0:140 move second child to first child (3-element array of highp float)\r
-0:140 'y' (3-element array of highp float)\r
-0:140 'x' (3-element array of highp float)\r
+0:140 move second child to first child (temp 3-element array of highp float)\r
+0:140 'y' (temp 3-element array of highp float)\r
+0:140 'x' (temp 3-element array of highp float)\r
0:141 Sequence\r
-0:141 move second child to first child (3-element array of highp float)\r
-0:141 'z' (3-element array of highp float)\r
-0:141 'x' (3-element array of highp float)\r
-0:143 move second child to first child (3-element array of highp float)\r
-0:143 'w' (3-element array of highp float)\r
-0:143 'y' (3-element array of highp float)\r
-0:155 Function Definition: gggf(f1; (highp int)\r
+0:141 move second child to first child (temp 3-element array of highp float)\r
+0:141 'z' (temp 3-element array of highp float)\r
+0:141 'x' (temp 3-element array of highp float)\r
+0:143 move second child to first child (temp 3-element array of highp float)\r
+0:143 'w' (temp 3-element array of highp float)\r
+0:143 'y' (temp 3-element array of highp float)\r
+0:155 Function Definition: gggf(f1; (global highp int)\r
0:155 Function Parameters: \r
0:155 'f' (in highp float)\r
0:155 Sequence\r
0:155 Branch: Return with expression\r
0:155 Constant:\r
0:155 2 (const int)\r
-0:158 Function Definition: agggf(f1; (highp int)\r
+0:158 Function Definition: agggf(f1; (global highp int)\r
0:158 Function Parameters: \r
0:158 'f' (in highp float)\r
0:158 Sequence\r
0:? 'rep' (smooth flat out highp 4-component vector of float)\r
0:? 'rep2' (centroid smooth sample out highp 4-component vector of float)\r
0:? 'rep3' (in highp 4-component vector of float)\r
-0:? 's' (smooth out structure{highp 3-component vector of float c, highp float f})\r
-0:? 'badsize' (implicitly-sized array of highp float)\r
-0:? 'badsize2' (implicitly-sized array of highp float)\r
+0:? 's' (smooth out structure{global highp 3-component vector of float c, global highp float f})\r
+0:? 'badsize' (global implicitly-sized array of highp float)\r
+0:? 'badsize2' (global implicitly-sized array of highp float)\r
0:? 'ubInst' (layout(column_major shared ) uniform implicitly-sized array of block{layout(column_major shared ) uniform implicitly-sized array of highp int a})\r
-0:? 'okayA' (2-element array of highp float)\r
+0:? 'okayA' (global 2-element array of highp float)\r
0:? 'newV' (smooth out highp 3-component vector of float)\r
0:? 'invIn' (in highp 4-component vector of float)\r
-0:? 's2' (smooth out structure{highp 3-component vector of float c, highp float f})\r
-0:? 's3' (invariant smooth out structure{highp 3-component vector of float c, highp float f})\r
+0:? 's2' (smooth out structure{global highp 3-component vector of float c, global highp float f})\r
+0:? 's3' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f})\r
0:? 'a' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp float f})\r
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b23})\r
0:? 's2D' (uniform lowp sampler2D)\r
0:? 's2DS' (uniform lowp sampler2DShadow)\r
0:? 's2DAS' (uniform lowp sampler2DArrayShadow)\r
0:? 'c2D' (in highp 2-component vector of float)\r
-0:? 'ssss' (smooth out structure{highp float f})\r
+0:? 'ssss' (smooth out structure{global highp float f})\r
0:? 'Binst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp int a})\r
-0:? 'Bfoo' (highp int)\r
+0:? 'Bfoo' (global highp int)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:27 Function Definition: main( (void)\r
+0:27 Function Definition: main( (global void)\r
0:27 Function Parameters: \r
0:29 Sequence\r
0:29 Sequence\r
-0:29 move second child to first child (highp int)\r
-0:29 'id' (highp int)\r
-0:29 add (highp int)\r
+0:29 move second child to first child (temp highp int)\r
+0:29 'id' (temp highp int)\r
+0:29 add (temp highp int)\r
0:29 'gl_VertexID' (gl_VertexId highp int)\r
0:29 'gl_InstanceID' (gl_InstanceId highp int)\r
0:31 Sequence\r
-0:31 move second child to first child (highp int)\r
-0:31 'c0' (highp int)\r
+0:31 move second child to first child (temp highp int)\r
+0:31 'c0' (temp highp int)\r
0:31 Constant:\r
0:31 64 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (highp int)\r
-0:32 'c1' (highp int)\r
+0:32 move second child to first child (temp highp int)\r
+0:32 'c1' (temp highp int)\r
0:32 Constant:\r
0:32 128 (const int)\r
0:33 Sequence\r
-0:33 move second child to first child (highp int)\r
-0:33 'c2' (highp int)\r
+0:33 move second child to first child (temp highp int)\r
+0:33 'c2' (temp highp int)\r
0:33 Constant:\r
0:33 16 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (highp int)\r
-0:34 'c3' (highp int)\r
+0:34 move second child to first child (temp highp int)\r
+0:34 'c3' (temp highp int)\r
0:34 Constant:\r
0:34 15 (const int)\r
0:35 Sequence\r
-0:35 move second child to first child (highp int)\r
-0:35 'c4' (highp int)\r
+0:35 move second child to first child (temp highp int)\r
+0:35 'c4' (temp highp int)\r
0:35 Constant:\r
0:35 32 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (highp int)\r
-0:36 'c5' (highp int)\r
+0:36 move second child to first child (temp highp int)\r
+0:36 'c5' (temp highp int)\r
0:36 Constant:\r
0:36 80 (const int)\r
0:37 Sequence\r
-0:37 move second child to first child (highp int)\r
-0:37 'c6' (highp int)\r
+0:37 move second child to first child (temp highp int)\r
+0:37 'c6' (temp highp int)\r
0:37 Constant:\r
0:37 32 (const int)\r
0:38 Sequence\r
-0:38 move second child to first child (highp int)\r
-0:38 'c7' (highp int)\r
+0:38 move second child to first child (temp highp int)\r
+0:38 'c7' (temp highp int)\r
0:38 Constant:\r
0:38 16 (const int)\r
0:39 Sequence\r
-0:39 move second child to first child (highp int)\r
-0:39 'c8' (highp int)\r
+0:39 move second child to first child (temp highp int)\r
+0:39 'c8' (temp highp int)\r
0:39 Constant:\r
0:39 32 (const int)\r
0:40 Sequence\r
-0:40 move second child to first child (highp int)\r
-0:40 'c9' (highp int)\r
+0:40 move second child to first child (temp highp int)\r
+0:40 'c9' (temp highp int)\r
0:40 Constant:\r
0:40 -8 (const int)\r
0:41 Sequence\r
-0:41 move second child to first child (highp int)\r
-0:41 'c10' (highp int)\r
+0:41 move second child to first child (temp highp int)\r
+0:41 'c10' (temp highp int)\r
0:41 Constant:\r
0:41 7 (const int)\r
0:43 Sequence\r
-0:43 move second child to first child (highp 3X4 matrix of float)\r
-0:43 'tm' (highp 3X4 matrix of float)\r
-0:43 transpose (highp 3X4 matrix of float)\r
+0:43 move second child to first child (temp highp 3X4 matrix of float)\r
+0:43 'tm' (temp highp 3X4 matrix of float)\r
+0:43 transpose (global highp 3X4 matrix of float)\r
0:43 'm43' (uniform highp 4X3 matrix of float)\r
0:44 Sequence\r
-0:44 move second child to first child (highp float)\r
-0:44 'dm' (highp float)\r
-0:44 determinant (highp float)\r
+0:44 move second child to first child (temp highp float)\r
+0:44 'dm' (temp highp float)\r
+0:44 determinant (global highp float)\r
0:44 'm44' (uniform highp 4X4 matrix of float)\r
0:45 Sequence\r
-0:45 move second child to first child (highp 3X3 matrix of float)\r
-0:45 'im' (highp 3X3 matrix of float)\r
-0:45 inverse (highp 3X3 matrix of float)\r
+0:45 move second child to first child (temp highp 3X3 matrix of float)\r
+0:45 'im' (temp highp 3X3 matrix of float)\r
+0:45 inverse (global highp 3X3 matrix of float)\r
0:45 'm33' (uniform highp 3X3 matrix of float)\r
0:47 Sequence\r
-0:47 move second child to first child (highp 3X2 matrix of float)\r
-0:47 'op' (highp 3X2 matrix of float)\r
-0:47 outer product (highp 3X2 matrix of float)\r
+0:47 move second child to first child (temp highp 3X2 matrix of float)\r
+0:47 'op' (temp highp 3X2 matrix of float)\r
+0:47 outer product (global highp 3X2 matrix of float)\r
0:47 'v2' (smooth out highp 2-component vector of float)\r
0:47 'v3' (in highp 3-component vector of float)\r
-0:49 move second child to first child (highp 4-component vector of float)\r
+0:49 move second child to first child (temp highp 4-component vector of float)\r
0:49 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:49 direct index (highp 4-component vector of float)\r
+0:49 direct index (temp highp 4-component vector of float)\r
0:49 'm44' (uniform highp 4X4 matrix of float)\r
0:49 Constant:\r
0:49 2 (const int)\r
-0:50 move second child to first child (highp float)\r
+0:50 move second child to first child (temp highp float)\r
0:50 'gl_PointSize' (gl_PointSize highp float)\r
-0:50 direct index (highp float)\r
+0:50 direct index (temp highp float)\r
0:50 'v2' (smooth out highp 2-component vector of float)\r
0:50 Constant:\r
0:50 1 (const int)\r
-0:52 move second child to first child (highp 3-component vector of float)\r
-0:52 c: direct index for structure (highp 3-component vector of float)\r
-0:52 's' (smooth out structure{highp 3-component vector of float c, highp float f})\r
+0:52 move second child to first child (temp highp 3-component vector of float)\r
+0:52 c: direct index for structure (global highp 3-component vector of float)\r
+0:52 's' (smooth out structure{global highp 3-component vector of float c, global highp float f})\r
0:52 Constant:\r
0:52 0 (const int)\r
0:52 'v3' (in highp 3-component vector of float)\r
-0:53 move second child to first child (highp float)\r
-0:53 f: direct index for structure (highp float)\r
-0:53 's' (smooth out structure{highp 3-component vector of float c, highp float f})\r
+0:53 move second child to first child (temp highp float)\r
+0:53 f: direct index for structure (global highp float)\r
+0:53 's' (smooth out structure{global highp 3-component vector of float c, global highp float f})\r
0:53 Constant:\r
0:53 1 (const int)\r
-0:53 'dm' (highp float)\r
+0:53 'dm' (temp highp float)\r
0:68 Sequence\r
-0:68 move second child to first child (2-element array of highp float)\r
-0:68 'okayA' (2-element array of highp float)\r
+0:68 move second child to first child (temp 2-element array of highp float)\r
+0:68 'okayA' (global 2-element array of highp float)\r
0:68 Constant:\r
0:68 3.000000\r
0:68 4.000000\r
-0:71 Function Definition: newVFun( (void)\r
+0:71 Function Definition: newVFun( (global void)\r
0:71 Function Parameters: \r
0:73 Sequence\r
-0:73 move second child to first child (highp 3-component vector of float)\r
+0:73 move second child to first child (temp highp 3-component vector of float)\r
0:73 'newV' (smooth out highp 3-component vector of float)\r
0:73 'v3' (in highp 3-component vector of float)\r
-0:118 Function Definition: foo23( (void)\r
+0:118 Function Definition: foo23( (global void)\r
0:118 Function Parameters: \r
0:120 Sequence\r
0:120 Sequence\r
-0:120 move second child to first child (highp 2-component vector of int)\r
-0:120 'x1' (highp 2-component vector of int)\r
-0:120 Function Call: textureSize(s21;i1; (highp 2-component vector of int)\r
+0:120 move second child to first child (temp highp 2-component vector of int)\r
+0:120 'x1' (temp highp 2-component vector of int)\r
+0:120 Function Call: textureSize(s21;i1; (temp highp 2-component vector of int)\r
0:120 's2D' (uniform lowp sampler2D)\r
0:120 Constant:\r
0:120 2 (const int)\r
0:121 Constant:\r
0:121 0.000000\r
0:122 Sequence\r
-0:122 move second child to first child (highp 3-component vector of int)\r
-0:122 'x3' (highp 3-component vector of int)\r
-0:122 Function Call: textureSize(sAS21;i1; (highp 3-component vector of int)\r
+0:122 move second child to first child (temp highp 3-component vector of int)\r
+0:122 'x3' (temp highp 3-component vector of int)\r
+0:122 Function Call: textureSize(sAS21;i1; (temp highp 3-component vector of int)\r
0:122 's2DAS' (uniform lowp sampler2DArrayShadow)\r
0:122 Constant:\r
0:122 -1 (const int)\r
0:123 Constant:\r
0:123 0.000000\r
0:124 Sequence\r
-0:124 move second child to first child (highp 4-component vector of float)\r
-0:124 'x4' (highp 4-component vector of float)\r
-0:124 Function Call: texture(s21;vf2; (highp 4-component vector of float)\r
+0:124 move second child to first child (temp highp 4-component vector of float)\r
+0:124 'x4' (temp highp 4-component vector of float)\r
+0:124 Function Call: texture(s21;vf2; (global highp 4-component vector of float)\r
0:124 's2D' (uniform lowp sampler2D)\r
0:124 'c2D' (in highp 2-component vector of float)\r
0:125 Constant:\r
0:125 0.000000\r
0:126 Sequence\r
-0:126 move second child to first child (highp 4-component vector of float)\r
-0:126 'x5' (highp 4-component vector of float)\r
-0:126 Function Call: textureProjOffset(s31;vf4;vi3; (highp 4-component vector of float)\r
+0:126 move second child to first child (temp highp 4-component vector of float)\r
+0:126 'x5' (temp highp 4-component vector of float)\r
+0:126 Function Call: textureProjOffset(s31;vf4;vi3; (global highp 4-component vector of float)\r
0:126 's3D' (uniform lowp sampler3D)\r
0:126 Constant:\r
0:126 0.200000\r
0:127 Constant:\r
0:127 0.000000\r
0:128 Sequence\r
-0:128 move second child to first child (highp float)\r
-0:128 'x6' (highp float)\r
-0:128 Function Call: textureProjGradOffset(sS21;vf4;vf2;vf2;vi2; (highp float)\r
+0:128 move second child to first child (temp highp float)\r
+0:128 'x6' (temp highp float)\r
+0:128 Function Call: textureProjGradOffset(sS21;vf4;vf2;vf2;vi2; (global highp float)\r
0:128 's2DS' (uniform lowp sampler2DShadow)\r
0:128 'invIn' (invariant in highp 4-component vector of float)\r
0:128 Constant:\r
0:128 Constant:\r
0:128 1 (const int)\r
0:128 1 (const int)\r
-0:137 Function Definition: foo2349( (void)\r
+0:137 Function Definition: foo2349( (global void)\r
0:137 Function Parameters: \r
0:139 Sequence\r
0:139 Sequence\r
-0:139 move second child to first child (3-element array of highp float)\r
-0:139 'x' (3-element array of highp float)\r
+0:139 move second child to first child (temp 3-element array of highp float)\r
+0:139 'x' (temp 3-element array of highp float)\r
0:139 Constant:\r
0:139 1.000000\r
0:139 2.000000\r
0:139 3.000000\r
0:140 Sequence\r
-0:140 move second child to first child (3-element array of highp float)\r
-0:140 'y' (3-element array of highp float)\r
-0:140 'x' (3-element array of highp float)\r
+0:140 move second child to first child (temp 3-element array of highp float)\r
+0:140 'y' (temp 3-element array of highp float)\r
+0:140 'x' (temp 3-element array of highp float)\r
0:141 Sequence\r
-0:141 move second child to first child (3-element array of highp float)\r
-0:141 'z' (3-element array of highp float)\r
-0:141 'x' (3-element array of highp float)\r
-0:143 move second child to first child (3-element array of highp float)\r
-0:143 'w' (3-element array of highp float)\r
-0:143 'y' (3-element array of highp float)\r
-0:155 Function Definition: gggf(f1; (highp int)\r
+0:141 move second child to first child (temp 3-element array of highp float)\r
+0:141 'z' (temp 3-element array of highp float)\r
+0:141 'x' (temp 3-element array of highp float)\r
+0:143 move second child to first child (temp 3-element array of highp float)\r
+0:143 'w' (temp 3-element array of highp float)\r
+0:143 'y' (temp 3-element array of highp float)\r
+0:155 Function Definition: gggf(f1; (global highp int)\r
0:155 Function Parameters: \r
0:155 'f' (in highp float)\r
0:155 Sequence\r
0:155 Branch: Return with expression\r
0:155 Constant:\r
0:155 2 (const int)\r
-0:158 Function Definition: agggf(f1; (highp int)\r
+0:158 Function Definition: agggf(f1; (global highp int)\r
0:158 Function Parameters: \r
0:158 'f' (in highp float)\r
0:158 Sequence\r
0:? 'rep' (smooth flat out highp 4-component vector of float)\r
0:? 'rep2' (centroid smooth sample out highp 4-component vector of float)\r
0:? 'rep3' (in highp 4-component vector of float)\r
-0:? 's' (smooth out structure{highp 3-component vector of float c, highp float f})\r
-0:? 'badsize' (1-element array of highp float)\r
-0:? 'badsize2' (1-element array of highp float)\r
+0:? 's' (smooth out structure{global highp 3-component vector of float c, global highp float f})\r
+0:? 'badsize' (global 1-element array of highp float)\r
+0:? 'badsize2' (global 1-element array of highp float)\r
0:? 'ubInst' (layout(column_major shared ) uniform 1-element array of block{layout(column_major shared ) uniform 1-element array of highp int a})\r
-0:? 'okayA' (2-element array of highp float)\r
+0:? 'okayA' (global 2-element array of highp float)\r
0:? 'newV' (smooth out highp 3-component vector of float)\r
0:? 'invIn' (in highp 4-component vector of float)\r
-0:? 's2' (smooth out structure{highp 3-component vector of float c, highp float f})\r
-0:? 's3' (invariant smooth out structure{highp 3-component vector of float c, highp float f})\r
+0:? 's2' (smooth out structure{global highp 3-component vector of float c, global highp float f})\r
+0:? 's3' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f})\r
0:? 'a' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp float f})\r
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b23})\r
0:? 's2D' (uniform lowp sampler2D)\r
0:? 's2DS' (uniform lowp sampler2DShadow)\r
0:? 's2DAS' (uniform lowp sampler2DArrayShadow)\r
0:? 'c2D' (in highp 2-component vector of float)\r
-0:? 'ssss' (smooth out structure{highp float f})\r
+0:? 'ssss' (smooth out structure{global highp float f})\r
0:? 'Binst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp int a})\r
-0:? 'Bfoo' (highp int)\r
+0:? 'Bfoo' (global highp int)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:26 Function Definition: main( (void)\r
+0:26 Function Definition: main( (global void)\r
0:26 Function Parameters: \r
0:29 Sequence\r
0:29 Sequence\r
-0:29 move second child to first child (mediump 3-component vector of float)\r
-0:29 'v' (mediump 3-component vector of float)\r
-0:29 mix (mediump 3-component vector of float)\r
-0:29 'x' (mediump 3-component vector of float)\r
-0:29 'y' (mediump 3-component vector of float)\r
-0:29 'bv' (3-component vector of bool)\r
+0:29 move second child to first child (temp mediump 3-component vector of float)\r
+0:29 'v' (temp mediump 3-component vector of float)\r
+0:29 mix (global mediump 3-component vector of float)\r
+0:29 'x' (global mediump 3-component vector of float)\r
+0:29 'y' (global mediump 3-component vector of float)\r
+0:29 'bv' (global 3-component vector of bool)\r
0:30 Sequence\r
-0:30 move second child to first child (mediump 4-component vector of int)\r
-0:30 'iv10' (mediump 4-component vector of int)\r
-0:30 Absolute value (mediump 4-component vector of int)\r
-0:30 'iv4a' (mediump 4-component vector of int)\r
+0:30 move second child to first child (temp mediump 4-component vector of int)\r
+0:30 'iv10' (temp mediump 4-component vector of int)\r
+0:30 Absolute value (global mediump 4-component vector of int)\r
+0:30 'iv4a' (global mediump 4-component vector of int)\r
0:31 Sequence\r
-0:31 move second child to first child (mediump 4-component vector of int)\r
-0:31 'iv11' (mediump 4-component vector of int)\r
-0:31 Sign (mediump 4-component vector of int)\r
-0:31 'iv4a' (mediump 4-component vector of int)\r
+0:31 move second child to first child (temp mediump 4-component vector of int)\r
+0:31 'iv11' (temp mediump 4-component vector of int)\r
+0:31 Sign (global mediump 4-component vector of int)\r
+0:31 'iv4a' (global mediump 4-component vector of int)\r
0:32 Sequence\r
-0:32 move second child to first child (mediump 4-component vector of int)\r
-0:32 'iv12' (mediump 4-component vector of int)\r
-0:32 min (mediump 4-component vector of int)\r
-0:32 'iv4a' (mediump 4-component vector of int)\r
-0:32 'iv4b' (mediump 4-component vector of int)\r
+0:32 move second child to first child (temp mediump 4-component vector of int)\r
+0:32 'iv12' (temp mediump 4-component vector of int)\r
+0:32 min (global mediump 4-component vector of int)\r
+0:32 'iv4a' (global mediump 4-component vector of int)\r
+0:32 'iv4b' (global mediump 4-component vector of int)\r
0:33 Sequence\r
-0:33 move second child to first child (mediump 4-component vector of int)\r
-0:33 'iv13' (mediump 4-component vector of int)\r
-0:33 min (mediump 4-component vector of int)\r
-0:33 'iv4a' (mediump 4-component vector of int)\r
-0:33 'imin' (mediump int)\r
+0:33 move second child to first child (temp mediump 4-component vector of int)\r
+0:33 'iv13' (temp mediump 4-component vector of int)\r
+0:33 min (global mediump 4-component vector of int)\r
+0:33 'iv4a' (global mediump 4-component vector of int)\r
+0:33 'imin' (global mediump int)\r
0:34 Sequence\r
-0:34 move second child to first child (mediump 2-component vector of uint)\r
-0:34 'u' (mediump 2-component vector of uint)\r
-0:34 min (mediump 2-component vector of uint)\r
-0:34 'uv2x' (mediump 2-component vector of uint)\r
-0:34 'uv2y' (mediump 2-component vector of uint)\r
+0:34 move second child to first child (temp mediump 2-component vector of uint)\r
+0:34 'u' (temp mediump 2-component vector of uint)\r
+0:34 min (global mediump 2-component vector of uint)\r
+0:34 'uv2x' (global mediump 2-component vector of uint)\r
+0:34 'uv2y' (global mediump 2-component vector of uint)\r
0:35 Sequence\r
-0:35 move second child to first child (mediump 4-component vector of uint)\r
-0:35 'uv' (mediump 4-component vector of uint)\r
-0:35 min (mediump 4-component vector of uint)\r
-0:35 'uv4y' (mediump 4-component vector of uint)\r
-0:35 'uy' (mediump uint)\r
+0:35 move second child to first child (temp mediump 4-component vector of uint)\r
+0:35 'uv' (temp mediump 4-component vector of uint)\r
+0:35 min (global mediump 4-component vector of uint)\r
+0:35 'uv4y' (global mediump 4-component vector of uint)\r
+0:35 'uy' (global mediump uint)\r
0:36 Sequence\r
-0:36 move second child to first child (mediump 3-component vector of int)\r
-0:36 'iv14' (mediump 3-component vector of int)\r
-0:36 max (mediump 3-component vector of int)\r
-0:36 'iv3a' (mediump 3-component vector of int)\r
-0:36 'iv3b' (mediump 3-component vector of int)\r
+0:36 move second child to first child (temp mediump 3-component vector of int)\r
+0:36 'iv14' (temp mediump 3-component vector of int)\r
+0:36 max (global mediump 3-component vector of int)\r
+0:36 'iv3a' (global mediump 3-component vector of int)\r
+0:36 'iv3b' (global mediump 3-component vector of int)\r
0:37 Sequence\r
-0:37 move second child to first child (mediump 4-component vector of int)\r
-0:37 'iv15' (mediump 4-component vector of int)\r
-0:37 max (mediump 4-component vector of int)\r
-0:37 'iv4a' (mediump 4-component vector of int)\r
-0:37 'imax' (mediump int)\r
+0:37 move second child to first child (temp mediump 4-component vector of int)\r
+0:37 'iv15' (temp mediump 4-component vector of int)\r
+0:37 max (global mediump 4-component vector of int)\r
+0:37 'iv4a' (global mediump 4-component vector of int)\r
+0:37 'imax' (global mediump int)\r
0:38 Sequence\r
-0:38 move second child to first child (mediump 2-component vector of uint)\r
-0:38 'u10' (mediump 2-component vector of uint)\r
-0:38 max (mediump 2-component vector of uint)\r
-0:38 'uv2x' (mediump 2-component vector of uint)\r
-0:38 'uv2y' (mediump 2-component vector of uint)\r
+0:38 move second child to first child (temp mediump 2-component vector of uint)\r
+0:38 'u10' (temp mediump 2-component vector of uint)\r
+0:38 max (global mediump 2-component vector of uint)\r
+0:38 'uv2x' (global mediump 2-component vector of uint)\r
+0:38 'uv2y' (global mediump 2-component vector of uint)\r
0:39 Sequence\r
-0:39 move second child to first child (mediump 2-component vector of uint)\r
-0:39 'u11' (mediump 2-component vector of uint)\r
-0:39 max (mediump 2-component vector of uint)\r
-0:39 'uv2x' (mediump 2-component vector of uint)\r
-0:39 'uy' (mediump uint)\r
+0:39 move second child to first child (temp mediump 2-component vector of uint)\r
+0:39 'u11' (temp mediump 2-component vector of uint)\r
+0:39 max (global mediump 2-component vector of uint)\r
+0:39 'uv2x' (global mediump 2-component vector of uint)\r
+0:39 'uy' (global mediump uint)\r
0:40 Sequence\r
-0:40 move second child to first child (mediump 4-component vector of int)\r
-0:40 'iv16' (mediump 4-component vector of int)\r
-0:40 clamp (mediump 4-component vector of int)\r
-0:40 'iv4a' (mediump 4-component vector of int)\r
-0:40 'iv4a' (mediump 4-component vector of int)\r
-0:40 'iv4b' (mediump 4-component vector of int)\r
+0:40 move second child to first child (temp mediump 4-component vector of int)\r
+0:40 'iv16' (temp mediump 4-component vector of int)\r
+0:40 clamp (global mediump 4-component vector of int)\r
+0:40 'iv4a' (global mediump 4-component vector of int)\r
+0:40 'iv4a' (global mediump 4-component vector of int)\r
+0:40 'iv4b' (global mediump 4-component vector of int)\r
0:41 Sequence\r
-0:41 move second child to first child (mediump 4-component vector of int)\r
-0:41 'iv17' (mediump 4-component vector of int)\r
-0:41 clamp (mediump 4-component vector of int)\r
-0:41 'iv4a' (mediump 4-component vector of int)\r
-0:41 'imin' (mediump int)\r
-0:41 'imax' (mediump int)\r
+0:41 move second child to first child (temp mediump 4-component vector of int)\r
+0:41 'iv17' (temp mediump 4-component vector of int)\r
+0:41 clamp (global mediump 4-component vector of int)\r
+0:41 'iv4a' (global mediump 4-component vector of int)\r
+0:41 'imin' (global mediump int)\r
+0:41 'imax' (global mediump int)\r
0:42 Sequence\r
-0:42 move second child to first child (mediump 2-component vector of uint)\r
-0:42 'u12' (mediump 2-component vector of uint)\r
-0:42 clamp (mediump 2-component vector of uint)\r
-0:42 'uv2x' (mediump 2-component vector of uint)\r
-0:42 'uv2y' (mediump 2-component vector of uint)\r
-0:42 'uv2c' (mediump 2-component vector of uint)\r
+0:42 move second child to first child (temp mediump 2-component vector of uint)\r
+0:42 'u12' (temp mediump 2-component vector of uint)\r
+0:42 clamp (global mediump 2-component vector of uint)\r
+0:42 'uv2x' (global mediump 2-component vector of uint)\r
+0:42 'uv2y' (global mediump 2-component vector of uint)\r
+0:42 'uv2c' (global mediump 2-component vector of uint)\r
0:43 Sequence\r
-0:43 move second child to first child (mediump 4-component vector of uint)\r
-0:43 'uv10' (mediump 4-component vector of uint)\r
-0:43 clamp (mediump 4-component vector of uint)\r
-0:43 'uv4y' (mediump 4-component vector of uint)\r
-0:43 'umin' (mediump uint)\r
-0:43 'umax' (mediump uint)\r
+0:43 move second child to first child (temp mediump 4-component vector of uint)\r
+0:43 'uv10' (temp mediump 4-component vector of uint)\r
+0:43 clamp (global mediump 4-component vector of uint)\r
+0:43 'uv4y' (global mediump 4-component vector of uint)\r
+0:43 'umin' (global mediump uint)\r
+0:43 'umax' (global mediump uint)\r
0:47 Sequence\r
-0:47 move second child to first child (mediump 3-component vector of float)\r
-0:47 'v11' (mediump 3-component vector of float)\r
-0:47 modf (mediump 3-component vector of float)\r
-0:47 'x' (mediump 3-component vector of float)\r
-0:47 'modfOut' (mediump 3-component vector of float)\r
+0:47 move second child to first child (temp mediump 3-component vector of float)\r
+0:47 'v11' (temp mediump 3-component vector of float)\r
+0:47 modf (global mediump 3-component vector of float)\r
+0:47 'x' (global mediump 3-component vector of float)\r
+0:47 'modfOut' (temp mediump 3-component vector of float)\r
0:49 Sequence\r
-0:49 move second child to first child (mediump float)\r
-0:49 't' (mediump float)\r
-0:49 trunc (mediump float)\r
-0:49 'f' (mediump float)\r
+0:49 move second child to first child (temp mediump float)\r
+0:49 't' (temp mediump float)\r
+0:49 trunc (global mediump float)\r
+0:49 'f' (global mediump float)\r
0:50 Sequence\r
-0:50 move second child to first child (mediump 2-component vector of float)\r
-0:50 'v12' (mediump 2-component vector of float)\r
-0:50 round (mediump 2-component vector of float)\r
-0:50 'v2a' (mediump 2-component vector of float)\r
+0:50 move second child to first child (temp mediump 2-component vector of float)\r
+0:50 'v12' (temp mediump 2-component vector of float)\r
+0:50 round (global mediump 2-component vector of float)\r
+0:50 'v2a' (global mediump 2-component vector of float)\r
0:51 Sequence\r
-0:51 move second child to first child (mediump 2-component vector of float)\r
-0:51 'v13' (mediump 2-component vector of float)\r
-0:51 roundEven (mediump 2-component vector of float)\r
-0:51 'v2a' (mediump 2-component vector of float)\r
+0:51 move second child to first child (temp mediump 2-component vector of float)\r
+0:51 'v13' (temp mediump 2-component vector of float)\r
+0:51 roundEven (global mediump 2-component vector of float)\r
+0:51 'v2a' (global mediump 2-component vector of float)\r
0:52 Sequence\r
-0:52 move second child to first child (2-component vector of bool)\r
-0:52 'b10' (2-component vector of bool)\r
-0:52 isnan (2-component vector of bool)\r
-0:52 'v2a' (mediump 2-component vector of float)\r
+0:52 move second child to first child (temp 2-component vector of bool)\r
+0:52 'b10' (temp 2-component vector of bool)\r
+0:52 isnan (global 2-component vector of bool)\r
+0:52 'v2a' (global mediump 2-component vector of float)\r
0:53 Sequence\r
-0:53 move second child to first child (4-component vector of bool)\r
-0:53 'b11' (4-component vector of bool)\r
-0:53 isinf (4-component vector of bool)\r
-0:53 'v4' (mediump 4-component vector of float)\r
+0:53 move second child to first child (temp 4-component vector of bool)\r
+0:53 'b11' (temp 4-component vector of bool)\r
+0:53 isinf (global 4-component vector of bool)\r
+0:53 'v4' (global mediump 4-component vector of float)\r
0:56 Sequence\r
-0:56 move second child to first child (mediump int)\r
-0:56 'i' (mediump int)\r
-0:56 floatBitsToInt (mediump int)\r
-0:56 'f' (mediump float)\r
+0:56 move second child to first child (temp mediump int)\r
+0:56 'i' (temp mediump int)\r
+0:56 floatBitsToInt (global mediump int)\r
+0:56 'f' (global mediump float)\r
0:57 Sequence\r
-0:57 move second child to first child (mediump 4-component vector of uint)\r
-0:57 'uv11' (mediump 4-component vector of uint)\r
-0:57 floatBitsToUint (mediump 4-component vector of uint)\r
-0:57 'v4' (mediump 4-component vector of float)\r
+0:57 move second child to first child (temp mediump 4-component vector of uint)\r
+0:57 'uv11' (temp mediump 4-component vector of uint)\r
+0:57 floatBitsToUint (global mediump 4-component vector of uint)\r
+0:57 'v4' (global mediump 4-component vector of float)\r
0:58 Sequence\r
-0:58 move second child to first child (mediump 4-component vector of float)\r
-0:58 'v14' (mediump 4-component vector of float)\r
-0:58 intBitsToFloat (mediump 4-component vector of float)\r
-0:58 'iv4a' (mediump 4-component vector of int)\r
+0:58 move second child to first child (temp mediump 4-component vector of float)\r
+0:58 'v14' (temp mediump 4-component vector of float)\r
+0:58 intBitsToFloat (global mediump 4-component vector of float)\r
+0:58 'iv4a' (global mediump 4-component vector of int)\r
0:59 Sequence\r
-0:59 move second child to first child (mediump 2-component vector of float)\r
-0:59 'v15' (mediump 2-component vector of float)\r
-0:59 uintBitsToFloat (mediump 2-component vector of float)\r
-0:59 'uv2c' (mediump 2-component vector of uint)\r
+0:59 move second child to first child (temp mediump 2-component vector of float)\r
+0:59 'v15' (temp mediump 2-component vector of float)\r
+0:59 uintBitsToFloat (global mediump 2-component vector of float)\r
+0:59 'uv2c' (global mediump 2-component vector of uint)\r
0:62 Sequence\r
-0:62 move second child to first child (highp uint)\r
-0:62 'u19' (mediump uint)\r
-0:62 packSnorm2x16 (highp uint)\r
-0:62 'v2a' (mediump 2-component vector of float)\r
+0:62 move second child to first child (temp highp uint)\r
+0:62 'u19' (temp mediump uint)\r
+0:62 packSnorm2x16 (temp highp uint)\r
+0:62 'v2a' (global mediump 2-component vector of float)\r
0:63 Sequence\r
-0:63 move second child to first child (highp 2-component vector of float)\r
-0:63 'v20' (mediump 2-component vector of float)\r
-0:63 unpackSnorm2x16 (highp 2-component vector of float)\r
-0:63 'uy' (mediump uint)\r
+0:63 move second child to first child (temp highp 2-component vector of float)\r
+0:63 'v20' (temp mediump 2-component vector of float)\r
+0:63 unpackSnorm2x16 (temp highp 2-component vector of float)\r
+0:63 'uy' (global mediump uint)\r
0:64 Sequence\r
-0:64 move second child to first child (highp uint)\r
-0:64 'u15' (mediump uint)\r
-0:64 packUnorm2x16 (highp uint)\r
-0:64 'v2a' (mediump 2-component vector of float)\r
+0:64 move second child to first child (temp highp uint)\r
+0:64 'u15' (temp mediump uint)\r
+0:64 packUnorm2x16 (temp highp uint)\r
+0:64 'v2a' (global mediump 2-component vector of float)\r
0:65 Sequence\r
-0:65 move second child to first child (highp 2-component vector of float)\r
-0:65 'v16' (mediump 2-component vector of float)\r
-0:65 unpackUnorm2x16 (highp 2-component vector of float)\r
-0:65 'uy' (mediump uint)\r
+0:65 move second child to first child (temp highp 2-component vector of float)\r
+0:65 'v16' (temp mediump 2-component vector of float)\r
+0:65 unpackUnorm2x16 (temp highp 2-component vector of float)\r
+0:65 'uy' (global mediump uint)\r
0:66 Sequence\r
-0:66 move second child to first child (highp uint)\r
-0:66 'u17' (mediump uint)\r
-0:66 packHalf2x16 (highp uint)\r
-0:66 'v2b' (mediump 2-component vector of float)\r
+0:66 move second child to first child (temp highp uint)\r
+0:66 'u17' (temp mediump uint)\r
+0:66 packHalf2x16 (temp highp uint)\r
+0:66 'v2b' (global mediump 2-component vector of float)\r
0:67 Sequence\r
-0:67 move second child to first child (mediump 2-component vector of float)\r
-0:67 'v18' (mediump 2-component vector of float)\r
-0:67 unpackHalf2x16 (mediump 2-component vector of float)\r
-0:67 'uy' (mediump uint)\r
+0:67 move second child to first child (temp mediump 2-component vector of float)\r
+0:67 'v18' (temp mediump 2-component vector of float)\r
+0:67 unpackHalf2x16 (temp mediump 2-component vector of float)\r
+0:67 'uy' (global mediump uint)\r
0:70 Constant:\r
0:70 0.000000\r
0:? Linker Objects\r
-0:? 'imax' (mediump int)\r
-0:? 'imin' (mediump int)\r
-0:? 'umax' (mediump uint)\r
-0:? 'umin' (mediump uint)\r
-0:? 'x' (mediump 3-component vector of float)\r
-0:? 'y' (mediump 3-component vector of float)\r
-0:? 'bv' (3-component vector of bool)\r
-0:? 'uy' (mediump uint)\r
-0:? 'uv2c' (mediump 2-component vector of uint)\r
-0:? 'uv2y' (mediump 2-component vector of uint)\r
-0:? 'uv2x' (mediump 2-component vector of uint)\r
-0:? 'uv4y' (mediump 4-component vector of uint)\r
-0:? 'iv3a' (mediump 3-component vector of int)\r
-0:? 'iv3b' (mediump 3-component vector of int)\r
-0:? 'iv4a' (mediump 4-component vector of int)\r
-0:? 'iv4b' (mediump 4-component vector of int)\r
-0:? 'f' (mediump float)\r
-0:? 'v2a' (mediump 2-component vector of float)\r
-0:? 'v2b' (mediump 2-component vector of float)\r
-0:? 'v4' (mediump 4-component vector of float)\r
+0:? 'imax' (global mediump int)\r
+0:? 'imin' (global mediump int)\r
+0:? 'umax' (global mediump uint)\r
+0:? 'umin' (global mediump uint)\r
+0:? 'x' (global mediump 3-component vector of float)\r
+0:? 'y' (global mediump 3-component vector of float)\r
+0:? 'bv' (global 3-component vector of bool)\r
+0:? 'uy' (global mediump uint)\r
+0:? 'uv2c' (global mediump 2-component vector of uint)\r
+0:? 'uv2y' (global mediump 2-component vector of uint)\r
+0:? 'uv2x' (global mediump 2-component vector of uint)\r
+0:? 'uv4y' (global mediump 4-component vector of uint)\r
+0:? 'iv3a' (global mediump 3-component vector of int)\r
+0:? 'iv3b' (global mediump 3-component vector of int)\r
+0:? 'iv4a' (global mediump 4-component vector of int)\r
+0:? 'iv4b' (global mediump 4-component vector of int)\r
+0:? 'f' (global mediump float)\r
+0:? 'v2a' (global mediump 2-component vector of float)\r
+0:? 'v2b' (global mediump 2-component vector of float)\r
+0:? 'v4' (global mediump 4-component vector of float)\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:26 Function Definition: main( (void)\r
+0:26 Function Definition: main( (global void)\r
0:26 Function Parameters: \r
0:29 Sequence\r
0:29 Sequence\r
-0:29 move second child to first child (mediump 3-component vector of float)\r
-0:29 'v' (mediump 3-component vector of float)\r
-0:29 mix (mediump 3-component vector of float)\r
-0:29 'x' (mediump 3-component vector of float)\r
-0:29 'y' (mediump 3-component vector of float)\r
-0:29 'bv' (3-component vector of bool)\r
+0:29 move second child to first child (temp mediump 3-component vector of float)\r
+0:29 'v' (temp mediump 3-component vector of float)\r
+0:29 mix (global mediump 3-component vector of float)\r
+0:29 'x' (global mediump 3-component vector of float)\r
+0:29 'y' (global mediump 3-component vector of float)\r
+0:29 'bv' (global 3-component vector of bool)\r
0:30 Sequence\r
-0:30 move second child to first child (mediump 4-component vector of int)\r
-0:30 'iv10' (mediump 4-component vector of int)\r
-0:30 Absolute value (mediump 4-component vector of int)\r
-0:30 'iv4a' (mediump 4-component vector of int)\r
+0:30 move second child to first child (temp mediump 4-component vector of int)\r
+0:30 'iv10' (temp mediump 4-component vector of int)\r
+0:30 Absolute value (global mediump 4-component vector of int)\r
+0:30 'iv4a' (global mediump 4-component vector of int)\r
0:31 Sequence\r
-0:31 move second child to first child (mediump 4-component vector of int)\r
-0:31 'iv11' (mediump 4-component vector of int)\r
-0:31 Sign (mediump 4-component vector of int)\r
-0:31 'iv4a' (mediump 4-component vector of int)\r
+0:31 move second child to first child (temp mediump 4-component vector of int)\r
+0:31 'iv11' (temp mediump 4-component vector of int)\r
+0:31 Sign (global mediump 4-component vector of int)\r
+0:31 'iv4a' (global mediump 4-component vector of int)\r
0:32 Sequence\r
-0:32 move second child to first child (mediump 4-component vector of int)\r
-0:32 'iv12' (mediump 4-component vector of int)\r
-0:32 min (mediump 4-component vector of int)\r
-0:32 'iv4a' (mediump 4-component vector of int)\r
-0:32 'iv4b' (mediump 4-component vector of int)\r
+0:32 move second child to first child (temp mediump 4-component vector of int)\r
+0:32 'iv12' (temp mediump 4-component vector of int)\r
+0:32 min (global mediump 4-component vector of int)\r
+0:32 'iv4a' (global mediump 4-component vector of int)\r
+0:32 'iv4b' (global mediump 4-component vector of int)\r
0:33 Sequence\r
-0:33 move second child to first child (mediump 4-component vector of int)\r
-0:33 'iv13' (mediump 4-component vector of int)\r
-0:33 min (mediump 4-component vector of int)\r
-0:33 'iv4a' (mediump 4-component vector of int)\r
-0:33 'imin' (mediump int)\r
+0:33 move second child to first child (temp mediump 4-component vector of int)\r
+0:33 'iv13' (temp mediump 4-component vector of int)\r
+0:33 min (global mediump 4-component vector of int)\r
+0:33 'iv4a' (global mediump 4-component vector of int)\r
+0:33 'imin' (global mediump int)\r
0:34 Sequence\r
-0:34 move second child to first child (mediump 2-component vector of uint)\r
-0:34 'u' (mediump 2-component vector of uint)\r
-0:34 min (mediump 2-component vector of uint)\r
-0:34 'uv2x' (mediump 2-component vector of uint)\r
-0:34 'uv2y' (mediump 2-component vector of uint)\r
+0:34 move second child to first child (temp mediump 2-component vector of uint)\r
+0:34 'u' (temp mediump 2-component vector of uint)\r
+0:34 min (global mediump 2-component vector of uint)\r
+0:34 'uv2x' (global mediump 2-component vector of uint)\r
+0:34 'uv2y' (global mediump 2-component vector of uint)\r
0:35 Sequence\r
-0:35 move second child to first child (mediump 4-component vector of uint)\r
-0:35 'uv' (mediump 4-component vector of uint)\r
-0:35 min (mediump 4-component vector of uint)\r
-0:35 'uv4y' (mediump 4-component vector of uint)\r
-0:35 'uy' (mediump uint)\r
+0:35 move second child to first child (temp mediump 4-component vector of uint)\r
+0:35 'uv' (temp mediump 4-component vector of uint)\r
+0:35 min (global mediump 4-component vector of uint)\r
+0:35 'uv4y' (global mediump 4-component vector of uint)\r
+0:35 'uy' (global mediump uint)\r
0:36 Sequence\r
-0:36 move second child to first child (mediump 3-component vector of int)\r
-0:36 'iv14' (mediump 3-component vector of int)\r
-0:36 max (mediump 3-component vector of int)\r
-0:36 'iv3a' (mediump 3-component vector of int)\r
-0:36 'iv3b' (mediump 3-component vector of int)\r
+0:36 move second child to first child (temp mediump 3-component vector of int)\r
+0:36 'iv14' (temp mediump 3-component vector of int)\r
+0:36 max (global mediump 3-component vector of int)\r
+0:36 'iv3a' (global mediump 3-component vector of int)\r
+0:36 'iv3b' (global mediump 3-component vector of int)\r
0:37 Sequence\r
-0:37 move second child to first child (mediump 4-component vector of int)\r
-0:37 'iv15' (mediump 4-component vector of int)\r
-0:37 max (mediump 4-component vector of int)\r
-0:37 'iv4a' (mediump 4-component vector of int)\r
-0:37 'imax' (mediump int)\r
+0:37 move second child to first child (temp mediump 4-component vector of int)\r
+0:37 'iv15' (temp mediump 4-component vector of int)\r
+0:37 max (global mediump 4-component vector of int)\r
+0:37 'iv4a' (global mediump 4-component vector of int)\r
+0:37 'imax' (global mediump int)\r
0:38 Sequence\r
-0:38 move second child to first child (mediump 2-component vector of uint)\r
-0:38 'u10' (mediump 2-component vector of uint)\r
-0:38 max (mediump 2-component vector of uint)\r
-0:38 'uv2x' (mediump 2-component vector of uint)\r
-0:38 'uv2y' (mediump 2-component vector of uint)\r
+0:38 move second child to first child (temp mediump 2-component vector of uint)\r
+0:38 'u10' (temp mediump 2-component vector of uint)\r
+0:38 max (global mediump 2-component vector of uint)\r
+0:38 'uv2x' (global mediump 2-component vector of uint)\r
+0:38 'uv2y' (global mediump 2-component vector of uint)\r
0:39 Sequence\r
-0:39 move second child to first child (mediump 2-component vector of uint)\r
-0:39 'u11' (mediump 2-component vector of uint)\r
-0:39 max (mediump 2-component vector of uint)\r
-0:39 'uv2x' (mediump 2-component vector of uint)\r
-0:39 'uy' (mediump uint)\r
+0:39 move second child to first child (temp mediump 2-component vector of uint)\r
+0:39 'u11' (temp mediump 2-component vector of uint)\r
+0:39 max (global mediump 2-component vector of uint)\r
+0:39 'uv2x' (global mediump 2-component vector of uint)\r
+0:39 'uy' (global mediump uint)\r
0:40 Sequence\r
-0:40 move second child to first child (mediump 4-component vector of int)\r
-0:40 'iv16' (mediump 4-component vector of int)\r
-0:40 clamp (mediump 4-component vector of int)\r
-0:40 'iv4a' (mediump 4-component vector of int)\r
-0:40 'iv4a' (mediump 4-component vector of int)\r
-0:40 'iv4b' (mediump 4-component vector of int)\r
+0:40 move second child to first child (temp mediump 4-component vector of int)\r
+0:40 'iv16' (temp mediump 4-component vector of int)\r
+0:40 clamp (global mediump 4-component vector of int)\r
+0:40 'iv4a' (global mediump 4-component vector of int)\r
+0:40 'iv4a' (global mediump 4-component vector of int)\r
+0:40 'iv4b' (global mediump 4-component vector of int)\r
0:41 Sequence\r
-0:41 move second child to first child (mediump 4-component vector of int)\r
-0:41 'iv17' (mediump 4-component vector of int)\r
-0:41 clamp (mediump 4-component vector of int)\r
-0:41 'iv4a' (mediump 4-component vector of int)\r
-0:41 'imin' (mediump int)\r
-0:41 'imax' (mediump int)\r
+0:41 move second child to first child (temp mediump 4-component vector of int)\r
+0:41 'iv17' (temp mediump 4-component vector of int)\r
+0:41 clamp (global mediump 4-component vector of int)\r
+0:41 'iv4a' (global mediump 4-component vector of int)\r
+0:41 'imin' (global mediump int)\r
+0:41 'imax' (global mediump int)\r
0:42 Sequence\r
-0:42 move second child to first child (mediump 2-component vector of uint)\r
-0:42 'u12' (mediump 2-component vector of uint)\r
-0:42 clamp (mediump 2-component vector of uint)\r
-0:42 'uv2x' (mediump 2-component vector of uint)\r
-0:42 'uv2y' (mediump 2-component vector of uint)\r
-0:42 'uv2c' (mediump 2-component vector of uint)\r
+0:42 move second child to first child (temp mediump 2-component vector of uint)\r
+0:42 'u12' (temp mediump 2-component vector of uint)\r
+0:42 clamp (global mediump 2-component vector of uint)\r
+0:42 'uv2x' (global mediump 2-component vector of uint)\r
+0:42 'uv2y' (global mediump 2-component vector of uint)\r
+0:42 'uv2c' (global mediump 2-component vector of uint)\r
0:43 Sequence\r
-0:43 move second child to first child (mediump 4-component vector of uint)\r
-0:43 'uv10' (mediump 4-component vector of uint)\r
-0:43 clamp (mediump 4-component vector of uint)\r
-0:43 'uv4y' (mediump 4-component vector of uint)\r
-0:43 'umin' (mediump uint)\r
-0:43 'umax' (mediump uint)\r
+0:43 move second child to first child (temp mediump 4-component vector of uint)\r
+0:43 'uv10' (temp mediump 4-component vector of uint)\r
+0:43 clamp (global mediump 4-component vector of uint)\r
+0:43 'uv4y' (global mediump 4-component vector of uint)\r
+0:43 'umin' (global mediump uint)\r
+0:43 'umax' (global mediump uint)\r
0:47 Sequence\r
-0:47 move second child to first child (mediump 3-component vector of float)\r
-0:47 'v11' (mediump 3-component vector of float)\r
-0:47 modf (mediump 3-component vector of float)\r
-0:47 'x' (mediump 3-component vector of float)\r
-0:47 'modfOut' (mediump 3-component vector of float)\r
+0:47 move second child to first child (temp mediump 3-component vector of float)\r
+0:47 'v11' (temp mediump 3-component vector of float)\r
+0:47 modf (global mediump 3-component vector of float)\r
+0:47 'x' (global mediump 3-component vector of float)\r
+0:47 'modfOut' (temp mediump 3-component vector of float)\r
0:49 Sequence\r
-0:49 move second child to first child (mediump float)\r
-0:49 't' (mediump float)\r
-0:49 trunc (mediump float)\r
-0:49 'f' (mediump float)\r
+0:49 move second child to first child (temp mediump float)\r
+0:49 't' (temp mediump float)\r
+0:49 trunc (global mediump float)\r
+0:49 'f' (global mediump float)\r
0:50 Sequence\r
-0:50 move second child to first child (mediump 2-component vector of float)\r
-0:50 'v12' (mediump 2-component vector of float)\r
-0:50 round (mediump 2-component vector of float)\r
-0:50 'v2a' (mediump 2-component vector of float)\r
+0:50 move second child to first child (temp mediump 2-component vector of float)\r
+0:50 'v12' (temp mediump 2-component vector of float)\r
+0:50 round (global mediump 2-component vector of float)\r
+0:50 'v2a' (global mediump 2-component vector of float)\r
0:51 Sequence\r
-0:51 move second child to first child (mediump 2-component vector of float)\r
-0:51 'v13' (mediump 2-component vector of float)\r
-0:51 roundEven (mediump 2-component vector of float)\r
-0:51 'v2a' (mediump 2-component vector of float)\r
+0:51 move second child to first child (temp mediump 2-component vector of float)\r
+0:51 'v13' (temp mediump 2-component vector of float)\r
+0:51 roundEven (global mediump 2-component vector of float)\r
+0:51 'v2a' (global mediump 2-component vector of float)\r
0:52 Sequence\r
-0:52 move second child to first child (2-component vector of bool)\r
-0:52 'b10' (2-component vector of bool)\r
-0:52 isnan (2-component vector of bool)\r
-0:52 'v2a' (mediump 2-component vector of float)\r
+0:52 move second child to first child (temp 2-component vector of bool)\r
+0:52 'b10' (temp 2-component vector of bool)\r
+0:52 isnan (global 2-component vector of bool)\r
+0:52 'v2a' (global mediump 2-component vector of float)\r
0:53 Sequence\r
-0:53 move second child to first child (4-component vector of bool)\r
-0:53 'b11' (4-component vector of bool)\r
-0:53 isinf (4-component vector of bool)\r
-0:53 'v4' (mediump 4-component vector of float)\r
+0:53 move second child to first child (temp 4-component vector of bool)\r
+0:53 'b11' (temp 4-component vector of bool)\r
+0:53 isinf (global 4-component vector of bool)\r
+0:53 'v4' (global mediump 4-component vector of float)\r
0:56 Sequence\r
-0:56 move second child to first child (mediump int)\r
-0:56 'i' (mediump int)\r
-0:56 floatBitsToInt (mediump int)\r
-0:56 'f' (mediump float)\r
+0:56 move second child to first child (temp mediump int)\r
+0:56 'i' (temp mediump int)\r
+0:56 floatBitsToInt (global mediump int)\r
+0:56 'f' (global mediump float)\r
0:57 Sequence\r
-0:57 move second child to first child (mediump 4-component vector of uint)\r
-0:57 'uv11' (mediump 4-component vector of uint)\r
-0:57 floatBitsToUint (mediump 4-component vector of uint)\r
-0:57 'v4' (mediump 4-component vector of float)\r
+0:57 move second child to first child (temp mediump 4-component vector of uint)\r
+0:57 'uv11' (temp mediump 4-component vector of uint)\r
+0:57 floatBitsToUint (global mediump 4-component vector of uint)\r
+0:57 'v4' (global mediump 4-component vector of float)\r
0:58 Sequence\r
-0:58 move second child to first child (mediump 4-component vector of float)\r
-0:58 'v14' (mediump 4-component vector of float)\r
-0:58 intBitsToFloat (mediump 4-component vector of float)\r
-0:58 'iv4a' (mediump 4-component vector of int)\r
+0:58 move second child to first child (temp mediump 4-component vector of float)\r
+0:58 'v14' (temp mediump 4-component vector of float)\r
+0:58 intBitsToFloat (global mediump 4-component vector of float)\r
+0:58 'iv4a' (global mediump 4-component vector of int)\r
0:59 Sequence\r
-0:59 move second child to first child (mediump 2-component vector of float)\r
-0:59 'v15' (mediump 2-component vector of float)\r
-0:59 uintBitsToFloat (mediump 2-component vector of float)\r
-0:59 'uv2c' (mediump 2-component vector of uint)\r
+0:59 move second child to first child (temp mediump 2-component vector of float)\r
+0:59 'v15' (temp mediump 2-component vector of float)\r
+0:59 uintBitsToFloat (global mediump 2-component vector of float)\r
+0:59 'uv2c' (global mediump 2-component vector of uint)\r
0:62 Sequence\r
-0:62 move second child to first child (highp uint)\r
-0:62 'u19' (mediump uint)\r
-0:62 packSnorm2x16 (highp uint)\r
-0:62 'v2a' (mediump 2-component vector of float)\r
+0:62 move second child to first child (temp highp uint)\r
+0:62 'u19' (temp mediump uint)\r
+0:62 packSnorm2x16 (temp highp uint)\r
+0:62 'v2a' (global mediump 2-component vector of float)\r
0:63 Sequence\r
-0:63 move second child to first child (highp 2-component vector of float)\r
-0:63 'v20' (mediump 2-component vector of float)\r
-0:63 unpackSnorm2x16 (highp 2-component vector of float)\r
-0:63 'uy' (mediump uint)\r
+0:63 move second child to first child (temp highp 2-component vector of float)\r
+0:63 'v20' (temp mediump 2-component vector of float)\r
+0:63 unpackSnorm2x16 (temp highp 2-component vector of float)\r
+0:63 'uy' (global mediump uint)\r
0:64 Sequence\r
-0:64 move second child to first child (highp uint)\r
-0:64 'u15' (mediump uint)\r
-0:64 packUnorm2x16 (highp uint)\r
-0:64 'v2a' (mediump 2-component vector of float)\r
+0:64 move second child to first child (temp highp uint)\r
+0:64 'u15' (temp mediump uint)\r
+0:64 packUnorm2x16 (temp highp uint)\r
+0:64 'v2a' (global mediump 2-component vector of float)\r
0:65 Sequence\r
-0:65 move second child to first child (highp 2-component vector of float)\r
-0:65 'v16' (mediump 2-component vector of float)\r
-0:65 unpackUnorm2x16 (highp 2-component vector of float)\r
-0:65 'uy' (mediump uint)\r
+0:65 move second child to first child (temp highp 2-component vector of float)\r
+0:65 'v16' (temp mediump 2-component vector of float)\r
+0:65 unpackUnorm2x16 (temp highp 2-component vector of float)\r
+0:65 'uy' (global mediump uint)\r
0:66 Sequence\r
-0:66 move second child to first child (highp uint)\r
-0:66 'u17' (mediump uint)\r
-0:66 packHalf2x16 (highp uint)\r
-0:66 'v2b' (mediump 2-component vector of float)\r
+0:66 move second child to first child (temp highp uint)\r
+0:66 'u17' (temp mediump uint)\r
+0:66 packHalf2x16 (temp highp uint)\r
+0:66 'v2b' (global mediump 2-component vector of float)\r
0:67 Sequence\r
-0:67 move second child to first child (mediump 2-component vector of float)\r
-0:67 'v18' (mediump 2-component vector of float)\r
-0:67 unpackHalf2x16 (mediump 2-component vector of float)\r
-0:67 'uy' (mediump uint)\r
+0:67 move second child to first child (temp mediump 2-component vector of float)\r
+0:67 'v18' (temp mediump 2-component vector of float)\r
+0:67 unpackHalf2x16 (temp mediump 2-component vector of float)\r
+0:67 'uy' (global mediump uint)\r
0:70 Constant:\r
0:70 0.000000\r
0:? Linker Objects\r
-0:? 'imax' (mediump int)\r
-0:? 'imin' (mediump int)\r
-0:? 'umax' (mediump uint)\r
-0:? 'umin' (mediump uint)\r
-0:? 'x' (mediump 3-component vector of float)\r
-0:? 'y' (mediump 3-component vector of float)\r
-0:? 'bv' (3-component vector of bool)\r
-0:? 'uy' (mediump uint)\r
-0:? 'uv2c' (mediump 2-component vector of uint)\r
-0:? 'uv2y' (mediump 2-component vector of uint)\r
-0:? 'uv2x' (mediump 2-component vector of uint)\r
-0:? 'uv4y' (mediump 4-component vector of uint)\r
-0:? 'iv3a' (mediump 3-component vector of int)\r
-0:? 'iv3b' (mediump 3-component vector of int)\r
-0:? 'iv4a' (mediump 4-component vector of int)\r
-0:? 'iv4b' (mediump 4-component vector of int)\r
-0:? 'f' (mediump float)\r
-0:? 'v2a' (mediump 2-component vector of float)\r
-0:? 'v2b' (mediump 2-component vector of float)\r
-0:? 'v4' (mediump 4-component vector of float)\r
+0:? 'imax' (global mediump int)\r
+0:? 'imin' (global mediump int)\r
+0:? 'umax' (global mediump uint)\r
+0:? 'umin' (global mediump uint)\r
+0:? 'x' (global mediump 3-component vector of float)\r
+0:? 'y' (global mediump 3-component vector of float)\r
+0:? 'bv' (global 3-component vector of bool)\r
+0:? 'uy' (global mediump uint)\r
+0:? 'uv2c' (global mediump 2-component vector of uint)\r
+0:? 'uv2y' (global mediump 2-component vector of uint)\r
+0:? 'uv2x' (global mediump 2-component vector of uint)\r
+0:? 'uv4y' (global mediump 4-component vector of uint)\r
+0:? 'iv3a' (global mediump 3-component vector of int)\r
+0:? 'iv3b' (global mediump 3-component vector of int)\r
+0:? 'iv4a' (global mediump 4-component vector of int)\r
+0:? 'iv4b' (global mediump 4-component vector of int)\r
+0:? 'f' (global mediump float)\r
+0:? 'v2a' (global mediump 2-component vector of float)\r
+0:? 'v2b' (global mediump 2-component vector of float)\r
+0:? 'v4' (global mediump 4-component vector of float)\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:42 Function Definition: main( (void)\r
+0:42 Function Definition: main( (global void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
-0:44 Function Call: texture(is31;vf3; (mediump 4-component vector of int)\r
-0:44 sampler: direct index for structure (lowp isampler3D)\r
-0:44 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})\r
+0:44 Function Call: texture(is31;vf3; (global mediump 4-component vector of int)\r
+0:44 sampler: direct index for structure (temp lowp isampler3D)\r
+0:44 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t})\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 Construct vec3 (3-component vector of float)\r
-0:44 Convert int to float (float)\r
+0:44 Construct vec3 (temp 3-component vector of float)\r
+0:44 Convert int to float (temp float)\r
0:44 ni: direct index for structure (layout(column_major shared ) uniform mediump int)\r
0:44 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:44 Constant:\r
0:44 1 (const int)\r
-0:44 Convert uint to float (float)\r
-0:44 direct index (mediump uint)\r
+0:44 Convert uint to float (temp float)\r
+0:44 direct index (temp mediump uint)\r
0:44 bv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint)\r
-0:44 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})\r
+0:44 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{global mediump int a} t, layout(column_major shared ) uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} fbs})\r
0:44 Constant:\r
0:44 0 (const uint)\r
0:44 Constant:\r
0:44 1 (const int)\r
-0:44 Convert uint to float (float)\r
-0:44 direct index (mediump uint)\r
+0:44 Convert uint to float (temp float)\r
+0:44 direct index (temp mediump uint)\r
0:44 nbv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint)\r
-0:44 direct index (layout(column_major shared ) block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
+0:44 direct index (layout(column_major shared ) temp block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:44 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 0 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:45 indirect index (layout(column_major shared ) block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
+0:45 indirect index (layout(column_major shared ) temp block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:45 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
-0:45 direct index (mediump uint)\r
-0:45 v: direct index for structure (mediump 4-component vector of uint)\r
-0:45 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})\r
+0:45 direct index (temp mediump uint)\r
+0:45 v: direct index for structure (global mediump 4-component vector of uint)\r
+0:45 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t})\r
0:45 Constant:\r
0:45 1 (const int)\r
0:45 Constant:\r
0:45 0 (const int)\r
0:? Linker Objects\r
-0:? 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})\r
-0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})\r
+0:? 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t})\r
+0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{global mediump int a} t, layout(column_major shared ) uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} fbs})\r
0:? 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:? 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f, layout(column_major shared ) uniform mediump uint u})\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:42 Function Definition: main( (void)\r
+0:42 Function Definition: main( (global void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
-0:44 Function Call: texture(is31;vf3; (mediump 4-component vector of int)\r
-0:44 sampler: direct index for structure (lowp isampler3D)\r
-0:44 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})\r
+0:44 Function Call: texture(is31;vf3; (global mediump 4-component vector of int)\r
+0:44 sampler: direct index for structure (temp lowp isampler3D)\r
+0:44 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t})\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 Construct vec3 (3-component vector of float)\r
-0:44 Convert int to float (float)\r
+0:44 Construct vec3 (temp 3-component vector of float)\r
+0:44 Convert int to float (temp float)\r
0:44 ni: direct index for structure (layout(column_major shared ) uniform mediump int)\r
0:44 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:44 Constant:\r
0:44 1 (const int)\r
-0:44 Convert uint to float (float)\r
-0:44 direct index (mediump uint)\r
+0:44 Convert uint to float (temp float)\r
+0:44 direct index (temp mediump uint)\r
0:44 bv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint)\r
-0:44 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})\r
+0:44 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{global mediump int a} t, layout(column_major shared ) uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} fbs})\r
0:44 Constant:\r
0:44 0 (const uint)\r
0:44 Constant:\r
0:44 1 (const int)\r
-0:44 Convert uint to float (float)\r
-0:44 direct index (mediump uint)\r
+0:44 Convert uint to float (temp float)\r
+0:44 direct index (temp mediump uint)\r
0:44 nbv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint)\r
-0:44 direct index (layout(column_major shared ) block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
+0:44 direct index (layout(column_major shared ) temp block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:44 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 0 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:45 indirect index (layout(column_major shared ) block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
+0:45 indirect index (layout(column_major shared ) temp block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:45 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
-0:45 direct index (mediump uint)\r
-0:45 v: direct index for structure (mediump 4-component vector of uint)\r
-0:45 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})\r
+0:45 direct index (temp mediump uint)\r
+0:45 v: direct index for structure (global mediump 4-component vector of uint)\r
+0:45 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t})\r
0:45 Constant:\r
0:45 1 (const int)\r
0:45 Constant:\r
0:45 0 (const int)\r
0:? Linker Objects\r
-0:? 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})\r
-0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})\r
+0:? 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t})\r
+0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{global mediump int a} t, layout(column_major shared ) uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, temp lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} fbs})\r
0:? 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:? 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})\r
0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f, layout(column_major shared ) uniform mediump uint u})\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
-0:12 move second child to first child (mediump 4-component vector of float)\r
+0:12 move second child to first child (temp mediump 4-component vector of float)\r
0:12 'c' (layout(location=1 ) out mediump 4-component vector of float)\r
0:12 'color' (layout(location=2 ) smooth in mediump 4-component vector of float)\r
-0:13 move second child to first child (mediump 4-component vector of float)\r
+0:13 move second child to first child (temp mediump 4-component vector of float)\r
0:13 'p' (layout(location=3 ) out mediump 4-component vector of float)\r
0:13 'pos' (smooth in mediump 4-component vector of float)\r
-0:14 move second child to first child (mediump 4-component vector of float)\r
-0:14 direct index (layout(location=4 ) mediump 4-component vector of float)\r
+0:14 move second child to first child (temp mediump 4-component vector of float)\r
+0:14 direct index (layout(location=4 ) temp mediump 4-component vector of float)\r
0:14 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float)\r
0:14 Constant:\r
0:14 1 (const int)\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
-0:12 move second child to first child (mediump 4-component vector of float)\r
+0:12 move second child to first child (temp mediump 4-component vector of float)\r
0:12 'c' (layout(location=1 ) out mediump 4-component vector of float)\r
0:12 'color' (layout(location=2 ) smooth in mediump 4-component vector of float)\r
-0:13 move second child to first child (mediump 4-component vector of float)\r
+0:13 move second child to first child (temp mediump 4-component vector of float)\r
0:13 'p' (layout(location=3 ) out mediump 4-component vector of float)\r
0:13 'pos' (smooth in mediump 4-component vector of float)\r
-0:14 move second child to first child (mediump 4-component vector of float)\r
-0:14 direct index (layout(location=4 ) mediump 4-component vector of float)\r
+0:14 move second child to first child (temp mediump 4-component vector of float)\r
+0:14 direct index (layout(location=4 ) temp mediump 4-component vector of float)\r
0:14 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float)\r
0:14 Constant:\r
0:14 1 (const int)\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:44 Function Definition: main( (void)\r
+0:44 Function Definition: main( (global void)\r
0:44 Function Parameters: \r
0:46 Sequence\r
-0:46 move second child to first child (highp 4-component vector of float)\r
+0:46 move second child to first child (temp highp 4-component vector of float)\r
0:46 'pos' (smooth out highp 4-component vector of float)\r
-0:46 vector-times-matrix (highp 4-component vector of float)\r
+0:46 vector-times-matrix (temp highp 4-component vector of float)\r
0:46 'p' (layout(location=3 ) in highp 4-component vector of float)\r
-0:46 add (highp 4X4 matrix of float)\r
-0:46 add (highp 4X4 matrix of float)\r
-0:46 add (highp 4X4 matrix of float)\r
-0:46 add (highp 4X4 matrix of float)\r
+0:46 add (temp highp 4X4 matrix of float)\r
+0:46 add (temp highp 4X4 matrix of float)\r
+0:46 add (temp highp 4X4 matrix of float)\r
+0:46 add (temp highp 4X4 matrix of float)\r
0:46 M1: direct index for structure (layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float)\r
0:46 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3})\r
0:46 Constant:\r
0:46 'anon@0' (layout(row_major shared ) uniform block{layout(row_major shared ) uniform bool b, layout(row_major shared ) uniform highp 4X4 matrix of float t2m})\r
0:46 Constant:\r
0:46 1 (const uint)\r
-0:47 move second child to first child (highp 3-component vector of float)\r
+0:47 move second child to first child (temp highp 3-component vector of float)\r
0:47 'color' (smooth out highp 3-component vector of float)\r
-0:47 vector-times-matrix (highp 3-component vector of float)\r
+0:47 vector-times-matrix (temp highp 3-component vector of float)\r
0:47 'c' (layout(location=7 ) in highp 3-component vector of float)\r
0:47 N1: direct index for structure (layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float)\r
0:47 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3})\r
0:? 'c' (layout(location=7 ) in highp 3-component vector of float)\r
0:? 'p' (layout(location=3 ) in highp 4-component vector of float)\r
0:? 'q' (layout(location=9 ) in 4-element array of highp 4-component vector of float)\r
-0:? 'r' (layout(location=10 ) in 4-element array of structure{highp 4-component vector of float v})\r
+0:? 'r' (layout(location=10 ) in 4-element array of structure{global highp 4-component vector of float v})\r
0:? 'pos' (smooth out highp 4-component vector of float)\r
0:? 'color' (smooth out highp 3-component vector of float)\r
0:? 'badm4' (layout(column_major shared ) uniform highp 4X4 matrix of float)\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:44 Function Definition: main( (void)\r
+0:44 Function Definition: main( (global void)\r
0:44 Function Parameters: \r
0:46 Sequence\r
-0:46 move second child to first child (highp 4-component vector of float)\r
+0:46 move second child to first child (temp highp 4-component vector of float)\r
0:46 'pos' (smooth out highp 4-component vector of float)\r
-0:46 vector-times-matrix (highp 4-component vector of float)\r
+0:46 vector-times-matrix (temp highp 4-component vector of float)\r
0:46 'p' (layout(location=3 ) in highp 4-component vector of float)\r
-0:46 add (highp 4X4 matrix of float)\r
-0:46 add (highp 4X4 matrix of float)\r
-0:46 add (highp 4X4 matrix of float)\r
-0:46 add (highp 4X4 matrix of float)\r
+0:46 add (temp highp 4X4 matrix of float)\r
+0:46 add (temp highp 4X4 matrix of float)\r
+0:46 add (temp highp 4X4 matrix of float)\r
+0:46 add (temp highp 4X4 matrix of float)\r
0:46 M1: direct index for structure (layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float)\r
0:46 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3})\r
0:46 Constant:\r
0:46 'anon@0' (layout(row_major shared ) uniform block{layout(row_major shared ) uniform bool b, layout(row_major shared ) uniform highp 4X4 matrix of float t2m})\r
0:46 Constant:\r
0:46 1 (const uint)\r
-0:47 move second child to first child (highp 3-component vector of float)\r
+0:47 move second child to first child (temp highp 3-component vector of float)\r
0:47 'color' (smooth out highp 3-component vector of float)\r
-0:47 vector-times-matrix (highp 3-component vector of float)\r
+0:47 vector-times-matrix (temp highp 3-component vector of float)\r
0:47 'c' (layout(location=7 ) in highp 3-component vector of float)\r
0:47 N1: direct index for structure (layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float)\r
0:47 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3})\r
0:? 'c' (layout(location=7 ) in highp 3-component vector of float)\r
0:? 'p' (layout(location=3 ) in highp 4-component vector of float)\r
0:? 'q' (layout(location=9 ) in 4-element array of highp 4-component vector of float)\r
-0:? 'r' (layout(location=10 ) in 4-element array of structure{highp 4-component vector of float v})\r
+0:? 'r' (layout(location=10 ) in 4-element array of structure{global highp 4-component vector of float v})\r
0:? 'pos' (smooth out highp 4-component vector of float)\r
0:? 'color' (smooth out highp 3-component vector of float)\r
0:? 'badm4' (layout(column_major shared ) uniform highp 4X4 matrix of float)\r
\r
Shader version: 300\r
0:? Sequence\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:? Linker Objects\r
0:? 'color1' (out highp 4-component vector of float)\r
\r
Shader version: 300\r
0:? Sequence\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:? Linker Objects\r
0:? 'color1' (out highp 4-component vector of float)\r
\r
Shader version: 300\r
0:? Sequence\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:? Linker Objects\r
0:? 'pos' (smooth in mediump 4-component vector of float)\r
\r
Shader version: 300\r
0:? Sequence\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:? Linker Objects\r
0:? 'pos' (smooth in mediump 4-component vector of float)\r
\r
Shader version: 300\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:? Linker Objects\r
0:? 'color1' (out highp 4-component vector of float)\r
\r
Shader version: 300\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:? Linker Objects\r
0:? 'color1' (out highp 4-component vector of float)\r
300operations.frag\r
ERROR: 0:11: 'float' : type requires declaration of default precision qualifier \r
ERROR: 0:30: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}' and a right operand of type 'layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}' (or there is no acceptable conversion)\r
-ERROR: 0:31: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'structure{mediump int i}' and a right operand of type 'structure{mediump int i}' (or there is no acceptable conversion)\r
-ERROR: 0:32: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump float' (or there is no acceptable conversion)\r
-ERROR: 0:33: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'mediump uint' and a right operand of type 'mediump float' (or there is no acceptable conversion)\r
-ERROR: 0:34: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'mediump uint' and a right operand of type 'mediump int' (or there is no acceptable conversion)\r
-ERROR: 0:35: 'assign' : cannot convert from 'mediump 4-component vector of int' to 'mediump 3-component vector of int'\r
-ERROR: 0:36: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type 'mediump 4-component vector of int' and a right operand of type 'mediump 4-component vector of uint' (or there is no acceptable conversion)\r
-ERROR: 0:37: '-' : wrong operand types: no operation '-' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump 3-component vector of float' (or there is no acceptable conversion)\r
-ERROR: 0:38: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'mediump 3-component vector of int' and a right operand of type 'mediump 3-component vector of uint' (or there is no acceptable conversion)\r
-ERROR: 0:39: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type '5-element array of mediump float' and a right operand of type '5-element array of mediump float' (or there is no acceptable conversion)\r
-ERROR: 0:40: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type 'bool' and a right operand of type 'bool' (or there is no acceptable conversion)\r
-ERROR: 0:42: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'mediump float' and a right operand of type 'mediump float' (or there is no acceptable conversion)\r
-ERROR: 0:43: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump float' (or there is no acceptable conversion)\r
-ERROR: 0:44: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'mediump float' and a right operand of type 'mediump uint' (or there is no acceptable conversion)\r
+ERROR: 0:31: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'global structure{global mediump int i}' and a right operand of type 'global structure{global mediump int i}' (or there is no acceptable conversion)\r
+ERROR: 0:32: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump float' (or there is no acceptable conversion)\r
+ERROR: 0:33: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump float' (or there is no acceptable conversion)\r
+ERROR: 0:34: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump int' (or there is no acceptable conversion)\r
+ERROR: 0:35: 'assign' : cannot convert from 'temp mediump 4-component vector of int' to 'temp mediump 3-component vector of int'\r
+ERROR: 0:36: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type 'temp mediump 4-component vector of int' and a right operand of type 'temp mediump 4-component vector of uint' (or there is no acceptable conversion)\r
+ERROR: 0:37: '-' : wrong operand types: no operation '-' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump 3-component vector of float' (or there is no acceptable conversion)\r
+ERROR: 0:38: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp mediump 3-component vector of int' and a right operand of type 'temp mediump 3-component vector of uint' (or there is no acceptable conversion)\r
+ERROR: 0:39: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'global 5-element array of mediump float' and a right operand of type 'global 5-element array of mediump float' (or there is no acceptable conversion)\r
+ERROR: 0:40: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp bool' (or there is no acceptable conversion)\r
+ERROR: 0:42: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'temp mediump float' and a right operand of type 'temp mediump float' (or there is no acceptable conversion)\r
+ERROR: 0:43: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump float' (or there is no acceptable conversion)\r
+ERROR: 0:44: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'temp mediump float' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion)\r
ERROR: 0:45: '++' : l-value required "instanceName" (can't modify a uniform)\r
ERROR: 0:45: '++' : wrong operand type no operation '++' exists that takes an operand of type layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f} (or there is no acceptable conversion)\r
-ERROR: 0:46: '++' : wrong operand type no operation '++' exists that takes an operand of type structure{mediump int i} (or there is no acceptable conversion)\r
-ERROR: 0:47: '--' : wrong operand type no operation '--' exists that takes an operand of type 5-element array of mediump float (or there is no acceptable conversion)\r
-ERROR: 0:48: '++' : wrong operand type no operation '++' exists that takes an operand of type 3-component vector of bool (or there is no acceptable conversion)\r
-ERROR: 0:50: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type 'mediump 3-component vector of int' and a right operand of type 'mediump 3-component vector of uint' (or there is no acceptable conversion)\r
-ERROR: 0:51: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type 'mediump 2X2 matrix of float' and a right operand of type 'mediump 2X2 matrix of float' (or there is no acceptable conversion)\r
-ERROR: 0:52: '!=' : wrong operand types: no operation '!=' exists that takes a left-hand operand of type 'mediump 2X2 matrix of float' and a right operand of type 'mediump 4X4 matrix of float' (or there is no acceptable conversion)\r
-ERROR: 0:53: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump uint' (or there is no acceptable conversion)\r
-ERROR: 0:54: '<=' : wrong operand types: no operation '<=' exists that takes a left-hand operand of type '5-element array of mediump float' and a right operand of type '5-element array of mediump float' (or there is no acceptable conversion)\r
-ERROR: 0:55: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type 'bool' and a right operand of type 'bool' (or there is no acceptable conversion)\r
-ERROR: 0:57: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type 'bool' and a right operand of type '3-component vector of bool' (or there is no acceptable conversion)\r
-ERROR: 0:58: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type '3-component vector of bool' and a right operand of type '3-component vector of bool' (or there is no acceptable conversion)\r
-ERROR: 0:59: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type '3-component vector of bool' and a right operand of type 'bool' (or there is no acceptable conversion)\r
-ERROR: 0:60: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump int' (or there is no acceptable conversion)\r
-ERROR: 0:61: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type 'mediump uint' and a right operand of type 'mediump uint' (or there is no acceptable conversion)\r
-ERROR: 0:62: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type 'mediump 2X2 matrix of float' and a right operand of type 'mediump 2X2 matrix of float' (or there is no acceptable conversion)\r
-ERROR: 0:64: '!' : wrong operand type no operation '!' exists that takes an operand of type mediump uint (or there is no acceptable conversion)\r
-ERROR: 0:65: '!' : wrong operand type no operation '!' exists that takes an operand of type mediump int (or there is no acceptable conversion)\r
-ERROR: 0:66: '!' : wrong operand type no operation '!' exists that takes an operand of type mediump 2X2 matrix of float (or there is no acceptable conversion)\r
-ERROR: 0:67: '!' : wrong operand type no operation '!' exists that takes an operand of type mediump 3-component vector of float (or there is no acceptable conversion)\r
-ERROR: 0:68: '!' : wrong operand type no operation '!' exists that takes an operand of type 5-element array of mediump float (or there is no acceptable conversion)\r
-ERROR: 0:70: '~' : wrong operand type no operation '~' exists that takes an operand of type mediump float (or there is no acceptable conversion)\r
-ERROR: 0:71: '~' : wrong operand type no operation '~' exists that takes an operand of type mediump 4X4 matrix of float (or there is no acceptable conversion)\r
-ERROR: 0:72: '~' : wrong operand type no operation '~' exists that takes an operand of type mediump 3-component vector of float (or there is no acceptable conversion)\r
-ERROR: 0:73: '~' : wrong operand type no operation '~' exists that takes an operand of type 5-element array of mediump float (or there is no acceptable conversion)\r
+ERROR: 0:46: '++' : wrong operand type no operation '++' exists that takes an operand of type global structure{global mediump int i} (or there is no acceptable conversion)\r
+ERROR: 0:47: '--' : wrong operand type no operation '--' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion)\r
+ERROR: 0:48: '++' : wrong operand type no operation '++' exists that takes an operand of type temp 3-component vector of bool (or there is no acceptable conversion)\r
+ERROR: 0:50: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type 'temp mediump 3-component vector of int' and a right operand of type 'temp mediump 3-component vector of uint' (or there is no acceptable conversion)\r
+ERROR: 0:51: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type 'temp mediump 2X2 matrix of float' and a right operand of type 'temp mediump 2X2 matrix of float' (or there is no acceptable conversion)\r
+ERROR: 0:52: '!=' : wrong operand types: no operation '!=' exists that takes a left-hand operand of type 'temp mediump 2X2 matrix of float' and a right operand of type 'temp mediump 4X4 matrix of float' (or there is no acceptable conversion)\r
+ERROR: 0:53: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion)\r
+ERROR: 0:54: '<=' : wrong operand types: no operation '<=' exists that takes a left-hand operand of type 'global 5-element array of mediump float' and a right operand of type 'global 5-element array of mediump float' (or there is no acceptable conversion)\r
+ERROR: 0:55: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp bool' (or there is no acceptable conversion)\r
+ERROR: 0:57: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp 3-component vector of bool' (or there is no acceptable conversion)\r
+ERROR: 0:58: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type 'temp 3-component vector of bool' and a right operand of type 'temp 3-component vector of bool' (or there is no acceptable conversion)\r
+ERROR: 0:59: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type 'temp 3-component vector of bool' and a right operand of type 'temp bool' (or there is no acceptable conversion)\r
+ERROR: 0:60: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump int' (or there is no acceptable conversion)\r
+ERROR: 0:61: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion)\r
+ERROR: 0:62: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type 'temp mediump 2X2 matrix of float' and a right operand of type 'temp mediump 2X2 matrix of float' (or there is no acceptable conversion)\r
+ERROR: 0:64: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump uint (or there is no acceptable conversion)\r
+ERROR: 0:65: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump int (or there is no acceptable conversion)\r
+ERROR: 0:66: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump 2X2 matrix of float (or there is no acceptable conversion)\r
+ERROR: 0:67: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump 3-component vector of float (or there is no acceptable conversion)\r
+ERROR: 0:68: '!' : wrong operand type no operation '!' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion)\r
+ERROR: 0:70: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump float (or there is no acceptable conversion)\r
+ERROR: 0:71: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump 4X4 matrix of float (or there is no acceptable conversion)\r
+ERROR: 0:72: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump 3-component vector of float (or there is no acceptable conversion)\r
+ERROR: 0:73: '~' : wrong operand type no operation '~' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion)\r
ERROR: 0:74: '~' : wrong operand type no operation '~' exists that takes an operand of type layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f} (or there is no acceptable conversion)\r
-ERROR: 0:76: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump 3-component vector of int' (or there is no acceptable conversion)\r
-ERROR: 0:77: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type 'mediump uint' and a right operand of type 'mediump 3-component vector of uint' (or there is no acceptable conversion)\r
-ERROR: 0:78: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump float' (or there is no acceptable conversion)\r
-ERROR: 0:79: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'mediump float' and a right operand of type 'mediump int' (or there is no acceptable conversion)\r
-ERROR: 0:80: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'mediump 4X4 matrix of float' and a right operand of type 'mediump int' (or there is no acceptable conversion)\r
-ERROR: 0:81: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type '5-element array of mediump float' and a right operand of type 'mediump uint' (or there is no acceptable conversion)\r
-ERROR: 0:82: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'mediump 3-component vector of int' and a right operand of type 'mediump 4-component vector of int' (or there is no acceptable conversion)\r
-ERROR: 0:84: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump uint' (or there is no acceptable conversion)\r
-ERROR: 0:85: 'assign' : cannot convert from 'mediump 3-component vector of uint' to 'mediump uint'\r
-ERROR: 0:86: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type 'mediump int' and a right operand of type 'mediump 3-component vector of uint' (or there is no acceptable conversion)\r
-ERROR: 0:87: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type 'mediump uint' and a right operand of type 'mediump float' (or there is no acceptable conversion)\r
-ERROR: 0:88: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type 'mediump 2X2 matrix of float' and a right operand of type 'mediump 2X2 matrix of float' (or there is no acceptable conversion)\r
-ERROR: 0:89: '^' : wrong operand types: no operation '^' exists that takes a left-hand operand of type 'structure{mediump int i}' and a right operand of type 'structure{mediump int i}' (or there is no acceptable conversion)\r
+ERROR: 0:76: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump 3-component vector of int' (or there is no acceptable conversion)\r
+ERROR: 0:77: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump 3-component vector of uint' (or there is no acceptable conversion)\r
+ERROR: 0:78: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump float' (or there is no acceptable conversion)\r
+ERROR: 0:79: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'temp mediump float' and a right operand of type 'temp mediump int' (or there is no acceptable conversion)\r
+ERROR: 0:80: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'temp mediump 4X4 matrix of float' and a right operand of type 'temp mediump int' (or there is no acceptable conversion)\r
+ERROR: 0:81: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'global 5-element array of mediump float' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion)\r
+ERROR: 0:82: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'temp mediump 3-component vector of int' and a right operand of type 'temp mediump 4-component vector of int' (or there is no acceptable conversion)\r
+ERROR: 0:84: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion)\r
+ERROR: 0:85: 'assign' : cannot convert from 'temp mediump 3-component vector of uint' to 'temp mediump uint'\r
+ERROR: 0:86: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump 3-component vector of uint' (or there is no acceptable conversion)\r
+ERROR: 0:87: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump float' (or there is no acceptable conversion)\r
+ERROR: 0:88: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type 'temp mediump 2X2 matrix of float' and a right operand of type 'temp mediump 2X2 matrix of float' (or there is no acceptable conversion)\r
+ERROR: 0:89: '^' : wrong operand types: no operation '^' exists that takes a left-hand operand of type 'global structure{global mediump int i}' and a right operand of type 'global structure{global mediump int i}' (or there is no acceptable conversion)\r
ERROR: 0:90: 'assign' : l-value required \r
ERROR: 56 compilation errors. No code generated.\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:? Sequence\r
0:30 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})\r
-0:31 's' (structure{mediump int i})\r
-0:32 'i' (mediump int)\r
-0:33 'u' (mediump uint)\r
-0:34 'u' (mediump uint)\r
-0:35 'iv3' (mediump 3-component vector of int)\r
-0:36 'iv4' (mediump 4-component vector of int)\r
-0:37 'i' (mediump int)\r
-0:38 'iv3' (mediump 3-component vector of int)\r
-0:39 'a' (5-element array of mediump float)\r
-0:40 'b' (bool)\r
-0:42 'f' (mediump float)\r
-0:43 'i' (mediump int)\r
-0:44 'f' (mediump float)\r
+0:31 's' (global structure{global mediump int i})\r
+0:32 'i' (temp mediump int)\r
+0:33 'u' (temp mediump uint)\r
+0:34 'u' (temp mediump uint)\r
+0:35 'iv3' (temp mediump 3-component vector of int)\r
+0:36 'iv4' (temp mediump 4-component vector of int)\r
+0:37 'i' (temp mediump int)\r
+0:38 'iv3' (temp mediump 3-component vector of int)\r
+0:39 'a' (global 5-element array of mediump float)\r
+0:40 'b' (temp bool)\r
+0:42 'f' (temp mediump float)\r
+0:43 'i' (temp mediump int)\r
+0:44 'f' (temp mediump float)\r
0:45 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})\r
-0:46 's' (structure{mediump int i})\r
-0:47 'a' (5-element array of mediump float)\r
-0:48 'b3' (3-component vector of bool)\r
+0:46 's' (global structure{global mediump int i})\r
+0:47 'a' (global 5-element array of mediump float)\r
+0:48 'b3' (temp 3-component vector of bool)\r
0:50 Constant:\r
0:50 false (const bool)\r
0:51 Constant:\r
0:61 false (const bool)\r
0:62 Constant:\r
0:62 false (const bool)\r
-0:64 'u' (mediump uint)\r
-0:65 'i' (mediump int)\r
-0:66 'm2' (mediump 2X2 matrix of float)\r
-0:67 'v3' (mediump 3-component vector of float)\r
-0:68 'a' (5-element array of mediump float)\r
-0:70 'f' (mediump float)\r
-0:71 'm4' (mediump 4X4 matrix of float)\r
-0:72 'v3' (mediump 3-component vector of float)\r
-0:73 'a' (5-element array of mediump float)\r
+0:64 'u' (temp mediump uint)\r
+0:65 'i' (temp mediump int)\r
+0:66 'm2' (temp mediump 2X2 matrix of float)\r
+0:67 'v3' (temp mediump 3-component vector of float)\r
+0:68 'a' (global 5-element array of mediump float)\r
+0:70 'f' (temp mediump float)\r
+0:71 'm4' (temp mediump 4X4 matrix of float)\r
+0:72 'v3' (temp mediump 3-component vector of float)\r
+0:73 'a' (global 5-element array of mediump float)\r
0:74 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})\r
-0:76 'i' (mediump int)\r
-0:77 'u' (mediump uint)\r
-0:78 'i' (mediump int)\r
-0:79 'f' (mediump float)\r
-0:80 'm4' (mediump 4X4 matrix of float)\r
-0:81 'a' (5-element array of mediump float)\r
-0:82 'iv3' (mediump 3-component vector of int)\r
-0:84 'i' (mediump int)\r
-0:85 'u' (mediump uint)\r
-0:86 'i' (mediump int)\r
-0:87 'u' (mediump uint)\r
-0:88 'm2' (mediump 2X2 matrix of float)\r
-0:89 's' (structure{mediump int i})\r
-0:90 move second child to first child (mediump float)\r
-0:90 move second child to first child (mediump float)\r
-0:90 'f' (mediump float)\r
-0:90 'f' (mediump float)\r
-0:90 'f' (mediump float)\r
-0:93 vector-scale (mediump 4-component vector of float)\r
-0:93 'f' (mediump float)\r
-0:93 'v4' (mediump 4-component vector of float)\r
-0:94 add (mediump uint)\r
-0:94 'u' (mediump uint)\r
-0:94 'u' (mediump uint)\r
-0:95 divide (mediump 4-component vector of uint)\r
-0:95 'uv4' (mediump 4-component vector of uint)\r
-0:95 'u' (mediump uint)\r
-0:96 subtract second child into first child (mediump 3-component vector of int)\r
-0:96 'iv3' (mediump 3-component vector of int)\r
-0:96 'iv3' (mediump 3-component vector of int)\r
-0:98 mod second child into first child (mediump int)\r
-0:98 'i' (mediump int)\r
+0:76 'i' (temp mediump int)\r
+0:77 'u' (temp mediump uint)\r
+0:78 'i' (temp mediump int)\r
+0:79 'f' (temp mediump float)\r
+0:80 'm4' (temp mediump 4X4 matrix of float)\r
+0:81 'a' (global 5-element array of mediump float)\r
+0:82 'iv3' (temp mediump 3-component vector of int)\r
+0:84 'i' (temp mediump int)\r
+0:85 'u' (temp mediump uint)\r
+0:86 'i' (temp mediump int)\r
+0:87 'u' (temp mediump uint)\r
+0:88 'm2' (temp mediump 2X2 matrix of float)\r
+0:89 's' (global structure{global mediump int i})\r
+0:90 move second child to first child (temp mediump float)\r
+0:90 move second child to first child (temp mediump float)\r
+0:90 'f' (temp mediump float)\r
+0:90 'f' (temp mediump float)\r
+0:90 'f' (temp mediump float)\r
+0:93 vector-scale (temp mediump 4-component vector of float)\r
+0:93 'f' (temp mediump float)\r
+0:93 'v4' (temp mediump 4-component vector of float)\r
+0:94 add (temp mediump uint)\r
+0:94 'u' (temp mediump uint)\r
+0:94 'u' (temp mediump uint)\r
+0:95 divide (temp mediump 4-component vector of uint)\r
+0:95 'uv4' (temp mediump 4-component vector of uint)\r
+0:95 'u' (temp mediump uint)\r
+0:96 subtract second child into first child (temp mediump 3-component vector of int)\r
+0:96 'iv3' (temp mediump 3-component vector of int)\r
+0:96 'iv3' (temp mediump 3-component vector of int)\r
+0:98 mod second child into first child (temp mediump int)\r
+0:98 'i' (temp mediump int)\r
0:98 Constant:\r
0:98 3 (const int)\r
-0:99 mod (mediump 3-component vector of uint)\r
-0:99 'uv3' (mediump 3-component vector of uint)\r
+0:99 mod (temp mediump 3-component vector of uint)\r
+0:99 'uv3' (temp mediump 3-component vector of uint)\r
0:99 Constant:\r
0:99 4 (const uint)\r
-0:100 Pre-Decrement (mediump 2X2 matrix of float)\r
-0:100 'm2' (mediump 2X2 matrix of float)\r
-0:101 Post-Increment (mediump 4-component vector of int)\r
-0:101 'iv4' (mediump 4-component vector of int)\r
-0:103 Compare Not Equal (bool)\r
-0:103 'm4' (mediump 4X4 matrix of float)\r
-0:103 'm4' (mediump 4X4 matrix of float)\r
-0:104 Compare Equal (bool)\r
-0:104 'm2' (mediump 2X2 matrix of float)\r
-0:104 'm2' (mediump 2X2 matrix of float)\r
-0:105 Compare Less Than or Equal (bool)\r
-0:105 'i' (mediump int)\r
-0:105 'i' (mediump int)\r
-0:106 Compare Equal (bool)\r
-0:106 'a' (5-element array of mediump float)\r
-0:106 'a' (5-element array of mediump float)\r
-0:107 Compare Not Equal (bool)\r
-0:107 's' (structure{mediump int i})\r
-0:107 's' (structure{mediump int i})\r
-0:109 logical-and (bool)\r
-0:109 'b' (bool)\r
-0:109 'b' (bool)\r
-0:110 logical-or (bool)\r
-0:110 'b' (bool)\r
-0:110 'b' (bool)\r
-0:111 logical-xor (bool)\r
-0:111 'b' (bool)\r
-0:111 'b' (bool)\r
-0:113 Comma (mediump 3-component vector of uint)\r
-0:113 Negate conditional (bool)\r
-0:113 'b' (bool)\r
-0:113 'uv3' (mediump 3-component vector of uint)\r
-0:115 Bitwise not (mediump int)\r
-0:115 'i' (mediump int)\r
-0:116 Bitwise not (mediump uint)\r
-0:116 'u' (mediump uint)\r
-0:117 Bitwise not (mediump 3-component vector of uint)\r
-0:117 'uv3' (mediump 3-component vector of uint)\r
-0:118 Bitwise not (mediump 3-component vector of int)\r
-0:118 'iv3' (mediump 3-component vector of int)\r
-0:120 left shift second child into first child (mediump 3-component vector of uint)\r
-0:120 'uv3' (mediump 3-component vector of uint)\r
-0:120 'i' (mediump int)\r
-0:121 right-shift (mediump int)\r
-0:121 'i' (mediump int)\r
-0:121 'i' (mediump int)\r
-0:122 left-shift (mediump uint)\r
-0:122 'u' (mediump uint)\r
-0:122 'u' (mediump uint)\r
-0:123 right-shift (mediump 3-component vector of int)\r
-0:123 'iv3' (mediump 3-component vector of int)\r
-0:123 'iv3' (mediump 3-component vector of int)\r
-0:125 bitwise and (mediump int)\r
-0:125 'i' (mediump int)\r
-0:125 'i' (mediump int)\r
-0:126 inclusive-or (mediump uint)\r
-0:126 'u' (mediump uint)\r
-0:126 'u' (mediump uint)\r
-0:127 exclusive-or (mediump 3-component vector of int)\r
-0:127 'iv3' (mediump 3-component vector of int)\r
-0:127 'iv3' (mediump 3-component vector of int)\r
-0:128 bitwise and (mediump 3-component vector of uint)\r
-0:128 'u' (mediump uint)\r
-0:128 'uv3' (mediump 3-component vector of uint)\r
-0:129 inclusive-or (mediump 3-component vector of uint)\r
-0:129 'uv3' (mediump 3-component vector of uint)\r
-0:129 'u' (mediump uint)\r
-0:130 and second child into first child (mediump 3-component vector of uint)\r
-0:130 'uv3' (mediump 3-component vector of uint)\r
-0:130 'u' (mediump uint)\r
-0:132 direct index (mediump int)\r
-0:132 'arr' (2-element array of mediump int)\r
+0:100 Pre-Decrement (temp mediump 2X2 matrix of float)\r
+0:100 'm2' (temp mediump 2X2 matrix of float)\r
+0:101 Post-Increment (temp mediump 4-component vector of int)\r
+0:101 'iv4' (temp mediump 4-component vector of int)\r
+0:103 Compare Not Equal (temp bool)\r
+0:103 'm4' (temp mediump 4X4 matrix of float)\r
+0:103 'm4' (temp mediump 4X4 matrix of float)\r
+0:104 Compare Equal (temp bool)\r
+0:104 'm2' (temp mediump 2X2 matrix of float)\r
+0:104 'm2' (temp mediump 2X2 matrix of float)\r
+0:105 Compare Less Than or Equal (temp bool)\r
+0:105 'i' (temp mediump int)\r
+0:105 'i' (temp mediump int)\r
+0:106 Compare Equal (temp bool)\r
+0:106 'a' (global 5-element array of mediump float)\r
+0:106 'a' (global 5-element array of mediump float)\r
+0:107 Compare Not Equal (temp bool)\r
+0:107 's' (global structure{global mediump int i})\r
+0:107 's' (global structure{global mediump int i})\r
+0:109 logical-and (temp bool)\r
+0:109 'b' (temp bool)\r
+0:109 'b' (temp bool)\r
+0:110 logical-or (temp bool)\r
+0:110 'b' (temp bool)\r
+0:110 'b' (temp bool)\r
+0:111 logical-xor (temp bool)\r
+0:111 'b' (temp bool)\r
+0:111 'b' (temp bool)\r
+0:113 Comma (temp mediump 3-component vector of uint)\r
+0:113 Negate conditional (temp bool)\r
+0:113 'b' (temp bool)\r
+0:113 'uv3' (temp mediump 3-component vector of uint)\r
+0:115 Bitwise not (temp mediump int)\r
+0:115 'i' (temp mediump int)\r
+0:116 Bitwise not (temp mediump uint)\r
+0:116 'u' (temp mediump uint)\r
+0:117 Bitwise not (temp mediump 3-component vector of uint)\r
+0:117 'uv3' (temp mediump 3-component vector of uint)\r
+0:118 Bitwise not (temp mediump 3-component vector of int)\r
+0:118 'iv3' (temp mediump 3-component vector of int)\r
+0:120 left shift second child into first child (temp mediump 3-component vector of uint)\r
+0:120 'uv3' (temp mediump 3-component vector of uint)\r
+0:120 'i' (temp mediump int)\r
+0:121 right-shift (temp mediump int)\r
+0:121 'i' (temp mediump int)\r
+0:121 'i' (temp mediump int)\r
+0:122 left-shift (temp mediump uint)\r
+0:122 'u' (temp mediump uint)\r
+0:122 'u' (temp mediump uint)\r
+0:123 right-shift (temp mediump 3-component vector of int)\r
+0:123 'iv3' (temp mediump 3-component vector of int)\r
+0:123 'iv3' (temp mediump 3-component vector of int)\r
+0:125 bitwise and (temp mediump int)\r
+0:125 'i' (temp mediump int)\r
+0:125 'i' (temp mediump int)\r
+0:126 inclusive-or (temp mediump uint)\r
+0:126 'u' (temp mediump uint)\r
+0:126 'u' (temp mediump uint)\r
+0:127 exclusive-or (temp mediump 3-component vector of int)\r
+0:127 'iv3' (temp mediump 3-component vector of int)\r
+0:127 'iv3' (temp mediump 3-component vector of int)\r
+0:128 bitwise and (temp mediump 3-component vector of uint)\r
+0:128 'u' (temp mediump uint)\r
+0:128 'uv3' (temp mediump 3-component vector of uint)\r
+0:129 inclusive-or (temp mediump 3-component vector of uint)\r
+0:129 'uv3' (temp mediump 3-component vector of uint)\r
+0:129 'u' (temp mediump uint)\r
+0:130 and second child into first child (temp mediump 3-component vector of uint)\r
+0:130 'uv3' (temp mediump 3-component vector of uint)\r
+0:130 'u' (temp mediump uint)\r
+0:132 direct index (temp mediump int)\r
+0:132 'arr' (temp 2-element array of mediump int)\r
0:132 Constant:\r
0:132 1 (const int)\r
-0:134 direct index (mediump int)\r
-0:134 'arr2' (3-element array of mediump int)\r
+0:134 direct index (temp mediump int)\r
+0:134 'arr2' (temp 3-element array of mediump int)\r
0:134 Constant:\r
0:134 2 (const int)\r
0:? Linker Objects\r
0:? 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})\r
-0:? 's' (structure{mediump int i})\r
-0:? 'a' (5-element array of mediump float)\r
+0:? 's' (global structure{global mediump int i})\r
+0:? 'a' (global 5-element array of mediump float)\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:? Sequence\r
0:30 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})\r
-0:31 's' (structure{mediump int i})\r
-0:32 'i' (mediump int)\r
-0:33 'u' (mediump uint)\r
-0:34 'u' (mediump uint)\r
-0:35 'iv3' (mediump 3-component vector of int)\r
-0:36 'iv4' (mediump 4-component vector of int)\r
-0:37 'i' (mediump int)\r
-0:38 'iv3' (mediump 3-component vector of int)\r
-0:39 'a' (5-element array of mediump float)\r
-0:40 'b' (bool)\r
-0:42 'f' (mediump float)\r
-0:43 'i' (mediump int)\r
-0:44 'f' (mediump float)\r
+0:31 's' (global structure{global mediump int i})\r
+0:32 'i' (temp mediump int)\r
+0:33 'u' (temp mediump uint)\r
+0:34 'u' (temp mediump uint)\r
+0:35 'iv3' (temp mediump 3-component vector of int)\r
+0:36 'iv4' (temp mediump 4-component vector of int)\r
+0:37 'i' (temp mediump int)\r
+0:38 'iv3' (temp mediump 3-component vector of int)\r
+0:39 'a' (global 5-element array of mediump float)\r
+0:40 'b' (temp bool)\r
+0:42 'f' (temp mediump float)\r
+0:43 'i' (temp mediump int)\r
+0:44 'f' (temp mediump float)\r
0:45 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})\r
-0:46 's' (structure{mediump int i})\r
-0:47 'a' (5-element array of mediump float)\r
-0:48 'b3' (3-component vector of bool)\r
+0:46 's' (global structure{global mediump int i})\r
+0:47 'a' (global 5-element array of mediump float)\r
+0:48 'b3' (temp 3-component vector of bool)\r
0:50 Constant:\r
0:50 false (const bool)\r
0:51 Constant:\r
0:61 false (const bool)\r
0:62 Constant:\r
0:62 false (const bool)\r
-0:64 'u' (mediump uint)\r
-0:65 'i' (mediump int)\r
-0:66 'm2' (mediump 2X2 matrix of float)\r
-0:67 'v3' (mediump 3-component vector of float)\r
-0:68 'a' (5-element array of mediump float)\r
-0:70 'f' (mediump float)\r
-0:71 'm4' (mediump 4X4 matrix of float)\r
-0:72 'v3' (mediump 3-component vector of float)\r
-0:73 'a' (5-element array of mediump float)\r
+0:64 'u' (temp mediump uint)\r
+0:65 'i' (temp mediump int)\r
+0:66 'm2' (temp mediump 2X2 matrix of float)\r
+0:67 'v3' (temp mediump 3-component vector of float)\r
+0:68 'a' (global 5-element array of mediump float)\r
+0:70 'f' (temp mediump float)\r
+0:71 'm4' (temp mediump 4X4 matrix of float)\r
+0:72 'v3' (temp mediump 3-component vector of float)\r
+0:73 'a' (global 5-element array of mediump float)\r
0:74 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})\r
-0:76 'i' (mediump int)\r
-0:77 'u' (mediump uint)\r
-0:78 'i' (mediump int)\r
-0:79 'f' (mediump float)\r
-0:80 'm4' (mediump 4X4 matrix of float)\r
-0:81 'a' (5-element array of mediump float)\r
-0:82 'iv3' (mediump 3-component vector of int)\r
-0:84 'i' (mediump int)\r
-0:85 'u' (mediump uint)\r
-0:86 'i' (mediump int)\r
-0:87 'u' (mediump uint)\r
-0:88 'm2' (mediump 2X2 matrix of float)\r
-0:89 's' (structure{mediump int i})\r
-0:90 move second child to first child (mediump float)\r
-0:90 move second child to first child (mediump float)\r
-0:90 'f' (mediump float)\r
-0:90 'f' (mediump float)\r
-0:90 'f' (mediump float)\r
-0:93 vector-scale (mediump 4-component vector of float)\r
-0:93 'f' (mediump float)\r
-0:93 'v4' (mediump 4-component vector of float)\r
-0:94 add (mediump uint)\r
-0:94 'u' (mediump uint)\r
-0:94 'u' (mediump uint)\r
-0:95 divide (mediump 4-component vector of uint)\r
-0:95 'uv4' (mediump 4-component vector of uint)\r
-0:95 'u' (mediump uint)\r
-0:96 subtract second child into first child (mediump 3-component vector of int)\r
-0:96 'iv3' (mediump 3-component vector of int)\r
-0:96 'iv3' (mediump 3-component vector of int)\r
-0:98 mod second child into first child (mediump int)\r
-0:98 'i' (mediump int)\r
+0:76 'i' (temp mediump int)\r
+0:77 'u' (temp mediump uint)\r
+0:78 'i' (temp mediump int)\r
+0:79 'f' (temp mediump float)\r
+0:80 'm4' (temp mediump 4X4 matrix of float)\r
+0:81 'a' (global 5-element array of mediump float)\r
+0:82 'iv3' (temp mediump 3-component vector of int)\r
+0:84 'i' (temp mediump int)\r
+0:85 'u' (temp mediump uint)\r
+0:86 'i' (temp mediump int)\r
+0:87 'u' (temp mediump uint)\r
+0:88 'm2' (temp mediump 2X2 matrix of float)\r
+0:89 's' (global structure{global mediump int i})\r
+0:90 move second child to first child (temp mediump float)\r
+0:90 move second child to first child (temp mediump float)\r
+0:90 'f' (temp mediump float)\r
+0:90 'f' (temp mediump float)\r
+0:90 'f' (temp mediump float)\r
+0:93 vector-scale (temp mediump 4-component vector of float)\r
+0:93 'f' (temp mediump float)\r
+0:93 'v4' (temp mediump 4-component vector of float)\r
+0:94 add (temp mediump uint)\r
+0:94 'u' (temp mediump uint)\r
+0:94 'u' (temp mediump uint)\r
+0:95 divide (temp mediump 4-component vector of uint)\r
+0:95 'uv4' (temp mediump 4-component vector of uint)\r
+0:95 'u' (temp mediump uint)\r
+0:96 subtract second child into first child (temp mediump 3-component vector of int)\r
+0:96 'iv3' (temp mediump 3-component vector of int)\r
+0:96 'iv3' (temp mediump 3-component vector of int)\r
+0:98 mod second child into first child (temp mediump int)\r
+0:98 'i' (temp mediump int)\r
0:98 Constant:\r
0:98 3 (const int)\r
-0:99 mod (mediump 3-component vector of uint)\r
-0:99 'uv3' (mediump 3-component vector of uint)\r
+0:99 mod (temp mediump 3-component vector of uint)\r
+0:99 'uv3' (temp mediump 3-component vector of uint)\r
0:99 Constant:\r
0:99 4 (const uint)\r
-0:100 Pre-Decrement (mediump 2X2 matrix of float)\r
-0:100 'm2' (mediump 2X2 matrix of float)\r
-0:101 Post-Increment (mediump 4-component vector of int)\r
-0:101 'iv4' (mediump 4-component vector of int)\r
-0:103 Compare Not Equal (bool)\r
-0:103 'm4' (mediump 4X4 matrix of float)\r
-0:103 'm4' (mediump 4X4 matrix of float)\r
-0:104 Compare Equal (bool)\r
-0:104 'm2' (mediump 2X2 matrix of float)\r
-0:104 'm2' (mediump 2X2 matrix of float)\r
-0:105 Compare Less Than or Equal (bool)\r
-0:105 'i' (mediump int)\r
-0:105 'i' (mediump int)\r
-0:106 Compare Equal (bool)\r
-0:106 'a' (5-element array of mediump float)\r
-0:106 'a' (5-element array of mediump float)\r
-0:107 Compare Not Equal (bool)\r
-0:107 's' (structure{mediump int i})\r
-0:107 's' (structure{mediump int i})\r
-0:109 logical-and (bool)\r
-0:109 'b' (bool)\r
-0:109 'b' (bool)\r
-0:110 logical-or (bool)\r
-0:110 'b' (bool)\r
-0:110 'b' (bool)\r
-0:111 logical-xor (bool)\r
-0:111 'b' (bool)\r
-0:111 'b' (bool)\r
-0:113 Comma (mediump 3-component vector of uint)\r
-0:113 Negate conditional (bool)\r
-0:113 'b' (bool)\r
-0:113 'uv3' (mediump 3-component vector of uint)\r
-0:115 Bitwise not (mediump int)\r
-0:115 'i' (mediump int)\r
-0:116 Bitwise not (mediump uint)\r
-0:116 'u' (mediump uint)\r
-0:117 Bitwise not (mediump 3-component vector of uint)\r
-0:117 'uv3' (mediump 3-component vector of uint)\r
-0:118 Bitwise not (mediump 3-component vector of int)\r
-0:118 'iv3' (mediump 3-component vector of int)\r
-0:120 left shift second child into first child (mediump 3-component vector of uint)\r
-0:120 'uv3' (mediump 3-component vector of uint)\r
-0:120 'i' (mediump int)\r
-0:121 right-shift (mediump int)\r
-0:121 'i' (mediump int)\r
-0:121 'i' (mediump int)\r
-0:122 left-shift (mediump uint)\r
-0:122 'u' (mediump uint)\r
-0:122 'u' (mediump uint)\r
-0:123 right-shift (mediump 3-component vector of int)\r
-0:123 'iv3' (mediump 3-component vector of int)\r
-0:123 'iv3' (mediump 3-component vector of int)\r
-0:125 bitwise and (mediump int)\r
-0:125 'i' (mediump int)\r
-0:125 'i' (mediump int)\r
-0:126 inclusive-or (mediump uint)\r
-0:126 'u' (mediump uint)\r
-0:126 'u' (mediump uint)\r
-0:127 exclusive-or (mediump 3-component vector of int)\r
-0:127 'iv3' (mediump 3-component vector of int)\r
-0:127 'iv3' (mediump 3-component vector of int)\r
-0:128 bitwise and (mediump 3-component vector of uint)\r
-0:128 'u' (mediump uint)\r
-0:128 'uv3' (mediump 3-component vector of uint)\r
-0:129 inclusive-or (mediump 3-component vector of uint)\r
-0:129 'uv3' (mediump 3-component vector of uint)\r
-0:129 'u' (mediump uint)\r
-0:130 and second child into first child (mediump 3-component vector of uint)\r
-0:130 'uv3' (mediump 3-component vector of uint)\r
-0:130 'u' (mediump uint)\r
-0:132 direct index (mediump int)\r
-0:132 'arr' (2-element array of mediump int)\r
+0:100 Pre-Decrement (temp mediump 2X2 matrix of float)\r
+0:100 'm2' (temp mediump 2X2 matrix of float)\r
+0:101 Post-Increment (temp mediump 4-component vector of int)\r
+0:101 'iv4' (temp mediump 4-component vector of int)\r
+0:103 Compare Not Equal (temp bool)\r
+0:103 'm4' (temp mediump 4X4 matrix of float)\r
+0:103 'm4' (temp mediump 4X4 matrix of float)\r
+0:104 Compare Equal (temp bool)\r
+0:104 'm2' (temp mediump 2X2 matrix of float)\r
+0:104 'm2' (temp mediump 2X2 matrix of float)\r
+0:105 Compare Less Than or Equal (temp bool)\r
+0:105 'i' (temp mediump int)\r
+0:105 'i' (temp mediump int)\r
+0:106 Compare Equal (temp bool)\r
+0:106 'a' (global 5-element array of mediump float)\r
+0:106 'a' (global 5-element array of mediump float)\r
+0:107 Compare Not Equal (temp bool)\r
+0:107 's' (global structure{global mediump int i})\r
+0:107 's' (global structure{global mediump int i})\r
+0:109 logical-and (temp bool)\r
+0:109 'b' (temp bool)\r
+0:109 'b' (temp bool)\r
+0:110 logical-or (temp bool)\r
+0:110 'b' (temp bool)\r
+0:110 'b' (temp bool)\r
+0:111 logical-xor (temp bool)\r
+0:111 'b' (temp bool)\r
+0:111 'b' (temp bool)\r
+0:113 Comma (temp mediump 3-component vector of uint)\r
+0:113 Negate conditional (temp bool)\r
+0:113 'b' (temp bool)\r
+0:113 'uv3' (temp mediump 3-component vector of uint)\r
+0:115 Bitwise not (temp mediump int)\r
+0:115 'i' (temp mediump int)\r
+0:116 Bitwise not (temp mediump uint)\r
+0:116 'u' (temp mediump uint)\r
+0:117 Bitwise not (temp mediump 3-component vector of uint)\r
+0:117 'uv3' (temp mediump 3-component vector of uint)\r
+0:118 Bitwise not (temp mediump 3-component vector of int)\r
+0:118 'iv3' (temp mediump 3-component vector of int)\r
+0:120 left shift second child into first child (temp mediump 3-component vector of uint)\r
+0:120 'uv3' (temp mediump 3-component vector of uint)\r
+0:120 'i' (temp mediump int)\r
+0:121 right-shift (temp mediump int)\r
+0:121 'i' (temp mediump int)\r
+0:121 'i' (temp mediump int)\r
+0:122 left-shift (temp mediump uint)\r
+0:122 'u' (temp mediump uint)\r
+0:122 'u' (temp mediump uint)\r
+0:123 right-shift (temp mediump 3-component vector of int)\r
+0:123 'iv3' (temp mediump 3-component vector of int)\r
+0:123 'iv3' (temp mediump 3-component vector of int)\r
+0:125 bitwise and (temp mediump int)\r
+0:125 'i' (temp mediump int)\r
+0:125 'i' (temp mediump int)\r
+0:126 inclusive-or (temp mediump uint)\r
+0:126 'u' (temp mediump uint)\r
+0:126 'u' (temp mediump uint)\r
+0:127 exclusive-or (temp mediump 3-component vector of int)\r
+0:127 'iv3' (temp mediump 3-component vector of int)\r
+0:127 'iv3' (temp mediump 3-component vector of int)\r
+0:128 bitwise and (temp mediump 3-component vector of uint)\r
+0:128 'u' (temp mediump uint)\r
+0:128 'uv3' (temp mediump 3-component vector of uint)\r
+0:129 inclusive-or (temp mediump 3-component vector of uint)\r
+0:129 'uv3' (temp mediump 3-component vector of uint)\r
+0:129 'u' (temp mediump uint)\r
+0:130 and second child into first child (temp mediump 3-component vector of uint)\r
+0:130 'uv3' (temp mediump 3-component vector of uint)\r
+0:130 'u' (temp mediump uint)\r
+0:132 direct index (temp mediump int)\r
+0:132 'arr' (temp 2-element array of mediump int)\r
0:132 Constant:\r
0:132 1 (const int)\r
-0:134 direct index (mediump int)\r
-0:134 'arr2' (3-element array of mediump int)\r
+0:134 direct index (temp mediump int)\r
+0:134 'arr2' (temp 3-element array of mediump int)\r
0:134 Constant:\r
0:134 2 (const int)\r
0:? Linker Objects\r
0:? 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})\r
-0:? 's' (structure{mediump int i})\r
-0:? 'a' (5-element array of mediump float)\r
+0:? 's' (global structure{global mediump int i})\r
+0:? 'a' (global 5-element array of mediump float)\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: f(i1;i1;i1; (highp int)\r
+0:3 Function Definition: f(i1;i1;i1; (global highp int)\r
0:3 Function Parameters: \r
0:3 'a' (in highp int)\r
0:3 'b' (in highp int)\r
0:? Sequence\r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (highp float)\r
-0:8 'a' (highp float)\r
-0:8 add (highp float)\r
-0:8 Convert int to float (highp float)\r
+0:8 move second child to first child (temp highp float)\r
+0:8 'a' (temp highp float)\r
+0:8 add (temp highp float)\r
+0:8 Convert int to float (temp highp float)\r
0:8 'a' (in highp int)\r
0:8 Constant:\r
0:8 1.000000\r
0:11 Branch: Return with expression\r
0:11 'a' (in highp int)\r
-0:25 Function Definition: cos(f1; (highp float)\r
+0:25 Function Definition: cos(f1; (global highp float)\r
0:25 Function Parameters: \r
0:25 'x' (in highp float)\r
0:27 Sequence\r
0:27 Branch: Return\r
-0:29 Function Definition: radians(b1; (bool)\r
+0:29 Function Definition: radians(b1; (global bool)\r
0:29 Function Parameters: \r
0:29 'x' (in bool)\r
0:31 Sequence\r
0:31 Branch: Return\r
-0:36 Function Definition: main( (void)\r
+0:36 Function Definition: main( (global void)\r
0:36 Function Parameters: \r
0:? Sequence\r
-0:39 Function Call: g( (highp int)\r
-0:42 'sin' (highp float)\r
+0:39 Function Call: g( (temp highp int)\r
+0:42 'sin' (temp highp float)\r
0:43 Constant:\r
0:43 0.000000\r
-0:44 Function Call: f(i1;i1;i1; (highp int)\r
+0:44 Function Call: f(i1;i1;i1; (global highp int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:47 move second child to first child (highp float)\r
-0:47 'f' (highp float)\r
+0:47 move second child to first child (temp highp float)\r
+0:47 'f' (temp highp float)\r
0:47 Constant:\r
0:47 3.000000\r
-0:49 move second child to first child (highp 4-component vector of float)\r
+0:49 move second child to first child (temp highp 4-component vector of float)\r
0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float)\r
-0:49 Construct vec4 (highp 4-component vector of float)\r
-0:49 'f' (highp float)\r
+0:49 Construct vec4 (temp highp 4-component vector of float)\r
+0:49 'f' (temp highp float)\r
0:51 Sequence\r
0:51 Sequence\r
-0:51 move second child to first child (highp int)\r
-0:51 'f' (highp int)\r
+0:51 move second child to first child (temp highp int)\r
+0:51 'f' (temp highp int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Loop with condition tested first\r
0:51 Loop Condition\r
-0:51 Compare Less Than (bool)\r
-0:51 'f' (highp int)\r
+0:51 Compare Less Than (temp bool)\r
+0:51 'f' (temp highp int)\r
0:51 Constant:\r
0:51 10 (const int)\r
0:51 Loop Body\r
-0:52 Pre-Increment (highp int)\r
-0:52 'f' (highp int)\r
+0:52 Pre-Increment (temp highp int)\r
+0:52 'f' (temp highp int)\r
0:51 Loop Terminal Expression\r
-0:51 Pre-Increment (highp int)\r
-0:51 'f' (highp int)\r
+0:51 Pre-Increment (temp highp int)\r
+0:51 'f' (temp highp int)\r
0:54 Sequence\r
-0:54 move second child to first child (highp int)\r
-0:54 'x' (highp int)\r
+0:54 move second child to first child (temp highp int)\r
+0:54 'x' (temp highp int)\r
0:54 Constant:\r
0:54 1 (const int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (highp float)\r
-0:56 'x' (highp float)\r
+0:56 move second child to first child (temp highp float)\r
+0:56 'x' (temp highp float)\r
0:56 Constant:\r
0:56 2.000000\r
-0:56 move second child to first child (highp float)\r
-0:56 'y' (highp float)\r
-0:56 'x' (highp float)\r
+0:56 move second child to first child (temp highp float)\r
+0:56 'y' (temp highp float)\r
+0:56 'x' (temp highp float)\r
0:60 Sequence\r
0:60 Sequence\r
-0:60 move second child to first child (highp int)\r
-0:60 'x' (highp int)\r
-0:60 'x' (highp int)\r
+0:60 move second child to first child (temp highp int)\r
+0:60 'x' (temp highp int)\r
+0:60 'x' (temp highp int)\r
0:68 Sequence\r
0:68 Sequence\r
-0:68 move second child to first child (structure{highp int x})\r
-0:68 'S' (structure{highp int x})\r
+0:68 move second child to first child (temp structure{temp highp int x})\r
+0:68 'S' (temp structure{temp highp int x})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:69 x: direct index for structure (highp int)\r
-0:69 'S' (structure{highp int x})\r
+0:69 x: direct index for structure (temp highp int)\r
+0:69 'S' (temp structure{temp highp int x})\r
0:69 Constant:\r
0:69 0 (const int)\r
0:73 Constant:\r
0:73 0.000000\r
0:? Linker Objects\r
-0:? 'b' (bool)\r
+0:? 'b' (global bool)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: f(i1;i1;i1; (highp int)\r
+0:3 Function Definition: f(i1;i1;i1; (global highp int)\r
0:3 Function Parameters: \r
0:3 'a' (in highp int)\r
0:3 'b' (in highp int)\r
0:? Sequence\r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (highp float)\r
-0:8 'a' (highp float)\r
-0:8 add (highp float)\r
-0:8 Convert int to float (highp float)\r
+0:8 move second child to first child (temp highp float)\r
+0:8 'a' (temp highp float)\r
+0:8 add (temp highp float)\r
+0:8 Convert int to float (temp highp float)\r
0:8 'a' (in highp int)\r
0:8 Constant:\r
0:8 1.000000\r
0:11 Branch: Return with expression\r
0:11 'a' (in highp int)\r
-0:25 Function Definition: cos(f1; (highp float)\r
+0:25 Function Definition: cos(f1; (global highp float)\r
0:25 Function Parameters: \r
0:25 'x' (in highp float)\r
0:27 Sequence\r
0:27 Branch: Return\r
-0:29 Function Definition: radians(b1; (bool)\r
+0:29 Function Definition: radians(b1; (global bool)\r
0:29 Function Parameters: \r
0:29 'x' (in bool)\r
0:31 Sequence\r
0:31 Branch: Return\r
-0:36 Function Definition: main( (void)\r
+0:36 Function Definition: main( (global void)\r
0:36 Function Parameters: \r
0:? Sequence\r
-0:39 Function Call: g( (highp int)\r
-0:42 'sin' (highp float)\r
+0:39 Function Call: g( (temp highp int)\r
+0:42 'sin' (temp highp float)\r
0:43 Constant:\r
0:43 0.000000\r
-0:44 Function Call: f(i1;i1;i1; (highp int)\r
+0:44 Function Call: f(i1;i1;i1; (global highp int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:47 move second child to first child (highp float)\r
-0:47 'f' (highp float)\r
+0:47 move second child to first child (temp highp float)\r
+0:47 'f' (temp highp float)\r
0:47 Constant:\r
0:47 3.000000\r
-0:49 move second child to first child (highp 4-component vector of float)\r
+0:49 move second child to first child (temp highp 4-component vector of float)\r
0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float)\r
-0:49 Construct vec4 (highp 4-component vector of float)\r
-0:49 'f' (highp float)\r
+0:49 Construct vec4 (temp highp 4-component vector of float)\r
+0:49 'f' (temp highp float)\r
0:51 Sequence\r
0:51 Sequence\r
-0:51 move second child to first child (highp int)\r
-0:51 'f' (highp int)\r
+0:51 move second child to first child (temp highp int)\r
+0:51 'f' (temp highp int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Loop with condition tested first\r
0:51 Loop Condition\r
-0:51 Compare Less Than (bool)\r
-0:51 'f' (highp int)\r
+0:51 Compare Less Than (temp bool)\r
+0:51 'f' (temp highp int)\r
0:51 Constant:\r
0:51 10 (const int)\r
0:51 Loop Body\r
-0:52 Pre-Increment (highp int)\r
-0:52 'f' (highp int)\r
+0:52 Pre-Increment (temp highp int)\r
+0:52 'f' (temp highp int)\r
0:51 Loop Terminal Expression\r
-0:51 Pre-Increment (highp int)\r
-0:51 'f' (highp int)\r
+0:51 Pre-Increment (temp highp int)\r
+0:51 'f' (temp highp int)\r
0:54 Sequence\r
-0:54 move second child to first child (highp int)\r
-0:54 'x' (highp int)\r
+0:54 move second child to first child (temp highp int)\r
+0:54 'x' (temp highp int)\r
0:54 Constant:\r
0:54 1 (const int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (highp float)\r
-0:56 'x' (highp float)\r
+0:56 move second child to first child (temp highp float)\r
+0:56 'x' (temp highp float)\r
0:56 Constant:\r
0:56 2.000000\r
-0:56 move second child to first child (highp float)\r
-0:56 'y' (highp float)\r
-0:56 'x' (highp float)\r
+0:56 move second child to first child (temp highp float)\r
+0:56 'y' (temp highp float)\r
+0:56 'x' (temp highp float)\r
0:60 Sequence\r
0:60 Sequence\r
-0:60 move second child to first child (highp int)\r
-0:60 'x' (highp int)\r
-0:60 'x' (highp int)\r
+0:60 move second child to first child (temp highp int)\r
+0:60 'x' (temp highp int)\r
+0:60 'x' (temp highp int)\r
0:68 Sequence\r
0:68 Sequence\r
-0:68 move second child to first child (structure{highp int x})\r
-0:68 'S' (structure{highp int x})\r
+0:68 move second child to first child (temp structure{temp highp int x})\r
+0:68 'S' (temp structure{temp highp int x})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:69 x: direct index for structure (highp int)\r
-0:69 'S' (structure{highp int x})\r
+0:69 x: direct index for structure (temp highp int)\r
+0:69 'S' (temp structure{temp highp int x})\r
0:69 Constant:\r
0:69 0 (const int)\r
0:73 Constant:\r
0:73 0.000000\r
0:? Linker Objects\r
-0:? 'b' (bool)\r
+0:? 'b' (global bool)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
Shader version: 310\r
local_size = (2, 1, 4096)\r
ERROR: node is still EOpNull!\r
-0:27 Function Definition: main( (void)\r
+0:27 Function Definition: main( (global void)\r
0:27 Function Parameters: \r
0:29 Sequence\r
-0:29 Barrier (void)\r
-0:30 MemoryBarrier (void)\r
-0:31 MemoryBarrierAtomicCounter (void)\r
-0:32 MemoryBarrierBuffer (void)\r
-0:33 MemoryBarrierShared (void)\r
-0:34 MemoryBarrierImage (void)\r
-0:35 GroupMemoryBarrier (void)\r
-0:36 move second child to first child (highp int)\r
+0:29 Barrier (global void)\r
+0:30 MemoryBarrier (global void)\r
+0:31 MemoryBarrierAtomicCounter (global void)\r
+0:32 MemoryBarrierBuffer (global void)\r
+0:33 MemoryBarrierShared (global void)\r
+0:34 MemoryBarrierImage (global void)\r
+0:35 GroupMemoryBarrier (global void)\r
+0:36 move second child to first child (temp highp int)\r
0:36 value: direct index for structure (layout(column_major shared ) buffer highp int)\r
0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:36 Constant:\r
0:36 0 (const uint)\r
-0:36 Convert float to int (highp int)\r
-0:36 indirect index (layout(column_major shared ) highp float)\r
+0:36 Convert float to int (temp highp int)\r
+0:36 indirect index (layout(column_major shared ) temp highp float)\r
0:36 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:36 Constant:\r
0:36 1 (const uint)\r
0:36 'gl_LocalInvocationIndex' (in highp uint)\r
-0:59 Function Definition: foo( (void)\r
+0:59 Function Definition: foo( (global void)\r
0:59 Function Parameters: \r
0:61 Sequence\r
-0:61 move second child to first child (highp float)\r
-0:61 direct index (layout(column_major shared ) highp float)\r
+0:61 move second child to first child (temp highp float)\r
+0:61 direct index (layout(column_major shared ) temp highp float)\r
0:61 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:61 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:61 Constant:\r
0:61 2 (const int)\r
0:61 Constant:\r
0:61 4.700000\r
-0:62 array length (highp int)\r
+0:62 array length (temp highp int)\r
0:62 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:62 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:62 Constant:\r
0:62 1 (const int)\r
-0:63 Pre-Increment (highp 4-component vector of float)\r
+0:63 Pre-Increment (temp highp 4-component vector of float)\r
0:63 's' (shared highp 4-component vector of float)\r
-0:84 Function Definition: qux( (void)\r
+0:84 Function Definition: qux( (global void)\r
0:84 Function Parameters: \r
0:86 Sequence\r
0:86 Sequence\r
-0:86 move second child to first child (highp int)\r
-0:86 'i' (highp int)\r
+0:86 move second child to first child (temp highp int)\r
+0:86 'i' (temp highp int)\r
0:86 Constant:\r
0:86 4 (const int)\r
0:87 Constant:\r
0:90 Constant:\r
0:90 0.000000\r
0:91 Sequence\r
-0:91 move second child to first child (highp 4-component vector of int)\r
-0:91 'pos' (highp 4-component vector of int)\r
-0:91 Function Call: imageLoad(iI21;vi2; (highp 4-component vector of int)\r
+0:91 move second child to first child (temp highp 4-component vector of int)\r
+0:91 'pos' (temp highp 4-component vector of int)\r
+0:91 Function Call: imageLoad(iI21;vi2; (global highp 4-component vector of int)\r
0:91 'iimg2D' (layout(r32i ) uniform highp iimage2D)\r
-0:91 Construct ivec2 (2-component vector of int)\r
-0:91 'i' (highp int)\r
-0:91 'i' (highp int)\r
-0:92 Function Call: imageStore(iIA21;vi3;vi4; (highp void)\r
+0:91 Construct ivec2 (temp 2-component vector of int)\r
+0:91 'i' (temp highp int)\r
+0:91 'i' (temp highp int)\r
+0:92 Function Call: imageStore(iIA21;vi3;vi4; (global highp void)\r
0:92 'ii2da' (writeonly uniform highp iimage2DArray)\r
-0:92 Construct ivec3 (3-component vector of int)\r
-0:92 'i' (highp int)\r
-0:92 'i' (highp int)\r
-0:92 'i' (highp int)\r
+0:92 Construct ivec3 (temp 3-component vector of int)\r
+0:92 'i' (temp highp int)\r
+0:92 'i' (temp highp int)\r
+0:92 'i' (temp highp int)\r
0:92 Constant:\r
0:92 0 (const int)\r
0:92 0 (const int)\r
0:92 0 (const int)\r
0:92 0 (const int)\r
-0:93 Function Call: imageLoad(I21;vi2; (highp 4-component vector of float)\r
+0:93 Function Call: imageLoad(I21;vi2; (global highp 4-component vector of float)\r
0:93 'img2Drgba' (layout(rgba32f ) readonly uniform lowp image2D)\r
-0:93 Construct ivec2 (2-component vector of int)\r
-0:93 'i' (highp int)\r
-0:93 'i' (highp int)\r
-0:94 Function Call: imageLoad(iIA21;vi3; (highp 4-component vector of int)\r
+0:93 Construct ivec2 (temp 2-component vector of int)\r
+0:93 'i' (temp highp int)\r
+0:93 'i' (temp highp int)\r
+0:94 Function Call: imageLoad(iIA21;vi3; (global highp 4-component vector of int)\r
0:94 'ii2da' (writeonly uniform highp iimage2DArray)\r
-0:94 Construct ivec3 (3-component vector of int)\r
-0:94 'i' (highp int)\r
-0:94 'i' (highp int)\r
-0:94 'i' (highp int)\r
-0:100 Function Definition: passr(iI21; (void)\r
+0:94 Construct ivec3 (temp 3-component vector of int)\r
+0:94 'i' (temp highp int)\r
+0:94 'i' (temp highp int)\r
+0:94 'i' (temp highp int)\r
+0:100 Function Definition: passr(iI21; (global void)\r
0:100 Function Parameters: \r
0:100 'image' (coherent readonly in highp iimage2D)\r
-0:107 Function Definition: passrc( (void)\r
+0:107 Function Definition: passrc( (global void)\r
0:107 Function Parameters: \r
0:109 Sequence\r
-0:109 Function Call: passr(iI21; (void)\r
+0:109 Function Call: passr(iI21; (global void)\r
0:109 'qualim1' (layout(r32i ) coherent readonly uniform highp iimage2D)\r
-0:110 Function Call: passr(iI21; (void)\r
+0:110 Function Call: passr(iI21; (global void)\r
0:110 'qualim2' (layout(r32i ) coherent restrict readonly uniform highp iimage2D)\r
-0:111 Function Call: passr(iI21; (void)\r
+0:111 Function Call: passr(iI21; (global void)\r
0:111 'iimg2D' (layout(r32i ) uniform highp iimage2D)\r
-0:123 Function Definition: func(au1; (highp uint)\r
+0:123 Function Definition: func(au1; (global highp uint)\r
0:123 Function Parameters: \r
0:123 'c' (in highp atomic_uint)\r
0:125 Sequence\r
0:125 Branch: Return with expression\r
-0:125 Function Call: atomicCounterIncrement(au1; (highp uint)\r
+0:125 Function Call: atomicCounterIncrement(au1; (global highp uint)\r
0:125 'c' (in highp atomic_uint)\r
-0:128 Function Definition: func2(au1; (highp uint)\r
+0:128 Function Definition: func2(au1; (global highp uint)\r
0:128 Function Parameters: \r
0:128 'c' (out highp atomic_uint)\r
0:130 Sequence\r
0:130 Branch: Return with expression\r
0:130 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
0:131 Branch: Return with expression\r
-0:131 Function Call: atomicCounter(au1; (highp uint)\r
+0:131 Function Call: atomicCounter(au1; (global highp uint)\r
0:131 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
-0:134 Function Definition: mainAC( (void)\r
+0:134 Function Definition: mainAC( (global void)\r
0:134 Function Parameters: \r
0:? Sequence\r
0:137 Sequence\r
-0:137 move second child to first child (highp uint)\r
-0:137 'val' (highp uint)\r
-0:137 Function Call: atomicCounter(au1; (highp uint)\r
+0:137 move second child to first child (temp highp uint)\r
+0:137 'val' (temp highp uint)\r
+0:137 Function Call: atomicCounter(au1; (global highp uint)\r
0:137 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
-0:138 Function Call: atomicCounterDecrement(au1; (highp uint)\r
+0:138 Function Call: atomicCounterDecrement(au1; (global highp uint)\r
0:138 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
-0:146 Function Definition: opac( (void)\r
+0:146 Function Definition: opac( (global void)\r
0:146 Function Parameters: \r
0:? Sequence\r
-0:149 indirect index (highp int)\r
-0:149 'a' (3-element array of highp int)\r
+0:149 indirect index (temp highp int)\r
+0:149 'a' (temp 3-element array of highp int)\r
0:149 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
-0:150 direct index (layout(binding=2 offset=4 ) highp atomic_uint)\r
+0:150 direct index (layout(binding=2 offset=4 ) temp highp atomic_uint)\r
0:150 'countArr' (layout(binding=2 offset=4 ) uniform 4-element array of highp atomic_uint)\r
0:150 Constant:\r
0:150 2 (const int)\r
-0:151 indirect index (layout(binding=2 offset=4 ) highp atomic_uint)\r
+0:151 indirect index (layout(binding=2 offset=4 ) temp highp atomic_uint)\r
0:151 'countArr' (layout(binding=2 offset=4 ) uniform 4-element array of highp atomic_uint)\r
0:151 'i' (uniform highp int)\r
-0:157 Function Definition: atoms( (void)\r
+0:157 Function Definition: atoms( (global void)\r
0:157 Function Parameters: \r
0:159 Sequence\r
0:159 Sequence\r
-0:159 move second child to first child (highp int)\r
-0:159 'origi' (highp int)\r
-0:159 Function Call: atomicAdd(i1;i1; (highp int)\r
+0:159 move second child to first child (temp highp int)\r
+0:159 'origi' (temp highp int)\r
+0:159 Function Call: atomicAdd(i1;i1; (global highp int)\r
0:159 'atomi' (shared highp int)\r
0:159 Constant:\r
0:159 3 (const int)\r
0:160 Sequence\r
-0:160 move second child to first child (highp uint)\r
-0:160 'origu' (highp uint)\r
-0:160 Function Call: atomicAnd(u1;u1; (highp uint)\r
+0:160 move second child to first child (temp highp uint)\r
+0:160 'origu' (temp highp uint)\r
+0:160 Function Call: atomicAnd(u1;u1; (global highp uint)\r
0:160 'atomu' (shared highp uint)\r
0:160 Constant:\r
0:160 7 (const uint)\r
-0:161 move second child to first child (highp int)\r
-0:161 'origi' (highp int)\r
-0:161 Function Call: atomicExchange(i1;i1; (highp int)\r
+0:161 move second child to first child (temp highp int)\r
+0:161 'origi' (temp highp int)\r
+0:161 Function Call: atomicExchange(i1;i1; (global highp int)\r
0:161 'atomi' (shared highp int)\r
0:161 Constant:\r
0:161 4 (const int)\r
-0:162 move second child to first child (highp uint)\r
-0:162 'origu' (highp uint)\r
-0:162 Function Call: atomicCompSwap(u1;u1;u1; (highp uint)\r
+0:162 move second child to first child (temp highp uint)\r
+0:162 'origu' (temp highp uint)\r
+0:162 Function Call: atomicCompSwap(u1;u1;u1; (global highp uint)\r
0:162 'atomu' (shared highp uint)\r
0:162 Constant:\r
0:162 10 (const uint)\r
0:162 Constant:\r
0:162 8 (const uint)\r
-0:191 Function Definition: foowo( (void)\r
+0:191 Function Definition: foowo( (global void)\r
0:191 Function Parameters: \r
0:? Sequence\r
-0:194 move second child to first child (highp float)\r
-0:194 'g' (highp float)\r
-0:194 direct index (layout(column_major shared ) highp float)\r
+0:194 move second child to first child (temp highp float)\r
+0:194 'g' (temp highp float)\r
+0:194 direct index (layout(column_major shared ) temp highp float)\r
0:194 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:194 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:194 Constant:\r
0:194 Constant:\r
0:194 2 (const int)\r
0:195 Sequence\r
-0:195 move second child to first child (highp float)\r
-0:195 'f' (highp float)\r
-0:195 direct index (layout(column_major shared ) highp float)\r
+0:195 move second child to first child (temp highp float)\r
+0:195 'f' (temp highp float)\r
+0:195 direct index (layout(column_major shared ) temp highp float)\r
0:195 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:195 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:195 Constant:\r
0:195 1 (const int)\r
0:195 Constant:\r
0:195 2 (const int)\r
-0:196 Pre-Increment (highp float)\r
-0:196 direct index (layout(column_major shared ) highp float)\r
+0:196 Pre-Increment (temp highp float)\r
+0:196 direct index (layout(column_major shared ) temp highp float)\r
0:196 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:196 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:196 Constant:\r
0:196 1 (const int)\r
0:196 Constant:\r
0:196 2 (const int)\r
-0:197 Post-Decrement (highp float)\r
-0:197 direct index (layout(column_major shared ) highp float)\r
+0:197 Post-Decrement (temp highp float)\r
+0:197 direct index (layout(column_major shared ) temp highp float)\r
0:197 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:197 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:197 Constant:\r
0:197 1 (const int)\r
0:197 Constant:\r
0:197 2 (const int)\r
-0:198 add (highp float)\r
-0:198 'f' (highp float)\r
-0:198 direct index (layout(column_major shared ) highp float)\r
+0:198 add (temp highp float)\r
+0:198 'f' (temp highp float)\r
+0:198 direct index (layout(column_major shared ) temp highp float)\r
0:198 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:198 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:198 Constant:\r
0:198 1 (const int)\r
0:198 Constant:\r
0:198 2 (const int)\r
-0:199 subtract (highp float)\r
-0:199 direct index (layout(column_major shared ) highp float)\r
+0:199 subtract (temp highp float)\r
+0:199 direct index (layout(column_major shared ) temp highp float)\r
0:199 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:199 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:199 Constant:\r
0:199 1 (const int)\r
0:199 Constant:\r
0:199 2 (const int)\r
-0:199 'f' (highp float)\r
-0:201 Test condition and select (highp float)\r
+0:199 'f' (temp highp float)\r
+0:201 Test condition and select (temp highp float)\r
0:201 Condition\r
-0:201 'b' (bool)\r
+0:201 'b' (temp bool)\r
0:201 true case\r
-0:201 'f' (highp float)\r
+0:201 'f' (temp highp float)\r
0:201 false case\r
-0:201 direct index (layout(column_major shared ) highp float)\r
+0:201 direct index (layout(column_major shared ) temp highp float)\r
0:201 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:201 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:201 Constant:\r
0:201 1 (const int)\r
0:201 Constant:\r
0:201 2 (const int)\r
-0:202 Test condition and select (layout(column_major shared ) highp float)\r
+0:202 Test condition and select (layout(column_major shared ) temp highp float)\r
0:202 Condition\r
-0:202 'b' (bool)\r
+0:202 'b' (temp bool)\r
0:202 true case\r
-0:202 direct index (layout(column_major shared ) highp float)\r
+0:202 direct index (layout(column_major shared ) temp highp float)\r
0:202 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:202 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:202 Constant:\r
0:202 Constant:\r
0:202 2 (const int)\r
0:202 false case\r
-0:202 'f' (highp float)\r
-0:203 Test condition and select (void)\r
+0:202 'f' (temp highp float)\r
+0:203 Test condition and select (temp void)\r
0:203 Condition\r
-0:203 Compare Equal (bool)\r
-0:203 'f' (highp float)\r
-0:203 direct index (layout(column_major shared ) highp float)\r
+0:203 Compare Equal (temp bool)\r
+0:203 'f' (temp highp float)\r
+0:203 direct index (layout(column_major shared ) temp highp float)\r
0:203 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:203 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:203 Constant:\r
0:203 Constant:\r
0:203 2 (const int)\r
0:203 true case\r
-0:204 Pre-Increment (highp float)\r
-0:204 'f' (highp float)\r
-0:205 Test condition and select (void)\r
+0:204 Pre-Increment (temp highp float)\r
+0:204 'f' (temp highp float)\r
+0:205 Test condition and select (temp void)\r
0:205 Condition\r
-0:205 Compare Greater Than or Equal (bool)\r
-0:205 'f' (highp float)\r
-0:205 direct index (layout(column_major shared ) highp float)\r
+0:205 Compare Greater Than or Equal (temp bool)\r
+0:205 'f' (temp highp float)\r
+0:205 direct index (layout(column_major shared ) temp highp float)\r
0:205 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:205 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:205 Constant:\r
0:205 Constant:\r
0:205 2 (const int)\r
0:205 true case\r
-0:206 Pre-Increment (highp float)\r
-0:206 'f' (highp float)\r
-0:207 move second child to first child (highp float)\r
-0:207 'f' (highp float)\r
-0:207 direct index (highp float)\r
-0:207 Construct vec3 (highp 3-component vector of float)\r
-0:207 direct index (layout(column_major shared ) highp float)\r
+0:206 Pre-Increment (temp highp float)\r
+0:206 'f' (temp highp float)\r
+0:207 move second child to first child (temp highp float)\r
+0:207 'f' (temp highp float)\r
+0:207 direct index (temp highp float)\r
+0:207 Construct vec3 (temp highp 3-component vector of float)\r
+0:207 direct index (layout(column_major shared ) temp highp float)\r
0:207 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:207 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:207 Constant:\r
0:207 2 (const int)\r
0:207 Constant:\r
0:207 0 (const int)\r
-0:208 Bitwise not (highp int)\r
+0:208 Bitwise not (temp highp int)\r
0:208 value: direct index for structure (layout(column_major shared ) buffer highp int)\r
0:208 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:208 Constant:\r
0:208 0 (const int)\r
-0:209 move second child to first child (highp float)\r
-0:209 direct index (layout(column_major shared ) highp float)\r
+0:209 move second child to first child (temp highp float)\r
+0:209 direct index (layout(column_major shared ) temp highp float)\r
0:209 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:209 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:209 Constant:\r
0:209 2 (const int)\r
0:209 Constant:\r
0:209 3.400000\r
-0:218 Function Definition: foomultio( (void)\r
+0:218 Function Definition: foomultio( (global void)\r
0:218 Function Parameters: \r
0:? Sequence\r
-0:221 move second child to first child (highp float)\r
-0:221 'g' (highp float)\r
-0:221 direct index (layout(column_major shared ) highp float)\r
+0:221 move second child to first child (temp highp float)\r
+0:221 'g' (temp highp float)\r
+0:221 direct index (layout(column_major shared ) temp highp float)\r
0:221 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:221 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:221 Constant:\r
0:221 1 (const int)\r
0:221 Constant:\r
0:221 2 (const int)\r
-0:222 Bitwise not (highp int)\r
+0:222 Bitwise not (temp highp int)\r
0:222 value: direct index for structure (layout(column_major shared ) buffer highp int)\r
0:222 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:222 Constant:\r
0:222 0 (const int)\r
-0:223 move second child to first child (highp float)\r
-0:223 direct index (layout(column_major shared ) highp float)\r
+0:223 move second child to first child (temp highp float)\r
+0:223 direct index (layout(column_major shared ) temp highp float)\r
0:223 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:223 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:223 Constant:\r
0:223 2 (const int)\r
0:223 Constant:\r
0:223 3.400000\r
-0:224 move second child to first child (highp int)\r
+0:224 move second child to first child (temp highp int)\r
0:224 value: direct index for structure (layout(column_major shared ) buffer highp int)\r
0:224 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:224 Constant:\r
0:? 's' (shared highp 4-component vector of float)\r
0:? 'sl' (layout(location=2 ) shared highp 4-component vector of float)\r
0:? 'fs' (shared highp float)\r
-0:? 'arrX' (2-element array of highp int)\r
-0:? 'arrY' (1-element array of highp int)\r
-0:? 'arrZ' (4096-element array of highp int)\r
+0:? 'arrX' (global 2-element array of highp int)\r
+0:? 'arrY' (global 1-element array of highp int)\r
+0:? 'arrZ' (global 4096-element array of highp int)\r
0:? 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:? 'v' (buffer highp 4-component vector of float)\r
0:? 'us2dbad' (uniform mediump usampler2D)\r
0:? 'iimg2Drgba' (layout(rgba32i ) readonly uniform highp iimage2D)\r
0:? 'img2Drgba' (layout(rgba32f ) readonly uniform lowp image2D)\r
0:? 'uimg2D' (layout(r32ui ) uniform highp uimage2D)\r
-0:? 'vol' (volatile highp float)\r
-0:? 'vol2' (readonly highp int)\r
+0:? 'vol' (volatile temp highp float)\r
+0:? 'vol2' (readonly temp highp int)\r
0:? 'qualim1' (layout(r32i ) coherent readonly uniform highp iimage2D)\r
0:? 'qualim2' (layout(r32i ) coherent restrict readonly uniform highp iimage2D)\r
0:? 'i1bad' (layout(rg8i ) readonly uniform highp uimage2D)\r
0:? 'i' (uniform highp int)\r
0:? 'atomi' (shared highp int)\r
0:? 'atomu' (shared highp uint)\r
-0:? 'pfoo' (highp int)\r
-0:? 'dm' (2X4 matrix of double)\r
+0:? 'pfoo' (temp highp int)\r
+0:? 'dm' (global 2X4 matrix of double)\r
0:? 'sca' (uniform mediump samplerCubeArray)\r
0:? 'i2dr' (uniform mediump iimage2DRect)\r
0:? 'i2dms' (uniform lowp image2DMS)\r
Shader version: 310\r
local_size = (2, 1, 4096)\r
ERROR: node is still EOpNull!\r
-0:27 Function Definition: main( (void)\r
+0:27 Function Definition: main( (global void)\r
0:27 Function Parameters: \r
0:29 Sequence\r
-0:29 Barrier (void)\r
-0:30 MemoryBarrier (void)\r
-0:31 MemoryBarrierAtomicCounter (void)\r
-0:32 MemoryBarrierBuffer (void)\r
-0:33 MemoryBarrierShared (void)\r
-0:34 MemoryBarrierImage (void)\r
-0:35 GroupMemoryBarrier (void)\r
-0:36 move second child to first child (highp int)\r
+0:29 Barrier (global void)\r
+0:30 MemoryBarrier (global void)\r
+0:31 MemoryBarrierAtomicCounter (global void)\r
+0:32 MemoryBarrierBuffer (global void)\r
+0:33 MemoryBarrierShared (global void)\r
+0:34 MemoryBarrierImage (global void)\r
+0:35 GroupMemoryBarrier (global void)\r
+0:36 move second child to first child (temp highp int)\r
0:36 value: direct index for structure (layout(column_major shared ) buffer highp int)\r
0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:36 Constant:\r
0:36 0 (const uint)\r
-0:36 Convert float to int (highp int)\r
-0:36 indirect index (layout(column_major shared ) highp float)\r
+0:36 Convert float to int (temp highp int)\r
+0:36 indirect index (layout(column_major shared ) temp highp float)\r
0:36 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:36 Constant:\r
0:36 1 (const uint)\r
0:36 'gl_LocalInvocationIndex' (in highp uint)\r
-0:59 Function Definition: foo( (void)\r
+0:59 Function Definition: foo( (global void)\r
0:59 Function Parameters: \r
0:61 Sequence\r
-0:61 move second child to first child (highp float)\r
-0:61 direct index (layout(column_major shared ) highp float)\r
+0:61 move second child to first child (temp highp float)\r
+0:61 direct index (layout(column_major shared ) temp highp float)\r
0:61 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:61 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:61 Constant:\r
0:61 2 (const int)\r
0:61 Constant:\r
0:61 4.700000\r
-0:62 array length (highp int)\r
+0:62 array length (temp highp int)\r
0:62 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:62 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:62 Constant:\r
0:62 1 (const int)\r
-0:63 Pre-Increment (highp 4-component vector of float)\r
+0:63 Pre-Increment (temp highp 4-component vector of float)\r
0:63 's' (shared highp 4-component vector of float)\r
-0:84 Function Definition: qux( (void)\r
+0:84 Function Definition: qux( (global void)\r
0:84 Function Parameters: \r
0:86 Sequence\r
0:86 Sequence\r
-0:86 move second child to first child (highp int)\r
-0:86 'i' (highp int)\r
+0:86 move second child to first child (temp highp int)\r
+0:86 'i' (temp highp int)\r
0:86 Constant:\r
0:86 4 (const int)\r
0:87 Constant:\r
0:90 Constant:\r
0:90 0.000000\r
0:91 Sequence\r
-0:91 move second child to first child (highp 4-component vector of int)\r
-0:91 'pos' (highp 4-component vector of int)\r
-0:91 Function Call: imageLoad(iI21;vi2; (highp 4-component vector of int)\r
+0:91 move second child to first child (temp highp 4-component vector of int)\r
+0:91 'pos' (temp highp 4-component vector of int)\r
+0:91 Function Call: imageLoad(iI21;vi2; (global highp 4-component vector of int)\r
0:91 'iimg2D' (layout(r32i ) uniform highp iimage2D)\r
-0:91 Construct ivec2 (2-component vector of int)\r
-0:91 'i' (highp int)\r
-0:91 'i' (highp int)\r
-0:92 Function Call: imageStore(iIA21;vi3;vi4; (highp void)\r
+0:91 Construct ivec2 (temp 2-component vector of int)\r
+0:91 'i' (temp highp int)\r
+0:91 'i' (temp highp int)\r
+0:92 Function Call: imageStore(iIA21;vi3;vi4; (global highp void)\r
0:92 'ii2da' (writeonly uniform highp iimage2DArray)\r
-0:92 Construct ivec3 (3-component vector of int)\r
-0:92 'i' (highp int)\r
-0:92 'i' (highp int)\r
-0:92 'i' (highp int)\r
+0:92 Construct ivec3 (temp 3-component vector of int)\r
+0:92 'i' (temp highp int)\r
+0:92 'i' (temp highp int)\r
+0:92 'i' (temp highp int)\r
0:92 Constant:\r
0:92 0 (const int)\r
0:92 0 (const int)\r
0:92 0 (const int)\r
0:92 0 (const int)\r
-0:93 Function Call: imageLoad(I21;vi2; (highp 4-component vector of float)\r
+0:93 Function Call: imageLoad(I21;vi2; (global highp 4-component vector of float)\r
0:93 'img2Drgba' (layout(rgba32f ) readonly uniform lowp image2D)\r
-0:93 Construct ivec2 (2-component vector of int)\r
-0:93 'i' (highp int)\r
-0:93 'i' (highp int)\r
-0:94 Function Call: imageLoad(iIA21;vi3; (highp 4-component vector of int)\r
+0:93 Construct ivec2 (temp 2-component vector of int)\r
+0:93 'i' (temp highp int)\r
+0:93 'i' (temp highp int)\r
+0:94 Function Call: imageLoad(iIA21;vi3; (global highp 4-component vector of int)\r
0:94 'ii2da' (writeonly uniform highp iimage2DArray)\r
-0:94 Construct ivec3 (3-component vector of int)\r
-0:94 'i' (highp int)\r
-0:94 'i' (highp int)\r
-0:94 'i' (highp int)\r
-0:100 Function Definition: passr(iI21; (void)\r
+0:94 Construct ivec3 (temp 3-component vector of int)\r
+0:94 'i' (temp highp int)\r
+0:94 'i' (temp highp int)\r
+0:94 'i' (temp highp int)\r
+0:100 Function Definition: passr(iI21; (global void)\r
0:100 Function Parameters: \r
0:100 'image' (coherent readonly in highp iimage2D)\r
-0:107 Function Definition: passrc( (void)\r
+0:107 Function Definition: passrc( (global void)\r
0:107 Function Parameters: \r
0:109 Sequence\r
-0:109 Function Call: passr(iI21; (void)\r
+0:109 Function Call: passr(iI21; (global void)\r
0:109 'qualim1' (layout(r32i ) coherent readonly uniform highp iimage2D)\r
-0:110 Function Call: passr(iI21; (void)\r
+0:110 Function Call: passr(iI21; (global void)\r
0:110 'qualim2' (layout(r32i ) coherent restrict readonly uniform highp iimage2D)\r
-0:111 Function Call: passr(iI21; (void)\r
+0:111 Function Call: passr(iI21; (global void)\r
0:111 'iimg2D' (layout(r32i ) uniform highp iimage2D)\r
-0:123 Function Definition: func(au1; (highp uint)\r
+0:123 Function Definition: func(au1; (global highp uint)\r
0:123 Function Parameters: \r
0:123 'c' (in highp atomic_uint)\r
0:125 Sequence\r
0:125 Branch: Return with expression\r
-0:125 Function Call: atomicCounterIncrement(au1; (highp uint)\r
+0:125 Function Call: atomicCounterIncrement(au1; (global highp uint)\r
0:125 'c' (in highp atomic_uint)\r
-0:128 Function Definition: func2(au1; (highp uint)\r
+0:128 Function Definition: func2(au1; (global highp uint)\r
0:128 Function Parameters: \r
0:128 'c' (out highp atomic_uint)\r
0:130 Sequence\r
0:130 Branch: Return with expression\r
0:130 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
0:131 Branch: Return with expression\r
-0:131 Function Call: atomicCounter(au1; (highp uint)\r
+0:131 Function Call: atomicCounter(au1; (global highp uint)\r
0:131 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
-0:134 Function Definition: mainAC( (void)\r
+0:134 Function Definition: mainAC( (global void)\r
0:134 Function Parameters: \r
0:? Sequence\r
0:137 Sequence\r
-0:137 move second child to first child (highp uint)\r
-0:137 'val' (highp uint)\r
-0:137 Function Call: atomicCounter(au1; (highp uint)\r
+0:137 move second child to first child (temp highp uint)\r
+0:137 'val' (temp highp uint)\r
+0:137 Function Call: atomicCounter(au1; (global highp uint)\r
0:137 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
-0:138 Function Call: atomicCounterDecrement(au1; (highp uint)\r
+0:138 Function Call: atomicCounterDecrement(au1; (global highp uint)\r
0:138 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
-0:146 Function Definition: opac( (void)\r
+0:146 Function Definition: opac( (global void)\r
0:146 Function Parameters: \r
0:? Sequence\r
-0:149 indirect index (highp int)\r
-0:149 'a' (3-element array of highp int)\r
+0:149 indirect index (temp highp int)\r
+0:149 'a' (temp 3-element array of highp int)\r
0:149 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint)\r
-0:150 direct index (layout(binding=2 offset=4 ) highp atomic_uint)\r
+0:150 direct index (layout(binding=2 offset=4 ) temp highp atomic_uint)\r
0:150 'countArr' (layout(binding=2 offset=4 ) uniform 4-element array of highp atomic_uint)\r
0:150 Constant:\r
0:150 2 (const int)\r
-0:151 indirect index (layout(binding=2 offset=4 ) highp atomic_uint)\r
+0:151 indirect index (layout(binding=2 offset=4 ) temp highp atomic_uint)\r
0:151 'countArr' (layout(binding=2 offset=4 ) uniform 4-element array of highp atomic_uint)\r
0:151 'i' (uniform highp int)\r
-0:157 Function Definition: atoms( (void)\r
+0:157 Function Definition: atoms( (global void)\r
0:157 Function Parameters: \r
0:159 Sequence\r
0:159 Sequence\r
-0:159 move second child to first child (highp int)\r
-0:159 'origi' (highp int)\r
-0:159 Function Call: atomicAdd(i1;i1; (highp int)\r
+0:159 move second child to first child (temp highp int)\r
+0:159 'origi' (temp highp int)\r
+0:159 Function Call: atomicAdd(i1;i1; (global highp int)\r
0:159 'atomi' (shared highp int)\r
0:159 Constant:\r
0:159 3 (const int)\r
0:160 Sequence\r
-0:160 move second child to first child (highp uint)\r
-0:160 'origu' (highp uint)\r
-0:160 Function Call: atomicAnd(u1;u1; (highp uint)\r
+0:160 move second child to first child (temp highp uint)\r
+0:160 'origu' (temp highp uint)\r
+0:160 Function Call: atomicAnd(u1;u1; (global highp uint)\r
0:160 'atomu' (shared highp uint)\r
0:160 Constant:\r
0:160 7 (const uint)\r
-0:161 move second child to first child (highp int)\r
-0:161 'origi' (highp int)\r
-0:161 Function Call: atomicExchange(i1;i1; (highp int)\r
+0:161 move second child to first child (temp highp int)\r
+0:161 'origi' (temp highp int)\r
+0:161 Function Call: atomicExchange(i1;i1; (global highp int)\r
0:161 'atomi' (shared highp int)\r
0:161 Constant:\r
0:161 4 (const int)\r
-0:162 move second child to first child (highp uint)\r
-0:162 'origu' (highp uint)\r
-0:162 Function Call: atomicCompSwap(u1;u1;u1; (highp uint)\r
+0:162 move second child to first child (temp highp uint)\r
+0:162 'origu' (temp highp uint)\r
+0:162 Function Call: atomicCompSwap(u1;u1;u1; (global highp uint)\r
0:162 'atomu' (shared highp uint)\r
0:162 Constant:\r
0:162 10 (const uint)\r
0:162 Constant:\r
0:162 8 (const uint)\r
-0:191 Function Definition: foowo( (void)\r
+0:191 Function Definition: foowo( (global void)\r
0:191 Function Parameters: \r
0:? Sequence\r
-0:194 move second child to first child (highp float)\r
-0:194 'g' (highp float)\r
-0:194 direct index (layout(column_major shared ) highp float)\r
+0:194 move second child to first child (temp highp float)\r
+0:194 'g' (temp highp float)\r
+0:194 direct index (layout(column_major shared ) temp highp float)\r
0:194 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:194 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:194 Constant:\r
0:194 Constant:\r
0:194 2 (const int)\r
0:195 Sequence\r
-0:195 move second child to first child (highp float)\r
-0:195 'f' (highp float)\r
-0:195 direct index (layout(column_major shared ) highp float)\r
+0:195 move second child to first child (temp highp float)\r
+0:195 'f' (temp highp float)\r
+0:195 direct index (layout(column_major shared ) temp highp float)\r
0:195 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:195 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:195 Constant:\r
0:195 1 (const int)\r
0:195 Constant:\r
0:195 2 (const int)\r
-0:196 Pre-Increment (highp float)\r
-0:196 direct index (layout(column_major shared ) highp float)\r
+0:196 Pre-Increment (temp highp float)\r
+0:196 direct index (layout(column_major shared ) temp highp float)\r
0:196 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:196 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:196 Constant:\r
0:196 1 (const int)\r
0:196 Constant:\r
0:196 2 (const int)\r
-0:197 Post-Decrement (highp float)\r
-0:197 direct index (layout(column_major shared ) highp float)\r
+0:197 Post-Decrement (temp highp float)\r
+0:197 direct index (layout(column_major shared ) temp highp float)\r
0:197 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:197 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:197 Constant:\r
0:197 1 (const int)\r
0:197 Constant:\r
0:197 2 (const int)\r
-0:198 add (highp float)\r
-0:198 'f' (highp float)\r
-0:198 direct index (layout(column_major shared ) highp float)\r
+0:198 add (temp highp float)\r
+0:198 'f' (temp highp float)\r
+0:198 direct index (layout(column_major shared ) temp highp float)\r
0:198 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:198 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:198 Constant:\r
0:198 1 (const int)\r
0:198 Constant:\r
0:198 2 (const int)\r
-0:199 subtract (highp float)\r
-0:199 direct index (layout(column_major shared ) highp float)\r
+0:199 subtract (temp highp float)\r
+0:199 direct index (layout(column_major shared ) temp highp float)\r
0:199 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:199 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:199 Constant:\r
0:199 1 (const int)\r
0:199 Constant:\r
0:199 2 (const int)\r
-0:199 'f' (highp float)\r
-0:201 Test condition and select (highp float)\r
+0:199 'f' (temp highp float)\r
+0:201 Test condition and select (temp highp float)\r
0:201 Condition\r
-0:201 'b' (bool)\r
+0:201 'b' (temp bool)\r
0:201 true case\r
-0:201 'f' (highp float)\r
+0:201 'f' (temp highp float)\r
0:201 false case\r
-0:201 direct index (layout(column_major shared ) highp float)\r
+0:201 direct index (layout(column_major shared ) temp highp float)\r
0:201 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:201 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:201 Constant:\r
0:201 1 (const int)\r
0:201 Constant:\r
0:201 2 (const int)\r
-0:202 Test condition and select (layout(column_major shared ) highp float)\r
+0:202 Test condition and select (layout(column_major shared ) temp highp float)\r
0:202 Condition\r
-0:202 'b' (bool)\r
+0:202 'b' (temp bool)\r
0:202 true case\r
-0:202 direct index (layout(column_major shared ) highp float)\r
+0:202 direct index (layout(column_major shared ) temp highp float)\r
0:202 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:202 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:202 Constant:\r
0:202 Constant:\r
0:202 2 (const int)\r
0:202 false case\r
-0:202 'f' (highp float)\r
-0:203 Test condition and select (void)\r
+0:202 'f' (temp highp float)\r
+0:203 Test condition and select (temp void)\r
0:203 Condition\r
-0:203 Compare Equal (bool)\r
-0:203 'f' (highp float)\r
-0:203 direct index (layout(column_major shared ) highp float)\r
+0:203 Compare Equal (temp bool)\r
+0:203 'f' (temp highp float)\r
+0:203 direct index (layout(column_major shared ) temp highp float)\r
0:203 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:203 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:203 Constant:\r
0:203 Constant:\r
0:203 2 (const int)\r
0:203 true case\r
-0:204 Pre-Increment (highp float)\r
-0:204 'f' (highp float)\r
-0:205 Test condition and select (void)\r
+0:204 Pre-Increment (temp highp float)\r
+0:204 'f' (temp highp float)\r
+0:205 Test condition and select (temp void)\r
0:205 Condition\r
-0:205 Compare Greater Than or Equal (bool)\r
-0:205 'f' (highp float)\r
-0:205 direct index (layout(column_major shared ) highp float)\r
+0:205 Compare Greater Than or Equal (temp bool)\r
+0:205 'f' (temp highp float)\r
+0:205 direct index (layout(column_major shared ) temp highp float)\r
0:205 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:205 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:205 Constant:\r
0:205 Constant:\r
0:205 2 (const int)\r
0:205 true case\r
-0:206 Pre-Increment (highp float)\r
-0:206 'f' (highp float)\r
-0:207 move second child to first child (highp float)\r
-0:207 'f' (highp float)\r
-0:207 direct index (highp float)\r
-0:207 Construct vec3 (highp 3-component vector of float)\r
-0:207 direct index (layout(column_major shared ) highp float)\r
+0:206 Pre-Increment (temp highp float)\r
+0:206 'f' (temp highp float)\r
+0:207 move second child to first child (temp highp float)\r
+0:207 'f' (temp highp float)\r
+0:207 direct index (temp highp float)\r
+0:207 Construct vec3 (temp highp 3-component vector of float)\r
+0:207 direct index (layout(column_major shared ) temp highp float)\r
0:207 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:207 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:207 Constant:\r
0:207 2 (const int)\r
0:207 Constant:\r
0:207 0 (const int)\r
-0:208 Bitwise not (highp int)\r
+0:208 Bitwise not (temp highp int)\r
0:208 value: direct index for structure (layout(column_major shared ) buffer highp int)\r
0:208 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:208 Constant:\r
0:208 0 (const int)\r
-0:209 move second child to first child (highp float)\r
-0:209 direct index (layout(column_major shared ) highp float)\r
+0:209 move second child to first child (temp highp float)\r
+0:209 direct index (layout(column_major shared ) temp highp float)\r
0:209 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:209 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:209 Constant:\r
0:209 2 (const int)\r
0:209 Constant:\r
0:209 3.400000\r
-0:218 Function Definition: foomultio( (void)\r
+0:218 Function Definition: foomultio( (global void)\r
0:218 Function Parameters: \r
0:? Sequence\r
-0:221 move second child to first child (highp float)\r
-0:221 'g' (highp float)\r
-0:221 direct index (layout(column_major shared ) highp float)\r
+0:221 move second child to first child (temp highp float)\r
+0:221 'g' (temp highp float)\r
+0:221 direct index (layout(column_major shared ) temp highp float)\r
0:221 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:221 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:221 Constant:\r
0:221 1 (const int)\r
0:221 Constant:\r
0:221 2 (const int)\r
-0:222 Bitwise not (highp int)\r
+0:222 Bitwise not (temp highp int)\r
0:222 value: direct index for structure (layout(column_major shared ) buffer highp int)\r
0:222 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:222 Constant:\r
0:222 0 (const int)\r
-0:223 move second child to first child (highp float)\r
-0:223 direct index (layout(column_major shared ) highp float)\r
+0:223 move second child to first child (temp highp float)\r
+0:223 direct index (layout(column_major shared ) temp highp float)\r
0:223 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float)\r
0:223 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:223 Constant:\r
0:223 2 (const int)\r
0:223 Constant:\r
0:223 3.400000\r
-0:224 move second child to first child (highp int)\r
+0:224 move second child to first child (temp highp int)\r
0:224 value: direct index for structure (layout(column_major shared ) buffer highp int)\r
0:224 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:224 Constant:\r
0:? 's' (shared highp 4-component vector of float)\r
0:? 'sl' (layout(location=2 ) shared highp 4-component vector of float)\r
0:? 'fs' (shared highp float)\r
-0:? 'arrX' (2-element array of highp int)\r
-0:? 'arrY' (1-element array of highp int)\r
-0:? 'arrZ' (4096-element array of highp int)\r
+0:? 'arrX' (global 2-element array of highp int)\r
+0:? 'arrY' (global 1-element array of highp int)\r
+0:? 'arrZ' (global 4096-element array of highp int)\r
0:? 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values})\r
0:? 'v' (buffer highp 4-component vector of float)\r
0:? 'us2dbad' (uniform mediump usampler2D)\r
0:? 'iimg2Drgba' (layout(rgba32i ) readonly uniform highp iimage2D)\r
0:? 'img2Drgba' (layout(rgba32f ) readonly uniform lowp image2D)\r
0:? 'uimg2D' (layout(r32ui ) uniform highp uimage2D)\r
-0:? 'vol' (volatile highp float)\r
-0:? 'vol2' (readonly highp int)\r
+0:? 'vol' (volatile temp highp float)\r
+0:? 'vol2' (readonly temp highp int)\r
0:? 'qualim1' (layout(r32i ) coherent readonly uniform highp iimage2D)\r
0:? 'qualim2' (layout(r32i ) coherent restrict readonly uniform highp iimage2D)\r
0:? 'i1bad' (layout(rg8i ) readonly uniform highp uimage2D)\r
0:? 'i' (uniform highp int)\r
0:? 'atomi' (shared highp int)\r
0:? 'atomu' (shared highp uint)\r
-0:? 'pfoo' (highp int)\r
-0:? 'dm' (2X4 matrix of double)\r
+0:? 'pfoo' (temp highp int)\r
+0:? 'dm' (global 2X4 matrix of double)\r
0:? 'sca' (uniform mediump samplerCubeArray)\r
0:? 'i2dr' (uniform mediump iimage2DRect)\r
0:? 'i2dms' (uniform lowp image2DMS)\r
ERROR: 0:15: 'sampler/image' : type requires declaration of default precision qualifier \r
ERROR: 0:23: 'variable indexing sampler array' : not supported with this profile: es\r
ERROR: 0:27: 'textureGatherOffsets' : no matching overloaded function found \r
-ERROR: 0:27: '=' : cannot convert from 'const float' to 'mediump 4-component vector of uint'\r
+ERROR: 0:27: '=' : cannot convert from 'const float' to 'temp mediump 4-component vector of uint'\r
ERROR: 0:30: 'textureGatherOffset(...)' : must be a compile-time constant: component argument\r
ERROR: 0:31: 'textureGatherOffset(...)' : must be 0, 1, 2, or 3: component argument\r
ERROR: 0:42: 'texel offset' : argument must be compile-time constant \r
Shader version: 310\r
using early_fragment_tests\r
ERROR: node is still EOpNull!\r
-0:21 Function Definition: main( (void)\r
+0:21 Function Definition: main( (global void)\r
0:21 Function Parameters: \r
0:23 Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (highp 4-component vector of float)\r
-0:23 'v' (mediump 4-component vector of float)\r
-0:23 Function Call: texture(s21;vf2; (highp 4-component vector of float)\r
-0:23 indirect index (highp sampler2D)\r
+0:23 move second child to first child (temp highp 4-component vector of float)\r
+0:23 'v' (temp mediump 4-component vector of float)\r
+0:23 Function Call: texture(s21;vf2; (global highp 4-component vector of float)\r
+0:23 indirect index (temp highp sampler2D)\r
0:23 'arrayedSampler' (uniform 5-element array of highp sampler2D)\r
0:23 'i' (uniform mediump int)\r
0:23 'c2D' (smooth in mediump 2-component vector of float)\r
0:28 Sequence\r
-0:28 move second child to first child (highp 4-component vector of float)\r
-0:28 'v4' (mediump 4-component vector of float)\r
-0:28 Function Call: textureGather(s21;vf2; (highp 4-component vector of float)\r
-0:28 direct index (highp sampler2D)\r
+0:28 move second child to first child (temp highp 4-component vector of float)\r
+0:28 'v4' (temp mediump 4-component vector of float)\r
+0:28 Function Call: textureGather(s21;vf2; (global highp 4-component vector of float)\r
+0:28 direct index (temp highp sampler2D)\r
0:28 'arrayedSampler' (uniform 5-element array of highp sampler2D)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:28 'c2D' (smooth in mediump 2-component vector of float)\r
0:29 Sequence\r
-0:29 move second child to first child (mediump 4-component vector of int)\r
-0:29 'iv4' (mediump 4-component vector of int)\r
-0:29 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int)\r
+0:29 move second child to first child (temp mediump 4-component vector of int)\r
+0:29 'iv4' (temp mediump 4-component vector of int)\r
+0:29 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global mediump 4-component vector of int)\r
0:29 'isamp2DA' (uniform highp isampler2DArray)\r
0:29 Constant:\r
0:29 0.100000\r
0:29 1 (const int)\r
0:29 Constant:\r
0:29 3 (const int)\r
-0:30 move second child to first child (mediump 4-component vector of int)\r
-0:30 'iv4' (mediump 4-component vector of int)\r
-0:30 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int)\r
+0:30 move second child to first child (temp mediump 4-component vector of int)\r
+0:30 'iv4' (temp mediump 4-component vector of int)\r
+0:30 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global mediump 4-component vector of int)\r
0:30 'isamp2DA' (uniform highp isampler2DArray)\r
0:30 Constant:\r
0:30 0.100000\r
0:30 1 (const int)\r
0:30 1 (const int)\r
0:30 'i' (uniform mediump int)\r
-0:31 move second child to first child (mediump 4-component vector of int)\r
-0:31 'iv4' (mediump 4-component vector of int)\r
-0:31 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int)\r
+0:31 move second child to first child (temp mediump 4-component vector of int)\r
+0:31 'iv4' (temp mediump 4-component vector of int)\r
+0:31 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global mediump 4-component vector of int)\r
0:31 'isamp2DA' (uniform highp isampler2DArray)\r
0:31 Constant:\r
0:31 0.100000\r
0:31 1 (const int)\r
0:31 Constant:\r
0:31 4 (const int)\r
-0:32 move second child to first child (mediump 4-component vector of int)\r
-0:32 'iv4' (mediump 4-component vector of int)\r
-0:32 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int)\r
+0:32 move second child to first child (temp mediump 4-component vector of int)\r
+0:32 'iv4' (temp mediump 4-component vector of int)\r
+0:32 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global mediump 4-component vector of int)\r
0:32 'isamp2DA' (uniform highp isampler2DArray)\r
0:32 Constant:\r
0:32 0.100000\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 3 (const int)\r
-0:33 move second child to first child (mediump 4-component vector of int)\r
-0:33 'iv4' (mediump 4-component vector of int)\r
-0:33 Function Call: textureGatherOffset(isA21;vf3;vi2; (mediump 4-component vector of int)\r
+0:33 move second child to first child (temp mediump 4-component vector of int)\r
+0:33 'iv4' (temp mediump 4-component vector of int)\r
+0:33 Function Call: textureGatherOffset(isA21;vf3;vi2; (global mediump 4-component vector of int)\r
0:33 'isamp2DA' (uniform highp isampler2DArray)\r
0:33 Constant:\r
0:33 0.100000\r
0:33 0.100000\r
0:33 0.100000\r
-0:33 Construct ivec2 (2-component vector of int)\r
+0:33 Construct ivec2 (temp 2-component vector of int)\r
0:33 'i' (uniform mediump int)\r
-0:38 Function Definition: foo23( (void)\r
+0:38 Function Definition: foo23( (global void)\r
0:38 Function Parameters: \r
0:? Sequence\r
-0:42 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint)\r
+0:42 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (global mediump 4-component vector of uint)\r
0:42 'usamp2d' (uniform highp usampler2D)\r
0:42 'outp' (out mediump 4-component vector of float)\r
0:42 Constant:\r
0:42 Constant:\r
0:42 0.000000\r
0:42 0.000000\r
-0:42 Convert float to int (2-component vector of int)\r
+0:42 Convert float to int (temp 2-component vector of int)\r
0:42 'c2D' (smooth in mediump 2-component vector of float)\r
-0:43 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint)\r
+0:43 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (global mediump 4-component vector of uint)\r
0:43 'usamp2d' (uniform highp usampler2D)\r
0:43 'outp' (out mediump 4-component vector of float)\r
0:43 Constant:\r
0:43 Constant:\r
0:43 3 (const int)\r
0:43 4 (const int)\r
-0:44 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint)\r
+0:44 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (global mediump 4-component vector of uint)\r
0:44 'usamp2d' (uniform highp usampler2D)\r
0:44 'outp' (out mediump 4-component vector of float)\r
0:44 Constant:\r
0:44 Constant:\r
0:44 15 (const int)\r
0:44 16 (const int)\r
-0:45 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint)\r
+0:45 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (global mediump 4-component vector of uint)\r
0:45 'usamp2d' (uniform highp usampler2D)\r
0:45 'outp' (out mediump 4-component vector of float)\r
0:45 Constant:\r
0:45 Constant:\r
0:45 -10 (const int)\r
0:45 20 (const int)\r
-0:47 Test condition and select (void)\r
+0:47 Test condition and select (temp void)\r
0:47 Condition\r
0:47 'gl_HelperInvocation' (in bool)\r
0:47 true case\r
-0:48 Pre-Increment (mediump 4-component vector of float)\r
+0:48 Pre-Increment (temp mediump 4-component vector of float)\r
0:48 'outp' (out mediump 4-component vector of float)\r
0:50 Sequence\r
-0:50 move second child to first child (mediump int)\r
-0:50 'sum' (mediump int)\r
+0:50 move second child to first child (temp mediump int)\r
+0:50 'sum' (temp mediump int)\r
0:50 Constant:\r
0:50 32 (const int)\r
-0:58 move second child to first child (bool)\r
-0:58 'b1' (bool)\r
-0:58 mix (bool)\r
-0:58 'b2' (bool)\r
-0:58 'b3' (bool)\r
-0:58 'b' (bool)\r
+0:58 move second child to first child (temp bool)\r
+0:58 'b1' (temp bool)\r
+0:58 mix (global bool)\r
+0:58 'b2' (temp bool)\r
+0:58 'b3' (temp bool)\r
+0:58 'b' (temp bool)\r
0:59 Sequence\r
-0:59 move second child to first child (mediump 3-component vector of uint)\r
-0:59 'um3' (mediump 3-component vector of uint)\r
-0:59 mix (mediump 3-component vector of uint)\r
-0:59 Construct uvec3 (mediump 3-component vector of uint)\r
-0:59 Convert int to uint (mediump uint)\r
+0:59 move second child to first child (temp mediump 3-component vector of uint)\r
+0:59 'um3' (temp mediump 3-component vector of uint)\r
+0:59 mix (global mediump 3-component vector of uint)\r
+0:59 Construct uvec3 (temp mediump 3-component vector of uint)\r
+0:59 Convert int to uint (temp mediump uint)\r
0:59 'i' (uniform mediump int)\r
-0:59 Construct uvec3 (mediump 3-component vector of uint)\r
-0:59 Convert int to uint (mediump uint)\r
+0:59 Construct uvec3 (temp mediump 3-component vector of uint)\r
+0:59 Convert int to uint (temp mediump uint)\r
0:59 'i' (uniform mediump int)\r
-0:59 Construct bvec3 (3-component vector of bool)\r
-0:59 'b' (bool)\r
+0:59 Construct bvec3 (temp 3-component vector of bool)\r
+0:59 'b' (temp bool)\r
0:60 Sequence\r
-0:60 move second child to first child (mediump 4-component vector of int)\r
-0:60 'im4' (mediump 4-component vector of int)\r
-0:60 mix (mediump 4-component vector of int)\r
-0:60 Construct ivec4 (mediump 4-component vector of int)\r
+0:60 move second child to first child (temp mediump 4-component vector of int)\r
+0:60 'im4' (temp mediump 4-component vector of int)\r
+0:60 mix (global mediump 4-component vector of int)\r
+0:60 Construct ivec4 (temp mediump 4-component vector of int)\r
0:60 'i' (uniform mediump int)\r
-0:60 Construct ivec4 (mediump 4-component vector of int)\r
+0:60 Construct ivec4 (temp mediump 4-component vector of int)\r
0:60 'i' (uniform mediump int)\r
-0:60 Construct bvec4 (4-component vector of bool)\r
-0:60 'b' (bool)\r
-0:98 Function Definition: foots( (void)\r
+0:60 Construct bvec4 (temp 4-component vector of bool)\r
+0:60 'b' (temp bool)\r
+0:98 Function Definition: foots( (global void)\r
0:98 Function Parameters: \r
0:100 Sequence\r
0:100 Sequence\r
-0:100 move second child to first child (highp 2-component vector of int)\r
-0:100 'v2' (highp 2-component vector of int)\r
-0:100 Function Call: textureSize(s21;i1; (highp 2-component vector of int)\r
+0:100 move second child to first child (temp highp 2-component vector of int)\r
+0:100 'v2' (temp highp 2-component vector of int)\r
+0:100 Function Call: textureSize(s21;i1; (temp highp 2-component vector of int)\r
0:100 's1' (layout(binding=3 ) uniform highp sampler2D)\r
0:100 Constant:\r
0:100 2 (const int)\r
0:101 Sequence\r
-0:101 move second child to first child (highp 3-component vector of int)\r
-0:101 'v3' (highp 3-component vector of int)\r
-0:101 Function Call: textureSize(isA21;i1; (highp 3-component vector of int)\r
+0:101 move second child to first child (temp highp 3-component vector of int)\r
+0:101 'v3' (temp highp 3-component vector of int)\r
+0:101 Function Call: textureSize(isA21;i1; (temp highp 3-component vector of int)\r
0:101 'isamp2DA' (uniform highp isampler2DArray)\r
0:101 Constant:\r
0:101 3 (const int)\r
-0:102 move second child to first child (highp 2-component vector of int)\r
-0:102 'v2' (highp 2-component vector of int)\r
-0:102 Function Call: textureSize(s21; (highp 2-component vector of int)\r
+0:102 move second child to first child (temp highp 2-component vector of int)\r
+0:102 'v2' (temp highp 2-component vector of int)\r
+0:102 Function Call: textureSize(s21; (temp highp 2-component vector of int)\r
0:102 's2dms' (uniform highp sampler2DMS)\r
-0:103 move second child to first child (highp 2-component vector of int)\r
-0:103 'v2' (highp 2-component vector of int)\r
-0:103 Function Call: imageSize(I21; (highp 2-component vector of int)\r
+0:103 move second child to first child (temp highp 2-component vector of int)\r
+0:103 'v2' (temp highp 2-component vector of int)\r
+0:103 Function Call: imageSize(I21; (temp highp 2-component vector of int)\r
0:103 'i2D' (layout(binding=2 ) writeonly uniform highp image2D)\r
-0:104 move second child to first child (highp 3-component vector of int)\r
-0:104 'v3' (highp 3-component vector of int)\r
-0:104 Function Call: imageSize(I31; (highp 3-component vector of int)\r
+0:104 move second child to first child (temp highp 3-component vector of int)\r
+0:104 'v3' (temp highp 3-component vector of int)\r
+0:104 Function Call: imageSize(I31; (temp highp 3-component vector of int)\r
0:104 'i3D' (layout(binding=4 ) readonly uniform mediump image3D)\r
-0:105 move second child to first child (highp 2-component vector of int)\r
-0:105 'v2' (highp 2-component vector of int)\r
-0:105 Function Call: imageSize(IC1; (highp 2-component vector of int)\r
+0:105 move second child to first child (temp highp 2-component vector of int)\r
+0:105 'v2' (temp highp 2-component vector of int)\r
+0:105 Function Call: imageSize(IC1; (temp highp 2-component vector of int)\r
0:105 'iCube' (layout(binding=5 ) uniform lowp imageCube)\r
-0:106 move second child to first child (highp 3-component vector of int)\r
-0:106 'v3' (highp 3-component vector of int)\r
-0:106 Function Call: imageSize(IA21; (highp 3-component vector of int)\r
+0:106 move second child to first child (temp highp 3-component vector of int)\r
+0:106 'v3' (temp highp 3-component vector of int)\r
+0:106 Function Call: imageSize(IA21; (temp highp 3-component vector of int)\r
0:106 'i2DA' (layout(binding=6 ) uniform mediump image2DArray)\r
-0:107 move second child to first child (highp 2-component vector of int)\r
-0:107 'v2' (highp 2-component vector of int)\r
-0:107 Function Call: imageSize(I21; (highp 2-component vector of int)\r
+0:107 move second child to first child (temp highp 2-component vector of int)\r
+0:107 'v2' (temp highp 2-component vector of int)\r
+0:107 Function Call: imageSize(I21; (temp highp 2-component vector of int)\r
0:107 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform highp image2D)\r
0:? Linker Objects\r
0:? 'gl_FragCoord' (smooth in mediump 4-component vector of float)\r
0:? 'ino' (smooth in highp sampler2D)\r
0:? 'ina' (smooth in 4-element array of mediump float)\r
0:? 'inaa' (smooth in 4-element array of mediump float)\r
-0:? 'ins' (smooth in structure{mediump float f})\r
-0:? 'inasa' (smooth in 4-element array of structure{mediump float f})\r
-0:? 'insa' (smooth in 4-element array of structure{mediump float f})\r
-0:? 'inSA' (smooth in structure{4-element array of mediump float f})\r
-0:? 'inSS' (smooth in structure{mediump float f, structure{mediump float f} s})\r
+0:? 'ins' (smooth in structure{global mediump float f})\r
+0:? 'inasa' (smooth in 4-element array of structure{global mediump float f})\r
+0:? 'insa' (smooth in 4-element array of structure{global mediump float f})\r
+0:? 'inSA' (smooth in structure{global 4-element array of mediump float f})\r
+0:? 'inSS' (smooth in structure{global mediump float f, global structure{global mediump float f} s})\r
\r
\r
Linked fragment stage:\r
Shader version: 310\r
using early_fragment_tests\r
ERROR: node is still EOpNull!\r
-0:21 Function Definition: main( (void)\r
+0:21 Function Definition: main( (global void)\r
0:21 Function Parameters: \r
0:23 Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (highp 4-component vector of float)\r
-0:23 'v' (mediump 4-component vector of float)\r
-0:23 Function Call: texture(s21;vf2; (highp 4-component vector of float)\r
-0:23 indirect index (highp sampler2D)\r
+0:23 move second child to first child (temp highp 4-component vector of float)\r
+0:23 'v' (temp mediump 4-component vector of float)\r
+0:23 Function Call: texture(s21;vf2; (global highp 4-component vector of float)\r
+0:23 indirect index (temp highp sampler2D)\r
0:23 'arrayedSampler' (uniform 5-element array of highp sampler2D)\r
0:23 'i' (uniform mediump int)\r
0:23 'c2D' (smooth in mediump 2-component vector of float)\r
0:28 Sequence\r
-0:28 move second child to first child (highp 4-component vector of float)\r
-0:28 'v4' (mediump 4-component vector of float)\r
-0:28 Function Call: textureGather(s21;vf2; (highp 4-component vector of float)\r
-0:28 direct index (highp sampler2D)\r
+0:28 move second child to first child (temp highp 4-component vector of float)\r
+0:28 'v4' (temp mediump 4-component vector of float)\r
+0:28 Function Call: textureGather(s21;vf2; (global highp 4-component vector of float)\r
+0:28 direct index (temp highp sampler2D)\r
0:28 'arrayedSampler' (uniform 5-element array of highp sampler2D)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:28 'c2D' (smooth in mediump 2-component vector of float)\r
0:29 Sequence\r
-0:29 move second child to first child (mediump 4-component vector of int)\r
-0:29 'iv4' (mediump 4-component vector of int)\r
-0:29 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int)\r
+0:29 move second child to first child (temp mediump 4-component vector of int)\r
+0:29 'iv4' (temp mediump 4-component vector of int)\r
+0:29 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global mediump 4-component vector of int)\r
0:29 'isamp2DA' (uniform highp isampler2DArray)\r
0:29 Constant:\r
0:29 0.100000\r
0:29 1 (const int)\r
0:29 Constant:\r
0:29 3 (const int)\r
-0:30 move second child to first child (mediump 4-component vector of int)\r
-0:30 'iv4' (mediump 4-component vector of int)\r
-0:30 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int)\r
+0:30 move second child to first child (temp mediump 4-component vector of int)\r
+0:30 'iv4' (temp mediump 4-component vector of int)\r
+0:30 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global mediump 4-component vector of int)\r
0:30 'isamp2DA' (uniform highp isampler2DArray)\r
0:30 Constant:\r
0:30 0.100000\r
0:30 1 (const int)\r
0:30 1 (const int)\r
0:30 'i' (uniform mediump int)\r
-0:31 move second child to first child (mediump 4-component vector of int)\r
-0:31 'iv4' (mediump 4-component vector of int)\r
-0:31 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int)\r
+0:31 move second child to first child (temp mediump 4-component vector of int)\r
+0:31 'iv4' (temp mediump 4-component vector of int)\r
+0:31 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global mediump 4-component vector of int)\r
0:31 'isamp2DA' (uniform highp isampler2DArray)\r
0:31 Constant:\r
0:31 0.100000\r
0:31 1 (const int)\r
0:31 Constant:\r
0:31 4 (const int)\r
-0:32 move second child to first child (mediump 4-component vector of int)\r
-0:32 'iv4' (mediump 4-component vector of int)\r
-0:32 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int)\r
+0:32 move second child to first child (temp mediump 4-component vector of int)\r
+0:32 'iv4' (temp mediump 4-component vector of int)\r
+0:32 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global mediump 4-component vector of int)\r
0:32 'isamp2DA' (uniform highp isampler2DArray)\r
0:32 Constant:\r
0:32 0.100000\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 3 (const int)\r
-0:33 move second child to first child (mediump 4-component vector of int)\r
-0:33 'iv4' (mediump 4-component vector of int)\r
-0:33 Function Call: textureGatherOffset(isA21;vf3;vi2; (mediump 4-component vector of int)\r
+0:33 move second child to first child (temp mediump 4-component vector of int)\r
+0:33 'iv4' (temp mediump 4-component vector of int)\r
+0:33 Function Call: textureGatherOffset(isA21;vf3;vi2; (global mediump 4-component vector of int)\r
0:33 'isamp2DA' (uniform highp isampler2DArray)\r
0:33 Constant:\r
0:33 0.100000\r
0:33 0.100000\r
0:33 0.100000\r
-0:33 Construct ivec2 (2-component vector of int)\r
+0:33 Construct ivec2 (temp 2-component vector of int)\r
0:33 'i' (uniform mediump int)\r
-0:38 Function Definition: foo23( (void)\r
+0:38 Function Definition: foo23( (global void)\r
0:38 Function Parameters: \r
0:? Sequence\r
-0:42 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint)\r
+0:42 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (global mediump 4-component vector of uint)\r
0:42 'usamp2d' (uniform highp usampler2D)\r
0:42 'outp' (out mediump 4-component vector of float)\r
0:42 Constant:\r
0:42 Constant:\r
0:42 0.000000\r
0:42 0.000000\r
-0:42 Convert float to int (2-component vector of int)\r
+0:42 Convert float to int (temp 2-component vector of int)\r
0:42 'c2D' (smooth in mediump 2-component vector of float)\r
-0:43 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint)\r
+0:43 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (global mediump 4-component vector of uint)\r
0:43 'usamp2d' (uniform highp usampler2D)\r
0:43 'outp' (out mediump 4-component vector of float)\r
0:43 Constant:\r
0:43 Constant:\r
0:43 3 (const int)\r
0:43 4 (const int)\r
-0:44 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint)\r
+0:44 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (global mediump 4-component vector of uint)\r
0:44 'usamp2d' (uniform highp usampler2D)\r
0:44 'outp' (out mediump 4-component vector of float)\r
0:44 Constant:\r
0:44 Constant:\r
0:44 15 (const int)\r
0:44 16 (const int)\r
-0:45 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint)\r
+0:45 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (global mediump 4-component vector of uint)\r
0:45 'usamp2d' (uniform highp usampler2D)\r
0:45 'outp' (out mediump 4-component vector of float)\r
0:45 Constant:\r
0:45 Constant:\r
0:45 -10 (const int)\r
0:45 20 (const int)\r
-0:47 Test condition and select (void)\r
+0:47 Test condition and select (temp void)\r
0:47 Condition\r
0:47 'gl_HelperInvocation' (in bool)\r
0:47 true case\r
-0:48 Pre-Increment (mediump 4-component vector of float)\r
+0:48 Pre-Increment (temp mediump 4-component vector of float)\r
0:48 'outp' (out mediump 4-component vector of float)\r
0:50 Sequence\r
-0:50 move second child to first child (mediump int)\r
-0:50 'sum' (mediump int)\r
+0:50 move second child to first child (temp mediump int)\r
+0:50 'sum' (temp mediump int)\r
0:50 Constant:\r
0:50 32 (const int)\r
-0:58 move second child to first child (bool)\r
-0:58 'b1' (bool)\r
-0:58 mix (bool)\r
-0:58 'b2' (bool)\r
-0:58 'b3' (bool)\r
-0:58 'b' (bool)\r
+0:58 move second child to first child (temp bool)\r
+0:58 'b1' (temp bool)\r
+0:58 mix (global bool)\r
+0:58 'b2' (temp bool)\r
+0:58 'b3' (temp bool)\r
+0:58 'b' (temp bool)\r
0:59 Sequence\r
-0:59 move second child to first child (mediump 3-component vector of uint)\r
-0:59 'um3' (mediump 3-component vector of uint)\r
-0:59 mix (mediump 3-component vector of uint)\r
-0:59 Construct uvec3 (mediump 3-component vector of uint)\r
-0:59 Convert int to uint (mediump uint)\r
+0:59 move second child to first child (temp mediump 3-component vector of uint)\r
+0:59 'um3' (temp mediump 3-component vector of uint)\r
+0:59 mix (global mediump 3-component vector of uint)\r
+0:59 Construct uvec3 (temp mediump 3-component vector of uint)\r
+0:59 Convert int to uint (temp mediump uint)\r
0:59 'i' (uniform mediump int)\r
-0:59 Construct uvec3 (mediump 3-component vector of uint)\r
-0:59 Convert int to uint (mediump uint)\r
+0:59 Construct uvec3 (temp mediump 3-component vector of uint)\r
+0:59 Convert int to uint (temp mediump uint)\r
0:59 'i' (uniform mediump int)\r
-0:59 Construct bvec3 (3-component vector of bool)\r
-0:59 'b' (bool)\r
+0:59 Construct bvec3 (temp 3-component vector of bool)\r
+0:59 'b' (temp bool)\r
0:60 Sequence\r
-0:60 move second child to first child (mediump 4-component vector of int)\r
-0:60 'im4' (mediump 4-component vector of int)\r
-0:60 mix (mediump 4-component vector of int)\r
-0:60 Construct ivec4 (mediump 4-component vector of int)\r
+0:60 move second child to first child (temp mediump 4-component vector of int)\r
+0:60 'im4' (temp mediump 4-component vector of int)\r
+0:60 mix (global mediump 4-component vector of int)\r
+0:60 Construct ivec4 (temp mediump 4-component vector of int)\r
0:60 'i' (uniform mediump int)\r
-0:60 Construct ivec4 (mediump 4-component vector of int)\r
+0:60 Construct ivec4 (temp mediump 4-component vector of int)\r
0:60 'i' (uniform mediump int)\r
-0:60 Construct bvec4 (4-component vector of bool)\r
-0:60 'b' (bool)\r
-0:98 Function Definition: foots( (void)\r
+0:60 Construct bvec4 (temp 4-component vector of bool)\r
+0:60 'b' (temp bool)\r
+0:98 Function Definition: foots( (global void)\r
0:98 Function Parameters: \r
0:100 Sequence\r
0:100 Sequence\r
-0:100 move second child to first child (highp 2-component vector of int)\r
-0:100 'v2' (highp 2-component vector of int)\r
-0:100 Function Call: textureSize(s21;i1; (highp 2-component vector of int)\r
+0:100 move second child to first child (temp highp 2-component vector of int)\r
+0:100 'v2' (temp highp 2-component vector of int)\r
+0:100 Function Call: textureSize(s21;i1; (temp highp 2-component vector of int)\r
0:100 's1' (layout(binding=3 ) uniform highp sampler2D)\r
0:100 Constant:\r
0:100 2 (const int)\r
0:101 Sequence\r
-0:101 move second child to first child (highp 3-component vector of int)\r
-0:101 'v3' (highp 3-component vector of int)\r
-0:101 Function Call: textureSize(isA21;i1; (highp 3-component vector of int)\r
+0:101 move second child to first child (temp highp 3-component vector of int)\r
+0:101 'v3' (temp highp 3-component vector of int)\r
+0:101 Function Call: textureSize(isA21;i1; (temp highp 3-component vector of int)\r
0:101 'isamp2DA' (uniform highp isampler2DArray)\r
0:101 Constant:\r
0:101 3 (const int)\r
-0:102 move second child to first child (highp 2-component vector of int)\r
-0:102 'v2' (highp 2-component vector of int)\r
-0:102 Function Call: textureSize(s21; (highp 2-component vector of int)\r
+0:102 move second child to first child (temp highp 2-component vector of int)\r
+0:102 'v2' (temp highp 2-component vector of int)\r
+0:102 Function Call: textureSize(s21; (temp highp 2-component vector of int)\r
0:102 's2dms' (uniform highp sampler2DMS)\r
-0:103 move second child to first child (highp 2-component vector of int)\r
-0:103 'v2' (highp 2-component vector of int)\r
-0:103 Function Call: imageSize(I21; (highp 2-component vector of int)\r
+0:103 move second child to first child (temp highp 2-component vector of int)\r
+0:103 'v2' (temp highp 2-component vector of int)\r
+0:103 Function Call: imageSize(I21; (temp highp 2-component vector of int)\r
0:103 'i2D' (layout(binding=2 ) writeonly uniform highp image2D)\r
-0:104 move second child to first child (highp 3-component vector of int)\r
-0:104 'v3' (highp 3-component vector of int)\r
-0:104 Function Call: imageSize(I31; (highp 3-component vector of int)\r
+0:104 move second child to first child (temp highp 3-component vector of int)\r
+0:104 'v3' (temp highp 3-component vector of int)\r
+0:104 Function Call: imageSize(I31; (temp highp 3-component vector of int)\r
0:104 'i3D' (layout(binding=4 ) readonly uniform mediump image3D)\r
-0:105 move second child to first child (highp 2-component vector of int)\r
-0:105 'v2' (highp 2-component vector of int)\r
-0:105 Function Call: imageSize(IC1; (highp 2-component vector of int)\r
+0:105 move second child to first child (temp highp 2-component vector of int)\r
+0:105 'v2' (temp highp 2-component vector of int)\r
+0:105 Function Call: imageSize(IC1; (temp highp 2-component vector of int)\r
0:105 'iCube' (layout(binding=5 ) uniform lowp imageCube)\r
-0:106 move second child to first child (highp 3-component vector of int)\r
-0:106 'v3' (highp 3-component vector of int)\r
-0:106 Function Call: imageSize(IA21; (highp 3-component vector of int)\r
+0:106 move second child to first child (temp highp 3-component vector of int)\r
+0:106 'v3' (temp highp 3-component vector of int)\r
+0:106 Function Call: imageSize(IA21; (temp highp 3-component vector of int)\r
0:106 'i2DA' (layout(binding=6 ) uniform mediump image2DArray)\r
-0:107 move second child to first child (highp 2-component vector of int)\r
-0:107 'v2' (highp 2-component vector of int)\r
-0:107 Function Call: imageSize(I21; (highp 2-component vector of int)\r
+0:107 move second child to first child (temp highp 2-component vector of int)\r
+0:107 'v2' (temp highp 2-component vector of int)\r
+0:107 Function Call: imageSize(I21; (temp highp 2-component vector of int)\r
0:107 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform highp image2D)\r
0:? Linker Objects\r
0:? 'gl_FragCoord' (smooth in mediump 4-component vector of float)\r
0:? 'ino' (smooth in highp sampler2D)\r
0:? 'ina' (smooth in 4-element array of mediump float)\r
0:? 'inaa' (smooth in 4-element array of mediump float)\r
-0:? 'ins' (smooth in structure{mediump float f})\r
-0:? 'inasa' (smooth in 4-element array of structure{mediump float f})\r
-0:? 'insa' (smooth in 4-element array of structure{mediump float f})\r
-0:? 'inSA' (smooth in structure{4-element array of mediump float f})\r
-0:? 'inSS' (smooth in structure{mediump float f, structure{mediump float f} s})\r
+0:? 'ins' (smooth in structure{global mediump float f})\r
+0:? 'inasa' (smooth in 4-element array of structure{global mediump float f})\r
+0:? 'insa' (smooth in 4-element array of structure{global mediump float f})\r
+0:? 'inSA' (smooth in structure{global 4-element array of mediump float f})\r
+0:? 'inSS' (smooth in structure{global mediump float f, global structure{global mediump float f} s})\r
\r
\r
Shader version: 310\r
ERROR: node is still EOpNull!\r
-0:12 Function Definition: main( (void)\r
+0:12 Function Definition: main( (global void)\r
0:12 Function Parameters: \r
0:? Sequence\r
-0:15 move second child to first child (highp 2-component vector of uint)\r
-0:15 'u2' (highp 2-component vector of uint)\r
-0:15 Function Call: uaddCarry(vu2;vu2;vu2; (highp 2-component vector of uint)\r
-0:15 'u2' (highp 2-component vector of uint)\r
-0:15 'u2' (highp 2-component vector of uint)\r
-0:15 'u2' (highp 2-component vector of uint)\r
-0:17 move second child to first child (highp uint)\r
-0:17 'u1' (highp uint)\r
-0:17 Function Call: usubBorrow(u1;u1;u1; (highp uint)\r
-0:17 'u1' (highp uint)\r
-0:17 'u1' (highp uint)\r
-0:17 'u1' (highp uint)\r
-0:19 Function Call: umulExtended(vu4;vu4;vu4;vu4; (void)\r
-0:19 'u4' (highp 4-component vector of uint)\r
-0:19 'u4' (highp 4-component vector of uint)\r
-0:19 'u4' (highp 4-component vector of uint)\r
-0:19 'u4' (highp 4-component vector of uint)\r
-0:21 Function Call: imulExtended(vi4;vi4;vi4;vi4; (void)\r
-0:21 'i4' (highp 4-component vector of int)\r
-0:21 'i4' (highp 4-component vector of int)\r
-0:21 'i4' (highp 4-component vector of int)\r
-0:21 'i4' (highp 4-component vector of int)\r
-0:23 move second child to first child (highp int)\r
-0:23 'i1' (highp int)\r
-0:23 Function Call: bitfieldExtract(i1;i1;i1; (highp int)\r
-0:23 'i1' (highp int)\r
+0:15 move second child to first child (temp highp 2-component vector of uint)\r
+0:15 'u2' (temp highp 2-component vector of uint)\r
+0:15 Function Call: uaddCarry(vu2;vu2;vu2; (global highp 2-component vector of uint)\r
+0:15 'u2' (temp highp 2-component vector of uint)\r
+0:15 'u2' (temp highp 2-component vector of uint)\r
+0:15 'u2' (temp highp 2-component vector of uint)\r
+0:17 move second child to first child (temp highp uint)\r
+0:17 'u1' (temp highp uint)\r
+0:17 Function Call: usubBorrow(u1;u1;u1; (global highp uint)\r
+0:17 'u1' (temp highp uint)\r
+0:17 'u1' (temp highp uint)\r
+0:17 'u1' (temp highp uint)\r
+0:19 Function Call: umulExtended(vu4;vu4;vu4;vu4; (global void)\r
+0:19 'u4' (temp highp 4-component vector of uint)\r
+0:19 'u4' (temp highp 4-component vector of uint)\r
+0:19 'u4' (temp highp 4-component vector of uint)\r
+0:19 'u4' (temp highp 4-component vector of uint)\r
+0:21 Function Call: imulExtended(vi4;vi4;vi4;vi4; (global void)\r
+0:21 'i4' (temp highp 4-component vector of int)\r
+0:21 'i4' (temp highp 4-component vector of int)\r
+0:21 'i4' (temp highp 4-component vector of int)\r
+0:21 'i4' (temp highp 4-component vector of int)\r
+0:23 move second child to first child (temp highp int)\r
+0:23 'i1' (temp highp int)\r
+0:23 Function Call: bitfieldExtract(i1;i1;i1; (global highp int)\r
+0:23 'i1' (temp highp int)\r
0:23 Constant:\r
0:23 4 (const int)\r
0:23 Constant:\r
0:23 5 (const int)\r
-0:25 move second child to first child (highp 3-component vector of uint)\r
-0:25 'u3' (highp 3-component vector of uint)\r
-0:25 Function Call: bitfieldExtract(vu3;i1;i1; (highp 3-component vector of uint)\r
-0:25 'u3' (highp 3-component vector of uint)\r
+0:25 move second child to first child (temp highp 3-component vector of uint)\r
+0:25 'u3' (temp highp 3-component vector of uint)\r
+0:25 Function Call: bitfieldExtract(vu3;i1;i1; (global highp 3-component vector of uint)\r
+0:25 'u3' (temp highp 3-component vector of uint)\r
0:25 Constant:\r
0:25 4 (const int)\r
0:25 Constant:\r
0:25 5 (const int)\r
-0:27 move second child to first child (highp 3-component vector of int)\r
-0:27 'i3' (highp 3-component vector of int)\r
-0:27 Function Call: bitfieldInsert(vi3;vi3;i1;i1; (highp 3-component vector of int)\r
-0:27 'i3' (highp 3-component vector of int)\r
-0:27 'i3' (highp 3-component vector of int)\r
+0:27 move second child to first child (temp highp 3-component vector of int)\r
+0:27 'i3' (temp highp 3-component vector of int)\r
+0:27 Function Call: bitfieldInsert(vi3;vi3;i1;i1; (global highp 3-component vector of int)\r
+0:27 'i3' (temp highp 3-component vector of int)\r
+0:27 'i3' (temp highp 3-component vector of int)\r
0:27 Constant:\r
0:27 4 (const int)\r
0:27 Constant:\r
0:27 5 (const int)\r
-0:28 move second child to first child (highp uint)\r
-0:28 'u1' (highp uint)\r
-0:28 Function Call: bitfieldInsert(u1;u1;i1;i1; (highp uint)\r
-0:28 'u1' (highp uint)\r
-0:28 'u1' (highp uint)\r
+0:28 move second child to first child (temp highp uint)\r
+0:28 'u1' (temp highp uint)\r
+0:28 Function Call: bitfieldInsert(u1;u1;i1;i1; (global highp uint)\r
+0:28 'u1' (temp highp uint)\r
+0:28 'u1' (temp highp uint)\r
0:28 Constant:\r
0:28 4 (const int)\r
0:28 Constant:\r
0:28 5 (const int)\r
-0:30 move second child to first child (highp 2-component vector of int)\r
-0:30 'i2' (highp 2-component vector of int)\r
-0:30 Function Call: bitfieldReverse(vi2; (highp 2-component vector of int)\r
-0:30 'i2' (highp 2-component vector of int)\r
-0:31 move second child to first child (highp 4-component vector of uint)\r
-0:31 'u4' (highp 4-component vector of uint)\r
-0:31 Function Call: bitfieldReverse(vu4; (highp 4-component vector of uint)\r
-0:31 'u4' (highp 4-component vector of uint)\r
-0:32 move second child to first child (highp int)\r
-0:32 'i1' (highp int)\r
-0:32 Function Call: bitCount(i1; (highp int)\r
-0:32 'i1' (highp int)\r
-0:33 move second child to first child (highp 3-component vector of int)\r
-0:33 'i3' (highp 3-component vector of int)\r
-0:33 Function Call: bitCount(vu3; (highp 3-component vector of int)\r
-0:33 'u3' (highp 3-component vector of uint)\r
-0:34 move second child to first child (highp 2-component vector of int)\r
-0:34 'i2' (highp 2-component vector of int)\r
-0:34 Function Call: findLSB(vi2; (highp 2-component vector of int)\r
-0:34 'i2' (highp 2-component vector of int)\r
-0:35 move second child to first child (highp 4-component vector of int)\r
-0:35 'i4' (highp 4-component vector of int)\r
-0:35 Function Call: findLSB(vu4; (highp 4-component vector of int)\r
-0:35 'u4' (highp 4-component vector of uint)\r
-0:36 move second child to first child (highp int)\r
-0:36 'i1' (highp int)\r
-0:36 Function Call: findMSB(i1; (highp int)\r
-0:36 'i1' (highp int)\r
-0:37 move second child to first child (highp 2-component vector of int)\r
-0:37 'i2' (highp 2-component vector of int)\r
-0:37 Function Call: findMSB(vu2; (highp 2-component vector of int)\r
-0:37 'u2' (highp 2-component vector of uint)\r
-0:40 move second child to first child (highp 3-component vector of float)\r
-0:40 'v3' (highp 3-component vector of float)\r
-0:40 Function Call: frexp(vf3;vi3; (highp 3-component vector of float)\r
-0:40 'v3' (highp 3-component vector of float)\r
-0:40 'i3' (highp 3-component vector of int)\r
-0:42 move second child to first child (highp 2-component vector of float)\r
-0:42 'v2' (highp 2-component vector of float)\r
-0:42 Function Call: ldexp(vf2;vi2; (highp 2-component vector of float)\r
-0:42 'v2' (highp 2-component vector of float)\r
-0:42 'i2' (highp 2-component vector of int)\r
-0:45 move second child to first child (highp uint)\r
-0:45 'u1' (highp uint)\r
-0:45 Function Call: packUnorm4x8(vf4; (highp uint)\r
-0:45 'v4' (mediump 4-component vector of float)\r
-0:46 move second child to first child (highp uint)\r
-0:46 'u1' (highp uint)\r
-0:46 Function Call: packSnorm4x8(vf4; (highp uint)\r
-0:46 'v4' (mediump 4-component vector of float)\r
-0:47 move second child to first child (mediump 4-component vector of float)\r
-0:47 'v4' (mediump 4-component vector of float)\r
-0:47 Function Call: unpackUnorm4x8(u1; (mediump 4-component vector of float)\r
-0:47 'u1' (highp uint)\r
-0:48 move second child to first child (mediump 4-component vector of float)\r
-0:48 'v4' (mediump 4-component vector of float)\r
-0:48 Function Call: unpackSnorm4x8(u1; (mediump 4-component vector of float)\r
-0:48 'u1' (highp uint)\r
-0:60 Function Definition: foo( (void)\r
+0:30 move second child to first child (temp highp 2-component vector of int)\r
+0:30 'i2' (temp highp 2-component vector of int)\r
+0:30 Function Call: bitfieldReverse(vi2; (global highp 2-component vector of int)\r
+0:30 'i2' (temp highp 2-component vector of int)\r
+0:31 move second child to first child (temp highp 4-component vector of uint)\r
+0:31 'u4' (temp highp 4-component vector of uint)\r
+0:31 Function Call: bitfieldReverse(vu4; (global highp 4-component vector of uint)\r
+0:31 'u4' (temp highp 4-component vector of uint)\r
+0:32 move second child to first child (temp highp int)\r
+0:32 'i1' (temp highp int)\r
+0:32 Function Call: bitCount(i1; (global highp int)\r
+0:32 'i1' (temp highp int)\r
+0:33 move second child to first child (temp highp 3-component vector of int)\r
+0:33 'i3' (temp highp 3-component vector of int)\r
+0:33 Function Call: bitCount(vu3; (global highp 3-component vector of int)\r
+0:33 'u3' (temp highp 3-component vector of uint)\r
+0:34 move second child to first child (temp highp 2-component vector of int)\r
+0:34 'i2' (temp highp 2-component vector of int)\r
+0:34 Function Call: findLSB(vi2; (global highp 2-component vector of int)\r
+0:34 'i2' (temp highp 2-component vector of int)\r
+0:35 move second child to first child (temp highp 4-component vector of int)\r
+0:35 'i4' (temp highp 4-component vector of int)\r
+0:35 Function Call: findLSB(vu4; (global highp 4-component vector of int)\r
+0:35 'u4' (temp highp 4-component vector of uint)\r
+0:36 move second child to first child (temp highp int)\r
+0:36 'i1' (temp highp int)\r
+0:36 Function Call: findMSB(i1; (global highp int)\r
+0:36 'i1' (temp highp int)\r
+0:37 move second child to first child (temp highp 2-component vector of int)\r
+0:37 'i2' (temp highp 2-component vector of int)\r
+0:37 Function Call: findMSB(vu2; (global highp 2-component vector of int)\r
+0:37 'u2' (temp highp 2-component vector of uint)\r
+0:40 move second child to first child (temp highp 3-component vector of float)\r
+0:40 'v3' (temp highp 3-component vector of float)\r
+0:40 Function Call: frexp(vf3;vi3; (temp highp 3-component vector of float)\r
+0:40 'v3' (temp highp 3-component vector of float)\r
+0:40 'i3' (temp highp 3-component vector of int)\r
+0:42 move second child to first child (temp highp 2-component vector of float)\r
+0:42 'v2' (temp highp 2-component vector of float)\r
+0:42 Function Call: ldexp(vf2;vi2; (temp highp 2-component vector of float)\r
+0:42 'v2' (temp highp 2-component vector of float)\r
+0:42 'i2' (temp highp 2-component vector of int)\r
+0:45 move second child to first child (temp highp uint)\r
+0:45 'u1' (temp highp uint)\r
+0:45 Function Call: packUnorm4x8(vf4; (temp highp uint)\r
+0:45 'v4' (temp mediump 4-component vector of float)\r
+0:46 move second child to first child (temp highp uint)\r
+0:46 'u1' (temp highp uint)\r
+0:46 Function Call: packSnorm4x8(vf4; (temp highp uint)\r
+0:46 'v4' (temp mediump 4-component vector of float)\r
+0:47 move second child to first child (temp mediump 4-component vector of float)\r
+0:47 'v4' (temp mediump 4-component vector of float)\r
+0:47 Function Call: unpackUnorm4x8(u1; (temp mediump 4-component vector of float)\r
+0:47 'u1' (temp highp uint)\r
+0:48 move second child to first child (temp mediump 4-component vector of float)\r
+0:48 'v4' (temp mediump 4-component vector of float)\r
+0:48 Function Call: unpackSnorm4x8(u1; (temp mediump 4-component vector of float)\r
+0:48 'u1' (temp highp uint)\r
+0:60 Function Definition: foo( (global void)\r
0:60 Function Parameters: \r
0:? Sequence\r
-0:63 move second child to first child (highp 2-component vector of int)\r
-0:63 'v2' (highp 2-component vector of int)\r
-0:63 Function Call: textureSize(s21; (highp 2-component vector of int)\r
+0:63 move second child to first child (temp highp 2-component vector of int)\r
+0:63 'v2' (temp highp 2-component vector of int)\r
+0:63 Function Call: textureSize(s21; (temp highp 2-component vector of int)\r
0:63 's2dms' (uniform highp sampler2DMS)\r
-0:64 move second child to first child (highp 2-component vector of int)\r
-0:64 'v2' (highp 2-component vector of int)\r
-0:64 Function Call: textureSize(us21; (highp 2-component vector of int)\r
+0:64 move second child to first child (temp highp 2-component vector of int)\r
+0:64 'v2' (temp highp 2-component vector of int)\r
+0:64 Function Call: textureSize(us21; (temp highp 2-component vector of int)\r
0:64 'us2dms' (uniform highp usampler2DMS)\r
0:65 Sequence\r
-0:65 move second child to first child (highp 4-component vector of float)\r
-0:65 'v4' (highp 4-component vector of float)\r
-0:65 Function Call: texelFetch(s21;vi2;i1; (highp 4-component vector of float)\r
+0:65 move second child to first child (temp highp 4-component vector of float)\r
+0:65 'v4' (temp highp 4-component vector of float)\r
+0:65 Function Call: texelFetch(s21;vi2;i1; (global highp 4-component vector of float)\r
0:65 's2dms' (uniform highp sampler2DMS)\r
-0:65 'v2' (highp 2-component vector of int)\r
+0:65 'v2' (temp highp 2-component vector of int)\r
0:65 Constant:\r
0:65 2 (const int)\r
0:66 Sequence\r
-0:66 move second child to first child (highp 4-component vector of int)\r
-0:66 'iv4' (highp 4-component vector of int)\r
-0:66 Function Call: texelFetch(is21;vi2;i1; (highp 4-component vector of int)\r
+0:66 move second child to first child (temp highp 4-component vector of int)\r
+0:66 'iv4' (temp highp 4-component vector of int)\r
+0:66 Function Call: texelFetch(is21;vi2;i1; (global highp 4-component vector of int)\r
0:66 'is2dms' (uniform highp isampler2DMS)\r
-0:66 'v2' (highp 2-component vector of int)\r
+0:66 'v2' (temp highp 2-component vector of int)\r
0:66 Constant:\r
0:66 2 (const int)\r
0:67 Constant:\r
0:? 'outo' (smooth out highp sampler2D)\r
0:? 'outa' (smooth out 4-element array of highp float)\r
0:? 'outaa' (smooth out 4-element array of highp float)\r
-0:? 'outs' (smooth out structure{highp float f})\r
-0:? 'outasa' (smooth out 4-element array of structure{highp float f})\r
-0:? 'outsa' (smooth out 4-element array of structure{highp float f})\r
-0:? 'outSA' (smooth out structure{4-element array of highp float f})\r
-0:? 'outSS' (smooth out structure{highp float f, structure{highp float f} s})\r
+0:? 'outs' (smooth out structure{global highp float f})\r
+0:? 'outasa' (smooth out 4-element array of structure{global highp float f})\r
+0:? 'outsa' (smooth out 4-element array of structure{global highp float f})\r
+0:? 'outSA' (smooth out structure{global 4-element array of highp float f})\r
+0:? 'outSS' (smooth out structure{global highp float f, global structure{global highp float f} s})\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
Shader version: 310\r
ERROR: node is still EOpNull!\r
-0:12 Function Definition: main( (void)\r
+0:12 Function Definition: main( (global void)\r
0:12 Function Parameters: \r
0:? Sequence\r
-0:15 move second child to first child (highp 2-component vector of uint)\r
-0:15 'u2' (highp 2-component vector of uint)\r
-0:15 Function Call: uaddCarry(vu2;vu2;vu2; (highp 2-component vector of uint)\r
-0:15 'u2' (highp 2-component vector of uint)\r
-0:15 'u2' (highp 2-component vector of uint)\r
-0:15 'u2' (highp 2-component vector of uint)\r
-0:17 move second child to first child (highp uint)\r
-0:17 'u1' (highp uint)\r
-0:17 Function Call: usubBorrow(u1;u1;u1; (highp uint)\r
-0:17 'u1' (highp uint)\r
-0:17 'u1' (highp uint)\r
-0:17 'u1' (highp uint)\r
-0:19 Function Call: umulExtended(vu4;vu4;vu4;vu4; (void)\r
-0:19 'u4' (highp 4-component vector of uint)\r
-0:19 'u4' (highp 4-component vector of uint)\r
-0:19 'u4' (highp 4-component vector of uint)\r
-0:19 'u4' (highp 4-component vector of uint)\r
-0:21 Function Call: imulExtended(vi4;vi4;vi4;vi4; (void)\r
-0:21 'i4' (highp 4-component vector of int)\r
-0:21 'i4' (highp 4-component vector of int)\r
-0:21 'i4' (highp 4-component vector of int)\r
-0:21 'i4' (highp 4-component vector of int)\r
-0:23 move second child to first child (highp int)\r
-0:23 'i1' (highp int)\r
-0:23 Function Call: bitfieldExtract(i1;i1;i1; (highp int)\r
-0:23 'i1' (highp int)\r
+0:15 move second child to first child (temp highp 2-component vector of uint)\r
+0:15 'u2' (temp highp 2-component vector of uint)\r
+0:15 Function Call: uaddCarry(vu2;vu2;vu2; (global highp 2-component vector of uint)\r
+0:15 'u2' (temp highp 2-component vector of uint)\r
+0:15 'u2' (temp highp 2-component vector of uint)\r
+0:15 'u2' (temp highp 2-component vector of uint)\r
+0:17 move second child to first child (temp highp uint)\r
+0:17 'u1' (temp highp uint)\r
+0:17 Function Call: usubBorrow(u1;u1;u1; (global highp uint)\r
+0:17 'u1' (temp highp uint)\r
+0:17 'u1' (temp highp uint)\r
+0:17 'u1' (temp highp uint)\r
+0:19 Function Call: umulExtended(vu4;vu4;vu4;vu4; (global void)\r
+0:19 'u4' (temp highp 4-component vector of uint)\r
+0:19 'u4' (temp highp 4-component vector of uint)\r
+0:19 'u4' (temp highp 4-component vector of uint)\r
+0:19 'u4' (temp highp 4-component vector of uint)\r
+0:21 Function Call: imulExtended(vi4;vi4;vi4;vi4; (global void)\r
+0:21 'i4' (temp highp 4-component vector of int)\r
+0:21 'i4' (temp highp 4-component vector of int)\r
+0:21 'i4' (temp highp 4-component vector of int)\r
+0:21 'i4' (temp highp 4-component vector of int)\r
+0:23 move second child to first child (temp highp int)\r
+0:23 'i1' (temp highp int)\r
+0:23 Function Call: bitfieldExtract(i1;i1;i1; (global highp int)\r
+0:23 'i1' (temp highp int)\r
0:23 Constant:\r
0:23 4 (const int)\r
0:23 Constant:\r
0:23 5 (const int)\r
-0:25 move second child to first child (highp 3-component vector of uint)\r
-0:25 'u3' (highp 3-component vector of uint)\r
-0:25 Function Call: bitfieldExtract(vu3;i1;i1; (highp 3-component vector of uint)\r
-0:25 'u3' (highp 3-component vector of uint)\r
+0:25 move second child to first child (temp highp 3-component vector of uint)\r
+0:25 'u3' (temp highp 3-component vector of uint)\r
+0:25 Function Call: bitfieldExtract(vu3;i1;i1; (global highp 3-component vector of uint)\r
+0:25 'u3' (temp highp 3-component vector of uint)\r
0:25 Constant:\r
0:25 4 (const int)\r
0:25 Constant:\r
0:25 5 (const int)\r
-0:27 move second child to first child (highp 3-component vector of int)\r
-0:27 'i3' (highp 3-component vector of int)\r
-0:27 Function Call: bitfieldInsert(vi3;vi3;i1;i1; (highp 3-component vector of int)\r
-0:27 'i3' (highp 3-component vector of int)\r
-0:27 'i3' (highp 3-component vector of int)\r
+0:27 move second child to first child (temp highp 3-component vector of int)\r
+0:27 'i3' (temp highp 3-component vector of int)\r
+0:27 Function Call: bitfieldInsert(vi3;vi3;i1;i1; (global highp 3-component vector of int)\r
+0:27 'i3' (temp highp 3-component vector of int)\r
+0:27 'i3' (temp highp 3-component vector of int)\r
0:27 Constant:\r
0:27 4 (const int)\r
0:27 Constant:\r
0:27 5 (const int)\r
-0:28 move second child to first child (highp uint)\r
-0:28 'u1' (highp uint)\r
-0:28 Function Call: bitfieldInsert(u1;u1;i1;i1; (highp uint)\r
-0:28 'u1' (highp uint)\r
-0:28 'u1' (highp uint)\r
+0:28 move second child to first child (temp highp uint)\r
+0:28 'u1' (temp highp uint)\r
+0:28 Function Call: bitfieldInsert(u1;u1;i1;i1; (global highp uint)\r
+0:28 'u1' (temp highp uint)\r
+0:28 'u1' (temp highp uint)\r
0:28 Constant:\r
0:28 4 (const int)\r
0:28 Constant:\r
0:28 5 (const int)\r
-0:30 move second child to first child (highp 2-component vector of int)\r
-0:30 'i2' (highp 2-component vector of int)\r
-0:30 Function Call: bitfieldReverse(vi2; (highp 2-component vector of int)\r
-0:30 'i2' (highp 2-component vector of int)\r
-0:31 move second child to first child (highp 4-component vector of uint)\r
-0:31 'u4' (highp 4-component vector of uint)\r
-0:31 Function Call: bitfieldReverse(vu4; (highp 4-component vector of uint)\r
-0:31 'u4' (highp 4-component vector of uint)\r
-0:32 move second child to first child (highp int)\r
-0:32 'i1' (highp int)\r
-0:32 Function Call: bitCount(i1; (highp int)\r
-0:32 'i1' (highp int)\r
-0:33 move second child to first child (highp 3-component vector of int)\r
-0:33 'i3' (highp 3-component vector of int)\r
-0:33 Function Call: bitCount(vu3; (highp 3-component vector of int)\r
-0:33 'u3' (highp 3-component vector of uint)\r
-0:34 move second child to first child (highp 2-component vector of int)\r
-0:34 'i2' (highp 2-component vector of int)\r
-0:34 Function Call: findLSB(vi2; (highp 2-component vector of int)\r
-0:34 'i2' (highp 2-component vector of int)\r
-0:35 move second child to first child (highp 4-component vector of int)\r
-0:35 'i4' (highp 4-component vector of int)\r
-0:35 Function Call: findLSB(vu4; (highp 4-component vector of int)\r
-0:35 'u4' (highp 4-component vector of uint)\r
-0:36 move second child to first child (highp int)\r
-0:36 'i1' (highp int)\r
-0:36 Function Call: findMSB(i1; (highp int)\r
-0:36 'i1' (highp int)\r
-0:37 move second child to first child (highp 2-component vector of int)\r
-0:37 'i2' (highp 2-component vector of int)\r
-0:37 Function Call: findMSB(vu2; (highp 2-component vector of int)\r
-0:37 'u2' (highp 2-component vector of uint)\r
-0:40 move second child to first child (highp 3-component vector of float)\r
-0:40 'v3' (highp 3-component vector of float)\r
-0:40 Function Call: frexp(vf3;vi3; (highp 3-component vector of float)\r
-0:40 'v3' (highp 3-component vector of float)\r
-0:40 'i3' (highp 3-component vector of int)\r
-0:42 move second child to first child (highp 2-component vector of float)\r
-0:42 'v2' (highp 2-component vector of float)\r
-0:42 Function Call: ldexp(vf2;vi2; (highp 2-component vector of float)\r
-0:42 'v2' (highp 2-component vector of float)\r
-0:42 'i2' (highp 2-component vector of int)\r
-0:45 move second child to first child (highp uint)\r
-0:45 'u1' (highp uint)\r
-0:45 Function Call: packUnorm4x8(vf4; (highp uint)\r
-0:45 'v4' (mediump 4-component vector of float)\r
-0:46 move second child to first child (highp uint)\r
-0:46 'u1' (highp uint)\r
-0:46 Function Call: packSnorm4x8(vf4; (highp uint)\r
-0:46 'v4' (mediump 4-component vector of float)\r
-0:47 move second child to first child (mediump 4-component vector of float)\r
-0:47 'v4' (mediump 4-component vector of float)\r
-0:47 Function Call: unpackUnorm4x8(u1; (mediump 4-component vector of float)\r
-0:47 'u1' (highp uint)\r
-0:48 move second child to first child (mediump 4-component vector of float)\r
-0:48 'v4' (mediump 4-component vector of float)\r
-0:48 Function Call: unpackSnorm4x8(u1; (mediump 4-component vector of float)\r
-0:48 'u1' (highp uint)\r
-0:60 Function Definition: foo( (void)\r
+0:30 move second child to first child (temp highp 2-component vector of int)\r
+0:30 'i2' (temp highp 2-component vector of int)\r
+0:30 Function Call: bitfieldReverse(vi2; (global highp 2-component vector of int)\r
+0:30 'i2' (temp highp 2-component vector of int)\r
+0:31 move second child to first child (temp highp 4-component vector of uint)\r
+0:31 'u4' (temp highp 4-component vector of uint)\r
+0:31 Function Call: bitfieldReverse(vu4; (global highp 4-component vector of uint)\r
+0:31 'u4' (temp highp 4-component vector of uint)\r
+0:32 move second child to first child (temp highp int)\r
+0:32 'i1' (temp highp int)\r
+0:32 Function Call: bitCount(i1; (global highp int)\r
+0:32 'i1' (temp highp int)\r
+0:33 move second child to first child (temp highp 3-component vector of int)\r
+0:33 'i3' (temp highp 3-component vector of int)\r
+0:33 Function Call: bitCount(vu3; (global highp 3-component vector of int)\r
+0:33 'u3' (temp highp 3-component vector of uint)\r
+0:34 move second child to first child (temp highp 2-component vector of int)\r
+0:34 'i2' (temp highp 2-component vector of int)\r
+0:34 Function Call: findLSB(vi2; (global highp 2-component vector of int)\r
+0:34 'i2' (temp highp 2-component vector of int)\r
+0:35 move second child to first child (temp highp 4-component vector of int)\r
+0:35 'i4' (temp highp 4-component vector of int)\r
+0:35 Function Call: findLSB(vu4; (global highp 4-component vector of int)\r
+0:35 'u4' (temp highp 4-component vector of uint)\r
+0:36 move second child to first child (temp highp int)\r
+0:36 'i1' (temp highp int)\r
+0:36 Function Call: findMSB(i1; (global highp int)\r
+0:36 'i1' (temp highp int)\r
+0:37 move second child to first child (temp highp 2-component vector of int)\r
+0:37 'i2' (temp highp 2-component vector of int)\r
+0:37 Function Call: findMSB(vu2; (global highp 2-component vector of int)\r
+0:37 'u2' (temp highp 2-component vector of uint)\r
+0:40 move second child to first child (temp highp 3-component vector of float)\r
+0:40 'v3' (temp highp 3-component vector of float)\r
+0:40 Function Call: frexp(vf3;vi3; (temp highp 3-component vector of float)\r
+0:40 'v3' (temp highp 3-component vector of float)\r
+0:40 'i3' (temp highp 3-component vector of int)\r
+0:42 move second child to first child (temp highp 2-component vector of float)\r
+0:42 'v2' (temp highp 2-component vector of float)\r
+0:42 Function Call: ldexp(vf2;vi2; (temp highp 2-component vector of float)\r
+0:42 'v2' (temp highp 2-component vector of float)\r
+0:42 'i2' (temp highp 2-component vector of int)\r
+0:45 move second child to first child (temp highp uint)\r
+0:45 'u1' (temp highp uint)\r
+0:45 Function Call: packUnorm4x8(vf4; (temp highp uint)\r
+0:45 'v4' (temp mediump 4-component vector of float)\r
+0:46 move second child to first child (temp highp uint)\r
+0:46 'u1' (temp highp uint)\r
+0:46 Function Call: packSnorm4x8(vf4; (temp highp uint)\r
+0:46 'v4' (temp mediump 4-component vector of float)\r
+0:47 move second child to first child (temp mediump 4-component vector of float)\r
+0:47 'v4' (temp mediump 4-component vector of float)\r
+0:47 Function Call: unpackUnorm4x8(u1; (temp mediump 4-component vector of float)\r
+0:47 'u1' (temp highp uint)\r
+0:48 move second child to first child (temp mediump 4-component vector of float)\r
+0:48 'v4' (temp mediump 4-component vector of float)\r
+0:48 Function Call: unpackSnorm4x8(u1; (temp mediump 4-component vector of float)\r
+0:48 'u1' (temp highp uint)\r
+0:60 Function Definition: foo( (global void)\r
0:60 Function Parameters: \r
0:? Sequence\r
-0:63 move second child to first child (highp 2-component vector of int)\r
-0:63 'v2' (highp 2-component vector of int)\r
-0:63 Function Call: textureSize(s21; (highp 2-component vector of int)\r
+0:63 move second child to first child (temp highp 2-component vector of int)\r
+0:63 'v2' (temp highp 2-component vector of int)\r
+0:63 Function Call: textureSize(s21; (temp highp 2-component vector of int)\r
0:63 's2dms' (uniform highp sampler2DMS)\r
-0:64 move second child to first child (highp 2-component vector of int)\r
-0:64 'v2' (highp 2-component vector of int)\r
-0:64 Function Call: textureSize(us21; (highp 2-component vector of int)\r
+0:64 move second child to first child (temp highp 2-component vector of int)\r
+0:64 'v2' (temp highp 2-component vector of int)\r
+0:64 Function Call: textureSize(us21; (temp highp 2-component vector of int)\r
0:64 'us2dms' (uniform highp usampler2DMS)\r
0:65 Sequence\r
-0:65 move second child to first child (highp 4-component vector of float)\r
-0:65 'v4' (highp 4-component vector of float)\r
-0:65 Function Call: texelFetch(s21;vi2;i1; (highp 4-component vector of float)\r
+0:65 move second child to first child (temp highp 4-component vector of float)\r
+0:65 'v4' (temp highp 4-component vector of float)\r
+0:65 Function Call: texelFetch(s21;vi2;i1; (global highp 4-component vector of float)\r
0:65 's2dms' (uniform highp sampler2DMS)\r
-0:65 'v2' (highp 2-component vector of int)\r
+0:65 'v2' (temp highp 2-component vector of int)\r
0:65 Constant:\r
0:65 2 (const int)\r
0:66 Sequence\r
-0:66 move second child to first child (highp 4-component vector of int)\r
-0:66 'iv4' (highp 4-component vector of int)\r
-0:66 Function Call: texelFetch(is21;vi2;i1; (highp 4-component vector of int)\r
+0:66 move second child to first child (temp highp 4-component vector of int)\r
+0:66 'iv4' (temp highp 4-component vector of int)\r
+0:66 Function Call: texelFetch(is21;vi2;i1; (global highp 4-component vector of int)\r
0:66 'is2dms' (uniform highp isampler2DMS)\r
-0:66 'v2' (highp 2-component vector of int)\r
+0:66 'v2' (temp highp 2-component vector of int)\r
0:66 Constant:\r
0:66 2 (const int)\r
0:67 Constant:\r
0:? 'outo' (smooth out highp sampler2D)\r
0:? 'outa' (smooth out 4-element array of highp float)\r
0:? 'outaa' (smooth out 4-element array of highp float)\r
-0:? 'outs' (smooth out structure{highp float f})\r
-0:? 'outasa' (smooth out 4-element array of structure{highp float f})\r
-0:? 'outsa' (smooth out 4-element array of structure{highp float f})\r
-0:? 'outSA' (smooth out structure{4-element array of highp float f})\r
-0:? 'outSS' (smooth out structure{highp float f, structure{highp float f} s})\r
+0:? 'outs' (smooth out structure{global highp float f})\r
+0:? 'outasa' (smooth out 4-element array of structure{global highp float f})\r
+0:? 'outsa' (smooth out 4-element array of structure{global highp float f})\r
+0:? 'outSA' (smooth out structure{global 4-element array of highp float f})\r
+0:? 'outSS' (smooth out structure{global highp float f, global structure{global highp float f} s})\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
Requested GL_ARB_enhanced_layouts\r
Requested GL_ARB_separate_shader_objects\r
ERROR: node is still EOpNull!\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:10 Sequence\r
-0:10 move second child to first child (4-component vector of float)\r
+0:10 move second child to first child (temp 4-component vector of float)\r
0:10 'gl_FragColor' (fragColor 4-component vector of float)\r
0:10 'varyingVar' (smooth in 4-component vector of float)\r
-0:11 move second child to first child (4-component vector of float)\r
-0:11 direct index (4-component vector of float)\r
+0:11 move second child to first child (temp 4-component vector of float)\r
+0:11 direct index (temp 4-component vector of float)\r
0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:11 Constant:\r
0:11 1 (const int)\r
0:11 'inVar' (smooth in 4-component vector of float)\r
0:12 Sequence\r
-0:12 move second child to first child (int)\r
-0:12 'buffer' (int)\r
+0:12 move second child to first child (temp int)\r
+0:12 'buffer' (temp int)\r
0:12 Constant:\r
0:12 4 (const int)\r
-0:21 Function Definition: foo( (void)\r
+0:21 Function Definition: foo( (global void)\r
0:21 Function Parameters: \r
0:23 Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (4-component vector of float)\r
-0:23 'c' (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
+0:23 'c' (temp 4-component vector of float)\r
0:23 gl_Color: direct index for structure (in 4-component vector of float)\r
0:23 'anon@0' (in block{in 4-component vector of float gl_Color, })\r
0:23 Constant:\r
0:23 2 (const uint)\r
-0:24 move second child to first child (4-component vector of float)\r
+0:24 move second child to first child (temp 4-component vector of float)\r
0:24 'outVar' (layout(location=0 index=0 ) out 4-component vector of float)\r
0:24 'inVar' (smooth in 4-component vector of float)\r
0:? Linker Objects\r
0:? 'v6' (layout(location=30 ) smooth in 4-component vector of float)\r
0:? 'v23' (layout(location=61 ) smooth in float)\r
0:? 'v24' (layout(location=62 ) smooth in float)\r
-0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2, layout(location=26 component=0 ) in 4-component vector of float f3, layout(location=21 ) in structure{float f1, float f2} s2, layout(location=23 component=0 ) in 4-component vector of float f4, layout(location=24 component=0 ) in 4-component vector of float f5})\r
+0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2, layout(location=26 component=0 ) in 4-component vector of float f3, layout(location=21 ) in structure{global float f1, temp float f2} s2, layout(location=23 component=0 ) in 4-component vector of float f4, layout(location=24 component=0 ) in 4-component vector of float f5})\r
0:? 'uinst2' (layout(location=13 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2})\r
0:? 'in3' (in block{in float f1, layout(location=40 ) in float f2})\r
0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2})\r
-0:? 's' (layout(location=33 ) smooth in structure{3-component vector of float a, 2X2 matrix of float b, 2-element array of 4-component vector of float c, 2-component vector of float A})\r
+0:? 's' (layout(location=33 ) smooth in structure{global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A})\r
0:? 'anon@2' (in block{layout(location=44 component=0 ) in 4-component vector of float d, layout(location=45 component=0 ) in 4-component vector of float e, layout(location=47 ) in 4-component vector of float f, layout(location=48 component=0 ) in 4-component vector of float g, layout(location=41 ) in 4-component vector of float h, layout(location=42 component=0 ) in 4-component vector of float i, layout(location=43 component=0 ) in 4-component vector of float j, layout(location=44 component=0 ) in 4-component vector of float k})\r
0:? 'outVar2' (layout(location=63 index=0 ) out 4-component vector of float)\r
0:? 'outVar3' (layout(location=0 index=1 ) out 4-component vector of float)\r
Requested GL_ARB_enhanced_layouts\r
Requested GL_ARB_separate_shader_objects\r
ERROR: node is still EOpNull!\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:10 Sequence\r
-0:10 move second child to first child (4-component vector of float)\r
+0:10 move second child to first child (temp 4-component vector of float)\r
0:10 'gl_FragColor' (fragColor 4-component vector of float)\r
0:10 'varyingVar' (smooth in 4-component vector of float)\r
-0:11 move second child to first child (4-component vector of float)\r
-0:11 direct index (4-component vector of float)\r
+0:11 move second child to first child (temp 4-component vector of float)\r
+0:11 direct index (temp 4-component vector of float)\r
0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:11 Constant:\r
0:11 1 (const int)\r
0:11 'inVar' (smooth in 4-component vector of float)\r
0:12 Sequence\r
-0:12 move second child to first child (int)\r
-0:12 'buffer' (int)\r
+0:12 move second child to first child (temp int)\r
+0:12 'buffer' (temp int)\r
0:12 Constant:\r
0:12 4 (const int)\r
-0:21 Function Definition: foo( (void)\r
+0:21 Function Definition: foo( (global void)\r
0:21 Function Parameters: \r
0:23 Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (4-component vector of float)\r
-0:23 'c' (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
+0:23 'c' (temp 4-component vector of float)\r
0:23 gl_Color: direct index for structure (in 4-component vector of float)\r
0:23 'anon@0' (in block{in 4-component vector of float gl_Color, })\r
0:23 Constant:\r
0:23 2 (const uint)\r
-0:24 move second child to first child (4-component vector of float)\r
+0:24 move second child to first child (temp 4-component vector of float)\r
0:24 'outVar' (layout(location=0 index=0 ) out 4-component vector of float)\r
0:24 'inVar' (smooth in 4-component vector of float)\r
0:? Linker Objects\r
0:? 'v6' (layout(location=30 ) smooth in 4-component vector of float)\r
0:? 'v23' (layout(location=61 ) smooth in float)\r
0:? 'v24' (layout(location=62 ) smooth in float)\r
-0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2, layout(location=26 component=0 ) in 4-component vector of float f3, layout(location=21 ) in structure{float f1, float f2} s2, layout(location=23 component=0 ) in 4-component vector of float f4, layout(location=24 component=0 ) in 4-component vector of float f5})\r
+0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2, layout(location=26 component=0 ) in 4-component vector of float f3, layout(location=21 ) in structure{global float f1, temp float f2} s2, layout(location=23 component=0 ) in 4-component vector of float f4, layout(location=24 component=0 ) in 4-component vector of float f5})\r
0:? 'uinst2' (layout(location=13 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2})\r
0:? 'in3' (in block{in float f1, layout(location=40 ) in float f2})\r
0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2})\r
-0:? 's' (layout(location=33 ) smooth in structure{3-component vector of float a, 2X2 matrix of float b, 2-element array of 4-component vector of float c, 2-component vector of float A})\r
+0:? 's' (layout(location=33 ) smooth in structure{global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A})\r
0:? 'anon@2' (in block{layout(location=44 component=0 ) in 4-component vector of float d, layout(location=45 component=0 ) in 4-component vector of float e, layout(location=47 ) in 4-component vector of float f, layout(location=48 component=0 ) in 4-component vector of float g, layout(location=41 ) in 4-component vector of float h, layout(location=42 component=0 ) in 4-component vector of float i, layout(location=43 component=0 ) in 4-component vector of float j, layout(location=44 component=0 ) in 4-component vector of float k})\r
0:? 'outVar2' (layout(location=63 index=0 ) out 4-component vector of float)\r
0:? 'outVar3' (layout(location=0 index=1 ) out 4-component vector of float)\r
\r
Shader version: 330\r
0:? Sequence\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:10 Sequence\r
-0:10 move second child to first child (4-component vector of float)\r
+0:10 move second child to first child (temp 4-component vector of float)\r
0:10 'gl_FragColor' (fragColor 4-component vector of float)\r
0:10 'varyingVar' (smooth in 4-component vector of float)\r
-0:11 move second child to first child (4-component vector of float)\r
-0:11 direct index (4-component vector of float)\r
+0:11 move second child to first child (temp 4-component vector of float)\r
+0:11 direct index (temp 4-component vector of float)\r
0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:11 Constant:\r
0:11 1 (const int)\r
-0:11 vector-times-matrix (4-component vector of float)\r
+0:11 vector-times-matrix (temp 4-component vector of float)\r
0:11 'inVar' (smooth in 4-component vector of float)\r
0:11 'gl_ModelViewMatrix' (uniform 4X4 matrix of float)\r
0:? Linker Objects\r
\r
Shader version: 330\r
0:? Sequence\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:10 Sequence\r
-0:10 move second child to first child (4-component vector of float)\r
+0:10 move second child to first child (temp 4-component vector of float)\r
0:10 'gl_FragColor' (fragColor 4-component vector of float)\r
0:10 'varyingVar' (smooth in 4-component vector of float)\r
-0:11 move second child to first child (4-component vector of float)\r
-0:11 direct index (4-component vector of float)\r
+0:11 move second child to first child (temp 4-component vector of float)\r
+0:11 direct index (temp 4-component vector of float)\r
0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:11 Constant:\r
0:11 1 (const int)\r
-0:11 vector-times-matrix (4-component vector of float)\r
+0:11 vector-times-matrix (temp 4-component vector of float)\r
0:11 'inVar' (smooth in 4-component vector of float)\r
0:11 'gl_ModelViewMatrix' (uniform 4X4 matrix of float)\r
0:? Linker Objects\r
gl_FragCoord pixel center is integer\r
gl_FragCoord origin is upper left\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:? Sequence\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'v' (4-component vector of float)\r
-0:13 Function Call: texture(s21;vf2; (4-component vector of float)\r
-0:13 indirect index (sampler2D)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'v' (temp 4-component vector of float)\r
+0:13 Function Call: texture(s21;vf2; (global 4-component vector of float)\r
+0:13 indirect index (temp sampler2D)\r
0:13 'arrayedSampler' (uniform 5-element array of sampler2D)\r
0:13 'i' (flat in int)\r
0:13 'c2D' (smooth in 2-component vector of float)\r
-0:14 move second child to first child (float)\r
-0:14 direct index (float)\r
+0:14 move second child to first child (temp float)\r
+0:14 direct index (temp float)\r
0:14 'outp' (out 4-component vector of float)\r
0:14 Constant:\r
0:14 0 (const int)\r
-0:14 direct index (smooth float)\r
+0:14 direct index (smooth temp float)\r
0:14 'gl_ClipDistance' (smooth in 4-element array of float)\r
0:14 Constant:\r
0:14 1 (const int)\r
0:18 Sequence\r
-0:18 move second child to first child (4-component vector of uint)\r
-0:18 'uv4' (4-component vector of uint)\r
-0:18 Function Call: textureGatherOffsets(usR21;vf2;vi2[4];i1; (4-component vector of uint)\r
+0:18 move second child to first child (temp 4-component vector of uint)\r
+0:18 'uv4' (temp 4-component vector of uint)\r
+0:18 Function Call: textureGatherOffsets(usR21;vf2;vi2[4];i1; (global 4-component vector of uint)\r
0:18 'samp2dr' (uniform usampler2DRect)\r
0:18 'c2D' (smooth in 2-component vector of float)\r
-0:18 'offsets' (4-element array of 2-component vector of int)\r
+0:18 'offsets' (temp 4-element array of 2-component vector of int)\r
0:18 Constant:\r
0:18 2 (const int)\r
-0:19 move second child to first child (4-component vector of uint)\r
-0:19 'uv4' (4-component vector of uint)\r
-0:19 Function Call: textureGatherOffsets(usR21;vf2;vi2[4];i1; (4-component vector of uint)\r
+0:19 move second child to first child (temp 4-component vector of uint)\r
+0:19 'uv4' (temp 4-component vector of uint)\r
+0:19 Function Call: textureGatherOffsets(usR21;vf2;vi2[4];i1; (global 4-component vector of uint)\r
0:19 'samp2dr' (uniform usampler2DRect)\r
0:19 'c2D' (smooth in 2-component vector of float)\r
0:19 Constant:\r
0:19 Constant:\r
0:19 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (4-component vector of float)\r
-0:20 'v4' (4-component vector of float)\r
-0:20 Function Call: textureGather(s21;vf2; (4-component vector of float)\r
-0:20 direct index (sampler2D)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
+0:20 'v4' (temp 4-component vector of float)\r
+0:20 Function Call: textureGather(s21;vf2; (global 4-component vector of float)\r
+0:20 direct index (temp sampler2D)\r
0:20 'arrayedSampler' (uniform 5-element array of sampler2D)\r
0:20 Constant:\r
0:20 0 (const int)\r
0:20 'c2D' (smooth in 2-component vector of float)\r
0:21 Sequence\r
-0:21 move second child to first child (4-component vector of int)\r
-0:21 'iv4' (4-component vector of int)\r
-0:21 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (4-component vector of int)\r
+0:21 move second child to first child (temp 4-component vector of int)\r
+0:21 'iv4' (temp 4-component vector of int)\r
+0:21 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global 4-component vector of int)\r
0:21 'isamp2DA' (uniform isampler2DArray)\r
0:21 Constant:\r
0:21 0.100000\r
0:21 1 (const int)\r
0:21 Constant:\r
0:21 3 (const int)\r
-0:22 move second child to first child (4-component vector of int)\r
-0:22 'iv4' (4-component vector of int)\r
-0:22 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (4-component vector of int)\r
+0:22 move second child to first child (temp 4-component vector of int)\r
+0:22 'iv4' (temp 4-component vector of int)\r
+0:22 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global 4-component vector of int)\r
0:22 'isamp2DA' (uniform isampler2DArray)\r
0:22 Constant:\r
0:22 0.100000\r
0:22 1 (const int)\r
0:22 1 (const int)\r
0:22 'i' (flat in int)\r
-0:23 move second child to first child (4-component vector of int)\r
-0:23 'iv4' (4-component vector of int)\r
-0:23 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (4-component vector of int)\r
+0:23 move second child to first child (temp 4-component vector of int)\r
+0:23 'iv4' (temp 4-component vector of int)\r
+0:23 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global 4-component vector of int)\r
0:23 'isamp2DA' (uniform isampler2DArray)\r
0:23 Constant:\r
0:23 0.100000\r
0:23 1 (const int)\r
0:23 Constant:\r
0:23 4 (const int)\r
-0:24 move second child to first child (4-component vector of int)\r
-0:24 'iv4' (4-component vector of int)\r
-0:24 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (4-component vector of int)\r
+0:24 move second child to first child (temp 4-component vector of int)\r
+0:24 'iv4' (temp 4-component vector of int)\r
+0:24 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global 4-component vector of int)\r
0:24 'isamp2DA' (uniform isampler2DArray)\r
0:24 Constant:\r
0:24 0.100000\r
0:24 1 (const int)\r
0:24 Constant:\r
0:24 3 (const int)\r
-0:25 move second child to first child (4-component vector of int)\r
-0:25 'iv4' (4-component vector of int)\r
-0:25 Function Call: textureGatherOffset(isA21;vf3;vi2; (4-component vector of int)\r
+0:25 move second child to first child (temp 4-component vector of int)\r
+0:25 'iv4' (temp 4-component vector of int)\r
+0:25 Function Call: textureGatherOffset(isA21;vf3;vi2; (global 4-component vector of int)\r
0:25 'isamp2DA' (uniform isampler2DArray)\r
0:25 Constant:\r
0:25 0.100000\r
0:25 0.100000\r
0:25 0.100000\r
-0:25 Construct ivec2 (2-component vector of int)\r
+0:25 Construct ivec2 (temp 2-component vector of int)\r
0:25 'i' (flat in int)\r
0:27 Sequence\r
-0:27 move second child to first child (4-component vector of float)\r
-0:27 'c' (4-component vector of float)\r
+0:27 move second child to first child (temp 4-component vector of float)\r
+0:27 'c' (temp 4-component vector of float)\r
0:27 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
-0:47 Function Definition: foo23( (void)\r
+0:47 Function Definition: foo23( (global void)\r
0:47 Function Parameters: \r
0:? Sequence\r
-0:51 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:51 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:51 'u2drs' (uniform sampler2DRectShadow)\r
0:51 'outp' (out 4-component vector of float)\r
0:51 Constant:\r
0:51 Constant:\r
0:51 0.000000\r
0:51 0.000000\r
-0:51 Convert float to int (2-component vector of int)\r
+0:51 Convert float to int (temp 2-component vector of int)\r
0:51 'c2D' (smooth in 2-component vector of float)\r
-0:52 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:52 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:52 'u2drs' (uniform sampler2DRectShadow)\r
0:52 'outp' (out 4-component vector of float)\r
0:52 Constant:\r
0:52 Constant:\r
0:52 3 (const int)\r
0:52 4 (const int)\r
-0:53 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:53 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:53 'u2drs' (uniform sampler2DRectShadow)\r
0:53 'outp' (out 4-component vector of float)\r
0:53 Constant:\r
0:53 Constant:\r
0:53 15 (const int)\r
0:53 16 (const int)\r
-0:54 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:54 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:54 'u2drs' (uniform sampler2DRectShadow)\r
0:54 'outp' (out 4-component vector of float)\r
0:54 Constant:\r
0:54 Constant:\r
0:54 -10 (const int)\r
0:54 20 (const int)\r
-0:60 Function Definition: foo24( (void)\r
+0:60 Function Definition: foo24( (global void)\r
0:60 Function Parameters: \r
0:? Sequence\r
-0:63 move second child to first child (3-component vector of double)\r
-0:63 'df' (3-component vector of double)\r
-0:63 Convert float to double (3-component vector of double)\r
-0:63 Comma (3-component vector of float)\r
-0:63 move second child to first child (3-component vector of float)\r
-0:63 'tempReturn' (3-component vector of float)\r
-0:63 modf (3-component vector of float)\r
-0:63 vector swizzle (3-component vector of float)\r
+0:63 move second child to first child (temp 3-component vector of double)\r
+0:63 'df' (temp 3-component vector of double)\r
+0:63 Convert float to double (temp 3-component vector of double)\r
+0:63 Comma (global 3-component vector of float)\r
+0:63 move second child to first child (temp 3-component vector of float)\r
+0:63 'tempReturn' (global 3-component vector of float)\r
+0:63 modf (global 3-component vector of float)\r
+0:63 vector swizzle (temp 3-component vector of float)\r
0:63 'outp' (out 4-component vector of float)\r
0:63 Sequence\r
0:63 Constant:\r
0:63 1 (const int)\r
0:63 Constant:\r
0:63 2 (const int)\r
-0:63 'tempArg' (3-component vector of float)\r
-0:63 move second child to first child (3-component vector of double)\r
-0:63 'di' (3-component vector of double)\r
-0:63 Convert float to double (3-component vector of double)\r
-0:63 'tempArg' (3-component vector of float)\r
-0:63 'tempReturn' (3-component vector of float)\r
-0:71 Function Definition: foodc1( (void)\r
+0:63 'tempArg' (temp 3-component vector of float)\r
+0:63 move second child to first child (temp 3-component vector of double)\r
+0:63 'di' (temp 3-component vector of double)\r
+0:63 Convert float to double (temp 3-component vector of double)\r
+0:63 'tempArg' (temp 3-component vector of float)\r
+0:63 'tempReturn' (global 3-component vector of float)\r
+0:71 Function Definition: foodc1( (global void)\r
0:71 Function Parameters: \r
0:73 Sequence\r
0:73 Sequence\r
-0:73 move second child to first child (2-component vector of float)\r
-0:73 'v2' (2-component vector of float)\r
-0:73 dPdxFine (2-component vector of float)\r
+0:73 move second child to first child (temp 2-component vector of float)\r
+0:73 'v2' (temp 2-component vector of float)\r
+0:73 dPdxFine (global 2-component vector of float)\r
0:73 'in2' (smooth in 2-component vector of float)\r
0:74 Sequence\r
-0:74 move second child to first child (3-component vector of float)\r
-0:74 'v3' (3-component vector of float)\r
-0:74 dPdyCoarse (3-component vector of float)\r
+0:74 move second child to first child (temp 3-component vector of float)\r
+0:74 'v3' (temp 3-component vector of float)\r
+0:74 dPdyCoarse (global 3-component vector of float)\r
0:74 'in3' (smooth in 3-component vector of float)\r
0:75 Sequence\r
-0:75 move second child to first child (4-component vector of float)\r
-0:75 'v4' (4-component vector of float)\r
-0:75 add (4-component vector of float)\r
-0:75 fwidthCoarse (4-component vector of float)\r
+0:75 move second child to first child (temp 4-component vector of float)\r
+0:75 'v4' (temp 4-component vector of float)\r
+0:75 add (temp 4-component vector of float)\r
+0:75 fwidthCoarse (global 4-component vector of float)\r
0:75 'in4' (smooth in 4-component vector of float)\r
-0:75 fwidthFine (4-component vector of float)\r
+0:75 fwidthFine (global 4-component vector of float)\r
0:75 'in4' (smooth in 4-component vector of float)\r
-0:80 Function Definition: foodc2( (void)\r
+0:80 Function Definition: foodc2( (global void)\r
0:80 Function Parameters: \r
0:82 Sequence\r
0:82 Sequence\r
-0:82 move second child to first child (2-component vector of float)\r
-0:82 'v2' (2-component vector of float)\r
-0:82 dPdxFine (2-component vector of float)\r
+0:82 move second child to first child (temp 2-component vector of float)\r
+0:82 'v2' (temp 2-component vector of float)\r
+0:82 dPdxFine (global 2-component vector of float)\r
0:82 'in2' (smooth in 2-component vector of float)\r
0:83 Sequence\r
-0:83 move second child to first child (3-component vector of float)\r
-0:83 'v3' (3-component vector of float)\r
-0:83 dPdyCoarse (3-component vector of float)\r
+0:83 move second child to first child (temp 3-component vector of float)\r
+0:83 'v3' (temp 3-component vector of float)\r
+0:83 dPdyCoarse (global 3-component vector of float)\r
0:83 'in3' (smooth in 3-component vector of float)\r
0:84 Sequence\r
-0:84 move second child to first child (4-component vector of float)\r
-0:84 'v4' (4-component vector of float)\r
-0:84 add (4-component vector of float)\r
-0:84 fwidthCoarse (4-component vector of float)\r
+0:84 move second child to first child (temp 4-component vector of float)\r
+0:84 'v4' (temp 4-component vector of float)\r
+0:84 add (temp 4-component vector of float)\r
+0:84 fwidthCoarse (global 4-component vector of float)\r
0:84 'in4' (smooth in 4-component vector of float)\r
-0:84 fwidthFine (4-component vector of float)\r
+0:84 fwidthFine (global 4-component vector of float)\r
0:84 'in4' (smooth in 4-component vector of float)\r
-0:89 move second child to first child (2-component vector of float)\r
-0:89 'v2' (2-component vector of float)\r
-0:89 Function Call: frexp(vf2;vi2; (2-component vector of float)\r
-0:89 'v2' (2-component vector of float)\r
-0:89 'i2' (2-component vector of int)\r
-0:90 move second child to first child (3-component vector of float)\r
-0:90 'v3' (3-component vector of float)\r
-0:90 Function Call: ldexp(vf3;vi3; (3-component vector of float)\r
-0:90 'v3' (3-component vector of float)\r
-0:90 'i3' (3-component vector of int)\r
-0:92 move second child to first child (uint)\r
-0:92 'u1' (uint)\r
-0:92 Function Call: packUnorm4x8(vf4; (uint)\r
-0:92 'v4' (4-component vector of float)\r
-0:93 move second child to first child (uint)\r
-0:93 'u1' (uint)\r
-0:93 Function Call: packSnorm4x8(vf4; (uint)\r
-0:93 'v4' (4-component vector of float)\r
-0:94 move second child to first child (4-component vector of float)\r
-0:94 'v4' (4-component vector of float)\r
-0:94 Function Call: unpackUnorm4x8(u1; (4-component vector of float)\r
-0:94 'u1' (uint)\r
-0:95 move second child to first child (4-component vector of float)\r
-0:95 'v4' (4-component vector of float)\r
-0:95 Function Call: unpackSnorm4x8(u1; (4-component vector of float)\r
-0:95 'u1' (uint)\r
-0:99 move second child to first child (double)\r
-0:99 'd' (double)\r
-0:99 Function Call: packDouble2x32(vu2; (double)\r
-0:99 'u2' (2-component vector of uint)\r
-0:100 move second child to first child (2-component vector of uint)\r
-0:100 'u2' (2-component vector of uint)\r
-0:100 Function Call: unpackDouble2x32(d1; (2-component vector of uint)\r
-0:100 'd' (double)\r
+0:89 move second child to first child (temp 2-component vector of float)\r
+0:89 'v2' (temp 2-component vector of float)\r
+0:89 Function Call: frexp(vf2;vi2; (temp 2-component vector of float)\r
+0:89 'v2' (temp 2-component vector of float)\r
+0:89 'i2' (temp 2-component vector of int)\r
+0:90 move second child to first child (temp 3-component vector of float)\r
+0:90 'v3' (temp 3-component vector of float)\r
+0:90 Function Call: ldexp(vf3;vi3; (temp 3-component vector of float)\r
+0:90 'v3' (temp 3-component vector of float)\r
+0:90 'i3' (temp 3-component vector of int)\r
+0:92 move second child to first child (temp uint)\r
+0:92 'u1' (temp uint)\r
+0:92 Function Call: packUnorm4x8(vf4; (temp uint)\r
+0:92 'v4' (temp 4-component vector of float)\r
+0:93 move second child to first child (temp uint)\r
+0:93 'u1' (temp uint)\r
+0:93 Function Call: packSnorm4x8(vf4; (temp uint)\r
+0:93 'v4' (temp 4-component vector of float)\r
+0:94 move second child to first child (temp 4-component vector of float)\r
+0:94 'v4' (temp 4-component vector of float)\r
+0:94 Function Call: unpackUnorm4x8(u1; (temp 4-component vector of float)\r
+0:94 'u1' (temp uint)\r
+0:95 move second child to first child (temp 4-component vector of float)\r
+0:95 'v4' (temp 4-component vector of float)\r
+0:95 Function Call: unpackSnorm4x8(u1; (temp 4-component vector of float)\r
+0:95 'u1' (temp uint)\r
+0:99 move second child to first child (temp double)\r
+0:99 'd' (temp double)\r
+0:99 Function Call: packDouble2x32(vu2; (global double)\r
+0:99 'u2' (temp 2-component vector of uint)\r
+0:100 move second child to first child (temp 2-component vector of uint)\r
+0:100 'u2' (temp 2-component vector of uint)\r
+0:100 Function Call: unpackDouble2x32(d1; (global 2-component vector of uint)\r
+0:100 'd' (temp double)\r
0:? Linker Objects\r
0:? 'c2D' (smooth in 2-component vector of float)\r
0:? 'i' (flat in int)\r
gl_FragCoord pixel center is integer\r
gl_FragCoord origin is upper left\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:? Sequence\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'v' (4-component vector of float)\r
-0:13 Function Call: texture(s21;vf2; (4-component vector of float)\r
-0:13 indirect index (sampler2D)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'v' (temp 4-component vector of float)\r
+0:13 Function Call: texture(s21;vf2; (global 4-component vector of float)\r
+0:13 indirect index (temp sampler2D)\r
0:13 'arrayedSampler' (uniform 5-element array of sampler2D)\r
0:13 'i' (flat in int)\r
0:13 'c2D' (smooth in 2-component vector of float)\r
-0:14 move second child to first child (float)\r
-0:14 direct index (float)\r
+0:14 move second child to first child (temp float)\r
+0:14 direct index (temp float)\r
0:14 'outp' (out 4-component vector of float)\r
0:14 Constant:\r
0:14 0 (const int)\r
-0:14 direct index (smooth float)\r
+0:14 direct index (smooth temp float)\r
0:14 'gl_ClipDistance' (smooth in 4-element array of float)\r
0:14 Constant:\r
0:14 1 (const int)\r
0:18 Sequence\r
-0:18 move second child to first child (4-component vector of uint)\r
-0:18 'uv4' (4-component vector of uint)\r
-0:18 Function Call: textureGatherOffsets(usR21;vf2;vi2[4];i1; (4-component vector of uint)\r
+0:18 move second child to first child (temp 4-component vector of uint)\r
+0:18 'uv4' (temp 4-component vector of uint)\r
+0:18 Function Call: textureGatherOffsets(usR21;vf2;vi2[4];i1; (global 4-component vector of uint)\r
0:18 'samp2dr' (uniform usampler2DRect)\r
0:18 'c2D' (smooth in 2-component vector of float)\r
-0:18 'offsets' (4-element array of 2-component vector of int)\r
+0:18 'offsets' (temp 4-element array of 2-component vector of int)\r
0:18 Constant:\r
0:18 2 (const int)\r
-0:19 move second child to first child (4-component vector of uint)\r
-0:19 'uv4' (4-component vector of uint)\r
-0:19 Function Call: textureGatherOffsets(usR21;vf2;vi2[4];i1; (4-component vector of uint)\r
+0:19 move second child to first child (temp 4-component vector of uint)\r
+0:19 'uv4' (temp 4-component vector of uint)\r
+0:19 Function Call: textureGatherOffsets(usR21;vf2;vi2[4];i1; (global 4-component vector of uint)\r
0:19 'samp2dr' (uniform usampler2DRect)\r
0:19 'c2D' (smooth in 2-component vector of float)\r
0:19 Constant:\r
0:19 Constant:\r
0:19 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (4-component vector of float)\r
-0:20 'v4' (4-component vector of float)\r
-0:20 Function Call: textureGather(s21;vf2; (4-component vector of float)\r
-0:20 direct index (sampler2D)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
+0:20 'v4' (temp 4-component vector of float)\r
+0:20 Function Call: textureGather(s21;vf2; (global 4-component vector of float)\r
+0:20 direct index (temp sampler2D)\r
0:20 'arrayedSampler' (uniform 5-element array of sampler2D)\r
0:20 Constant:\r
0:20 0 (const int)\r
0:20 'c2D' (smooth in 2-component vector of float)\r
0:21 Sequence\r
-0:21 move second child to first child (4-component vector of int)\r
-0:21 'iv4' (4-component vector of int)\r
-0:21 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (4-component vector of int)\r
+0:21 move second child to first child (temp 4-component vector of int)\r
+0:21 'iv4' (temp 4-component vector of int)\r
+0:21 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global 4-component vector of int)\r
0:21 'isamp2DA' (uniform isampler2DArray)\r
0:21 Constant:\r
0:21 0.100000\r
0:21 1 (const int)\r
0:21 Constant:\r
0:21 3 (const int)\r
-0:22 move second child to first child (4-component vector of int)\r
-0:22 'iv4' (4-component vector of int)\r
-0:22 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (4-component vector of int)\r
+0:22 move second child to first child (temp 4-component vector of int)\r
+0:22 'iv4' (temp 4-component vector of int)\r
+0:22 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global 4-component vector of int)\r
0:22 'isamp2DA' (uniform isampler2DArray)\r
0:22 Constant:\r
0:22 0.100000\r
0:22 1 (const int)\r
0:22 1 (const int)\r
0:22 'i' (flat in int)\r
-0:23 move second child to first child (4-component vector of int)\r
-0:23 'iv4' (4-component vector of int)\r
-0:23 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (4-component vector of int)\r
+0:23 move second child to first child (temp 4-component vector of int)\r
+0:23 'iv4' (temp 4-component vector of int)\r
+0:23 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global 4-component vector of int)\r
0:23 'isamp2DA' (uniform isampler2DArray)\r
0:23 Constant:\r
0:23 0.100000\r
0:23 1 (const int)\r
0:23 Constant:\r
0:23 4 (const int)\r
-0:24 move second child to first child (4-component vector of int)\r
-0:24 'iv4' (4-component vector of int)\r
-0:24 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (4-component vector of int)\r
+0:24 move second child to first child (temp 4-component vector of int)\r
+0:24 'iv4' (temp 4-component vector of int)\r
+0:24 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (global 4-component vector of int)\r
0:24 'isamp2DA' (uniform isampler2DArray)\r
0:24 Constant:\r
0:24 0.100000\r
0:24 1 (const int)\r
0:24 Constant:\r
0:24 3 (const int)\r
-0:25 move second child to first child (4-component vector of int)\r
-0:25 'iv4' (4-component vector of int)\r
-0:25 Function Call: textureGatherOffset(isA21;vf3;vi2; (4-component vector of int)\r
+0:25 move second child to first child (temp 4-component vector of int)\r
+0:25 'iv4' (temp 4-component vector of int)\r
+0:25 Function Call: textureGatherOffset(isA21;vf3;vi2; (global 4-component vector of int)\r
0:25 'isamp2DA' (uniform isampler2DArray)\r
0:25 Constant:\r
0:25 0.100000\r
0:25 0.100000\r
0:25 0.100000\r
-0:25 Construct ivec2 (2-component vector of int)\r
+0:25 Construct ivec2 (temp 2-component vector of int)\r
0:25 'i' (flat in int)\r
0:27 Sequence\r
-0:27 move second child to first child (4-component vector of float)\r
-0:27 'c' (4-component vector of float)\r
+0:27 move second child to first child (temp 4-component vector of float)\r
+0:27 'c' (temp 4-component vector of float)\r
0:27 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
-0:47 Function Definition: foo23( (void)\r
+0:47 Function Definition: foo23( (global void)\r
0:47 Function Parameters: \r
0:? Sequence\r
-0:51 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:51 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:51 'u2drs' (uniform sampler2DRectShadow)\r
0:51 'outp' (out 4-component vector of float)\r
0:51 Constant:\r
0:51 Constant:\r
0:51 0.000000\r
0:51 0.000000\r
-0:51 Convert float to int (2-component vector of int)\r
+0:51 Convert float to int (temp 2-component vector of int)\r
0:51 'c2D' (smooth in 2-component vector of float)\r
-0:52 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:52 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:52 'u2drs' (uniform sampler2DRectShadow)\r
0:52 'outp' (out 4-component vector of float)\r
0:52 Constant:\r
0:52 Constant:\r
0:52 3 (const int)\r
0:52 4 (const int)\r
-0:53 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:53 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:53 'u2drs' (uniform sampler2DRectShadow)\r
0:53 'outp' (out 4-component vector of float)\r
0:53 Constant:\r
0:53 Constant:\r
0:53 15 (const int)\r
0:53 16 (const int)\r
-0:54 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:54 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (global float)\r
0:54 'u2drs' (uniform sampler2DRectShadow)\r
0:54 'outp' (out 4-component vector of float)\r
0:54 Constant:\r
0:54 Constant:\r
0:54 -10 (const int)\r
0:54 20 (const int)\r
-0:60 Function Definition: foo24( (void)\r
+0:60 Function Definition: foo24( (global void)\r
0:60 Function Parameters: \r
0:? Sequence\r
-0:63 move second child to first child (3-component vector of double)\r
-0:63 'df' (3-component vector of double)\r
-0:63 Convert float to double (3-component vector of double)\r
-0:63 Comma (3-component vector of float)\r
-0:63 move second child to first child (3-component vector of float)\r
-0:63 'tempReturn' (3-component vector of float)\r
-0:63 modf (3-component vector of float)\r
-0:63 vector swizzle (3-component vector of float)\r
+0:63 move second child to first child (temp 3-component vector of double)\r
+0:63 'df' (temp 3-component vector of double)\r
+0:63 Convert float to double (temp 3-component vector of double)\r
+0:63 Comma (global 3-component vector of float)\r
+0:63 move second child to first child (temp 3-component vector of float)\r
+0:63 'tempReturn' (global 3-component vector of float)\r
+0:63 modf (global 3-component vector of float)\r
+0:63 vector swizzle (temp 3-component vector of float)\r
0:63 'outp' (out 4-component vector of float)\r
0:63 Sequence\r
0:63 Constant:\r
0:63 1 (const int)\r
0:63 Constant:\r
0:63 2 (const int)\r
-0:63 'tempArg' (3-component vector of float)\r
-0:63 move second child to first child (3-component vector of double)\r
-0:63 'di' (3-component vector of double)\r
-0:63 Convert float to double (3-component vector of double)\r
-0:63 'tempArg' (3-component vector of float)\r
-0:63 'tempReturn' (3-component vector of float)\r
-0:71 Function Definition: foodc1( (void)\r
+0:63 'tempArg' (temp 3-component vector of float)\r
+0:63 move second child to first child (temp 3-component vector of double)\r
+0:63 'di' (temp 3-component vector of double)\r
+0:63 Convert float to double (temp 3-component vector of double)\r
+0:63 'tempArg' (temp 3-component vector of float)\r
+0:63 'tempReturn' (global 3-component vector of float)\r
+0:71 Function Definition: foodc1( (global void)\r
0:71 Function Parameters: \r
0:73 Sequence\r
0:73 Sequence\r
-0:73 move second child to first child (2-component vector of float)\r
-0:73 'v2' (2-component vector of float)\r
-0:73 dPdxFine (2-component vector of float)\r
+0:73 move second child to first child (temp 2-component vector of float)\r
+0:73 'v2' (temp 2-component vector of float)\r
+0:73 dPdxFine (global 2-component vector of float)\r
0:73 'in2' (smooth in 2-component vector of float)\r
0:74 Sequence\r
-0:74 move second child to first child (3-component vector of float)\r
-0:74 'v3' (3-component vector of float)\r
-0:74 dPdyCoarse (3-component vector of float)\r
+0:74 move second child to first child (temp 3-component vector of float)\r
+0:74 'v3' (temp 3-component vector of float)\r
+0:74 dPdyCoarse (global 3-component vector of float)\r
0:74 'in3' (smooth in 3-component vector of float)\r
0:75 Sequence\r
-0:75 move second child to first child (4-component vector of float)\r
-0:75 'v4' (4-component vector of float)\r
-0:75 add (4-component vector of float)\r
-0:75 fwidthCoarse (4-component vector of float)\r
+0:75 move second child to first child (temp 4-component vector of float)\r
+0:75 'v4' (temp 4-component vector of float)\r
+0:75 add (temp 4-component vector of float)\r
+0:75 fwidthCoarse (global 4-component vector of float)\r
0:75 'in4' (smooth in 4-component vector of float)\r
-0:75 fwidthFine (4-component vector of float)\r
+0:75 fwidthFine (global 4-component vector of float)\r
0:75 'in4' (smooth in 4-component vector of float)\r
-0:80 Function Definition: foodc2( (void)\r
+0:80 Function Definition: foodc2( (global void)\r
0:80 Function Parameters: \r
0:82 Sequence\r
0:82 Sequence\r
-0:82 move second child to first child (2-component vector of float)\r
-0:82 'v2' (2-component vector of float)\r
-0:82 dPdxFine (2-component vector of float)\r
+0:82 move second child to first child (temp 2-component vector of float)\r
+0:82 'v2' (temp 2-component vector of float)\r
+0:82 dPdxFine (global 2-component vector of float)\r
0:82 'in2' (smooth in 2-component vector of float)\r
0:83 Sequence\r
-0:83 move second child to first child (3-component vector of float)\r
-0:83 'v3' (3-component vector of float)\r
-0:83 dPdyCoarse (3-component vector of float)\r
+0:83 move second child to first child (temp 3-component vector of float)\r
+0:83 'v3' (temp 3-component vector of float)\r
+0:83 dPdyCoarse (global 3-component vector of float)\r
0:83 'in3' (smooth in 3-component vector of float)\r
0:84 Sequence\r
-0:84 move second child to first child (4-component vector of float)\r
-0:84 'v4' (4-component vector of float)\r
-0:84 add (4-component vector of float)\r
-0:84 fwidthCoarse (4-component vector of float)\r
+0:84 move second child to first child (temp 4-component vector of float)\r
+0:84 'v4' (temp 4-component vector of float)\r
+0:84 add (temp 4-component vector of float)\r
+0:84 fwidthCoarse (global 4-component vector of float)\r
0:84 'in4' (smooth in 4-component vector of float)\r
-0:84 fwidthFine (4-component vector of float)\r
+0:84 fwidthFine (global 4-component vector of float)\r
0:84 'in4' (smooth in 4-component vector of float)\r
-0:89 move second child to first child (2-component vector of float)\r
-0:89 'v2' (2-component vector of float)\r
-0:89 Function Call: frexp(vf2;vi2; (2-component vector of float)\r
-0:89 'v2' (2-component vector of float)\r
-0:89 'i2' (2-component vector of int)\r
-0:90 move second child to first child (3-component vector of float)\r
-0:90 'v3' (3-component vector of float)\r
-0:90 Function Call: ldexp(vf3;vi3; (3-component vector of float)\r
-0:90 'v3' (3-component vector of float)\r
-0:90 'i3' (3-component vector of int)\r
-0:92 move second child to first child (uint)\r
-0:92 'u1' (uint)\r
-0:92 Function Call: packUnorm4x8(vf4; (uint)\r
-0:92 'v4' (4-component vector of float)\r
-0:93 move second child to first child (uint)\r
-0:93 'u1' (uint)\r
-0:93 Function Call: packSnorm4x8(vf4; (uint)\r
-0:93 'v4' (4-component vector of float)\r
-0:94 move second child to first child (4-component vector of float)\r
-0:94 'v4' (4-component vector of float)\r
-0:94 Function Call: unpackUnorm4x8(u1; (4-component vector of float)\r
-0:94 'u1' (uint)\r
-0:95 move second child to first child (4-component vector of float)\r
-0:95 'v4' (4-component vector of float)\r
-0:95 Function Call: unpackSnorm4x8(u1; (4-component vector of float)\r
-0:95 'u1' (uint)\r
-0:99 move second child to first child (double)\r
-0:99 'd' (double)\r
-0:99 Function Call: packDouble2x32(vu2; (double)\r
-0:99 'u2' (2-component vector of uint)\r
-0:100 move second child to first child (2-component vector of uint)\r
-0:100 'u2' (2-component vector of uint)\r
-0:100 Function Call: unpackDouble2x32(d1; (2-component vector of uint)\r
-0:100 'd' (double)\r
+0:89 move second child to first child (temp 2-component vector of float)\r
+0:89 'v2' (temp 2-component vector of float)\r
+0:89 Function Call: frexp(vf2;vi2; (temp 2-component vector of float)\r
+0:89 'v2' (temp 2-component vector of float)\r
+0:89 'i2' (temp 2-component vector of int)\r
+0:90 move second child to first child (temp 3-component vector of float)\r
+0:90 'v3' (temp 3-component vector of float)\r
+0:90 Function Call: ldexp(vf3;vi3; (temp 3-component vector of float)\r
+0:90 'v3' (temp 3-component vector of float)\r
+0:90 'i3' (temp 3-component vector of int)\r
+0:92 move second child to first child (temp uint)\r
+0:92 'u1' (temp uint)\r
+0:92 Function Call: packUnorm4x8(vf4; (temp uint)\r
+0:92 'v4' (temp 4-component vector of float)\r
+0:93 move second child to first child (temp uint)\r
+0:93 'u1' (temp uint)\r
+0:93 Function Call: packSnorm4x8(vf4; (temp uint)\r
+0:93 'v4' (temp 4-component vector of float)\r
+0:94 move second child to first child (temp 4-component vector of float)\r
+0:94 'v4' (temp 4-component vector of float)\r
+0:94 Function Call: unpackUnorm4x8(u1; (temp 4-component vector of float)\r
+0:94 'u1' (temp uint)\r
+0:95 move second child to first child (temp 4-component vector of float)\r
+0:95 'v4' (temp 4-component vector of float)\r
+0:95 Function Call: unpackSnorm4x8(u1; (temp 4-component vector of float)\r
+0:95 'u1' (temp uint)\r
+0:99 move second child to first child (temp double)\r
+0:99 'd' (temp double)\r
+0:99 Function Call: packDouble2x32(vu2; (global double)\r
+0:99 'u2' (temp 2-component vector of uint)\r
+0:100 move second child to first child (temp 2-component vector of uint)\r
+0:100 'u2' (temp 2-component vector of uint)\r
+0:100 Function Call: unpackDouble2x32(d1; (global 2-component vector of uint)\r
+0:100 'd' (temp double)\r
0:? Linker Objects\r
0:? 'c2D' (smooth in 2-component vector of float)\r
0:? 'i' (flat in int)\r
input primitive = triangles\r
output primitive = none\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:5 Sequence\r
-0:5 EmitStreamVertex (void)\r
+0:5 EmitStreamVertex (global void)\r
0:5 Constant:\r
0:5 1 (const int)\r
-0:6 EndStreamPrimitive (void)\r
+0:6 EndStreamPrimitive (global void)\r
0:6 Constant:\r
0:6 0 (const int)\r
-0:7 EmitVertex (void)\r
-0:8 EndPrimitive (void)\r
+0:7 EmitVertex (global void)\r
+0:8 EndPrimitive (global void)\r
0:9 Sequence\r
-0:9 move second child to first child (int)\r
-0:9 'id' (int)\r
+0:9 move second child to first child (temp int)\r
+0:9 'id' (temp int)\r
0:9 'gl_InvocationID' (in int)\r
-0:23 Function Definition: foo( (void)\r
+0:23 Function Definition: foo( (global void)\r
0:23 Function Parameters: \r
0:25 Sequence\r
0:25 Constant:\r
0:25 1 (const int)\r
0:26 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:26 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize})\r
+0:26 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize})\r
0:26 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize})\r
0:26 Constant:\r
0:26 1 (const int)\r
0:26 Constant:\r
0:26 0 (const int)\r
-0:34 Function Definition: foo2( (void)\r
+0:34 Function Definition: foo2( (global void)\r
0:34 Function Parameters: \r
0:36 Sequence\r
0:36 Constant:\r
0:36 1 (const int)\r
0:37 Constant:\r
0:37 3 (const int)\r
-0:46 Function Definition: foo3( (void)\r
+0:46 Function Definition: foo3( (global void)\r
0:46 Function Parameters: \r
0:48 Sequence\r
0:48 Constant:\r
0:50 3 (const int)\r
0:51 Constant:\r
0:51 3 (const int)\r
-0:75 Function Definition: bits( (void)\r
+0:75 Function Definition: bits( (global void)\r
0:75 Function Parameters: \r
0:? Sequence\r
-0:78 move second child to first child (2-component vector of uint)\r
-0:78 'u2' (2-component vector of uint)\r
-0:78 Function Call: uaddCarry(vu2;vu2;vu2; (2-component vector of uint)\r
-0:78 'u2' (2-component vector of uint)\r
-0:78 'u2' (2-component vector of uint)\r
-0:78 'u2' (2-component vector of uint)\r
-0:80 move second child to first child (uint)\r
-0:80 'u1' (uint)\r
-0:80 Function Call: usubBorrow(u1;u1;u1; (uint)\r
-0:80 'u1' (uint)\r
-0:80 'u1' (uint)\r
-0:80 'u1' (uint)\r
-0:82 Function Call: umulExtended(vu4;vu4;vu4;vu4; (void)\r
-0:82 'u4' (4-component vector of uint)\r
-0:82 'u4' (4-component vector of uint)\r
-0:82 'u4' (4-component vector of uint)\r
-0:82 'u4' (4-component vector of uint)\r
-0:84 Function Call: imulExtended(vi4;vi4;vi4;vi4; (void)\r
-0:84 'i4' (4-component vector of int)\r
-0:84 'i4' (4-component vector of int)\r
-0:84 'i4' (4-component vector of int)\r
-0:84 'i4' (4-component vector of int)\r
-0:86 move second child to first child (int)\r
-0:86 'i1' (int)\r
-0:86 Function Call: bitfieldExtract(i1;i1;i1; (int)\r
-0:86 'i1' (int)\r
+0:78 move second child to first child (temp 2-component vector of uint)\r
+0:78 'u2' (temp 2-component vector of uint)\r
+0:78 Function Call: uaddCarry(vu2;vu2;vu2; (global 2-component vector of uint)\r
+0:78 'u2' (temp 2-component vector of uint)\r
+0:78 'u2' (temp 2-component vector of uint)\r
+0:78 'u2' (temp 2-component vector of uint)\r
+0:80 move second child to first child (temp uint)\r
+0:80 'u1' (temp uint)\r
+0:80 Function Call: usubBorrow(u1;u1;u1; (global uint)\r
+0:80 'u1' (temp uint)\r
+0:80 'u1' (temp uint)\r
+0:80 'u1' (temp uint)\r
+0:82 Function Call: umulExtended(vu4;vu4;vu4;vu4; (global void)\r
+0:82 'u4' (temp 4-component vector of uint)\r
+0:82 'u4' (temp 4-component vector of uint)\r
+0:82 'u4' (temp 4-component vector of uint)\r
+0:82 'u4' (temp 4-component vector of uint)\r
+0:84 Function Call: imulExtended(vi4;vi4;vi4;vi4; (global void)\r
+0:84 'i4' (temp 4-component vector of int)\r
+0:84 'i4' (temp 4-component vector of int)\r
+0:84 'i4' (temp 4-component vector of int)\r
+0:84 'i4' (temp 4-component vector of int)\r
+0:86 move second child to first child (temp int)\r
+0:86 'i1' (temp int)\r
+0:86 Function Call: bitfieldExtract(i1;i1;i1; (global int)\r
+0:86 'i1' (temp int)\r
0:86 Constant:\r
0:86 4 (const int)\r
0:86 Constant:\r
0:86 5 (const int)\r
-0:88 move second child to first child (3-component vector of uint)\r
-0:88 'u3' (3-component vector of uint)\r
-0:88 Function Call: bitfieldExtract(vu3;i1;i1; (3-component vector of uint)\r
-0:88 'u3' (3-component vector of uint)\r
+0:88 move second child to first child (temp 3-component vector of uint)\r
+0:88 'u3' (temp 3-component vector of uint)\r
+0:88 Function Call: bitfieldExtract(vu3;i1;i1; (global 3-component vector of uint)\r
+0:88 'u3' (temp 3-component vector of uint)\r
0:88 Constant:\r
0:88 4 (const int)\r
0:88 Constant:\r
0:88 5 (const int)\r
-0:90 move second child to first child (3-component vector of int)\r
-0:90 'i3' (3-component vector of int)\r
-0:90 Function Call: bitfieldInsert(vi3;vi3;i1;i1; (3-component vector of int)\r
-0:90 'i3' (3-component vector of int)\r
-0:90 'i3' (3-component vector of int)\r
+0:90 move second child to first child (temp 3-component vector of int)\r
+0:90 'i3' (temp 3-component vector of int)\r
+0:90 Function Call: bitfieldInsert(vi3;vi3;i1;i1; (global 3-component vector of int)\r
+0:90 'i3' (temp 3-component vector of int)\r
+0:90 'i3' (temp 3-component vector of int)\r
0:90 Constant:\r
0:90 4 (const int)\r
0:90 Constant:\r
0:90 5 (const int)\r
-0:91 move second child to first child (uint)\r
-0:91 'u1' (uint)\r
-0:91 Function Call: bitfieldInsert(u1;u1;i1;i1; (uint)\r
-0:91 'u1' (uint)\r
-0:91 'u1' (uint)\r
+0:91 move second child to first child (temp uint)\r
+0:91 'u1' (temp uint)\r
+0:91 Function Call: bitfieldInsert(u1;u1;i1;i1; (global uint)\r
+0:91 'u1' (temp uint)\r
+0:91 'u1' (temp uint)\r
0:91 Constant:\r
0:91 4 (const int)\r
0:91 Constant:\r
0:91 5 (const int)\r
-0:93 move second child to first child (2-component vector of int)\r
-0:93 'i2' (2-component vector of int)\r
-0:93 Function Call: bitfieldReverse(vi2; (2-component vector of int)\r
-0:93 'i2' (2-component vector of int)\r
-0:94 move second child to first child (4-component vector of uint)\r
-0:94 'u4' (4-component vector of uint)\r
-0:94 Function Call: bitfieldReverse(vu4; (4-component vector of uint)\r
-0:94 'u4' (4-component vector of uint)\r
-0:95 move second child to first child (int)\r
-0:95 'i1' (int)\r
-0:95 Function Call: bitCount(i1; (int)\r
-0:95 'i1' (int)\r
-0:96 move second child to first child (3-component vector of int)\r
-0:96 'i3' (3-component vector of int)\r
-0:96 Function Call: bitCount(vu3; (3-component vector of int)\r
-0:96 'u3' (3-component vector of uint)\r
-0:97 move second child to first child (2-component vector of int)\r
-0:97 'i2' (2-component vector of int)\r
-0:97 Function Call: findLSB(vi2; (2-component vector of int)\r
-0:97 'i2' (2-component vector of int)\r
-0:98 move second child to first child (4-component vector of int)\r
-0:98 'i4' (4-component vector of int)\r
-0:98 Function Call: findLSB(vu4; (4-component vector of int)\r
-0:98 'u4' (4-component vector of uint)\r
-0:99 move second child to first child (int)\r
-0:99 'i1' (int)\r
-0:99 Function Call: findMSB(i1; (int)\r
-0:99 'i1' (int)\r
-0:100 move second child to first child (2-component vector of int)\r
-0:100 'i2' (2-component vector of int)\r
-0:100 Function Call: findMSB(vu2; (2-component vector of int)\r
-0:100 'u2' (2-component vector of uint)\r
+0:93 move second child to first child (temp 2-component vector of int)\r
+0:93 'i2' (temp 2-component vector of int)\r
+0:93 Function Call: bitfieldReverse(vi2; (global 2-component vector of int)\r
+0:93 'i2' (temp 2-component vector of int)\r
+0:94 move second child to first child (temp 4-component vector of uint)\r
+0:94 'u4' (temp 4-component vector of uint)\r
+0:94 Function Call: bitfieldReverse(vu4; (global 4-component vector of uint)\r
+0:94 'u4' (temp 4-component vector of uint)\r
+0:95 move second child to first child (temp int)\r
+0:95 'i1' (temp int)\r
+0:95 Function Call: bitCount(i1; (global int)\r
+0:95 'i1' (temp int)\r
+0:96 move second child to first child (temp 3-component vector of int)\r
+0:96 'i3' (temp 3-component vector of int)\r
+0:96 Function Call: bitCount(vu3; (global 3-component vector of int)\r
+0:96 'u3' (temp 3-component vector of uint)\r
+0:97 move second child to first child (temp 2-component vector of int)\r
+0:97 'i2' (temp 2-component vector of int)\r
+0:97 Function Call: findLSB(vi2; (global 2-component vector of int)\r
+0:97 'i2' (temp 2-component vector of int)\r
+0:98 move second child to first child (temp 4-component vector of int)\r
+0:98 'i4' (temp 4-component vector of int)\r
+0:98 Function Call: findLSB(vu4; (global 4-component vector of int)\r
+0:98 'u4' (temp 4-component vector of uint)\r
+0:99 move second child to first child (temp int)\r
+0:99 'i1' (temp int)\r
+0:99 Function Call: findMSB(i1; (global int)\r
+0:99 'i1' (temp int)\r
+0:100 move second child to first child (temp 2-component vector of int)\r
+0:100 'i2' (temp 2-component vector of int)\r
+0:100 Function Call: findMSB(vu2; (global 2-component vector of int)\r
+0:100 'u2' (temp 2-component vector of uint)\r
0:? Linker Objects\r
0:? 'bn' (in 3-element array of block{in int a})\r
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize})\r
input primitive = triangles\r
output primitive = none\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:5 Sequence\r
-0:5 EmitStreamVertex (void)\r
+0:5 EmitStreamVertex (global void)\r
0:5 Constant:\r
0:5 1 (const int)\r
-0:6 EndStreamPrimitive (void)\r
+0:6 EndStreamPrimitive (global void)\r
0:6 Constant:\r
0:6 0 (const int)\r
-0:7 EmitVertex (void)\r
-0:8 EndPrimitive (void)\r
+0:7 EmitVertex (global void)\r
+0:8 EndPrimitive (global void)\r
0:9 Sequence\r
-0:9 move second child to first child (int)\r
-0:9 'id' (int)\r
+0:9 move second child to first child (temp int)\r
+0:9 'id' (temp int)\r
0:9 'gl_InvocationID' (in int)\r
-0:23 Function Definition: foo( (void)\r
+0:23 Function Definition: foo( (global void)\r
0:23 Function Parameters: \r
0:25 Sequence\r
0:25 Constant:\r
0:25 1 (const int)\r
0:26 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:26 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize})\r
+0:26 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize})\r
0:26 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize})\r
0:26 Constant:\r
0:26 1 (const int)\r
0:26 Constant:\r
0:26 0 (const int)\r
-0:34 Function Definition: foo2( (void)\r
+0:34 Function Definition: foo2( (global void)\r
0:34 Function Parameters: \r
0:36 Sequence\r
0:36 Constant:\r
0:36 1 (const int)\r
0:37 Constant:\r
0:37 3 (const int)\r
-0:46 Function Definition: foo3( (void)\r
+0:46 Function Definition: foo3( (global void)\r
0:46 Function Parameters: \r
0:48 Sequence\r
0:48 Constant:\r
0:50 3 (const int)\r
0:51 Constant:\r
0:51 3 (const int)\r
-0:75 Function Definition: bits( (void)\r
+0:75 Function Definition: bits( (global void)\r
0:75 Function Parameters: \r
0:? Sequence\r
-0:78 move second child to first child (2-component vector of uint)\r
-0:78 'u2' (2-component vector of uint)\r
-0:78 Function Call: uaddCarry(vu2;vu2;vu2; (2-component vector of uint)\r
-0:78 'u2' (2-component vector of uint)\r
-0:78 'u2' (2-component vector of uint)\r
-0:78 'u2' (2-component vector of uint)\r
-0:80 move second child to first child (uint)\r
-0:80 'u1' (uint)\r
-0:80 Function Call: usubBorrow(u1;u1;u1; (uint)\r
-0:80 'u1' (uint)\r
-0:80 'u1' (uint)\r
-0:80 'u1' (uint)\r
-0:82 Function Call: umulExtended(vu4;vu4;vu4;vu4; (void)\r
-0:82 'u4' (4-component vector of uint)\r
-0:82 'u4' (4-component vector of uint)\r
-0:82 'u4' (4-component vector of uint)\r
-0:82 'u4' (4-component vector of uint)\r
-0:84 Function Call: imulExtended(vi4;vi4;vi4;vi4; (void)\r
-0:84 'i4' (4-component vector of int)\r
-0:84 'i4' (4-component vector of int)\r
-0:84 'i4' (4-component vector of int)\r
-0:84 'i4' (4-component vector of int)\r
-0:86 move second child to first child (int)\r
-0:86 'i1' (int)\r
-0:86 Function Call: bitfieldExtract(i1;i1;i1; (int)\r
-0:86 'i1' (int)\r
+0:78 move second child to first child (temp 2-component vector of uint)\r
+0:78 'u2' (temp 2-component vector of uint)\r
+0:78 Function Call: uaddCarry(vu2;vu2;vu2; (global 2-component vector of uint)\r
+0:78 'u2' (temp 2-component vector of uint)\r
+0:78 'u2' (temp 2-component vector of uint)\r
+0:78 'u2' (temp 2-component vector of uint)\r
+0:80 move second child to first child (temp uint)\r
+0:80 'u1' (temp uint)\r
+0:80 Function Call: usubBorrow(u1;u1;u1; (global uint)\r
+0:80 'u1' (temp uint)\r
+0:80 'u1' (temp uint)\r
+0:80 'u1' (temp uint)\r
+0:82 Function Call: umulExtended(vu4;vu4;vu4;vu4; (global void)\r
+0:82 'u4' (temp 4-component vector of uint)\r
+0:82 'u4' (temp 4-component vector of uint)\r
+0:82 'u4' (temp 4-component vector of uint)\r
+0:82 'u4' (temp 4-component vector of uint)\r
+0:84 Function Call: imulExtended(vi4;vi4;vi4;vi4; (global void)\r
+0:84 'i4' (temp 4-component vector of int)\r
+0:84 'i4' (temp 4-component vector of int)\r
+0:84 'i4' (temp 4-component vector of int)\r
+0:84 'i4' (temp 4-component vector of int)\r
+0:86 move second child to first child (temp int)\r
+0:86 'i1' (temp int)\r
+0:86 Function Call: bitfieldExtract(i1;i1;i1; (global int)\r
+0:86 'i1' (temp int)\r
0:86 Constant:\r
0:86 4 (const int)\r
0:86 Constant:\r
0:86 5 (const int)\r
-0:88 move second child to first child (3-component vector of uint)\r
-0:88 'u3' (3-component vector of uint)\r
-0:88 Function Call: bitfieldExtract(vu3;i1;i1; (3-component vector of uint)\r
-0:88 'u3' (3-component vector of uint)\r
+0:88 move second child to first child (temp 3-component vector of uint)\r
+0:88 'u3' (temp 3-component vector of uint)\r
+0:88 Function Call: bitfieldExtract(vu3;i1;i1; (global 3-component vector of uint)\r
+0:88 'u3' (temp 3-component vector of uint)\r
0:88 Constant:\r
0:88 4 (const int)\r
0:88 Constant:\r
0:88 5 (const int)\r
-0:90 move second child to first child (3-component vector of int)\r
-0:90 'i3' (3-component vector of int)\r
-0:90 Function Call: bitfieldInsert(vi3;vi3;i1;i1; (3-component vector of int)\r
-0:90 'i3' (3-component vector of int)\r
-0:90 'i3' (3-component vector of int)\r
+0:90 move second child to first child (temp 3-component vector of int)\r
+0:90 'i3' (temp 3-component vector of int)\r
+0:90 Function Call: bitfieldInsert(vi3;vi3;i1;i1; (global 3-component vector of int)\r
+0:90 'i3' (temp 3-component vector of int)\r
+0:90 'i3' (temp 3-component vector of int)\r
0:90 Constant:\r
0:90 4 (const int)\r
0:90 Constant:\r
0:90 5 (const int)\r
-0:91 move second child to first child (uint)\r
-0:91 'u1' (uint)\r
-0:91 Function Call: bitfieldInsert(u1;u1;i1;i1; (uint)\r
-0:91 'u1' (uint)\r
-0:91 'u1' (uint)\r
+0:91 move second child to first child (temp uint)\r
+0:91 'u1' (temp uint)\r
+0:91 Function Call: bitfieldInsert(u1;u1;i1;i1; (global uint)\r
+0:91 'u1' (temp uint)\r
+0:91 'u1' (temp uint)\r
0:91 Constant:\r
0:91 4 (const int)\r
0:91 Constant:\r
0:91 5 (const int)\r
-0:93 move second child to first child (2-component vector of int)\r
-0:93 'i2' (2-component vector of int)\r
-0:93 Function Call: bitfieldReverse(vi2; (2-component vector of int)\r
-0:93 'i2' (2-component vector of int)\r
-0:94 move second child to first child (4-component vector of uint)\r
-0:94 'u4' (4-component vector of uint)\r
-0:94 Function Call: bitfieldReverse(vu4; (4-component vector of uint)\r
-0:94 'u4' (4-component vector of uint)\r
-0:95 move second child to first child (int)\r
-0:95 'i1' (int)\r
-0:95 Function Call: bitCount(i1; (int)\r
-0:95 'i1' (int)\r
-0:96 move second child to first child (3-component vector of int)\r
-0:96 'i3' (3-component vector of int)\r
-0:96 Function Call: bitCount(vu3; (3-component vector of int)\r
-0:96 'u3' (3-component vector of uint)\r
-0:97 move second child to first child (2-component vector of int)\r
-0:97 'i2' (2-component vector of int)\r
-0:97 Function Call: findLSB(vi2; (2-component vector of int)\r
-0:97 'i2' (2-component vector of int)\r
-0:98 move second child to first child (4-component vector of int)\r
-0:98 'i4' (4-component vector of int)\r
-0:98 Function Call: findLSB(vu4; (4-component vector of int)\r
-0:98 'u4' (4-component vector of uint)\r
-0:99 move second child to first child (int)\r
-0:99 'i1' (int)\r
-0:99 Function Call: findMSB(i1; (int)\r
-0:99 'i1' (int)\r
-0:100 move second child to first child (2-component vector of int)\r
-0:100 'i2' (2-component vector of int)\r
-0:100 Function Call: findMSB(vu2; (2-component vector of int)\r
-0:100 'u2' (2-component vector of uint)\r
+0:93 move second child to first child (temp 2-component vector of int)\r
+0:93 'i2' (temp 2-component vector of int)\r
+0:93 Function Call: bitfieldReverse(vi2; (global 2-component vector of int)\r
+0:93 'i2' (temp 2-component vector of int)\r
+0:94 move second child to first child (temp 4-component vector of uint)\r
+0:94 'u4' (temp 4-component vector of uint)\r
+0:94 Function Call: bitfieldReverse(vu4; (global 4-component vector of uint)\r
+0:94 'u4' (temp 4-component vector of uint)\r
+0:95 move second child to first child (temp int)\r
+0:95 'i1' (temp int)\r
+0:95 Function Call: bitCount(i1; (global int)\r
+0:95 'i1' (temp int)\r
+0:96 move second child to first child (temp 3-component vector of int)\r
+0:96 'i3' (temp 3-component vector of int)\r
+0:96 Function Call: bitCount(vu3; (global 3-component vector of int)\r
+0:96 'u3' (temp 3-component vector of uint)\r
+0:97 move second child to first child (temp 2-component vector of int)\r
+0:97 'i2' (temp 2-component vector of int)\r
+0:97 Function Call: findLSB(vi2; (global 2-component vector of int)\r
+0:97 'i2' (temp 2-component vector of int)\r
+0:98 move second child to first child (temp 4-component vector of int)\r
+0:98 'i4' (temp 4-component vector of int)\r
+0:98 Function Call: findLSB(vu4; (global 4-component vector of int)\r
+0:98 'u4' (temp 4-component vector of uint)\r
+0:99 move second child to first child (temp int)\r
+0:99 'i1' (temp int)\r
+0:99 Function Call: findMSB(i1; (global int)\r
+0:99 'i1' (temp int)\r
+0:100 move second child to first child (temp 2-component vector of int)\r
+0:100 'i2' (temp 2-component vector of int)\r
+0:100 Function Call: findMSB(vu2; (global 2-component vector of int)\r
+0:100 'u2' (temp 2-component vector of uint)\r
0:? Linker Objects\r
0:? 'bn' (in 3-element array of block{in int a})\r
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize})\r
Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
ERROR: node is still EOpNull!\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:15 Sequence\r
-0:15 Barrier (void)\r
+0:15 Barrier (global void)\r
0:17 Sequence\r
-0:17 move second child to first child (int)\r
-0:17 'a' (int)\r
+0:17 move second child to first child (temp int)\r
+0:17 'a' (temp int)\r
0:17 Constant:\r
0:17 5392 (const int)\r
0:23 Sequence\r
-0:23 move second child to first child (4-component vector of float)\r
-0:23 'p' (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
+0:23 'p' (temp 4-component vector of float)\r
0:23 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:23 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:23 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:23 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:23 Constant:\r
0:23 1 (const int)\r
0:23 Constant:\r
0:23 0 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (float)\r
-0:24 'ps' (float)\r
+0:24 move second child to first child (temp float)\r
+0:24 'ps' (temp float)\r
0:24 gl_PointSize: direct index for structure (in float)\r
-0:24 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:24 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:24 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:24 Constant:\r
0:24 1 (const int)\r
0:24 Constant:\r
0:24 1 (const int)\r
0:25 Sequence\r
-0:25 move second child to first child (float)\r
-0:25 'cd' (float)\r
-0:25 direct index (float)\r
+0:25 move second child to first child (temp float)\r
+0:25 'cd' (temp float)\r
+0:25 direct index (temp float)\r
0:25 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:25 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:25 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:25 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 2 (const int)\r
0:27 Sequence\r
-0:27 move second child to first child (int)\r
-0:27 'pvi' (int)\r
+0:27 move second child to first child (temp int)\r
+0:27 'pvi' (temp int)\r
0:27 'gl_PatchVerticesIn' (in int)\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'pid' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'pid' (temp int)\r
0:28 'gl_PrimitiveID' (in int)\r
0:29 Sequence\r
-0:29 move second child to first child (int)\r
-0:29 'iid' (int)\r
+0:29 move second child to first child (temp int)\r
+0:29 'iid' (temp int)\r
0:29 'gl_InvocationID' (in int)\r
-0:31 move second child to first child (4-component vector of float)\r
+0:31 move second child to first child (temp 4-component vector of float)\r
0:31 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:31 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:31 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:31 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:31 Constant:\r
0:31 1 (const int)\r
0:31 Constant:\r
0:31 0 (const int)\r
-0:31 'p' (4-component vector of float)\r
-0:32 move second child to first child (float)\r
+0:31 'p' (temp 4-component vector of float)\r
+0:32 move second child to first child (temp float)\r
0:32 gl_PointSize: direct index for structure (out float)\r
-0:32 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:32 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:32 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 1 (const int)\r
-0:32 'ps' (float)\r
-0:33 move second child to first child (float)\r
-0:33 direct index (float)\r
+0:32 'ps' (temp float)\r
+0:33 move second child to first child (temp float)\r
+0:33 direct index (temp float)\r
0:33 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
-0:33 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:33 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:33 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
-0:33 'cd' (float)\r
-0:35 move second child to first child (float)\r
-0:35 direct index (patch float)\r
+0:33 'cd' (temp float)\r
+0:35 move second child to first child (temp float)\r
+0:35 direct index (patch temp float)\r
0:35 'gl_TessLevelOuter' (patch out 4-element array of float)\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 Constant:\r
0:35 3.200000\r
-0:36 move second child to first child (float)\r
-0:36 direct index (patch float)\r
+0:36 move second child to first child (temp float)\r
+0:36 direct index (patch temp float)\r
0:36 'gl_TessLevelInner' (patch out 2-element array of float)\r
0:36 Constant:\r
0:36 1 (const int)\r
0:36 Constant:\r
0:36 1.300000\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Greater Than (bool)\r
-0:38 'a' (int)\r
+0:38 Compare Greater Than (temp bool)\r
+0:38 'a' (temp int)\r
0:38 Constant:\r
0:38 10 (const int)\r
0:38 true case\r
-0:39 Barrier (void)\r
+0:39 Barrier (global void)\r
0:38 false case\r
-0:41 Barrier (void)\r
-0:43 Barrier (void)\r
+0:41 Barrier (global void)\r
+0:43 Barrier (global void)\r
0:47 Loop with condition not tested first\r
0:47 Loop Condition\r
-0:47 Compare Greater Than (bool)\r
-0:47 'a' (int)\r
+0:47 Compare Greater Than (temp bool)\r
+0:47 'a' (temp int)\r
0:47 Constant:\r
0:47 10 (const int)\r
0:47 Loop Body\r
0:46 Sequence\r
-0:46 Barrier (void)\r
+0:46 Barrier (global void)\r
0:49 switch\r
0:49 condition\r
-0:49 'a' (int)\r
+0:49 'a' (temp int)\r
0:49 body\r
0:49 Sequence\r
0:50 default: \r
0:? Sequence\r
-0:51 Barrier (void)\r
+0:51 Barrier (global void)\r
0:52 Branch: Break\r
-0:54 Test condition and select (int)\r
+0:54 Test condition and select (temp int)\r
0:54 Condition\r
-0:54 Compare Less Than (bool)\r
-0:54 'a' (int)\r
+0:54 Compare Less Than (temp bool)\r
+0:54 'a' (temp int)\r
0:54 Constant:\r
0:54 12 (const int)\r
0:54 true case\r
-0:54 'a' (int)\r
+0:54 'a' (temp int)\r
0:54 false case\r
-0:54 Comma (int)\r
-0:54 Barrier (void)\r
-0:54 'a' (int)\r
+0:54 Comma (temp int)\r
+0:54 Barrier (global void)\r
+0:54 'a' (temp int)\r
0:56 Sequence\r
-0:56 Barrier (void)\r
+0:56 Barrier (global void)\r
0:59 Branch: Return\r
-0:61 Barrier (void)\r
-0:67 Function Definition: foo( (void)\r
+0:61 Barrier (global void)\r
+0:67 Function Definition: foo( (global void)\r
0:67 Function Parameters: \r
0:69 Sequence\r
0:69 gl_PointSize: direct index for structure (out float)\r
-0:69 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:69 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:69 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:69 Constant:\r
0:69 4 (const int)\r
0:69 Constant:\r
0:69 1 (const int)\r
-0:71 Barrier (void)\r
-0:91 Function Definition: foop( (void)\r
+0:71 Barrier (global void)\r
+0:91 Function Definition: foop( (global void)\r
0:91 Function Parameters: \r
0:? Sequence\r
-0:95 multiply second child into first child (3-component vector of float)\r
-0:95 'pv3' (3-component vector of float)\r
-0:95 'pv3' (3-component vector of float)\r
-0:96 move second child to first child (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 Function Call: fma(vf3;vf3;vf3; (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:97 move second child to first child (double)\r
-0:97 'd' (double)\r
-0:97 Function Call: fma(d1;d1;d1; (double)\r
-0:97 'd' (double)\r
-0:97 'd' (double)\r
-0:97 'd' (double)\r
+0:95 multiply second child into first child (temp 3-component vector of float)\r
+0:95 'pv3' (temp 3-component vector of float)\r
+0:95 'pv3' (temp 3-component vector of float)\r
+0:96 move second child to first child (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 Function Call: fma(vf3;vf3;vf3; (global 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:97 move second child to first child (temp double)\r
+0:97 'd' (temp double)\r
+0:97 Function Call: fma(d1;d1;d1; (global double)\r
+0:97 'd' (temp double)\r
+0:97 'd' (temp double)\r
+0:97 'd' (temp double)\r
0:? Linker Objects\r
0:? 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
-0:? 'outa' (4-element array of int)\r
+0:? 'outa' (global 4-element array of int)\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
0:? 'ina' (in 2-component vector of float)\r
0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float)\r
0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
-0:? 'pv3' (3-component vector of float)\r
+0:? 'pv3' (temp 3-component vector of float)\r
0:? 'pinbi' (patch out block{out int a})\r
\r
\r
Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
ERROR: node is still EOpNull!\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:15 Sequence\r
-0:15 Barrier (void)\r
+0:15 Barrier (global void)\r
0:17 Sequence\r
-0:17 move second child to first child (int)\r
-0:17 'a' (int)\r
+0:17 move second child to first child (temp int)\r
+0:17 'a' (temp int)\r
0:17 Constant:\r
0:17 5392 (const int)\r
0:23 Sequence\r
-0:23 move second child to first child (4-component vector of float)\r
-0:23 'p' (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
+0:23 'p' (temp 4-component vector of float)\r
0:23 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:23 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:23 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:23 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:23 Constant:\r
0:23 1 (const int)\r
0:23 Constant:\r
0:23 0 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (float)\r
-0:24 'ps' (float)\r
+0:24 move second child to first child (temp float)\r
+0:24 'ps' (temp float)\r
0:24 gl_PointSize: direct index for structure (in float)\r
-0:24 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:24 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:24 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:24 Constant:\r
0:24 1 (const int)\r
0:24 Constant:\r
0:24 1 (const int)\r
0:25 Sequence\r
-0:25 move second child to first child (float)\r
-0:25 'cd' (float)\r
-0:25 direct index (float)\r
+0:25 move second child to first child (temp float)\r
+0:25 'cd' (temp float)\r
+0:25 direct index (temp float)\r
0:25 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:25 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:25 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:25 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 2 (const int)\r
0:27 Sequence\r
-0:27 move second child to first child (int)\r
-0:27 'pvi' (int)\r
+0:27 move second child to first child (temp int)\r
+0:27 'pvi' (temp int)\r
0:27 'gl_PatchVerticesIn' (in int)\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'pid' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'pid' (temp int)\r
0:28 'gl_PrimitiveID' (in int)\r
0:29 Sequence\r
-0:29 move second child to first child (int)\r
-0:29 'iid' (int)\r
+0:29 move second child to first child (temp int)\r
+0:29 'iid' (temp int)\r
0:29 'gl_InvocationID' (in int)\r
-0:31 move second child to first child (4-component vector of float)\r
+0:31 move second child to first child (temp 4-component vector of float)\r
0:31 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:31 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:31 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:31 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:31 Constant:\r
0:31 1 (const int)\r
0:31 Constant:\r
0:31 0 (const int)\r
-0:31 'p' (4-component vector of float)\r
-0:32 move second child to first child (float)\r
+0:31 'p' (temp 4-component vector of float)\r
+0:32 move second child to first child (temp float)\r
0:32 gl_PointSize: direct index for structure (out float)\r
-0:32 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:32 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:32 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 1 (const int)\r
-0:32 'ps' (float)\r
-0:33 move second child to first child (float)\r
-0:33 direct index (float)\r
+0:32 'ps' (temp float)\r
+0:33 move second child to first child (temp float)\r
+0:33 direct index (temp float)\r
0:33 gl_ClipDistance: direct index for structure (out 1-element array of float)\r
-0:33 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:33 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:33 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
-0:33 'cd' (float)\r
-0:35 move second child to first child (float)\r
-0:35 direct index (patch float)\r
+0:33 'cd' (temp float)\r
+0:35 move second child to first child (temp float)\r
+0:35 direct index (patch temp float)\r
0:35 'gl_TessLevelOuter' (patch out 4-element array of float)\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 Constant:\r
0:35 3.200000\r
-0:36 move second child to first child (float)\r
-0:36 direct index (patch float)\r
+0:36 move second child to first child (temp float)\r
+0:36 direct index (patch temp float)\r
0:36 'gl_TessLevelInner' (patch out 2-element array of float)\r
0:36 Constant:\r
0:36 1 (const int)\r
0:36 Constant:\r
0:36 1.300000\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Greater Than (bool)\r
-0:38 'a' (int)\r
+0:38 Compare Greater Than (temp bool)\r
+0:38 'a' (temp int)\r
0:38 Constant:\r
0:38 10 (const int)\r
0:38 true case\r
-0:39 Barrier (void)\r
+0:39 Barrier (global void)\r
0:38 false case\r
-0:41 Barrier (void)\r
-0:43 Barrier (void)\r
+0:41 Barrier (global void)\r
+0:43 Barrier (global void)\r
0:47 Loop with condition not tested first\r
0:47 Loop Condition\r
-0:47 Compare Greater Than (bool)\r
-0:47 'a' (int)\r
+0:47 Compare Greater Than (temp bool)\r
+0:47 'a' (temp int)\r
0:47 Constant:\r
0:47 10 (const int)\r
0:47 Loop Body\r
0:46 Sequence\r
-0:46 Barrier (void)\r
+0:46 Barrier (global void)\r
0:49 switch\r
0:49 condition\r
-0:49 'a' (int)\r
+0:49 'a' (temp int)\r
0:49 body\r
0:49 Sequence\r
0:50 default: \r
0:? Sequence\r
-0:51 Barrier (void)\r
+0:51 Barrier (global void)\r
0:52 Branch: Break\r
-0:54 Test condition and select (int)\r
+0:54 Test condition and select (temp int)\r
0:54 Condition\r
-0:54 Compare Less Than (bool)\r
-0:54 'a' (int)\r
+0:54 Compare Less Than (temp bool)\r
+0:54 'a' (temp int)\r
0:54 Constant:\r
0:54 12 (const int)\r
0:54 true case\r
-0:54 'a' (int)\r
+0:54 'a' (temp int)\r
0:54 false case\r
-0:54 Comma (int)\r
-0:54 Barrier (void)\r
-0:54 'a' (int)\r
+0:54 Comma (temp int)\r
+0:54 Barrier (global void)\r
+0:54 'a' (temp int)\r
0:56 Sequence\r
-0:56 Barrier (void)\r
+0:56 Barrier (global void)\r
0:59 Branch: Return\r
-0:61 Barrier (void)\r
-0:67 Function Definition: foo( (void)\r
+0:61 Barrier (global void)\r
+0:67 Function Definition: foo( (global void)\r
0:67 Function Parameters: \r
0:69 Sequence\r
0:69 gl_PointSize: direct index for structure (out float)\r
-0:69 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:69 direct index (temp block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:69 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
0:69 Constant:\r
0:69 4 (const int)\r
0:69 Constant:\r
0:69 1 (const int)\r
-0:71 Barrier (void)\r
-0:91 Function Definition: foop( (void)\r
+0:71 Barrier (global void)\r
+0:91 Function Definition: foop( (global void)\r
0:91 Function Parameters: \r
0:? Sequence\r
-0:95 multiply second child into first child (3-component vector of float)\r
-0:95 'pv3' (3-component vector of float)\r
-0:95 'pv3' (3-component vector of float)\r
-0:96 move second child to first child (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 Function Call: fma(vf3;vf3;vf3; (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:96 'pv3' (3-component vector of float)\r
-0:97 move second child to first child (double)\r
-0:97 'd' (double)\r
-0:97 Function Call: fma(d1;d1;d1; (double)\r
-0:97 'd' (double)\r
-0:97 'd' (double)\r
-0:97 'd' (double)\r
+0:95 multiply second child into first child (temp 3-component vector of float)\r
+0:95 'pv3' (temp 3-component vector of float)\r
+0:95 'pv3' (temp 3-component vector of float)\r
+0:96 move second child to first child (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 Function Call: fma(vf3;vf3;vf3; (global 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:96 'pv3' (temp 3-component vector of float)\r
+0:97 move second child to first child (temp double)\r
+0:97 'd' (temp double)\r
+0:97 Function Call: fma(d1;d1;d1; (global double)\r
+0:97 'd' (temp double)\r
+0:97 'd' (temp double)\r
+0:97 'd' (temp double)\r
0:? Linker Objects\r
0:? 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
-0:? 'outa' (4-element array of int)\r
+0:? 'outa' (global 4-element array of int)\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
0:? 'ina' (in 2-component vector of float)\r
0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float)\r
0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
-0:? 'pv3' (3-component vector of float)\r
+0:? 'pv3' (temp 3-component vector of float)\r
0:? 'pinbi' (patch out block{out int a})\r
\r
triangle order = cw\r
using point mode\r
ERROR: node is still EOpNull!\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:22 Sequence\r
0:22 Constant:\r
0:22 0.000000\r
0:24 Sequence\r
-0:24 move second child to first child (int)\r
-0:24 'a' (int)\r
+0:24 move second child to first child (temp int)\r
+0:24 'a' (temp int)\r
0:24 Constant:\r
0:24 1512 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (4-component vector of float)\r
-0:32 'p' (4-component vector of float)\r
+0:32 move second child to first child (temp 4-component vector of float)\r
+0:32 'p' (temp 4-component vector of float)\r
0:32 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:32 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:32 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:32 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 0 (const int)\r
0:33 Sequence\r
-0:33 move second child to first child (float)\r
-0:33 'ps' (float)\r
+0:33 move second child to first child (temp float)\r
+0:33 'ps' (temp float)\r
0:33 gl_PointSize: direct index for structure (in float)\r
-0:33 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:33 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:33 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (float)\r
-0:34 'cd' (float)\r
-0:34 direct index (float)\r
+0:34 move second child to first child (temp float)\r
+0:34 'cd' (temp float)\r
+0:34 direct index (temp float)\r
0:34 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:34 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:34 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:34 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 1 (const int)\r
0:34 Constant:\r
0:34 2 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (int)\r
-0:36 'pvi' (int)\r
+0:36 move second child to first child (temp int)\r
+0:36 'pvi' (temp int)\r
0:36 'gl_PatchVerticesIn' (in int)\r
0:37 Sequence\r
-0:37 move second child to first child (int)\r
-0:37 'pid' (int)\r
+0:37 move second child to first child (temp int)\r
+0:37 'pid' (temp int)\r
0:37 'gl_PrimitiveID' (in int)\r
0:38 Sequence\r
-0:38 move second child to first child (3-component vector of float)\r
-0:38 'tc' (3-component vector of float)\r
+0:38 move second child to first child (temp 3-component vector of float)\r
+0:38 'tc' (temp 3-component vector of float)\r
0:38 'gl_TessCoord' (in 3-component vector of float)\r
0:39 Sequence\r
-0:39 move second child to first child (float)\r
-0:39 'tlo' (float)\r
-0:39 direct index (patch float)\r
+0:39 move second child to first child (temp float)\r
+0:39 'tlo' (temp float)\r
+0:39 direct index (patch temp float)\r
0:39 'gl_TessLevelOuter' (patch in 4-element array of float)\r
0:39 Constant:\r
0:39 3 (const int)\r
0:40 Sequence\r
-0:40 move second child to first child (float)\r
-0:40 'tli' (float)\r
-0:40 direct index (patch float)\r
+0:40 move second child to first child (temp float)\r
+0:40 'tli' (temp float)\r
+0:40 direct index (patch temp float)\r
0:40 'gl_TessLevelInner' (patch in 2-element array of float)\r
0:40 Constant:\r
0:40 1 (const int)\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:42 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:42 Constant:\r
0:42 0 (const uint)\r
-0:42 'p' (4-component vector of float)\r
-0:43 move second child to first child (float)\r
+0:42 'p' (temp 4-component vector of float)\r
+0:43 move second child to first child (temp float)\r
0:43 gl_PointSize: direct index for structure (gl_PointSize float)\r
0:43 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:43 Constant:\r
0:43 1 (const uint)\r
-0:43 'ps' (float)\r
-0:44 move second child to first child (float)\r
-0:44 direct index (float)\r
+0:43 'ps' (temp float)\r
+0:44 move second child to first child (temp float)\r
+0:44 direct index (temp float)\r
0:44 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
0:44 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:44 Constant:\r
0:44 2 (const uint)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 'cd' (float)\r
+0:44 'cd' (temp float)\r
0:? Linker Objects\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
triangle order = cw\r
using point mode\r
ERROR: node is still EOpNull!\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:22 Sequence\r
0:22 Constant:\r
0:22 0.000000\r
0:24 Sequence\r
-0:24 move second child to first child (int)\r
-0:24 'a' (int)\r
+0:24 move second child to first child (temp int)\r
+0:24 'a' (temp int)\r
0:24 Constant:\r
0:24 1512 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (4-component vector of float)\r
-0:32 'p' (4-component vector of float)\r
+0:32 move second child to first child (temp 4-component vector of float)\r
+0:32 'p' (temp 4-component vector of float)\r
0:32 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:32 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:32 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:32 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 0 (const int)\r
0:33 Sequence\r
-0:33 move second child to first child (float)\r
-0:33 'ps' (float)\r
+0:33 move second child to first child (temp float)\r
+0:33 'ps' (temp float)\r
0:33 gl_PointSize: direct index for structure (in float)\r
-0:33 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:33 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:33 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (float)\r
-0:34 'cd' (float)\r
-0:34 direct index (float)\r
+0:34 move second child to first child (temp float)\r
+0:34 'cd' (temp float)\r
+0:34 direct index (temp float)\r
0:34 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:34 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:34 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:34 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 1 (const int)\r
0:34 Constant:\r
0:34 2 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (int)\r
-0:36 'pvi' (int)\r
+0:36 move second child to first child (temp int)\r
+0:36 'pvi' (temp int)\r
0:36 'gl_PatchVerticesIn' (in int)\r
0:37 Sequence\r
-0:37 move second child to first child (int)\r
-0:37 'pid' (int)\r
+0:37 move second child to first child (temp int)\r
+0:37 'pid' (temp int)\r
0:37 'gl_PrimitiveID' (in int)\r
0:38 Sequence\r
-0:38 move second child to first child (3-component vector of float)\r
-0:38 'tc' (3-component vector of float)\r
+0:38 move second child to first child (temp 3-component vector of float)\r
+0:38 'tc' (temp 3-component vector of float)\r
0:38 'gl_TessCoord' (in 3-component vector of float)\r
0:39 Sequence\r
-0:39 move second child to first child (float)\r
-0:39 'tlo' (float)\r
-0:39 direct index (patch float)\r
+0:39 move second child to first child (temp float)\r
+0:39 'tlo' (temp float)\r
+0:39 direct index (patch temp float)\r
0:39 'gl_TessLevelOuter' (patch in 4-element array of float)\r
0:39 Constant:\r
0:39 3 (const int)\r
0:40 Sequence\r
-0:40 move second child to first child (float)\r
-0:40 'tli' (float)\r
-0:40 direct index (patch float)\r
+0:40 move second child to first child (temp float)\r
+0:40 'tli' (temp float)\r
+0:40 direct index (patch temp float)\r
0:40 'gl_TessLevelInner' (patch in 2-element array of float)\r
0:40 Constant:\r
0:40 1 (const int)\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:42 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:42 Constant:\r
0:42 0 (const uint)\r
-0:42 'p' (4-component vector of float)\r
-0:43 move second child to first child (float)\r
+0:42 'p' (temp 4-component vector of float)\r
+0:43 move second child to first child (temp float)\r
0:43 gl_PointSize: direct index for structure (gl_PointSize float)\r
0:43 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:43 Constant:\r
0:43 1 (const uint)\r
-0:43 'ps' (float)\r
-0:44 move second child to first child (float)\r
-0:44 direct index (float)\r
+0:43 'ps' (temp float)\r
+0:44 move second child to first child (temp float)\r
+0:44 direct index (temp float)\r
0:44 gl_ClipDistance: direct index for structure (out 3-element array of float)\r
0:44 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
0:44 Constant:\r
0:44 2 (const uint)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 'cd' (float)\r
+0:44 'cd' (temp float)\r
0:? Linker Objects\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
ERROR: 0:12: 'gl_myIn' : no declaration found for redeclaration \r
ERROR: 0:20: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use \r
ERROR: 0:32: 'gl_Position' : no such field in structure \r
-ERROR: 0:32: '=' : cannot convert from 'block{in float gl_PointSize}' to '4-component vector of float'\r
+ERROR: 0:32: '=' : cannot convert from 'temp block{in float gl_PointSize}' to 'temp 4-component vector of float'\r
ERROR: 0:33: 'gl_Position' : member of nameless block was not redeclared \r
ERROR: 0:33: 'assign' : cannot convert from 'const 4-component vector of float' to 'layout(stream=0 ) gl_Position void'\r
WARNING: 0:38: 'return' : type conversion on return values was not explicitly allowed until version 420 \r
input primitive = none\r
output primitive = none\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
+0:5 move second child to first child (temp int)\r
0:5 'gl_ViewportIndex' (layout(stream=0 ) out int)\r
0:5 Constant:\r
0:5 7 (const int)\r
-0:28 Function Definition: foo( (void)\r
+0:28 Function Definition: foo( (global void)\r
0:28 Function Parameters: \r
0:30 Sequence\r
0:30 Sequence\r
-0:30 move second child to first child (float)\r
-0:30 'p' (float)\r
+0:30 move second child to first child (temp float)\r
+0:30 'p' (temp float)\r
0:30 gl_PointSize: direct index for structure (in float)\r
-0:30 direct index (block{in float gl_PointSize})\r
+0:30 direct index (temp block{in float gl_PointSize})\r
0:30 'gl_in' (in implicitly-sized array of block{in float gl_PointSize})\r
0:30 Constant:\r
0:30 1 (const int)\r
0:30 Constant:\r
0:30 0 (const int)\r
-0:31 move second child to first child (float)\r
+0:31 move second child to first child (temp float)\r
0:31 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float)\r
0:31 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })\r
0:31 Constant:\r
0:31 1 (const uint)\r
-0:31 'p' (float)\r
+0:31 'p' (temp float)\r
0:33 gl_Position: direct index for structure (layout(stream=0 ) gl_Position void)\r
0:33 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })\r
0:33 Constant:\r
0:33 0 (const uint)\r
-0:36 Function Definition: foo5( (float)\r
+0:36 Function Definition: foo5( (global float)\r
0:36 Function Parameters: \r
0:38 Sequence\r
0:38 Branch: Return with expression\r
input primitive = none\r
output primitive = none\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
+0:5 move second child to first child (temp int)\r
0:5 'gl_ViewportIndex' (layout(stream=0 ) out int)\r
0:5 Constant:\r
0:5 7 (const int)\r
-0:28 Function Definition: foo( (void)\r
+0:28 Function Definition: foo( (global void)\r
0:28 Function Parameters: \r
0:30 Sequence\r
0:30 Sequence\r
-0:30 move second child to first child (float)\r
-0:30 'p' (float)\r
+0:30 move second child to first child (temp float)\r
+0:30 'p' (temp float)\r
0:30 gl_PointSize: direct index for structure (in float)\r
-0:30 direct index (block{in float gl_PointSize})\r
+0:30 direct index (temp block{in float gl_PointSize})\r
0:30 'gl_in' (in 2-element array of block{in float gl_PointSize})\r
0:30 Constant:\r
0:30 1 (const int)\r
0:30 Constant:\r
0:30 0 (const int)\r
-0:31 move second child to first child (float)\r
+0:31 move second child to first child (temp float)\r
0:31 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float)\r
0:31 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })\r
0:31 Constant:\r
0:31 1 (const uint)\r
-0:31 'p' (float)\r
+0:31 'p' (temp float)\r
0:33 gl_Position: direct index for structure (layout(stream=0 ) gl_Position void)\r
0:33 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })\r
0:33 Constant:\r
0:33 0 (const uint)\r
-0:36 Function Definition: foo5( (float)\r
+0:36 Function Definition: foo5( (global float)\r
0:36 Function Parameters: \r
0:38 Sequence\r
0:38 Branch: Return with expression\r
Shader version: 400\r
vertices = 0\r
ERROR: node is still EOpNull!\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:? Linker Objects\r
0:? 'gl_out' (out implicitly-sized array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
-0:? 'outa' (1-element array of int)\r
+0:? 'outa' (global 1-element array of int)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
\r
\r
Shader version: 400\r
vertices = 0\r
ERROR: node is still EOpNull!\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:? Linker Objects\r
0:? 'gl_out' (out 1-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
-0:? 'outa' (1-element array of int)\r
+0:? 'outa' (global 1-element array of int)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
\r
Shader version: 420\r
using depth_any\r
ERROR: node is still EOpNull!\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:8 Sequence\r
-0:8 move second child to first child (float)\r
+0:8 move second child to first child (temp float)\r
0:8 'gl_FragDepth' (gl_FragDepth float)\r
0:8 Constant:\r
0:8 0.300000\r
Shader version: 420\r
using depth_any\r
ERROR: node is still EOpNull!\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:8 Sequence\r
-0:8 move second child to first child (float)\r
+0:8 move second child to first child (temp float)\r
0:8 'gl_FragDepth' (gl_FragDepth float)\r
0:8 Constant:\r
0:8 0.300000\r
input primitive = triangles\r
output primitive = none\r
ERROR: node is still EOpNull!\r
-0:7 Function Definition: foo( (void)\r
+0:7 Function Definition: foo( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Constant:\r
0:9 1 (const int)\r
0:10 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:10 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:10 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:10 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:10 Constant:\r
0:10 1 (const int)\r
0:10 Constant:\r
0:10 0 (const int)\r
0:11 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:11 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:11 indirect index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:11 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
-0:11 'i' (int)\r
+0:11 'i' (global int)\r
0:11 Constant:\r
0:11 0 (const int)\r
-0:18 Function Definition: foo3( (void)\r
+0:18 Function Definition: foo3( (global void)\r
0:18 Function Parameters: \r
0:20 Sequence\r
0:20 Constant:\r
0:20 3 (const int)\r
0:21 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:21 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:21 indirect index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:21 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
-0:21 'i' (int)\r
+0:21 'i' (global int)\r
0:21 Constant:\r
0:21 0 (const int)\r
0:22 Constant:\r
0:22 3 (const int)\r
-0:29 Function Definition: foo4( (void)\r
+0:29 Function Definition: foo4( (global void)\r
0:29 Function Parameters: \r
0:? Sequence\r
0:40 Sequence\r
-0:40 move second child to first child (4-component vector of float)\r
-0:40 'v' (4-component vector of float)\r
-0:40 Function Call: textureGatherOffset(s21;vf2;vi2; (4-component vector of float)\r
+0:40 move second child to first child (temp 4-component vector of float)\r
+0:40 'v' (temp 4-component vector of float)\r
+0:40 Function Call: textureGatherOffset(s21;vf2;vi2; (global 4-component vector of float)\r
0:40 's2D' (uniform sampler2D)\r
-0:40 direct index (2-component vector of float)\r
+0:40 direct index (temp 2-component vector of float)\r
0:40 'coord' (in 3-element array of 2-component vector of float)\r
0:40 Constant:\r
0:40 0 (const int)\r
-0:40 vector swizzle (2-component vector of int)\r
-0:40 indirect index (2-component vector of int)\r
+0:40 vector swizzle (temp 2-component vector of int)\r
+0:40 indirect index (temp 2-component vector of int)\r
0:40 Constant:\r
0:40 0 (const int)\r
0:40 1 (const int)\r
0:40 0 (const int)\r
0:40 2 (const int)\r
0:40 1 (const int)\r
-0:40 'i' (int)\r
+0:40 'i' (global int)\r
0:40 Sequence\r
0:40 Constant:\r
0:40 0 (const int)\r
0:40 Constant:\r
0:40 1 (const int)\r
-0:42 move second child to first child (2-component vector of int)\r
-0:42 vector swizzle (2-component vector of int)\r
-0:42 indirect index (2-component vector of int)\r
+0:42 move second child to first child (temp 2-component vector of int)\r
+0:42 vector swizzle (temp 2-component vector of int)\r
+0:42 indirect index (temp 2-component vector of int)\r
0:42 Constant:\r
0:42 0 (const int)\r
0:42 1 (const int)\r
0:42 0 (const int)\r
0:42 2 (const int)\r
0:42 1 (const int)\r
-0:42 'i' (int)\r
+0:42 'i' (global int)\r
0:42 Sequence\r
0:42 Constant:\r
0:42 0 (const int)\r
0:42 Constant:\r
0:42 3 (const int)\r
0:42 3 (const int)\r
-0:43 move second child to first child (float)\r
-0:43 direct index (float)\r
+0:43 move second child to first child (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v4' (uniform 4-component vector of float)\r
0:43 Constant:\r
0:43 0 (const int)\r
0:43 Constant:\r
0:43 3.200000\r
-0:44 vector swizzle (2-component vector of float)\r
+0:44 vector swizzle (temp 2-component vector of float)\r
0:44 'v4' (uniform 4-component vector of float)\r
0:44 Sequence\r
0:44 Constant:\r
0:44 0 (const int)\r
0:44 Constant:\r
0:44 1 (const int)\r
-0:52 Function Definition: foo5( (float)\r
+0:52 Function Definition: foo5( (global float)\r
0:52 Function Parameters: \r
0:54 Sequence\r
0:54 Branch: Return with expression\r
-0:54 Convert int to float (float)\r
-0:54 'i' (int)\r
+0:54 Convert int to float (temp float)\r
+0:54 'i' (global int)\r
0:? Linker Objects\r
-0:? 'i' (int)\r
+0:? 'i' (global int)\r
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:? 'color3' (in 3-element array of 4-component vector of float)\r
0:? 's2D' (uniform sampler2D)\r
input primitive = triangles\r
output primitive = none\r
ERROR: node is still EOpNull!\r
-0:7 Function Definition: foo( (void)\r
+0:7 Function Definition: foo( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Constant:\r
0:9 1 (const int)\r
0:10 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:10 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:10 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:10 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:10 Constant:\r
0:10 1 (const int)\r
0:10 Constant:\r
0:10 0 (const int)\r
0:11 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:11 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:11 indirect index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:11 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
-0:11 'i' (int)\r
+0:11 'i' (global int)\r
0:11 Constant:\r
0:11 0 (const int)\r
-0:18 Function Definition: foo3( (void)\r
+0:18 Function Definition: foo3( (global void)\r
0:18 Function Parameters: \r
0:20 Sequence\r
0:20 Constant:\r
0:20 3 (const int)\r
0:21 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:21 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:21 indirect index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:21 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
-0:21 'i' (int)\r
+0:21 'i' (global int)\r
0:21 Constant:\r
0:21 0 (const int)\r
0:22 Constant:\r
0:22 3 (const int)\r
-0:29 Function Definition: foo4( (void)\r
+0:29 Function Definition: foo4( (global void)\r
0:29 Function Parameters: \r
0:? Sequence\r
0:40 Sequence\r
-0:40 move second child to first child (4-component vector of float)\r
-0:40 'v' (4-component vector of float)\r
-0:40 Function Call: textureGatherOffset(s21;vf2;vi2; (4-component vector of float)\r
+0:40 move second child to first child (temp 4-component vector of float)\r
+0:40 'v' (temp 4-component vector of float)\r
+0:40 Function Call: textureGatherOffset(s21;vf2;vi2; (global 4-component vector of float)\r
0:40 's2D' (uniform sampler2D)\r
-0:40 direct index (2-component vector of float)\r
+0:40 direct index (temp 2-component vector of float)\r
0:40 'coord' (in 3-element array of 2-component vector of float)\r
0:40 Constant:\r
0:40 0 (const int)\r
-0:40 vector swizzle (2-component vector of int)\r
-0:40 indirect index (2-component vector of int)\r
+0:40 vector swizzle (temp 2-component vector of int)\r
+0:40 indirect index (temp 2-component vector of int)\r
0:40 Constant:\r
0:40 0 (const int)\r
0:40 1 (const int)\r
0:40 0 (const int)\r
0:40 2 (const int)\r
0:40 1 (const int)\r
-0:40 'i' (int)\r
+0:40 'i' (global int)\r
0:40 Sequence\r
0:40 Constant:\r
0:40 0 (const int)\r
0:40 Constant:\r
0:40 1 (const int)\r
-0:42 move second child to first child (2-component vector of int)\r
-0:42 vector swizzle (2-component vector of int)\r
-0:42 indirect index (2-component vector of int)\r
+0:42 move second child to first child (temp 2-component vector of int)\r
+0:42 vector swizzle (temp 2-component vector of int)\r
+0:42 indirect index (temp 2-component vector of int)\r
0:42 Constant:\r
0:42 0 (const int)\r
0:42 1 (const int)\r
0:42 0 (const int)\r
0:42 2 (const int)\r
0:42 1 (const int)\r
-0:42 'i' (int)\r
+0:42 'i' (global int)\r
0:42 Sequence\r
0:42 Constant:\r
0:42 0 (const int)\r
0:42 Constant:\r
0:42 3 (const int)\r
0:42 3 (const int)\r
-0:43 move second child to first child (float)\r
-0:43 direct index (float)\r
+0:43 move second child to first child (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v4' (uniform 4-component vector of float)\r
0:43 Constant:\r
0:43 0 (const int)\r
0:43 Constant:\r
0:43 3.200000\r
-0:44 vector swizzle (2-component vector of float)\r
+0:44 vector swizzle (temp 2-component vector of float)\r
0:44 'v4' (uniform 4-component vector of float)\r
0:44 Sequence\r
0:44 Constant:\r
0:44 0 (const int)\r
0:44 Constant:\r
0:44 1 (const int)\r
-0:52 Function Definition: foo5( (float)\r
+0:52 Function Definition: foo5( (global float)\r
0:52 Function Parameters: \r
0:54 Sequence\r
0:54 Branch: Return with expression\r
-0:54 Convert int to float (float)\r
-0:54 'i' (int)\r
+0:54 Convert int to float (temp float)\r
+0:54 'i' (global int)\r
0:? Linker Objects\r
-0:? 'i' (int)\r
+0:? 'i' (global int)\r
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:? 'color3' (in 3-element array of 4-component vector of float)\r
0:? 's2D' (uniform sampler2D)\r
ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a\r
ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb\r
ERROR: 0:26: 'gl_PointSize' : no such field in structure \r
-ERROR: 0:26: 'assign' : cannot convert from 'float' to 'block{out 4-component vector of float gl_Position}'\r
+ERROR: 0:26: 'assign' : cannot convert from 'temp float' to 'temp block{out 4-component vector of float gl_Position}'\r
ERROR: 0:29: 'out' : type must be an array: outf\r
ERROR: 6 compilation errors. No code generated.\r
\r
Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'p' (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'p' (temp 4-component vector of float)\r
0:17 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:17 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:17 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:17 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:17 Constant:\r
0:17 1 (const int)\r
0:17 Constant:\r
0:17 0 (const int)\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'ps' (float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'ps' (temp float)\r
0:18 gl_PointSize: direct index for structure (in float)\r
-0:18 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:18 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:18 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:18 Constant:\r
0:18 1 (const int)\r
0:18 Constant:\r
0:18 1 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'cd' (float)\r
-0:19 direct index (float)\r
+0:19 move second child to first child (temp float)\r
+0:19 'cd' (temp float)\r
+0:19 direct index (temp float)\r
0:19 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
-0:19 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:19 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:19 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:19 Constant:\r
0:19 1 (const int)\r
0:19 Constant:\r
0:19 2 (const int)\r
0:21 Sequence\r
-0:21 move second child to first child (int)\r
-0:21 'pvi' (int)\r
+0:21 move second child to first child (temp int)\r
+0:21 'pvi' (temp int)\r
0:21 'gl_PatchVerticesIn' (in int)\r
0:22 Sequence\r
-0:22 move second child to first child (int)\r
-0:22 'pid' (int)\r
+0:22 move second child to first child (temp int)\r
+0:22 'pid' (temp int)\r
0:22 'gl_PrimitiveID' (in int)\r
0:23 Sequence\r
-0:23 move second child to first child (int)\r
-0:23 'iid' (int)\r
+0:23 move second child to first child (temp int)\r
+0:23 'iid' (temp int)\r
0:23 'gl_InvocationID' (in int)\r
-0:25 move second child to first child (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
0:25 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:25 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 direct index (temp block{out 4-component vector of float gl_Position})\r
0:25 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 0 (const int)\r
-0:25 'p' (4-component vector of float)\r
-0:26 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 'p' (temp 4-component vector of float)\r
+0:26 direct index (temp block{out 4-component vector of float gl_Position})\r
0:26 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:26 Constant:\r
0:26 1 (const int)\r
-0:34 Function Definition: foo( (void)\r
+0:34 Function Definition: foo( (global void)\r
0:34 Function Parameters: \r
0:36 Sequence\r
-0:36 Test condition and select (void)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 logical-or (bool)\r
-0:36 Compare Not Equal (bool)\r
+0:36 logical-or (temp bool)\r
+0:36 Compare Not Equal (temp bool)\r
0:36 Constant:\r
0:36 -0.625000\r
0:36 -0.500000\r
0:36 -0.250000\r
0:36 -0.125000\r
0:36 0.000000\r
-0:36 direct index (layout(location=0 ) 2X4 matrix of double)\r
+0:36 direct index (layout(location=0 ) temp 2X4 matrix of double)\r
0:36 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:37 Compare Not Equal (bool)\r
+0:37 Compare Not Equal (temp bool)\r
0:37 Constant:\r
0:37 0.375000\r
0:37 0.500000\r
0:37 0.750000\r
0:37 0.875000\r
0:37 -0.625000\r
-0:37 direct index (layout(location=12 ) 2X4 matrix of double)\r
+0:37 direct index (layout(location=12 ) temp 2X4 matrix of double)\r
0:37 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double)\r
0:37 Constant:\r
0:37 0 (const int)\r
Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'p' (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'p' (temp 4-component vector of float)\r
0:17 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:17 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:17 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:17 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:17 Constant:\r
0:17 1 (const int)\r
0:17 Constant:\r
0:17 0 (const int)\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'ps' (float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'ps' (temp float)\r
0:18 gl_PointSize: direct index for structure (in float)\r
-0:18 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:18 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:18 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:18 Constant:\r
0:18 1 (const int)\r
0:18 Constant:\r
0:18 1 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'cd' (float)\r
-0:19 direct index (float)\r
+0:19 move second child to first child (temp float)\r
+0:19 'cd' (temp float)\r
+0:19 direct index (temp float)\r
0:19 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
-0:19 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:19 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:19 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:19 Constant:\r
0:19 1 (const int)\r
0:19 Constant:\r
0:19 2 (const int)\r
0:21 Sequence\r
-0:21 move second child to first child (int)\r
-0:21 'pvi' (int)\r
+0:21 move second child to first child (temp int)\r
+0:21 'pvi' (temp int)\r
0:21 'gl_PatchVerticesIn' (in int)\r
0:22 Sequence\r
-0:22 move second child to first child (int)\r
-0:22 'pid' (int)\r
+0:22 move second child to first child (temp int)\r
+0:22 'pid' (temp int)\r
0:22 'gl_PrimitiveID' (in int)\r
0:23 Sequence\r
-0:23 move second child to first child (int)\r
-0:23 'iid' (int)\r
+0:23 move second child to first child (temp int)\r
+0:23 'iid' (temp int)\r
0:23 'gl_InvocationID' (in int)\r
-0:25 move second child to first child (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
0:25 gl_Position: direct index for structure (out 4-component vector of float)\r
-0:25 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 direct index (temp block{out 4-component vector of float gl_Position})\r
0:25 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 0 (const int)\r
-0:25 'p' (4-component vector of float)\r
-0:26 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 'p' (temp 4-component vector of float)\r
+0:26 direct index (temp block{out 4-component vector of float gl_Position})\r
0:26 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:26 Constant:\r
0:26 1 (const int)\r
-0:34 Function Definition: foo( (void)\r
+0:34 Function Definition: foo( (global void)\r
0:34 Function Parameters: \r
0:36 Sequence\r
-0:36 Test condition and select (void)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 logical-or (bool)\r
-0:36 Compare Not Equal (bool)\r
+0:36 logical-or (temp bool)\r
+0:36 Compare Not Equal (temp bool)\r
0:36 Constant:\r
0:36 -0.625000\r
0:36 -0.500000\r
0:36 -0.250000\r
0:36 -0.125000\r
0:36 0.000000\r
-0:36 direct index (layout(location=0 ) 2X4 matrix of double)\r
+0:36 direct index (layout(location=0 ) temp 2X4 matrix of double)\r
0:36 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:37 Compare Not Equal (bool)\r
+0:37 Compare Not Equal (temp bool)\r
0:37 Constant:\r
0:37 0.375000\r
0:37 0.500000\r
0:37 0.750000\r
0:37 0.875000\r
0:37 -0.625000\r
-0:37 direct index (layout(location=12 ) 2X4 matrix of double)\r
+0:37 direct index (layout(location=12 ) temp 2X4 matrix of double)\r
0:37 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double)\r
0:37 Constant:\r
0:37 0 (const int)\r
420.tese\r
Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.\r
-ERROR: 0:7: '=' : cannot convert from '3-element array of float' to '2-element array of float'\r
-ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): 2-component vector of float\r
-ERROR: 0:9: 'initializer list' : wrong number of matrix columns: 3X3 matrix of float\r
-ERROR: 0:10: 'initializer list' : wrong number of matrix columns: 2X2 matrix of float\r
+ERROR: 0:7: '=' : cannot convert from 'global 3-element array of float' to 'global 2-element array of float'\r
+ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): global 2-component vector of float\r
+ERROR: 0:9: 'initializer list' : wrong number of matrix columns: global 3X3 matrix of float\r
+ERROR: 0:10: 'initializer list' : wrong number of matrix columns: global 2X2 matrix of float\r
ERROR: 0:25: 'initializer list' : wrong number of structure members \r
-ERROR: 0:27: '=' : cannot convert from 'const bool' to 'int'\r
-ERROR: 0:28: 'constructor' : cannot convert parameter 2 from 'const float' to '4-component vector of float'\r
+ERROR: 0:27: '=' : cannot convert from 'const bool' to 'global int'\r
+ERROR: 0:28: 'constructor' : cannot convert parameter 2 from 'const float' to 'global 4-component vector of float'\r
ERROR: 0:29: 'constructor' : cannot convert parameter 2 from 'const 2X2 matrix of float' to 'const 4-component vector of float'\r
ERROR: 0:29: 'const 2-element array of 4-component vector of float' : cannot construct with these arguments \r
-ERROR: 0:29: '=' : cannot convert from 'const float' to '2-element array of 4-component vector of float'\r
-ERROR: 0:30: 'initializer list' : wrong number of matrix columns: 4X2 matrix of float\r
-ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'float' to 'structure{float s, float t}'\r
+ERROR: 0:29: '=' : cannot convert from 'const float' to 'global 2-element array of 4-component vector of float'\r
+ERROR: 0:30: 'initializer list' : wrong number of matrix columns: global 4X2 matrix of float\r
+ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'temp float' to 'global structure{global float s, global float t}'\r
ERROR: 0:58: 'initializer list' : wrong number of structure members \r
ERROR: 13 compilation errors. No code generated.\r
\r
triangle order = none\r
ERROR: node is still EOpNull!\r
0:4 Sequence\r
-0:4 move second child to first child (2X2 matrix of float)\r
-0:4 'b' (2X2 matrix of float)\r
+0:4 move second child to first child (temp 2X2 matrix of float)\r
+0:4 'b' (global 2X2 matrix of float)\r
0:4 Constant:\r
0:4 1.000000\r
0:4 0.000000\r
0:4 0.000000\r
0:4 1.000000\r
0:15 Sequence\r
-0:15 move second child to first child (structure{float a, int b})\r
-0:15 'e' (structure{float a, int b})\r
+0:15 move second child to first child (temp structure{global float a, global int b})\r
+0:15 'e' (global structure{global float a, global int b})\r
0:15 Constant:\r
0:15 1.200000\r
0:15 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (structure{float a, int b})\r
-0:20 'e2' (structure{float a, int b})\r
+0:20 move second child to first child (temp structure{global float a, global int b})\r
+0:20 'e2' (global structure{global float a, global int b})\r
0:20 Constant:\r
0:20 1.000000\r
0:20 3 (const int)\r
0:42 Sequence\r
-0:42 move second child to first child (5-element array of float)\r
-0:42 'b5' (5-element array of float)\r
+0:42 move second child to first child (temp 5-element array of float)\r
+0:42 'b5' (global 5-element array of float)\r
0:42 Constant:\r
0:42 3.400000\r
0:42 4.200000\r
0:42 5.200000\r
0:42 1.100000\r
0:67 Sequence\r
-0:67 move second child to first child (3-component vector of float)\r
-0:67 'av3' (3-component vector of float)\r
-0:67 Construct vec3 (3-component vector of float)\r
-0:67 'vc1' (float)\r
-0:67 'vc2' (float)\r
-0:67 'vc3' (float)\r
+0:67 move second child to first child (temp 3-component vector of float)\r
+0:67 'av3' (global 3-component vector of float)\r
+0:67 Construct vec3 (global 3-component vector of float)\r
+0:67 'vc1' (global float)\r
+0:67 'vc2' (global float)\r
+0:67 'vc3' (global float)\r
0:68 Sequence\r
-0:68 move second child to first child (3-component vector of float)\r
-0:68 'bv3' (3-component vector of float)\r
-0:68 Construct vec3 (3-component vector of float)\r
-0:68 'vc1' (float)\r
-0:68 'vc2' (float)\r
-0:68 'vc3' (float)\r
-0:70 Function Definition: main( (void)\r
+0:68 move second child to first child (temp 3-component vector of float)\r
+0:68 'bv3' (global 3-component vector of float)\r
+0:68 Construct vec3 (global 3-component vector of float)\r
+0:68 'vc1' (global float)\r
+0:68 'vc2' (global float)\r
+0:68 'vc3' (global float)\r
+0:70 Function Definition: main( (global void)\r
0:70 Function Parameters: \r
0:72 Sequence\r
-0:72 MemoryBarrier (void)\r
-0:74 Test condition and select (void)\r
+0:72 MemoryBarrier (global void)\r
+0:74 Test condition and select (temp void)\r
0:74 Condition\r
-0:74 Compare Equal (bool)\r
+0:74 Compare Equal (temp bool)\r
0:74 Constant:\r
0:74 1 (const uint)\r
0:74 2 (const uint)\r
0:74 0.000000\r
0:74 6.000000\r
0:74 0.000000\r
-0:74 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:74 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:74 true case is null\r
-0:76 Test condition and select (void)\r
+0:76 Test condition and select (temp void)\r
0:76 Condition\r
0:76 Constant:\r
0:76 true (const bool)\r
0:? 0.000000\r
0:? 0.000000\r
0:? 1.000000\r
-0:? 'b' (2X2 matrix of float)\r
+0:? 'b' (global 2X2 matrix of float)\r
0:? 'c' (const 2X2 matrix of float)\r
0:? 1.000000\r
0:? 0.000000\r
0:? 0.000000\r
0:? 1.000000\r
-0:? 'a2' (2-element array of float)\r
-0:? 'b2' (2-component vector of float)\r
-0:? 'c2' (3X3 matrix of float)\r
-0:? 'd' (2X2 matrix of float)\r
-0:? 'e' (structure{float a, int b})\r
-0:? 'e2' (structure{float a, int b})\r
-0:? 'e3' (structure{float a, int b})\r
-0:? 'a3' (int)\r
-0:? 'b3' (2-element array of 4-component vector of float)\r
-0:? 'b4' (2-element array of 4-component vector of float)\r
-0:? 'c3' (4X2 matrix of float)\r
-0:? 'd2' (implicitly-sized array of structure{float s, float t})\r
-0:? 'b5' (5-element array of float)\r
-0:? 'constructed' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'a2' (global 2-element array of float)\r
+0:? 'b2' (global 2-component vector of float)\r
+0:? 'c2' (global 3X3 matrix of float)\r
+0:? 'd' (global 2X2 matrix of float)\r
+0:? 'e' (global structure{global float a, global int b})\r
+0:? 'e2' (global structure{global float a, global int b})\r
+0:? 'e3' (global structure{global float a, global int b})\r
+0:? 'a3' (global int)\r
+0:? 'b3' (global 2-element array of 4-component vector of float)\r
+0:? 'b4' (global 2-element array of 4-component vector of float)\r
+0:? 'c3' (global 4X2 matrix of float)\r
+0:? 'd2' (global implicitly-sized array of structure{global float s, global float t})\r
+0:? 'b5' (global 5-element array of float)\r
+0:? 'constructed' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
-0:? 'curlyInit' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
+0:? 'curlyInit' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'vc1' (float)\r
-0:? 'vc2' (float)\r
-0:? 'vc3' (float)\r
-0:? 'av3' (3-component vector of float)\r
-0:? 'bv3' (3-component vector of float)\r
+0:? 'vc1' (global float)\r
+0:? 'vc2' (global float)\r
+0:? 'vc3' (global float)\r
+0:? 'av3' (global 3-component vector of float)\r
+0:? 'bv3' (global 3-component vector of float)\r
\r
\r
Linked tessellation evaluation stage:\r
triangle order = ccw\r
ERROR: node is still EOpNull!\r
0:4 Sequence\r
-0:4 move second child to first child (2X2 matrix of float)\r
-0:4 'b' (2X2 matrix of float)\r
+0:4 move second child to first child (temp 2X2 matrix of float)\r
+0:4 'b' (global 2X2 matrix of float)\r
0:4 Constant:\r
0:4 1.000000\r
0:4 0.000000\r
0:4 0.000000\r
0:4 1.000000\r
0:15 Sequence\r
-0:15 move second child to first child (structure{float a, int b})\r
-0:15 'e' (structure{float a, int b})\r
+0:15 move second child to first child (temp structure{global float a, global int b})\r
+0:15 'e' (global structure{global float a, global int b})\r
0:15 Constant:\r
0:15 1.200000\r
0:15 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (structure{float a, int b})\r
-0:20 'e2' (structure{float a, int b})\r
+0:20 move second child to first child (temp structure{global float a, global int b})\r
+0:20 'e2' (global structure{global float a, global int b})\r
0:20 Constant:\r
0:20 1.000000\r
0:20 3 (const int)\r
0:42 Sequence\r
-0:42 move second child to first child (5-element array of float)\r
-0:42 'b5' (5-element array of float)\r
+0:42 move second child to first child (temp 5-element array of float)\r
+0:42 'b5' (global 5-element array of float)\r
0:42 Constant:\r
0:42 3.400000\r
0:42 4.200000\r
0:42 5.200000\r
0:42 1.100000\r
0:67 Sequence\r
-0:67 move second child to first child (3-component vector of float)\r
-0:67 'av3' (3-component vector of float)\r
-0:67 Construct vec3 (3-component vector of float)\r
-0:67 'vc1' (float)\r
-0:67 'vc2' (float)\r
-0:67 'vc3' (float)\r
+0:67 move second child to first child (temp 3-component vector of float)\r
+0:67 'av3' (global 3-component vector of float)\r
+0:67 Construct vec3 (global 3-component vector of float)\r
+0:67 'vc1' (global float)\r
+0:67 'vc2' (global float)\r
+0:67 'vc3' (global float)\r
0:68 Sequence\r
-0:68 move second child to first child (3-component vector of float)\r
-0:68 'bv3' (3-component vector of float)\r
-0:68 Construct vec3 (3-component vector of float)\r
-0:68 'vc1' (float)\r
-0:68 'vc2' (float)\r
-0:68 'vc3' (float)\r
-0:70 Function Definition: main( (void)\r
+0:68 move second child to first child (temp 3-component vector of float)\r
+0:68 'bv3' (global 3-component vector of float)\r
+0:68 Construct vec3 (global 3-component vector of float)\r
+0:68 'vc1' (global float)\r
+0:68 'vc2' (global float)\r
+0:68 'vc3' (global float)\r
+0:70 Function Definition: main( (global void)\r
0:70 Function Parameters: \r
0:72 Sequence\r
-0:72 MemoryBarrier (void)\r
-0:74 Test condition and select (void)\r
+0:72 MemoryBarrier (global void)\r
+0:74 Test condition and select (temp void)\r
0:74 Condition\r
-0:74 Compare Equal (bool)\r
+0:74 Compare Equal (temp bool)\r
0:74 Constant:\r
0:74 1 (const uint)\r
0:74 2 (const uint)\r
0:74 0.000000\r
0:74 6.000000\r
0:74 0.000000\r
-0:74 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:74 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:74 true case is null\r
-0:76 Test condition and select (void)\r
+0:76 Test condition and select (temp void)\r
0:76 Condition\r
0:76 Constant:\r
0:76 true (const bool)\r
0:? 0.000000\r
0:? 0.000000\r
0:? 1.000000\r
-0:? 'b' (2X2 matrix of float)\r
+0:? 'b' (global 2X2 matrix of float)\r
0:? 'c' (const 2X2 matrix of float)\r
0:? 1.000000\r
0:? 0.000000\r
0:? 0.000000\r
0:? 1.000000\r
-0:? 'a2' (2-element array of float)\r
-0:? 'b2' (2-component vector of float)\r
-0:? 'c2' (3X3 matrix of float)\r
-0:? 'd' (2X2 matrix of float)\r
-0:? 'e' (structure{float a, int b})\r
-0:? 'e2' (structure{float a, int b})\r
-0:? 'e3' (structure{float a, int b})\r
-0:? 'a3' (int)\r
-0:? 'b3' (2-element array of 4-component vector of float)\r
-0:? 'b4' (2-element array of 4-component vector of float)\r
-0:? 'c3' (4X2 matrix of float)\r
-0:? 'd2' (1-element array of structure{float s, float t})\r
-0:? 'b5' (5-element array of float)\r
-0:? 'constructed' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'a2' (global 2-element array of float)\r
+0:? 'b2' (global 2-component vector of float)\r
+0:? 'c2' (global 3X3 matrix of float)\r
+0:? 'd' (global 2X2 matrix of float)\r
+0:? 'e' (global structure{global float a, global int b})\r
+0:? 'e2' (global structure{global float a, global int b})\r
+0:? 'e3' (global structure{global float a, global int b})\r
+0:? 'a3' (global int)\r
+0:? 'b3' (global 2-element array of 4-component vector of float)\r
+0:? 'b4' (global 2-element array of 4-component vector of float)\r
+0:? 'c3' (global 4X2 matrix of float)\r
+0:? 'd2' (global 1-element array of structure{global float s, global float t})\r
+0:? 'b5' (global 5-element array of float)\r
+0:? 'constructed' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
-0:? 'curlyInit' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
+0:? 'curlyInit' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'vc1' (float)\r
-0:? 'vc2' (float)\r
-0:? 'vc3' (float)\r
-0:? 'av3' (3-component vector of float)\r
-0:? 'bv3' (3-component vector of float)\r
+0:? 'vc1' (global float)\r
+0:? 'vc2' (global float)\r
+0:? 'vc3' (global float)\r
+0:? 'av3' (global 3-component vector of float)\r
+0:? 'bv3' (global 3-component vector of float)\r
\r
ERROR: 0:27: '' : constant expression required \r
ERROR: 0:27: '' : array size must be a constant integer expression \r
ERROR: 0:38: 'j' : undeclared identifier \r
-ERROR: 0:38: '=' : cannot convert from 'float' to 'int'\r
+ERROR: 0:38: '=' : cannot convert from 'temp float' to 'temp int'\r
ERROR: 0:39: 'k' : undeclared identifier \r
-ERROR: 0:39: '=' : cannot convert from 'float' to 'int'\r
+ERROR: 0:39: '=' : cannot convert from 'temp float' to 'temp int'\r
ERROR: 0:40: 'j' : undeclared identifier \r
-ERROR: 0:40: '=' : cannot convert from 'float' to 'int'\r
+ERROR: 0:40: '=' : cannot convert from 'temp float' to 'temp int'\r
ERROR: 0:44: 'jj' : undeclared identifier \r
-ERROR: 0:44: '=' : cannot convert from 'float' to 'int'\r
+ERROR: 0:44: '=' : cannot convert from 'temp float' to 'temp int'\r
ERROR: 0:54: 'y' : vector field selection out of range \r
ERROR: 0:62: 'xxxxx' : illegal vector field selection \r
ERROR: 0:63: 'xxy' : vector field selection out of range \r
0:20 Function Parameters: \r
0:? Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (int)\r
+0:23 move second child to first child (temp int)\r
0:23 'b' (const (read only) int)\r
-0:23 'anonconst' (int)\r
+0:23 'anonconst' (global int)\r
0:25 Sequence\r
-0:25 move second child to first child (int)\r
+0:25 move second child to first child (temp int)\r
0:25 'd' (const (read only) int)\r
0:25 'b' (const (read only) int)\r
0:29 Branch: Return with expression\r
0:29 'b' (const (read only) int)\r
-0:32 Function Definition: main( (void)\r
+0:32 Function Definition: main( (global void)\r
0:32 Function Parameters: \r
0:? Sequence\r
-0:35 Test condition and select (void)\r
+0:35 Test condition and select (temp void)\r
0:35 Condition\r
-0:35 Compare Equal (bool)\r
-0:35 'i' (int)\r
+0:35 Compare Equal (temp bool)\r
+0:35 'i' (temp int)\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 true case\r
0:36 Sequence\r
-0:36 move second child to first child (int)\r
-0:36 'j' (int)\r
-0:36 'i' (int)\r
+0:36 move second child to first child (temp int)\r
+0:36 'j' (temp int)\r
+0:36 'i' (temp int)\r
0:42 Loop with condition tested first\r
0:42 Loop Condition\r
0:42 Constant:\r
0:42 true (const bool)\r
0:42 No loop body\r
-0:50 Function Definition: bar(vf4; (void)\r
+0:50 Function Definition: bar(vf4; (global void)\r
0:50 Function Parameters: \r
0:50 'v' (volatile in 4-component vector of float)\r
0:? Sequence\r
-0:53 's' (int)\r
-0:54 's' (int)\r
-0:55 Test condition and select (void)\r
+0:53 's' (temp int)\r
+0:54 's' (temp int)\r
+0:55 Test condition and select (temp void)\r
0:55 Condition\r
-0:55 Compare Equal (bool)\r
-0:55 direct index (float)\r
-0:55 direct index (4-component vector of float)\r
+0:55 Compare Equal (temp bool)\r
+0:55 direct index (temp float)\r
+0:55 direct index (temp 4-component vector of float)\r
0:55 'bad' (in 10-element array of 4-component vector of float)\r
0:55 Constant:\r
0:55 0 (const int)\r
0:55 Constant:\r
0:55 4.200000\r
0:55 true case is null\r
-0:57 Test condition and select (void)\r
+0:57 Test condition and select (temp void)\r
0:57 Condition\r
0:57 Constant:\r
0:57 true (const bool)\r
0:57 true case\r
-0:58 move second child to first child (4-component vector of float)\r
+0:58 move second child to first child (temp 4-component vector of float)\r
0:58 'badorder3' (flat out 4-component vector of float)\r
-0:58 direct index (4-component vector of float)\r
+0:58 direct index (temp 4-component vector of float)\r
0:58 'bad' (in 10-element array of 4-component vector of float)\r
0:58 Constant:\r
0:58 0 (const int)\r
0:61 Sequence\r
-0:61 move second child to first child (3-component vector of float)\r
-0:61 'smeared' (3-component vector of float)\r
-0:61 Construct vec3 (3-component vector of float)\r
-0:61 'f' (float)\r
-0:62 'f' (float)\r
-0:63 'f' (float)\r
-0:88 Function Definition: bar23444( (void)\r
+0:61 move second child to first child (temp 3-component vector of float)\r
+0:61 'smeared' (temp 3-component vector of float)\r
+0:61 Construct vec3 (temp 3-component vector of float)\r
+0:61 'f' (temp float)\r
+0:62 'f' (temp float)\r
+0:63 'f' (temp float)\r
+0:88 Function Definition: bar23444( (global void)\r
0:88 Function Parameters: \r
0:? Sequence\r
0:91 Sequence\r
-0:91 move second child to first child (float)\r
-0:91 'a1' (float)\r
-0:91 direct index (float)\r
-0:91 direct index (3-component vector of float)\r
-0:91 'm43' (4X3 matrix of float)\r
+0:91 move second child to first child (temp float)\r
+0:91 'a1' (temp float)\r
+0:91 direct index (temp float)\r
+0:91 direct index (temp 3-component vector of float)\r
+0:91 'm43' (temp 4X3 matrix of float)\r
0:91 Constant:\r
0:91 3 (const int)\r
0:91 Constant:\r
0:91 1 (const int)\r
0:93 Sequence\r
-0:93 move second child to first child (int)\r
-0:93 'a2' (int)\r
+0:93 move second child to first child (temp int)\r
+0:93 'a2' (temp int)\r
0:93 Constant:\r
0:93 4 (const int)\r
-0:94 add second child into first child (int)\r
-0:94 'a2' (int)\r
+0:94 add second child into first child (temp int)\r
+0:94 'a2' (temp int)\r
0:94 Constant:\r
0:94 3 (const int)\r
-0:95 add second child into first child (int)\r
-0:95 'a2' (int)\r
+0:95 add second child into first child (temp int)\r
+0:95 'a2' (temp int)\r
0:95 Constant:\r
0:95 3 (const int)\r
0:96 Sequence\r
-0:96 move second child to first child (float)\r
+0:96 move second child to first child (temp float)\r
0:96 'b' (const (read only) float)\r
-0:96 component-wise multiply (float)\r
+0:96 component-wise multiply (temp float)\r
0:96 Constant:\r
0:96 2.000000\r
-0:96 'a1' (float)\r
+0:96 'a1' (temp float)\r
0:97 Sequence\r
-0:97 move second child to first child (int)\r
-0:97 'a' (int)\r
+0:97 move second child to first child (temp int)\r
+0:97 'a' (temp int)\r
0:97 Constant:\r
0:97 -1 (const int)\r
-0:109 Function Definition: qux( (void)\r
+0:109 Function Definition: qux( (global void)\r
0:109 Function Parameters: \r
0:111 Sequence\r
0:111 Sequence\r
-0:111 move second child to first child (int)\r
-0:111 'i' (int)\r
+0:111 move second child to first child (temp int)\r
+0:111 'i' (temp int)\r
0:111 aoeu: direct index for structure (layout(column_major shared ) uniform int)\r
0:111 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})\r
0:111 Constant:\r
0:111 0 (const uint)\r
-0:112 Function Call: imageAtomicCompSwap(iI21;vi2;i1;i1; (int)\r
+0:112 Function Call: imageAtomicCompSwap(iI21;vi2;i1;i1; (global int)\r
0:112 'iimg2D' (layout(r32i ) uniform iimage2D)\r
-0:112 Construct ivec2 (2-component vector of int)\r
-0:112 'i' (int)\r
-0:112 'i' (int)\r
-0:112 'i' (int)\r
-0:112 'i' (int)\r
-0:113 Function Call: imageAtomicAdd(uI21;vi2;u1; (uint)\r
+0:112 Construct ivec2 (temp 2-component vector of int)\r
+0:112 'i' (temp int)\r
+0:112 'i' (temp int)\r
+0:112 'i' (temp int)\r
+0:112 'i' (temp int)\r
+0:113 Function Call: imageAtomicAdd(uI21;vi2;u1; (global uint)\r
0:113 'uimg2D' (layout(r32ui ) uniform uimage2D)\r
-0:113 Construct ivec2 (2-component vector of int)\r
-0:113 'i' (int)\r
-0:113 'i' (int)\r
-0:113 Convert int to uint (uint)\r
-0:113 'i' (int)\r
-0:114 Function Call: imageAtomicMin(iI21;vi2;i1; (int)\r
+0:113 Construct ivec2 (temp 2-component vector of int)\r
+0:113 'i' (temp int)\r
+0:113 'i' (temp int)\r
+0:113 Convert int to uint (temp uint)\r
+0:113 'i' (temp int)\r
+0:114 Function Call: imageAtomicMin(iI21;vi2;i1; (global int)\r
0:114 'iimg2Drgba' (layout(rgba32i ) uniform iimage2D)\r
-0:114 Construct ivec2 (2-component vector of int)\r
-0:114 'i' (int)\r
-0:114 'i' (int)\r
-0:114 'i' (int)\r
+0:114 Construct ivec2 (temp 2-component vector of int)\r
+0:114 'i' (temp int)\r
+0:114 'i' (temp int)\r
+0:114 'i' (temp int)\r
0:115 Constant:\r
0:115 0.000000\r
0:116 Sequence\r
-0:116 move second child to first child (4-component vector of int)\r
-0:116 'pos' (4-component vector of int)\r
-0:116 Function Call: imageLoad(iI21;vi2; (4-component vector of int)\r
+0:116 move second child to first child (temp 4-component vector of int)\r
+0:116 'pos' (temp 4-component vector of int)\r
+0:116 Function Call: imageLoad(iI21;vi2; (global 4-component vector of int)\r
0:116 'iimg2D' (layout(r32i ) uniform iimage2D)\r
-0:116 Construct ivec2 (2-component vector of int)\r
-0:116 'i' (int)\r
-0:116 'i' (int)\r
+0:116 Construct ivec2 (temp 2-component vector of int)\r
+0:116 'i' (temp int)\r
+0:116 'i' (temp int)\r
0:117 Sequence\r
-0:117 move second child to first child (4-component vector of float)\r
-0:117 'col' (4-component vector of float)\r
-0:117 Function Call: imageLoad(I21;vi2;i1; (4-component vector of float)\r
+0:117 move second child to first child (temp 4-component vector of float)\r
+0:117 'col' (temp 4-component vector of float)\r
+0:117 Function Call: imageLoad(I21;vi2;i1; (global 4-component vector of float)\r
0:117 'img2DMS' (uniform image2DMS)\r
-0:117 Construct ivec2 (2-component vector of int)\r
-0:117 'i' (int)\r
-0:117 'i' (int)\r
-0:117 'i' (int)\r
-0:118 Function Call: imageStore(I21;vi2;i1;vf4; (void)\r
+0:117 Construct ivec2 (temp 2-component vector of int)\r
+0:117 'i' (temp int)\r
+0:117 'i' (temp int)\r
+0:117 'i' (temp int)\r
+0:118 Function Call: imageStore(I21;vi2;i1;vf4; (global void)\r
0:118 'img2DMSWO' (writeonly uniform image2DMS)\r
-0:118 Construct ivec2 (2-component vector of int)\r
-0:118 'i' (int)\r
-0:118 'i' (int)\r
-0:118 'i' (int)\r
+0:118 Construct ivec2 (temp 2-component vector of int)\r
+0:118 'i' (temp int)\r
+0:118 'i' (temp int)\r
+0:118 'i' (temp int)\r
0:118 Constant:\r
0:118 0.000000\r
0:118 0.000000\r
0:118 0.000000\r
0:118 0.000000\r
-0:119 Function Call: imageLoad(I21;vi2;i1; (4-component vector of float)\r
+0:119 Function Call: imageLoad(I21;vi2;i1; (global 4-component vector of float)\r
0:119 'img2DMSWO' (writeonly uniform image2DMS)\r
-0:119 Construct ivec2 (2-component vector of int)\r
-0:119 'i' (int)\r
-0:119 'i' (int)\r
-0:119 'i' (int)\r
-0:125 Function Definition: passr(iI21; (void)\r
+0:119 Construct ivec2 (temp 2-component vector of int)\r
+0:119 'i' (temp int)\r
+0:119 'i' (temp int)\r
+0:119 'i' (temp int)\r
+0:125 Function Definition: passr(iI21; (global void)\r
0:125 Function Parameters: \r
0:125 'image' (coherent readonly in iimage2D)\r
-0:132 Function Definition: passrc( (void)\r
+0:132 Function Definition: passrc( (global void)\r
0:132 Function Parameters: \r
0:134 Sequence\r
-0:134 Function Call: passr(iI21; (void)\r
+0:134 Function Call: passr(iI21; (global void)\r
0:134 'qualim1' (layout(r32i ) coherent readonly uniform iimage2D)\r
-0:135 Function Call: passr(iI21; (void)\r
+0:135 Function Call: passr(iI21; (global void)\r
0:135 'qualim2' (layout(r32i ) coherent volatile readonly uniform iimage2D)\r
-0:136 Function Call: passr(iI21; (void)\r
+0:136 Function Call: passr(iI21; (global void)\r
0:136 'iimg2D' (layout(r32i ) uniform iimage2D)\r
0:? Linker Objects\r
0:? 'v2' (smooth out 2-component vector of float)\r
0:? 'rep' (smooth flat out 4-component vector of float)\r
0:? 'rep2' (centroid smooth sample out 4-component vector of float)\r
0:? 'rep3' (in 4-component vector of float)\r
-0:? 'anonconst' (int)\r
+0:? 'anonconst' (global int)\r
0:? 'aconst' (const int)\r
0:? 5 (const int)\r
0:? 'a' (const int)\r
0:? 5 (const int)\r
-0:? 'b' (int)\r
+0:? 'b' (temp int)\r
0:? 'cx' (const float)\r
0:? 4.200000\r
0:? 'dx' (const float)\r
0:? 'anon@3' (out block{out implicitly-sized array of float gl_ClipDistance, })\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (smooth patch out 4-component vector of float)\r
-0:? 'comma0' (int)\r
-0:? 'comma1' (1-element array of int)\r
+0:? 'comma0' (temp int)\r
+0:? 'comma1' (global 1-element array of int)\r
0:? 'iimg2D' (layout(r32i ) uniform iimage2D)\r
0:? 'iimg2Drgba' (layout(rgba32i ) uniform iimage2D)\r
0:? 'img2Drgba' (layout(rgba32f ) uniform image2D)\r
0:? 'uimg2D' (layout(r32ui ) uniform uimage2D)\r
0:? 'img2DMS' (uniform image2DMS)\r
0:? 'img2DMSWO' (writeonly uniform image2DMS)\r
-0:? 'vol' (volatile float)\r
-0:? 'vol2' (readonly int)\r
+0:? 'vol' (volatile temp float)\r
+0:? 'vol2' (readonly temp int)\r
0:? 'qualim1' (layout(r32i ) coherent readonly uniform iimage2D)\r
0:? 'qualim2' (layout(r32i ) coherent volatile readonly uniform iimage2D)\r
0:? 'i1bad' (layout(rg8i ) uniform uimage2D)\r
0:20 Function Parameters: \r
0:? Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (int)\r
+0:23 move second child to first child (temp int)\r
0:23 'b' (const (read only) int)\r
-0:23 'anonconst' (int)\r
+0:23 'anonconst' (global int)\r
0:25 Sequence\r
-0:25 move second child to first child (int)\r
+0:25 move second child to first child (temp int)\r
0:25 'd' (const (read only) int)\r
0:25 'b' (const (read only) int)\r
0:29 Branch: Return with expression\r
0:29 'b' (const (read only) int)\r
-0:32 Function Definition: main( (void)\r
+0:32 Function Definition: main( (global void)\r
0:32 Function Parameters: \r
0:? Sequence\r
-0:35 Test condition and select (void)\r
+0:35 Test condition and select (temp void)\r
0:35 Condition\r
-0:35 Compare Equal (bool)\r
-0:35 'i' (int)\r
+0:35 Compare Equal (temp bool)\r
+0:35 'i' (temp int)\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 true case\r
0:36 Sequence\r
-0:36 move second child to first child (int)\r
-0:36 'j' (int)\r
-0:36 'i' (int)\r
+0:36 move second child to first child (temp int)\r
+0:36 'j' (temp int)\r
+0:36 'i' (temp int)\r
0:42 Loop with condition tested first\r
0:42 Loop Condition\r
0:42 Constant:\r
0:42 true (const bool)\r
0:42 No loop body\r
-0:50 Function Definition: bar(vf4; (void)\r
+0:50 Function Definition: bar(vf4; (global void)\r
0:50 Function Parameters: \r
0:50 'v' (volatile in 4-component vector of float)\r
0:? Sequence\r
-0:53 's' (int)\r
-0:54 's' (int)\r
-0:55 Test condition and select (void)\r
+0:53 's' (temp int)\r
+0:54 's' (temp int)\r
+0:55 Test condition and select (temp void)\r
0:55 Condition\r
-0:55 Compare Equal (bool)\r
-0:55 direct index (float)\r
-0:55 direct index (4-component vector of float)\r
+0:55 Compare Equal (temp bool)\r
+0:55 direct index (temp float)\r
+0:55 direct index (temp 4-component vector of float)\r
0:55 'bad' (in 10-element array of 4-component vector of float)\r
0:55 Constant:\r
0:55 0 (const int)\r
0:55 Constant:\r
0:55 4.200000\r
0:55 true case is null\r
-0:57 Test condition and select (void)\r
+0:57 Test condition and select (temp void)\r
0:57 Condition\r
0:57 Constant:\r
0:57 true (const bool)\r
0:57 true case\r
-0:58 move second child to first child (4-component vector of float)\r
+0:58 move second child to first child (temp 4-component vector of float)\r
0:58 'badorder3' (flat out 4-component vector of float)\r
-0:58 direct index (4-component vector of float)\r
+0:58 direct index (temp 4-component vector of float)\r
0:58 'bad' (in 10-element array of 4-component vector of float)\r
0:58 Constant:\r
0:58 0 (const int)\r
0:61 Sequence\r
-0:61 move second child to first child (3-component vector of float)\r
-0:61 'smeared' (3-component vector of float)\r
-0:61 Construct vec3 (3-component vector of float)\r
-0:61 'f' (float)\r
-0:62 'f' (float)\r
-0:63 'f' (float)\r
-0:88 Function Definition: bar23444( (void)\r
+0:61 move second child to first child (temp 3-component vector of float)\r
+0:61 'smeared' (temp 3-component vector of float)\r
+0:61 Construct vec3 (temp 3-component vector of float)\r
+0:61 'f' (temp float)\r
+0:62 'f' (temp float)\r
+0:63 'f' (temp float)\r
+0:88 Function Definition: bar23444( (global void)\r
0:88 Function Parameters: \r
0:? Sequence\r
0:91 Sequence\r
-0:91 move second child to first child (float)\r
-0:91 'a1' (float)\r
-0:91 direct index (float)\r
-0:91 direct index (3-component vector of float)\r
-0:91 'm43' (4X3 matrix of float)\r
+0:91 move second child to first child (temp float)\r
+0:91 'a1' (temp float)\r
+0:91 direct index (temp float)\r
+0:91 direct index (temp 3-component vector of float)\r
+0:91 'm43' (temp 4X3 matrix of float)\r
0:91 Constant:\r
0:91 3 (const int)\r
0:91 Constant:\r
0:91 1 (const int)\r
0:93 Sequence\r
-0:93 move second child to first child (int)\r
-0:93 'a2' (int)\r
+0:93 move second child to first child (temp int)\r
+0:93 'a2' (temp int)\r
0:93 Constant:\r
0:93 4 (const int)\r
-0:94 add second child into first child (int)\r
-0:94 'a2' (int)\r
+0:94 add second child into first child (temp int)\r
+0:94 'a2' (temp int)\r
0:94 Constant:\r
0:94 3 (const int)\r
-0:95 add second child into first child (int)\r
-0:95 'a2' (int)\r
+0:95 add second child into first child (temp int)\r
+0:95 'a2' (temp int)\r
0:95 Constant:\r
0:95 3 (const int)\r
0:96 Sequence\r
-0:96 move second child to first child (float)\r
+0:96 move second child to first child (temp float)\r
0:96 'b' (const (read only) float)\r
-0:96 component-wise multiply (float)\r
+0:96 component-wise multiply (temp float)\r
0:96 Constant:\r
0:96 2.000000\r
-0:96 'a1' (float)\r
+0:96 'a1' (temp float)\r
0:97 Sequence\r
-0:97 move second child to first child (int)\r
-0:97 'a' (int)\r
+0:97 move second child to first child (temp int)\r
+0:97 'a' (temp int)\r
0:97 Constant:\r
0:97 -1 (const int)\r
-0:109 Function Definition: qux( (void)\r
+0:109 Function Definition: qux( (global void)\r
0:109 Function Parameters: \r
0:111 Sequence\r
0:111 Sequence\r
-0:111 move second child to first child (int)\r
-0:111 'i' (int)\r
+0:111 move second child to first child (temp int)\r
+0:111 'i' (temp int)\r
0:111 aoeu: direct index for structure (layout(column_major shared ) uniform int)\r
0:111 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})\r
0:111 Constant:\r
0:111 0 (const uint)\r
-0:112 Function Call: imageAtomicCompSwap(iI21;vi2;i1;i1; (int)\r
+0:112 Function Call: imageAtomicCompSwap(iI21;vi2;i1;i1; (global int)\r
0:112 'iimg2D' (layout(r32i ) uniform iimage2D)\r
-0:112 Construct ivec2 (2-component vector of int)\r
-0:112 'i' (int)\r
-0:112 'i' (int)\r
-0:112 'i' (int)\r
-0:112 'i' (int)\r
-0:113 Function Call: imageAtomicAdd(uI21;vi2;u1; (uint)\r
+0:112 Construct ivec2 (temp 2-component vector of int)\r
+0:112 'i' (temp int)\r
+0:112 'i' (temp int)\r
+0:112 'i' (temp int)\r
+0:112 'i' (temp int)\r
+0:113 Function Call: imageAtomicAdd(uI21;vi2;u1; (global uint)\r
0:113 'uimg2D' (layout(r32ui ) uniform uimage2D)\r
-0:113 Construct ivec2 (2-component vector of int)\r
-0:113 'i' (int)\r
-0:113 'i' (int)\r
-0:113 Convert int to uint (uint)\r
-0:113 'i' (int)\r
-0:114 Function Call: imageAtomicMin(iI21;vi2;i1; (int)\r
+0:113 Construct ivec2 (temp 2-component vector of int)\r
+0:113 'i' (temp int)\r
+0:113 'i' (temp int)\r
+0:113 Convert int to uint (temp uint)\r
+0:113 'i' (temp int)\r
+0:114 Function Call: imageAtomicMin(iI21;vi2;i1; (global int)\r
0:114 'iimg2Drgba' (layout(rgba32i ) uniform iimage2D)\r
-0:114 Construct ivec2 (2-component vector of int)\r
-0:114 'i' (int)\r
-0:114 'i' (int)\r
-0:114 'i' (int)\r
+0:114 Construct ivec2 (temp 2-component vector of int)\r
+0:114 'i' (temp int)\r
+0:114 'i' (temp int)\r
+0:114 'i' (temp int)\r
0:115 Constant:\r
0:115 0.000000\r
0:116 Sequence\r
-0:116 move second child to first child (4-component vector of int)\r
-0:116 'pos' (4-component vector of int)\r
-0:116 Function Call: imageLoad(iI21;vi2; (4-component vector of int)\r
+0:116 move second child to first child (temp 4-component vector of int)\r
+0:116 'pos' (temp 4-component vector of int)\r
+0:116 Function Call: imageLoad(iI21;vi2; (global 4-component vector of int)\r
0:116 'iimg2D' (layout(r32i ) uniform iimage2D)\r
-0:116 Construct ivec2 (2-component vector of int)\r
-0:116 'i' (int)\r
-0:116 'i' (int)\r
+0:116 Construct ivec2 (temp 2-component vector of int)\r
+0:116 'i' (temp int)\r
+0:116 'i' (temp int)\r
0:117 Sequence\r
-0:117 move second child to first child (4-component vector of float)\r
-0:117 'col' (4-component vector of float)\r
-0:117 Function Call: imageLoad(I21;vi2;i1; (4-component vector of float)\r
+0:117 move second child to first child (temp 4-component vector of float)\r
+0:117 'col' (temp 4-component vector of float)\r
+0:117 Function Call: imageLoad(I21;vi2;i1; (global 4-component vector of float)\r
0:117 'img2DMS' (uniform image2DMS)\r
-0:117 Construct ivec2 (2-component vector of int)\r
-0:117 'i' (int)\r
-0:117 'i' (int)\r
-0:117 'i' (int)\r
-0:118 Function Call: imageStore(I21;vi2;i1;vf4; (void)\r
+0:117 Construct ivec2 (temp 2-component vector of int)\r
+0:117 'i' (temp int)\r
+0:117 'i' (temp int)\r
+0:117 'i' (temp int)\r
+0:118 Function Call: imageStore(I21;vi2;i1;vf4; (global void)\r
0:118 'img2DMSWO' (writeonly uniform image2DMS)\r
-0:118 Construct ivec2 (2-component vector of int)\r
-0:118 'i' (int)\r
-0:118 'i' (int)\r
-0:118 'i' (int)\r
+0:118 Construct ivec2 (temp 2-component vector of int)\r
+0:118 'i' (temp int)\r
+0:118 'i' (temp int)\r
+0:118 'i' (temp int)\r
0:118 Constant:\r
0:118 0.000000\r
0:118 0.000000\r
0:118 0.000000\r
0:118 0.000000\r
-0:119 Function Call: imageLoad(I21;vi2;i1; (4-component vector of float)\r
+0:119 Function Call: imageLoad(I21;vi2;i1; (global 4-component vector of float)\r
0:119 'img2DMSWO' (writeonly uniform image2DMS)\r
-0:119 Construct ivec2 (2-component vector of int)\r
-0:119 'i' (int)\r
-0:119 'i' (int)\r
-0:119 'i' (int)\r
-0:125 Function Definition: passr(iI21; (void)\r
+0:119 Construct ivec2 (temp 2-component vector of int)\r
+0:119 'i' (temp int)\r
+0:119 'i' (temp int)\r
+0:119 'i' (temp int)\r
+0:125 Function Definition: passr(iI21; (global void)\r
0:125 Function Parameters: \r
0:125 'image' (coherent readonly in iimage2D)\r
-0:132 Function Definition: passrc( (void)\r
+0:132 Function Definition: passrc( (global void)\r
0:132 Function Parameters: \r
0:134 Sequence\r
-0:134 Function Call: passr(iI21; (void)\r
+0:134 Function Call: passr(iI21; (global void)\r
0:134 'qualim1' (layout(r32i ) coherent readonly uniform iimage2D)\r
-0:135 Function Call: passr(iI21; (void)\r
+0:135 Function Call: passr(iI21; (global void)\r
0:135 'qualim2' (layout(r32i ) coherent volatile readonly uniform iimage2D)\r
-0:136 Function Call: passr(iI21; (void)\r
+0:136 Function Call: passr(iI21; (global void)\r
0:136 'iimg2D' (layout(r32i ) uniform iimage2D)\r
0:? Linker Objects\r
0:? 'v2' (smooth out 2-component vector of float)\r
0:? 'rep' (smooth flat out 4-component vector of float)\r
0:? 'rep2' (centroid smooth sample out 4-component vector of float)\r
0:? 'rep3' (in 4-component vector of float)\r
-0:? 'anonconst' (int)\r
+0:? 'anonconst' (global int)\r
0:? 'aconst' (const int)\r
0:? 5 (const int)\r
0:? 'a' (const int)\r
0:? 5 (const int)\r
-0:? 'b' (int)\r
+0:? 'b' (temp int)\r
0:? 'cx' (const float)\r
0:? 4.200000\r
0:? 'dx' (const float)\r
0:? 'anon@3' (out block{out 1-element array of float gl_ClipDistance, })\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (smooth patch out 4-component vector of float)\r
-0:? 'comma0' (int)\r
-0:? 'comma1' (1-element array of int)\r
+0:? 'comma0' (temp int)\r
+0:? 'comma1' (global 1-element array of int)\r
0:? 'iimg2D' (layout(r32i ) uniform iimage2D)\r
0:? 'iimg2Drgba' (layout(rgba32i ) uniform iimage2D)\r
0:? 'img2Drgba' (layout(rgba32f ) uniform image2D)\r
0:? 'uimg2D' (layout(r32ui ) uniform uimage2D)\r
0:? 'img2DMS' (uniform image2DMS)\r
0:? 'img2DMSWO' (writeonly uniform image2DMS)\r
-0:? 'vol' (volatile float)\r
-0:? 'vol2' (readonly int)\r
+0:? 'vol' (volatile temp float)\r
+0:? 'vol2' (readonly temp int)\r
0:? 'qualim1' (layout(r32i ) coherent readonly uniform iimage2D)\r
0:? 'qualim2' (layout(r32i ) coherent volatile readonly uniform iimage2D)\r
0:? 'i1bad' (layout(rg8i ) uniform uimage2D)\r
input primitive = triangles\r
output primitive = none\r
ERROR: node is still EOpNull!\r
-0:11 Function Definition: foo( (void)\r
+0:11 Function Definition: foo( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
0:13 Constant:\r
0:13 3 (const int)\r
0:14 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:14 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:14 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:14 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:14 Constant:\r
0:14 1 (const int)\r
0:15 Constant:\r
0:15 3 (const int)\r
0:16 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:16 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:16 indirect index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:16 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
-0:16 'i' (int)\r
+0:16 'i' (global int)\r
0:16 Constant:\r
0:16 0 (const int)\r
0:? Linker Objects\r
-0:? 'i' (int)\r
+0:? 'i' (global int)\r
0:? 'colorun' (in 3-element array of 4-component vector of float)\r
0:? 'color3' (in 3-element array of 4-component vector of float)\r
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
input primitive = triangles\r
output primitive = none\r
ERROR: node is still EOpNull!\r
-0:11 Function Definition: foo( (void)\r
+0:11 Function Definition: foo( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
0:13 Constant:\r
0:13 3 (const int)\r
0:14 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:14 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:14 direct index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:14 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:14 Constant:\r
0:14 1 (const int)\r
0:15 Constant:\r
0:15 3 (const int)\r
0:16 gl_Position: direct index for structure (in 4-component vector of float)\r
-0:16 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:16 indirect index (temp block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
0:16 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
-0:16 'i' (int)\r
+0:16 'i' (global int)\r
0:16 Constant:\r
0:16 0 (const int)\r
0:? Linker Objects\r
-0:? 'i' (int)\r
+0:? 'i' (global int)\r
0:? 'colorun' (in 3-element array of 4-component vector of float)\r
0:? 'color3' (in 3-element array of 4-component vector of float)\r
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
ERROR: 0:51: 'local_size' : can only apply to 'in' \r
ERROR: 0:51: 'local_size' : can only apply to 'in' \r
ERROR: 0:65: 'assign' : l-value required "ro" (can't modify a readonly buffer)\r
-ERROR: 0:77: '=' : cannot convert from 'double' to 'int'\r
+ERROR: 0:77: '=' : cannot convert from 'temp double' to 'temp int'\r
ERROR: 15 compilation errors. No code generated.\r
\r
\r
Shader version: 430\r
local_size = (2, 1, 4096)\r
ERROR: node is still EOpNull!\r
-0:27 Function Definition: main( (void)\r
+0:27 Function Definition: main( (global void)\r
0:27 Function Parameters: \r
0:29 Sequence\r
-0:29 Barrier (void)\r
-0:30 MemoryBarrier (void)\r
-0:31 MemoryBarrierAtomicCounter (void)\r
-0:32 MemoryBarrierBuffer (void)\r
-0:33 MemoryBarrierShared (void)\r
-0:34 MemoryBarrierImage (void)\r
-0:35 GroupMemoryBarrier (void)\r
-0:36 move second child to first child (int)\r
+0:29 Barrier (global void)\r
+0:30 MemoryBarrier (global void)\r
+0:31 MemoryBarrierAtomicCounter (global void)\r
+0:32 MemoryBarrierBuffer (global void)\r
+0:33 MemoryBarrierShared (global void)\r
+0:34 MemoryBarrierImage (global void)\r
+0:35 GroupMemoryBarrier (global void)\r
+0:36 move second child to first child (temp int)\r
0:36 value: direct index for structure (layout(column_major shared ) buffer int)\r
0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:36 Constant:\r
0:36 0 (const uint)\r
-0:36 Convert float to int (int)\r
-0:36 indirect index (layout(column_major shared ) float)\r
+0:36 Convert float to int (temp int)\r
+0:36 indirect index (layout(column_major shared ) temp float)\r
0:36 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float)\r
0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:36 Constant:\r
0:36 1 (const uint)\r
0:36 'gl_LocalInvocationIndex' (in uint)\r
-0:39 Test condition and select (void)\r
+0:39 Test condition and select (temp void)\r
0:39 Condition\r
-0:39 Compare Greater Than (bool)\r
-0:39 'a' (int)\r
+0:39 Compare Greater Than (temp bool)\r
+0:39 'a' (temp int)\r
0:39 Constant:\r
0:39 10 (const int)\r
0:39 true case\r
-0:40 Barrier (void)\r
-0:63 Function Definition: foo( (void)\r
+0:40 Barrier (global void)\r
+0:63 Function Definition: foo( (global void)\r
0:63 Function Parameters: \r
0:65 Sequence\r
-0:65 move second child to first child (float)\r
-0:65 direct index (layout(column_major shared ) float)\r
+0:65 move second child to first child (temp float)\r
+0:65 direct index (layout(column_major shared ) temp float)\r
0:65 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float)\r
0:65 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:65 Constant:\r
0:65 2 (const int)\r
0:65 Constant:\r
0:65 4.700000\r
-0:66 array length (int)\r
+0:66 array length (temp int)\r
0:66 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float)\r
0:66 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:66 Constant:\r
0:66 1 (const int)\r
-0:67 Barrier (void)\r
-0:72 Function Definition: fooaoeu( (void)\r
+0:67 Barrier (global void)\r
+0:72 Function Definition: fooaoeu( (global void)\r
0:72 Function Parameters: \r
0:73 Sequence\r
0:73 Sequence\r
-0:73 move second child to first child (2-component vector of int)\r
-0:73 'storePos' (2-component vector of int)\r
-0:73 Convert uint to int (2-component vector of int)\r
-0:73 vector swizzle (2-component vector of uint)\r
+0:73 move second child to first child (temp 2-component vector of int)\r
+0:73 'storePos' (temp 2-component vector of int)\r
+0:73 Convert uint to int (temp 2-component vector of int)\r
+0:73 vector swizzle (temp 2-component vector of uint)\r
0:73 'gl_GlobalInvocationID' (in 3-component vector of uint)\r
0:73 Sequence\r
0:73 Constant:\r
0:73 Constant:\r
0:73 1 (const int)\r
0:74 Sequence\r
-0:74 move second child to first child (double)\r
-0:74 'localCoef' (double)\r
-0:74 Convert float to double (double)\r
-0:74 length (float)\r
-0:74 divide (2-component vector of float)\r
-0:74 Convert int to float (2-component vector of float)\r
-0:74 subtract (2-component vector of int)\r
-0:74 Convert uint to int (2-component vector of int)\r
-0:74 vector swizzle (2-component vector of uint)\r
+0:74 move second child to first child (temp double)\r
+0:74 'localCoef' (temp double)\r
+0:74 Convert float to double (temp double)\r
+0:74 length (global float)\r
+0:74 divide (temp 2-component vector of float)\r
+0:74 Convert int to float (temp 2-component vector of float)\r
+0:74 subtract (temp 2-component vector of int)\r
+0:74 Convert uint to int (temp 2-component vector of int)\r
+0:74 vector swizzle (temp 2-component vector of uint)\r
0:74 'gl_LocalInvocationID' (in 3-component vector of uint)\r
0:74 Sequence\r
0:74 Constant:\r
0:74 Constant:\r
0:74 8.000000\r
0:75 Sequence\r
-0:75 move second child to first child (4-component vector of double)\r
-0:75 'aa' (4-component vector of double)\r
+0:75 move second child to first child (temp 4-component vector of double)\r
+0:75 'aa' (temp 4-component vector of double)\r
0:75 Constant:\r
0:75 0.400000\r
0:75 0.200000\r
0:75 0.300000\r
0:75 0.400000\r
0:76 Sequence\r
-0:76 move second child to first child (double)\r
-0:76 'globalCoef' (double)\r
+0:76 move second child to first child (temp double)\r
+0:76 'globalCoef' (temp double)\r
0:76 Constant:\r
0:76 1.000000\r
0:78 Sequence\r
-0:78 move second child to first child (double)\r
-0:78 'di' (double)\r
-0:78 Convert int to double (double)\r
-0:78 'i' (int)\r
+0:78 move second child to first child (temp double)\r
+0:78 'di' (temp double)\r
+0:78 Convert int to double (temp double)\r
+0:78 'i' (temp int)\r
0:? Linker Objects\r
0:? 'gl_WorkGroupSize' (const 3-component vector of uint)\r
0:? 2 (const uint)\r
0:? 's' (shared 4-component vector of float)\r
0:? 'sl' (layout(location=2 ) shared 4-component vector of float)\r
0:? 'fs' (shared float)\r
-0:? 'arrX' (2-element array of int)\r
-0:? 'arrY' (1-element array of int)\r
-0:? 'arrZ' (4096-element array of int)\r
+0:? 'arrX' (global 2-element array of int)\r
+0:? 'arrY' (global 1-element array of int)\r
+0:? 'arrZ' (global 4096-element array of int)\r
0:? 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:? 'roll' (uniform double)\r
0:? 'destTex' (writeonly uniform image2D)\r
Shader version: 430\r
local_size = (2, 1, 4096)\r
ERROR: node is still EOpNull!\r
-0:27 Function Definition: main( (void)\r
+0:27 Function Definition: main( (global void)\r
0:27 Function Parameters: \r
0:29 Sequence\r
-0:29 Barrier (void)\r
-0:30 MemoryBarrier (void)\r
-0:31 MemoryBarrierAtomicCounter (void)\r
-0:32 MemoryBarrierBuffer (void)\r
-0:33 MemoryBarrierShared (void)\r
-0:34 MemoryBarrierImage (void)\r
-0:35 GroupMemoryBarrier (void)\r
-0:36 move second child to first child (int)\r
+0:29 Barrier (global void)\r
+0:30 MemoryBarrier (global void)\r
+0:31 MemoryBarrierAtomicCounter (global void)\r
+0:32 MemoryBarrierBuffer (global void)\r
+0:33 MemoryBarrierShared (global void)\r
+0:34 MemoryBarrierImage (global void)\r
+0:35 GroupMemoryBarrier (global void)\r
+0:36 move second child to first child (temp int)\r
0:36 value: direct index for structure (layout(column_major shared ) buffer int)\r
0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:36 Constant:\r
0:36 0 (const uint)\r
-0:36 Convert float to int (int)\r
-0:36 indirect index (layout(column_major shared ) float)\r
+0:36 Convert float to int (temp int)\r
+0:36 indirect index (layout(column_major shared ) temp float)\r
0:36 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float)\r
0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:36 Constant:\r
0:36 1 (const uint)\r
0:36 'gl_LocalInvocationIndex' (in uint)\r
-0:39 Test condition and select (void)\r
+0:39 Test condition and select (temp void)\r
0:39 Condition\r
-0:39 Compare Greater Than (bool)\r
-0:39 'a' (int)\r
+0:39 Compare Greater Than (temp bool)\r
+0:39 'a' (temp int)\r
0:39 Constant:\r
0:39 10 (const int)\r
0:39 true case\r
-0:40 Barrier (void)\r
-0:63 Function Definition: foo( (void)\r
+0:40 Barrier (global void)\r
+0:63 Function Definition: foo( (global void)\r
0:63 Function Parameters: \r
0:65 Sequence\r
-0:65 move second child to first child (float)\r
-0:65 direct index (layout(column_major shared ) float)\r
+0:65 move second child to first child (temp float)\r
+0:65 direct index (layout(column_major shared ) temp float)\r
0:65 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float)\r
0:65 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:65 Constant:\r
0:65 2 (const int)\r
0:65 Constant:\r
0:65 4.700000\r
-0:66 array length (int)\r
+0:66 array length (temp int)\r
0:66 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float)\r
0:66 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:66 Constant:\r
0:66 1 (const int)\r
-0:67 Barrier (void)\r
-0:72 Function Definition: fooaoeu( (void)\r
+0:67 Barrier (global void)\r
+0:72 Function Definition: fooaoeu( (global void)\r
0:72 Function Parameters: \r
0:73 Sequence\r
0:73 Sequence\r
-0:73 move second child to first child (2-component vector of int)\r
-0:73 'storePos' (2-component vector of int)\r
-0:73 Convert uint to int (2-component vector of int)\r
-0:73 vector swizzle (2-component vector of uint)\r
+0:73 move second child to first child (temp 2-component vector of int)\r
+0:73 'storePos' (temp 2-component vector of int)\r
+0:73 Convert uint to int (temp 2-component vector of int)\r
+0:73 vector swizzle (temp 2-component vector of uint)\r
0:73 'gl_GlobalInvocationID' (in 3-component vector of uint)\r
0:73 Sequence\r
0:73 Constant:\r
0:73 Constant:\r
0:73 1 (const int)\r
0:74 Sequence\r
-0:74 move second child to first child (double)\r
-0:74 'localCoef' (double)\r
-0:74 Convert float to double (double)\r
-0:74 length (float)\r
-0:74 divide (2-component vector of float)\r
-0:74 Convert int to float (2-component vector of float)\r
-0:74 subtract (2-component vector of int)\r
-0:74 Convert uint to int (2-component vector of int)\r
-0:74 vector swizzle (2-component vector of uint)\r
+0:74 move second child to first child (temp double)\r
+0:74 'localCoef' (temp double)\r
+0:74 Convert float to double (temp double)\r
+0:74 length (global float)\r
+0:74 divide (temp 2-component vector of float)\r
+0:74 Convert int to float (temp 2-component vector of float)\r
+0:74 subtract (temp 2-component vector of int)\r
+0:74 Convert uint to int (temp 2-component vector of int)\r
+0:74 vector swizzle (temp 2-component vector of uint)\r
0:74 'gl_LocalInvocationID' (in 3-component vector of uint)\r
0:74 Sequence\r
0:74 Constant:\r
0:74 Constant:\r
0:74 8.000000\r
0:75 Sequence\r
-0:75 move second child to first child (4-component vector of double)\r
-0:75 'aa' (4-component vector of double)\r
+0:75 move second child to first child (temp 4-component vector of double)\r
+0:75 'aa' (temp 4-component vector of double)\r
0:75 Constant:\r
0:75 0.400000\r
0:75 0.200000\r
0:75 0.300000\r
0:75 0.400000\r
0:76 Sequence\r
-0:76 move second child to first child (double)\r
-0:76 'globalCoef' (double)\r
+0:76 move second child to first child (temp double)\r
+0:76 'globalCoef' (temp double)\r
0:76 Constant:\r
0:76 1.000000\r
0:78 Sequence\r
-0:78 move second child to first child (double)\r
-0:78 'di' (double)\r
-0:78 Convert int to double (double)\r
-0:78 'i' (int)\r
+0:78 move second child to first child (temp double)\r
+0:78 'di' (temp double)\r
+0:78 Convert int to double (temp double)\r
+0:78 'i' (temp int)\r
0:? Linker Objects\r
0:? 'gl_WorkGroupSize' (const 3-component vector of uint)\r
0:? 2 (const uint)\r
0:? 's' (shared 4-component vector of float)\r
0:? 'sl' (layout(location=2 ) shared 4-component vector of float)\r
0:? 'fs' (shared float)\r
-0:? 'arrX' (2-element array of int)\r
-0:? 'arrY' (1-element array of int)\r
-0:? 'arrZ' (4096-element array of int)\r
+0:? 'arrX' (global 2-element array of int)\r
+0:? 'arrY' (global 1-element array of int)\r
+0:? 'arrZ' (global 4096-element array of int)\r
0:? 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values})\r
0:? 'roll' (uniform double)\r
0:? 'destTex' (writeonly uniform image2D)\r
Requested GL_ARB_shader_texture_image_samples\r
in xfb mode\r
ERROR: node is still EOpNull!\r
-0:14 Function Definition: foo( (void)\r
+0:14 Function Definition: foo( (global void)\r
0:14 Function Parameters: \r
0:16 Sequence\r
-0:16 move second child to first child (float)\r
-0:16 direct index (float)\r
+0:16 move second child to first child (temp float)\r
+0:16 direct index (temp float)\r
0:16 gl_ClipDistance: direct index for structure (out 17-element array of float)\r
0:16 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })\r
0:16 Constant:\r
0:16 2 (const int)\r
0:16 Constant:\r
0:16 3.700000\r
-0:31 Function Definition: foo3(vf4;vf3;vf2;vf3; (void)\r
+0:31 Function Definition: foo3(vf4;vf3;vf2;vf3; (global void)\r
0:31 Function Parameters: \r
0:31 'v4' (in 4-component vector of float)\r
0:31 'v3' (volatile in 3-component vector of float)\r
0:31 'v2' (in 2-component vector of float)\r
0:31 'cv3' (in 3-component vector of float)\r
-0:148 Function Definition: fooBarrier( (void)\r
+0:148 Function Definition: fooBarrier( (global void)\r
0:148 Function Parameters: \r
0:150 Sequence\r
0:150 Constant:\r
0:150 0.000000\r
-0:151 MemoryBarrier (void)\r
-0:152 MemoryBarrierAtomicCounter (void)\r
-0:153 MemoryBarrierBuffer (void)\r
+0:151 MemoryBarrier (global void)\r
+0:152 MemoryBarrierAtomicCounter (global void)\r
+0:153 MemoryBarrierBuffer (global void)\r
0:154 Constant:\r
0:154 0.000000\r
-0:155 MemoryBarrierImage (void)\r
+0:155 MemoryBarrierImage (global void)\r
0:156 Constant:\r
0:156 0.000000\r
-0:166 Function Definition: fooq( (void)\r
+0:166 Function Definition: fooq( (global void)\r
0:166 Function Parameters: \r
0:168 Sequence\r
0:168 Sequence\r
-0:168 move second child to first child (int)\r
-0:168 's' (int)\r
-0:168 Function Call: textureSamples(s21; (int)\r
+0:168 move second child to first child (temp int)\r
+0:168 's' (temp int)\r
+0:168 Function Call: textureSamples(s21; (global int)\r
0:168 's2dms' (uniform sampler2DMS)\r
-0:169 add second child into first child (int)\r
-0:169 's' (int)\r
-0:169 Function Call: textureSamples(usA21; (int)\r
+0:169 add second child into first child (temp int)\r
+0:169 's' (temp int)\r
+0:169 Function Call: textureSamples(usA21; (global int)\r
0:169 'us2dmsa' (uniform usampler2DMSArray)\r
-0:170 add second child into first child (int)\r
-0:170 's' (int)\r
-0:170 Function Call: imageSamples(iI21; (int)\r
+0:170 add second child into first child (temp int)\r
+0:170 's' (temp int)\r
+0:170 Function Call: imageSamples(iI21; (global int)\r
0:170 'ii2dms' (layout(rgba32i ) uniform iimage2DMS)\r
-0:171 add second child into first child (int)\r
-0:171 's' (int)\r
-0:171 Function Call: imageSamples(IA21; (int)\r
+0:171 add second child into first child (temp int)\r
+0:171 's' (temp int)\r
+0:171 Function Call: imageSamples(IA21; (global int)\r
0:171 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray)\r
-0:176 Function Definition: fooq2( (void)\r
+0:176 Function Definition: fooq2( (global void)\r
0:176 Function Parameters: \r
0:178 Sequence\r
0:178 Sequence\r
-0:178 move second child to first child (int)\r
-0:178 's' (int)\r
-0:178 Function Call: textureSamples(s21; (int)\r
+0:178 move second child to first child (temp int)\r
+0:178 's' (temp int)\r
+0:178 Function Call: textureSamples(s21; (global int)\r
0:178 's2dms' (uniform sampler2DMS)\r
-0:179 add second child into first child (int)\r
-0:179 's' (int)\r
-0:179 Function Call: textureSamples(usA21; (int)\r
+0:179 add second child into first child (temp int)\r
+0:179 's' (temp int)\r
+0:179 Function Call: textureSamples(usA21; (global int)\r
0:179 'us2dmsa' (uniform usampler2DMSArray)\r
-0:180 add second child into first child (int)\r
-0:180 's' (int)\r
-0:180 Function Call: imageSamples(iI21; (int)\r
+0:180 add second child into first child (temp int)\r
+0:180 's' (temp int)\r
+0:180 Function Call: imageSamples(iI21; (global int)\r
0:180 'ii2dms' (layout(rgba32i ) uniform iimage2DMS)\r
-0:181 add second child into first child (int)\r
-0:181 's' (int)\r
-0:181 Function Call: imageSamples(IA21; (int)\r
+0:181 add second child into first child (temp int)\r
+0:181 's' (temp int)\r
+0:181 Function Call: imageSamples(IA21; (global int)\r
0:181 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray)\r
0:? Linker Objects\r
-0:? 'v4' (layout(location=3 ) 4-component vector of float)\r
+0:? 'v4' (layout(location=3 ) temp 4-component vector of float)\r
0:? 'uv4' (layout(location=4 ) uniform 4-component vector of float)\r
0:? 'b1' (layout(location=2 ) in block{in 4-component vector of float v})\r
0:? 'b2' (layout(location=2 ) out block{out 4-component vector of float v})\r
0:? 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })\r
-0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{7-element array of 3X2 matrix of float m, float f})\r
+0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{global 7-element array of 3X2 matrix of float m, global float f})\r
0:? 'cf' (layout(location=54 ) smooth out float)\r
0:? 'cg' (layout(location=53 ) smooth out float)\r
0:? 'alias1' (layout(location=10 ) in 4-component vector of float)\r
0:? 'inst4e' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a})\r
0:? 'inst9e' (layout(column_major shared align=32 ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f, layout(column_major shared offset=20 ) uniform float g})\r
0:? 'spinste' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b})\r
-0:? 'aconste' (4-element array of int)\r
-0:? 'bconste' (64-element array of int)\r
+0:? 'aconste' (global 4-element array of int)\r
+0:? 'bconste' (global 64-element array of int)\r
0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})\r
0:? 'bge' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)\r
0:? 'bhe' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)\r
0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a})\r
0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g})\r
0:? 'spinst' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b})\r
-0:? 'aconst' (4-element array of int)\r
-0:? 'bconst' (64-element array of int)\r
+0:? 'aconst' (global 4-element array of int)\r
+0:? 'bconst' (global 64-element array of int)\r
0:? 'start2' (const int)\r
0:? 5 (const int)\r
0:? 'v6' (layout(location=19 ) in 4-component vector of float)\r
Requested GL_ARB_shader_texture_image_samples\r
in xfb mode\r
ERROR: node is still EOpNull!\r
-0:14 Function Definition: foo( (void)\r
+0:14 Function Definition: foo( (global void)\r
0:14 Function Parameters: \r
0:16 Sequence\r
-0:16 move second child to first child (float)\r
-0:16 direct index (float)\r
+0:16 move second child to first child (temp float)\r
+0:16 direct index (temp float)\r
0:16 gl_ClipDistance: direct index for structure (out 17-element array of float)\r
0:16 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })\r
0:16 Constant:\r
0:16 2 (const int)\r
0:16 Constant:\r
0:16 3.700000\r
-0:31 Function Definition: foo3(vf4;vf3;vf2;vf3; (void)\r
+0:31 Function Definition: foo3(vf4;vf3;vf2;vf3; (global void)\r
0:31 Function Parameters: \r
0:31 'v4' (in 4-component vector of float)\r
0:31 'v3' (volatile in 3-component vector of float)\r
0:31 'v2' (in 2-component vector of float)\r
0:31 'cv3' (in 3-component vector of float)\r
-0:148 Function Definition: fooBarrier( (void)\r
+0:148 Function Definition: fooBarrier( (global void)\r
0:148 Function Parameters: \r
0:150 Sequence\r
0:150 Constant:\r
0:150 0.000000\r
-0:151 MemoryBarrier (void)\r
-0:152 MemoryBarrierAtomicCounter (void)\r
-0:153 MemoryBarrierBuffer (void)\r
+0:151 MemoryBarrier (global void)\r
+0:152 MemoryBarrierAtomicCounter (global void)\r
+0:153 MemoryBarrierBuffer (global void)\r
0:154 Constant:\r
0:154 0.000000\r
-0:155 MemoryBarrierImage (void)\r
+0:155 MemoryBarrierImage (global void)\r
0:156 Constant:\r
0:156 0.000000\r
-0:166 Function Definition: fooq( (void)\r
+0:166 Function Definition: fooq( (global void)\r
0:166 Function Parameters: \r
0:168 Sequence\r
0:168 Sequence\r
-0:168 move second child to first child (int)\r
-0:168 's' (int)\r
-0:168 Function Call: textureSamples(s21; (int)\r
+0:168 move second child to first child (temp int)\r
+0:168 's' (temp int)\r
+0:168 Function Call: textureSamples(s21; (global int)\r
0:168 's2dms' (uniform sampler2DMS)\r
-0:169 add second child into first child (int)\r
-0:169 's' (int)\r
-0:169 Function Call: textureSamples(usA21; (int)\r
+0:169 add second child into first child (temp int)\r
+0:169 's' (temp int)\r
+0:169 Function Call: textureSamples(usA21; (global int)\r
0:169 'us2dmsa' (uniform usampler2DMSArray)\r
-0:170 add second child into first child (int)\r
-0:170 's' (int)\r
-0:170 Function Call: imageSamples(iI21; (int)\r
+0:170 add second child into first child (temp int)\r
+0:170 's' (temp int)\r
+0:170 Function Call: imageSamples(iI21; (global int)\r
0:170 'ii2dms' (layout(rgba32i ) uniform iimage2DMS)\r
-0:171 add second child into first child (int)\r
-0:171 's' (int)\r
-0:171 Function Call: imageSamples(IA21; (int)\r
+0:171 add second child into first child (temp int)\r
+0:171 's' (temp int)\r
+0:171 Function Call: imageSamples(IA21; (global int)\r
0:171 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray)\r
-0:176 Function Definition: fooq2( (void)\r
+0:176 Function Definition: fooq2( (global void)\r
0:176 Function Parameters: \r
0:178 Sequence\r
0:178 Sequence\r
-0:178 move second child to first child (int)\r
-0:178 's' (int)\r
-0:178 Function Call: textureSamples(s21; (int)\r
+0:178 move second child to first child (temp int)\r
+0:178 's' (temp int)\r
+0:178 Function Call: textureSamples(s21; (global int)\r
0:178 's2dms' (uniform sampler2DMS)\r
-0:179 add second child into first child (int)\r
-0:179 's' (int)\r
-0:179 Function Call: textureSamples(usA21; (int)\r
+0:179 add second child into first child (temp int)\r
+0:179 's' (temp int)\r
+0:179 Function Call: textureSamples(usA21; (global int)\r
0:179 'us2dmsa' (uniform usampler2DMSArray)\r
-0:180 add second child into first child (int)\r
-0:180 's' (int)\r
-0:180 Function Call: imageSamples(iI21; (int)\r
+0:180 add second child into first child (temp int)\r
+0:180 's' (temp int)\r
+0:180 Function Call: imageSamples(iI21; (global int)\r
0:180 'ii2dms' (layout(rgba32i ) uniform iimage2DMS)\r
-0:181 add second child into first child (int)\r
-0:181 's' (int)\r
-0:181 Function Call: imageSamples(IA21; (int)\r
+0:181 add second child into first child (temp int)\r
+0:181 's' (temp int)\r
+0:181 Function Call: imageSamples(IA21; (global int)\r
0:181 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray)\r
0:? Linker Objects\r
-0:? 'v4' (layout(location=3 ) 4-component vector of float)\r
+0:? 'v4' (layout(location=3 ) temp 4-component vector of float)\r
0:? 'uv4' (layout(location=4 ) uniform 4-component vector of float)\r
0:? 'b1' (layout(location=2 ) in block{in 4-component vector of float v})\r
0:? 'b2' (layout(location=2 ) out block{out 4-component vector of float v})\r
0:? 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })\r
-0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{7-element array of 3X2 matrix of float m, float f})\r
+0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{global 7-element array of 3X2 matrix of float m, global float f})\r
0:? 'cf' (layout(location=54 ) smooth out float)\r
0:? 'cg' (layout(location=53 ) smooth out float)\r
0:? 'alias1' (layout(location=10 ) in 4-component vector of float)\r
0:? 'inst4e' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a})\r
0:? 'inst9e' (layout(column_major shared align=32 ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f, layout(column_major shared offset=20 ) uniform float g})\r
0:? 'spinste' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b})\r
-0:? 'aconste' (4-element array of int)\r
-0:? 'bconste' (64-element array of int)\r
+0:? 'aconste' (global 4-element array of int)\r
+0:? 'bconste' (global 64-element array of int)\r
0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})\r
0:? 'bge' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)\r
0:? 'bhe' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)\r
0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a})\r
0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g})\r
0:? 'spinst' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b})\r
-0:? 'aconst' (4-element array of int)\r
-0:? 'bconst' (64-element array of int)\r
+0:? 'aconst' (global 4-element array of int)\r
+0:? 'bconst' (global 64-element array of int)\r
0:? 'start2' (const int)\r
0:? 5 (const int)\r
0:? 'v6' (layout(location=19 ) in 4-component vector of float)\r
\r
Shader version: 430\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: f(i1;i1;i1; (int)\r
+0:3 Function Definition: f(i1;i1;i1; (global int)\r
0:3 Function Parameters: \r
0:3 'a' (in int)\r
0:3 'b' (in int)\r
0:? Sequence\r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (float)\r
-0:8 'a' (float)\r
-0:8 add (float)\r
-0:8 Convert int to float (float)\r
+0:8 move second child to first child (temp float)\r
+0:8 'a' (temp float)\r
+0:8 add (temp float)\r
+0:8 Convert int to float (temp float)\r
0:8 'a' (in int)\r
0:8 Constant:\r
0:8 1.000000\r
0:11 Branch: Return with expression\r
0:11 'a' (in int)\r
-0:25 Function Definition: cos(f1; (float)\r
+0:25 Function Definition: cos(f1; (global float)\r
0:25 Function Parameters: \r
0:25 'x' (in float)\r
0:27 Sequence\r
0:27 Branch: Return with expression\r
0:27 Constant:\r
0:27 1.000000\r
-0:29 Function Definition: radians(b1; (bool)\r
+0:29 Function Definition: radians(b1; (global bool)\r
0:29 Function Parameters: \r
0:29 'x' (in bool)\r
0:31 Sequence\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 true (const bool)\r
-0:36 Function Definition: main( (void)\r
+0:36 Function Definition: main( (global void)\r
0:36 Function Parameters: \r
0:? Sequence\r
-0:39 Function Call: g( (int)\r
-0:42 'sin' (float)\r
+0:39 Function Call: g( (temp int)\r
+0:42 'sin' (temp float)\r
0:43 Constant:\r
0:43 0.000000\r
-0:44 Function Call: f(i1;i1;i1; (int)\r
+0:44 Function Call: f(i1;i1;i1; (global int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:47 move second child to first child (float)\r
-0:47 'f' (float)\r
+0:47 move second child to first child (temp float)\r
+0:47 'f' (temp float)\r
0:47 Constant:\r
0:47 3.000000\r
-0:49 move second child to first child (4-component vector of float)\r
+0:49 move second child to first child (temp 4-component vector of float)\r
0:49 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float)\r
0:49 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:49 Constant:\r
0:49 0 (const uint)\r
-0:49 Construct vec4 (4-component vector of float)\r
-0:49 'f' (float)\r
+0:49 Construct vec4 (temp 4-component vector of float)\r
+0:49 'f' (temp float)\r
0:51 Sequence\r
0:51 Sequence\r
-0:51 move second child to first child (int)\r
-0:51 'f' (int)\r
+0:51 move second child to first child (temp int)\r
+0:51 'f' (temp int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Loop with condition tested first\r
0:51 Loop Condition\r
-0:51 Compare Less Than (bool)\r
-0:51 'f' (int)\r
+0:51 Compare Less Than (temp bool)\r
+0:51 'f' (temp int)\r
0:51 Constant:\r
0:51 10 (const int)\r
0:51 Loop Body\r
-0:52 Pre-Increment (int)\r
-0:52 'f' (int)\r
+0:52 Pre-Increment (temp int)\r
+0:52 'f' (temp int)\r
0:51 Loop Terminal Expression\r
-0:51 Pre-Increment (int)\r
-0:51 'f' (int)\r
+0:51 Pre-Increment (temp int)\r
+0:51 'f' (temp int)\r
0:54 Sequence\r
-0:54 move second child to first child (int)\r
-0:54 'x' (int)\r
+0:54 move second child to first child (temp int)\r
+0:54 'x' (temp int)\r
0:54 Constant:\r
0:54 1 (const int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (float)\r
-0:56 'x' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'x' (temp float)\r
0:56 Constant:\r
0:56 2.000000\r
-0:56 move second child to first child (float)\r
-0:56 'y' (float)\r
-0:56 'x' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'y' (temp float)\r
+0:56 'x' (temp float)\r
0:60 Sequence\r
0:60 Sequence\r
-0:60 move second child to first child (int)\r
-0:60 'x' (int)\r
-0:60 'x' (int)\r
+0:60 move second child to first child (temp int)\r
+0:60 'x' (temp int)\r
+0:60 'x' (temp int)\r
0:68 Sequence\r
0:68 Sequence\r
-0:68 move second child to first child (structure{int x})\r
-0:68 'S' (structure{int x})\r
+0:68 move second child to first child (temp structure{temp int x})\r
+0:68 'S' (temp structure{temp int x})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:69 x: direct index for structure (int)\r
-0:69 'S' (structure{int x})\r
+0:69 x: direct index for structure (temp int)\r
+0:69 'S' (temp structure{temp int x})\r
0:69 Constant:\r
0:69 0 (const int)\r
0:73 Constant:\r
0:73 0.000000\r
0:? Linker Objects\r
-0:? 'b' (bool)\r
-0:? 'tan' (float)\r
+0:? 'b' (global bool)\r
+0:? 'tan' (global float)\r
0:? 'gl_VertexID' (gl_VertexId int)\r
0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
\r
Shader version: 430\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: f(i1;i1;i1; (int)\r
+0:3 Function Definition: f(i1;i1;i1; (global int)\r
0:3 Function Parameters: \r
0:3 'a' (in int)\r
0:3 'b' (in int)\r
0:? Sequence\r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (float)\r
-0:8 'a' (float)\r
-0:8 add (float)\r
-0:8 Convert int to float (float)\r
+0:8 move second child to first child (temp float)\r
+0:8 'a' (temp float)\r
+0:8 add (temp float)\r
+0:8 Convert int to float (temp float)\r
0:8 'a' (in int)\r
0:8 Constant:\r
0:8 1.000000\r
0:11 Branch: Return with expression\r
0:11 'a' (in int)\r
-0:25 Function Definition: cos(f1; (float)\r
+0:25 Function Definition: cos(f1; (global float)\r
0:25 Function Parameters: \r
0:25 'x' (in float)\r
0:27 Sequence\r
0:27 Branch: Return with expression\r
0:27 Constant:\r
0:27 1.000000\r
-0:29 Function Definition: radians(b1; (bool)\r
+0:29 Function Definition: radians(b1; (global bool)\r
0:29 Function Parameters: \r
0:29 'x' (in bool)\r
0:31 Sequence\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 true (const bool)\r
-0:36 Function Definition: main( (void)\r
+0:36 Function Definition: main( (global void)\r
0:36 Function Parameters: \r
0:? Sequence\r
-0:39 Function Call: g( (int)\r
-0:42 'sin' (float)\r
+0:39 Function Call: g( (temp int)\r
+0:42 'sin' (temp float)\r
0:43 Constant:\r
0:43 0.000000\r
-0:44 Function Call: f(i1;i1;i1; (int)\r
+0:44 Function Call: f(i1;i1;i1; (global int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:47 move second child to first child (float)\r
-0:47 'f' (float)\r
+0:47 move second child to first child (temp float)\r
+0:47 'f' (temp float)\r
0:47 Constant:\r
0:47 3.000000\r
-0:49 move second child to first child (4-component vector of float)\r
+0:49 move second child to first child (temp 4-component vector of float)\r
0:49 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float)\r
0:49 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:49 Constant:\r
0:49 0 (const uint)\r
-0:49 Construct vec4 (4-component vector of float)\r
-0:49 'f' (float)\r
+0:49 Construct vec4 (temp 4-component vector of float)\r
+0:49 'f' (temp float)\r
0:51 Sequence\r
0:51 Sequence\r
-0:51 move second child to first child (int)\r
-0:51 'f' (int)\r
+0:51 move second child to first child (temp int)\r
+0:51 'f' (temp int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Loop with condition tested first\r
0:51 Loop Condition\r
-0:51 Compare Less Than (bool)\r
-0:51 'f' (int)\r
+0:51 Compare Less Than (temp bool)\r
+0:51 'f' (temp int)\r
0:51 Constant:\r
0:51 10 (const int)\r
0:51 Loop Body\r
-0:52 Pre-Increment (int)\r
-0:52 'f' (int)\r
+0:52 Pre-Increment (temp int)\r
+0:52 'f' (temp int)\r
0:51 Loop Terminal Expression\r
-0:51 Pre-Increment (int)\r
-0:51 'f' (int)\r
+0:51 Pre-Increment (temp int)\r
+0:51 'f' (temp int)\r
0:54 Sequence\r
-0:54 move second child to first child (int)\r
-0:54 'x' (int)\r
+0:54 move second child to first child (temp int)\r
+0:54 'x' (temp int)\r
0:54 Constant:\r
0:54 1 (const int)\r
0:56 Sequence\r
0:56 Sequence\r
-0:56 move second child to first child (float)\r
-0:56 'x' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'x' (temp float)\r
0:56 Constant:\r
0:56 2.000000\r
-0:56 move second child to first child (float)\r
-0:56 'y' (float)\r
-0:56 'x' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'y' (temp float)\r
+0:56 'x' (temp float)\r
0:60 Sequence\r
0:60 Sequence\r
-0:60 move second child to first child (int)\r
-0:60 'x' (int)\r
-0:60 'x' (int)\r
+0:60 move second child to first child (temp int)\r
+0:60 'x' (temp int)\r
+0:60 'x' (temp int)\r
0:68 Sequence\r
0:68 Sequence\r
-0:68 move second child to first child (structure{int x})\r
-0:68 'S' (structure{int x})\r
+0:68 move second child to first child (temp structure{temp int x})\r
+0:68 'S' (temp structure{temp int x})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:69 x: direct index for structure (int)\r
-0:69 'S' (structure{int x})\r
+0:69 x: direct index for structure (temp int)\r
+0:69 'S' (temp structure{temp int x})\r
0:69 Constant:\r
0:69 0 (const int)\r
0:73 Constant:\r
0:73 0.000000\r
0:? Linker Objects\r
-0:? 'b' (bool)\r
-0:? 'tan' (float)\r
+0:? 'b' (global bool)\r
+0:? 'tan' (global float)\r
0:? 'gl_VertexID' (gl_VertexId int)\r
0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
0:? 'specExample430' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform 4-component vector of float a, layout(column_major std430 offset=32 ) uniform 3-component vector of float b, layout(column_major std430 offset=48 ) uniform 2-component vector of float d, layout(column_major std430 offset=64 align=16 ) uniform float e, layout(column_major std430 offset=72 align=2 ) uniform double f, layout(column_major std430 offset=80 ) uniform float h, layout(column_major std430 offset=128 align=64 ) uniform 3-component vector of double i, layout(column_major std430 offset=168 align=8 ) uniform float j})\r
0:? 'specExample4300' (layout(column_major std430 align=128 ) uniform block{layout(column_major std430 offset=0 align=128 ) uniform 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) uniform 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) uniform 2-component vector of float d, layout(column_major std430 offset=384 align=128 ) uniform float e, layout(column_major std430 offset=512 align=128 ) uniform double f, layout(column_major std430 offset=640 align=128 ) uniform float h, layout(column_major std430 offset=768 align=128 ) uniform 3-component vector of double i})\r
0:? 'specExample4301' (layout(column_major std430 align=128 ) uniform block{layout(column_major std430 offset=0 align=128 ) uniform 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) uniform 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) uniform 2-component vector of float d, layout(column_major std430 offset=512 align=128 ) uniform float e, layout(column_major std430 offset=520 align=8 ) uniform double f, layout(column_major std430 offset=640 align=128 ) uniform float h, layout(column_major std430 offset=768 align=128 ) uniform 3-component vector of double i})\r
-0:? 'aconst' (4-element array of int)\r
-0:? 'bconst' (64-element array of int)\r
+0:? 'aconst' (global 4-element array of int)\r
+0:? 'bconst' (global 64-element array of int)\r
\r
\r
Linked fragment stage:\r
0:? 'specExample430' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform 4-component vector of float a, layout(column_major std430 offset=32 ) uniform 3-component vector of float b, layout(column_major std430 offset=48 ) uniform 2-component vector of float d, layout(column_major std430 offset=64 align=16 ) uniform float e, layout(column_major std430 offset=72 align=2 ) uniform double f, layout(column_major std430 offset=80 ) uniform float h, layout(column_major std430 offset=128 align=64 ) uniform 3-component vector of double i, layout(column_major std430 offset=168 align=8 ) uniform float j})\r
0:? 'specExample4300' (layout(column_major std430 align=128 ) uniform block{layout(column_major std430 offset=0 align=128 ) uniform 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) uniform 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) uniform 2-component vector of float d, layout(column_major std430 offset=384 align=128 ) uniform float e, layout(column_major std430 offset=512 align=128 ) uniform double f, layout(column_major std430 offset=640 align=128 ) uniform float h, layout(column_major std430 offset=768 align=128 ) uniform 3-component vector of double i})\r
0:? 'specExample4301' (layout(column_major std430 align=128 ) uniform block{layout(column_major std430 offset=0 align=128 ) uniform 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) uniform 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) uniform 2-component vector of float d, layout(column_major std430 offset=512 align=128 ) uniform float e, layout(column_major std430 offset=520 align=8 ) uniform double f, layout(column_major std430 offset=640 align=128 ) uniform float h, layout(column_major std430 offset=768 align=128 ) uniform 3-component vector of double i})\r
-0:? 'aconst' (4-element array of int)\r
-0:? 'bconst' (64-element array of int)\r
+0:? 'aconst' (global 4-element array of int)\r
+0:? 'bconst' (global 64-element array of int)\r
\r
0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float)\r
0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float)\r
0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)\r
-0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{int a})\r
+0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{global int a})\r
0:? 'bb' (layout(location=34 component=1 ) out block{out int a})\r
0:? 'bc' (layout(location=63 component=1 ) smooth out float)\r
-0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{int a} Ss})\r
+0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{global int a} Ss})\r
0:? 'be' (layout(location=50 component=3 ) smooth out int)\r
0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)\r
0:? 'bbinst1' (out block{out 4-component vector of float bbv})\r
0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int)\r
0:? 'bl' (layout(xfb_stride=48 ) smooth out float)\r
0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2})\r
-0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})\r
-0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{int a} s})\r
+0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})\r
+0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{global int a} s})\r
0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)\r
0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})\r
0:? 'gl_VertexID' (gl_VertexId int)\r
0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float)\r
0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float)\r
0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)\r
-0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{int a})\r
+0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{global int a})\r
0:? 'bb' (layout(location=34 component=1 ) out block{out int a})\r
0:? 'bc' (layout(location=63 component=1 ) smooth out float)\r
-0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{int a} Ss})\r
+0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{global int a} Ss})\r
0:? 'be' (layout(location=50 component=3 ) smooth out int)\r
0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)\r
0:? 'bbinst1' (out block{out 4-component vector of float bbv})\r
0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int)\r
0:? 'bl' (layout(xfb_stride=48 ) smooth out float)\r
0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2})\r
-0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})\r
-0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{int a} s})\r
+0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})\r
+0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{global int a} s})\r
0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)\r
0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})\r
0:? 'gl_VertexID' (gl_VertexId int)\r
\r
Shader version: 450\r
0:? Sequence\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:10 Sequence\r
0:10 Sequence\r
-0:10 move second child to first child (2-component vector of float)\r
-0:10 'v2' (2-component vector of float)\r
-0:10 dPdxFine (2-component vector of float)\r
+0:10 move second child to first child (temp 2-component vector of float)\r
+0:10 'v2' (temp 2-component vector of float)\r
+0:10 dPdxFine (global 2-component vector of float)\r
0:10 'in2' (smooth in 2-component vector of float)\r
0:11 Sequence\r
-0:11 move second child to first child (3-component vector of float)\r
-0:11 'v3' (3-component vector of float)\r
-0:11 dPdyCoarse (3-component vector of float)\r
+0:11 move second child to first child (temp 3-component vector of float)\r
+0:11 'v3' (temp 3-component vector of float)\r
+0:11 dPdyCoarse (global 3-component vector of float)\r
0:11 'in3' (smooth in 3-component vector of float)\r
0:12 Sequence\r
-0:12 move second child to first child (4-component vector of float)\r
-0:12 'v4' (4-component vector of float)\r
-0:12 fwidth (4-component vector of float)\r
+0:12 move second child to first child (temp 4-component vector of float)\r
+0:12 'v4' (temp 4-component vector of float)\r
+0:12 fwidth (global 4-component vector of float)\r
0:12 'in4' (smooth in 4-component vector of float)\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'v4' (4-component vector of float)\r
-0:13 dPdyFine (4-component vector of float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'v4' (temp 4-component vector of float)\r
+0:13 dPdyFine (global 4-component vector of float)\r
0:13 'in4' (smooth in 4-component vector of float)\r
-0:14 move second child to first child (3-component vector of float)\r
-0:14 'v3' (3-component vector of float)\r
-0:14 dPdyFine (3-component vector of float)\r
+0:14 move second child to first child (temp 3-component vector of float)\r
+0:14 'v3' (temp 3-component vector of float)\r
+0:14 dPdyFine (global 3-component vector of float)\r
0:14 'in3' (smooth in 3-component vector of float)\r
0:15 Sequence\r
-0:15 move second child to first child (float)\r
-0:15 'f' (float)\r
-0:15 add (float)\r
-0:15 add (float)\r
-0:15 dPdx (float)\r
+0:15 move second child to first child (temp float)\r
+0:15 'f' (temp float)\r
+0:15 add (temp float)\r
+0:15 add (temp float)\r
+0:15 dPdx (global float)\r
0:15 'in1' (smooth in float)\r
-0:15 dPdxFine (float)\r
+0:15 dPdxFine (global float)\r
0:15 'in1' (smooth in float)\r
-0:15 dPdxCoarse (float)\r
+0:15 dPdxCoarse (global float)\r
0:15 'in1' (smooth in float)\r
-0:16 move second child to first child (4-component vector of float)\r
-0:16 'v4' (4-component vector of float)\r
-0:16 add (4-component vector of float)\r
-0:16 fwidthCoarse (4-component vector of float)\r
+0:16 move second child to first child (temp 4-component vector of float)\r
+0:16 'v4' (temp 4-component vector of float)\r
+0:16 add (temp 4-component vector of float)\r
+0:16 fwidthCoarse (global 4-component vector of float)\r
0:16 'in4' (smooth in 4-component vector of float)\r
-0:16 fwidthFine (4-component vector of float)\r
+0:16 fwidthFine (global 4-component vector of float)\r
0:16 'in4' (smooth in 4-component vector of float)\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'cull' (float)\r
-0:18 direct index (smooth float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'cull' (temp float)\r
+0:18 direct index (smooth temp float)\r
0:18 'gl_CullDistance' (smooth in implicitly-sized array of float)\r
0:18 Constant:\r
0:18 2 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'consts' (float)\r
+0:19 move second child to first child (temp float)\r
+0:19 'consts' (temp float)\r
0:19 Constant:\r
0:19 20.000000\r
-0:21 Test condition and select (void)\r
+0:21 Test condition and select (temp void)\r
0:21 Condition\r
0:21 'gl_HelperInvocation' (in bool)\r
0:21 true case\r
-0:22 Pre-Increment (4-component vector of float)\r
-0:22 'v4' (4-component vector of float)\r
+0:22 Pre-Increment (temp 4-component vector of float)\r
+0:22 'v4' (temp 4-component vector of float)\r
0:24 Sequence\r
-0:24 move second child to first child (int)\r
-0:24 'sum' (int)\r
+0:24 move second child to first child (temp int)\r
+0:24 'sum' (temp int)\r
0:24 Constant:\r
0:24 32 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (2-component vector of bool)\r
-0:32 'b2' (2-component vector of bool)\r
-0:32 mix (2-component vector of bool)\r
-0:32 Construct bvec2 (2-component vector of bool)\r
-0:32 'b1' (bool)\r
-0:32 Construct bvec2 (2-component vector of bool)\r
-0:32 'b3' (bool)\r
-0:32 Construct bvec2 (2-component vector of bool)\r
-0:32 'b' (bool)\r
+0:32 move second child to first child (temp 2-component vector of bool)\r
+0:32 'b2' (temp 2-component vector of bool)\r
+0:32 mix (global 2-component vector of bool)\r
+0:32 Construct bvec2 (temp 2-component vector of bool)\r
+0:32 'b1' (temp bool)\r
+0:32 Construct bvec2 (temp 2-component vector of bool)\r
+0:32 'b3' (temp bool)\r
+0:32 Construct bvec2 (temp 2-component vector of bool)\r
+0:32 'b' (temp bool)\r
0:33 Sequence\r
-0:33 move second child to first child (uint)\r
-0:33 'um' (uint)\r
-0:33 mix (uint)\r
-0:33 'uin' (uint)\r
-0:33 'uin' (uint)\r
-0:33 'b' (bool)\r
+0:33 move second child to first child (temp uint)\r
+0:33 'um' (temp uint)\r
+0:33 mix (global uint)\r
+0:33 'uin' (temp uint)\r
+0:33 'uin' (temp uint)\r
+0:33 'b' (temp bool)\r
0:34 Sequence\r
-0:34 move second child to first child (3-component vector of int)\r
-0:34 'im3' (3-component vector of int)\r
-0:34 mix (3-component vector of int)\r
-0:34 Construct ivec3 (3-component vector of int)\r
-0:34 Convert uint to int (int)\r
-0:34 'uin' (uint)\r
-0:34 Construct ivec3 (3-component vector of int)\r
-0:34 Convert uint to int (int)\r
-0:34 'uin' (uint)\r
-0:34 Construct bvec3 (3-component vector of bool)\r
-0:34 'b' (bool)\r
-0:42 Function Definition: foo( (void)\r
+0:34 move second child to first child (temp 3-component vector of int)\r
+0:34 'im3' (temp 3-component vector of int)\r
+0:34 mix (global 3-component vector of int)\r
+0:34 Construct ivec3 (temp 3-component vector of int)\r
+0:34 Convert uint to int (temp int)\r
+0:34 'uin' (temp uint)\r
+0:34 Construct ivec3 (temp 3-component vector of int)\r
+0:34 Convert uint to int (temp int)\r
+0:34 'uin' (temp uint)\r
+0:34 Construct bvec3 (temp 3-component vector of bool)\r
+0:34 'b' (temp bool)\r
+0:42 Function Definition: foo( (global void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
0:44 Sequence\r
-0:44 move second child to first child (int)\r
-0:44 's' (int)\r
-0:44 Function Call: textureSamples(s21; (int)\r
+0:44 move second child to first child (temp int)\r
+0:44 's' (temp int)\r
+0:44 Function Call: textureSamples(s21; (global int)\r
0:44 's2dms' (uniform sampler2DMS)\r
-0:45 add second child into first child (int)\r
-0:45 's' (int)\r
-0:45 Function Call: textureSamples(usA21; (int)\r
+0:45 add second child into first child (temp int)\r
+0:45 's' (temp int)\r
+0:45 Function Call: textureSamples(usA21; (global int)\r
0:45 'us2dmsa' (uniform usampler2DMSArray)\r
-0:46 add second child into first child (int)\r
-0:46 's' (int)\r
-0:46 Function Call: imageSamples(iI21; (int)\r
+0:46 add second child into first child (temp int)\r
+0:46 's' (temp int)\r
+0:46 Function Call: imageSamples(iI21; (global int)\r
0:46 'ii2dms' (layout(rgba32i ) uniform iimage2DMS)\r
-0:47 add second child into first child (int)\r
-0:47 's' (int)\r
-0:47 Function Call: imageSamples(IA21; (int)\r
+0:47 add second child into first child (temp int)\r
+0:47 's' (temp int)\r
+0:47 Function Call: imageSamples(IA21; (global int)\r
0:47 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray)\r
0:48 Sequence\r
-0:48 move second child to first child (float)\r
-0:48 'f' (float)\r
-0:48 Function Call: imageAtomicExchange(IA21;vi3;i1;f1; (float)\r
+0:48 move second child to first child (temp float)\r
+0:48 'f' (temp float)\r
+0:48 Function Call: imageAtomicExchange(IA21;vi3;i1;f1; (global float)\r
0:48 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray)\r
-0:48 Convert float to int (3-component vector of int)\r
+0:48 Convert float to int (temp 3-component vector of int)\r
0:48 'in3' (smooth in 3-component vector of float)\r
0:48 Constant:\r
0:48 2 (const int)\r
\r
Shader version: 450\r
0:? Sequence\r
-0:8 Function Definition: main( (void)\r
+0:8 Function Definition: main( (global void)\r
0:8 Function Parameters: \r
0:10 Sequence\r
0:10 Sequence\r
-0:10 move second child to first child (2-component vector of float)\r
-0:10 'v2' (2-component vector of float)\r
-0:10 dPdxFine (2-component vector of float)\r
+0:10 move second child to first child (temp 2-component vector of float)\r
+0:10 'v2' (temp 2-component vector of float)\r
+0:10 dPdxFine (global 2-component vector of float)\r
0:10 'in2' (smooth in 2-component vector of float)\r
0:11 Sequence\r
-0:11 move second child to first child (3-component vector of float)\r
-0:11 'v3' (3-component vector of float)\r
-0:11 dPdyCoarse (3-component vector of float)\r
+0:11 move second child to first child (temp 3-component vector of float)\r
+0:11 'v3' (temp 3-component vector of float)\r
+0:11 dPdyCoarse (global 3-component vector of float)\r
0:11 'in3' (smooth in 3-component vector of float)\r
0:12 Sequence\r
-0:12 move second child to first child (4-component vector of float)\r
-0:12 'v4' (4-component vector of float)\r
-0:12 fwidth (4-component vector of float)\r
+0:12 move second child to first child (temp 4-component vector of float)\r
+0:12 'v4' (temp 4-component vector of float)\r
+0:12 fwidth (global 4-component vector of float)\r
0:12 'in4' (smooth in 4-component vector of float)\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'v4' (4-component vector of float)\r
-0:13 dPdyFine (4-component vector of float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'v4' (temp 4-component vector of float)\r
+0:13 dPdyFine (global 4-component vector of float)\r
0:13 'in4' (smooth in 4-component vector of float)\r
-0:14 move second child to first child (3-component vector of float)\r
-0:14 'v3' (3-component vector of float)\r
-0:14 dPdyFine (3-component vector of float)\r
+0:14 move second child to first child (temp 3-component vector of float)\r
+0:14 'v3' (temp 3-component vector of float)\r
+0:14 dPdyFine (global 3-component vector of float)\r
0:14 'in3' (smooth in 3-component vector of float)\r
0:15 Sequence\r
-0:15 move second child to first child (float)\r
-0:15 'f' (float)\r
-0:15 add (float)\r
-0:15 add (float)\r
-0:15 dPdx (float)\r
+0:15 move second child to first child (temp float)\r
+0:15 'f' (temp float)\r
+0:15 add (temp float)\r
+0:15 add (temp float)\r
+0:15 dPdx (global float)\r
0:15 'in1' (smooth in float)\r
-0:15 dPdxFine (float)\r
+0:15 dPdxFine (global float)\r
0:15 'in1' (smooth in float)\r
-0:15 dPdxCoarse (float)\r
+0:15 dPdxCoarse (global float)\r
0:15 'in1' (smooth in float)\r
-0:16 move second child to first child (4-component vector of float)\r
-0:16 'v4' (4-component vector of float)\r
-0:16 add (4-component vector of float)\r
-0:16 fwidthCoarse (4-component vector of float)\r
+0:16 move second child to first child (temp 4-component vector of float)\r
+0:16 'v4' (temp 4-component vector of float)\r
+0:16 add (temp 4-component vector of float)\r
+0:16 fwidthCoarse (global 4-component vector of float)\r
0:16 'in4' (smooth in 4-component vector of float)\r
-0:16 fwidthFine (4-component vector of float)\r
+0:16 fwidthFine (global 4-component vector of float)\r
0:16 'in4' (smooth in 4-component vector of float)\r
0:18 Sequence\r
-0:18 move second child to first child (float)\r
-0:18 'cull' (float)\r
-0:18 direct index (smooth float)\r
+0:18 move second child to first child (temp float)\r
+0:18 'cull' (temp float)\r
+0:18 direct index (smooth temp float)\r
0:18 'gl_CullDistance' (smooth in 3-element array of float)\r
0:18 Constant:\r
0:18 2 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'consts' (float)\r
+0:19 move second child to first child (temp float)\r
+0:19 'consts' (temp float)\r
0:19 Constant:\r
0:19 20.000000\r
-0:21 Test condition and select (void)\r
+0:21 Test condition and select (temp void)\r
0:21 Condition\r
0:21 'gl_HelperInvocation' (in bool)\r
0:21 true case\r
-0:22 Pre-Increment (4-component vector of float)\r
-0:22 'v4' (4-component vector of float)\r
+0:22 Pre-Increment (temp 4-component vector of float)\r
+0:22 'v4' (temp 4-component vector of float)\r
0:24 Sequence\r
-0:24 move second child to first child (int)\r
-0:24 'sum' (int)\r
+0:24 move second child to first child (temp int)\r
+0:24 'sum' (temp int)\r
0:24 Constant:\r
0:24 32 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (2-component vector of bool)\r
-0:32 'b2' (2-component vector of bool)\r
-0:32 mix (2-component vector of bool)\r
-0:32 Construct bvec2 (2-component vector of bool)\r
-0:32 'b1' (bool)\r
-0:32 Construct bvec2 (2-component vector of bool)\r
-0:32 'b3' (bool)\r
-0:32 Construct bvec2 (2-component vector of bool)\r
-0:32 'b' (bool)\r
+0:32 move second child to first child (temp 2-component vector of bool)\r
+0:32 'b2' (temp 2-component vector of bool)\r
+0:32 mix (global 2-component vector of bool)\r
+0:32 Construct bvec2 (temp 2-component vector of bool)\r
+0:32 'b1' (temp bool)\r
+0:32 Construct bvec2 (temp 2-component vector of bool)\r
+0:32 'b3' (temp bool)\r
+0:32 Construct bvec2 (temp 2-component vector of bool)\r
+0:32 'b' (temp bool)\r
0:33 Sequence\r
-0:33 move second child to first child (uint)\r
-0:33 'um' (uint)\r
-0:33 mix (uint)\r
-0:33 'uin' (uint)\r
-0:33 'uin' (uint)\r
-0:33 'b' (bool)\r
+0:33 move second child to first child (temp uint)\r
+0:33 'um' (temp uint)\r
+0:33 mix (global uint)\r
+0:33 'uin' (temp uint)\r
+0:33 'uin' (temp uint)\r
+0:33 'b' (temp bool)\r
0:34 Sequence\r
-0:34 move second child to first child (3-component vector of int)\r
-0:34 'im3' (3-component vector of int)\r
-0:34 mix (3-component vector of int)\r
-0:34 Construct ivec3 (3-component vector of int)\r
-0:34 Convert uint to int (int)\r
-0:34 'uin' (uint)\r
-0:34 Construct ivec3 (3-component vector of int)\r
-0:34 Convert uint to int (int)\r
-0:34 'uin' (uint)\r
-0:34 Construct bvec3 (3-component vector of bool)\r
-0:34 'b' (bool)\r
-0:42 Function Definition: foo( (void)\r
+0:34 move second child to first child (temp 3-component vector of int)\r
+0:34 'im3' (temp 3-component vector of int)\r
+0:34 mix (global 3-component vector of int)\r
+0:34 Construct ivec3 (temp 3-component vector of int)\r
+0:34 Convert uint to int (temp int)\r
+0:34 'uin' (temp uint)\r
+0:34 Construct ivec3 (temp 3-component vector of int)\r
+0:34 Convert uint to int (temp int)\r
+0:34 'uin' (temp uint)\r
+0:34 Construct bvec3 (temp 3-component vector of bool)\r
+0:34 'b' (temp bool)\r
+0:42 Function Definition: foo( (global void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
0:44 Sequence\r
-0:44 move second child to first child (int)\r
-0:44 's' (int)\r
-0:44 Function Call: textureSamples(s21; (int)\r
+0:44 move second child to first child (temp int)\r
+0:44 's' (temp int)\r
+0:44 Function Call: textureSamples(s21; (global int)\r
0:44 's2dms' (uniform sampler2DMS)\r
-0:45 add second child into first child (int)\r
-0:45 's' (int)\r
-0:45 Function Call: textureSamples(usA21; (int)\r
+0:45 add second child into first child (temp int)\r
+0:45 's' (temp int)\r
+0:45 Function Call: textureSamples(usA21; (global int)\r
0:45 'us2dmsa' (uniform usampler2DMSArray)\r
-0:46 add second child into first child (int)\r
-0:46 's' (int)\r
-0:46 Function Call: imageSamples(iI21; (int)\r
+0:46 add second child into first child (temp int)\r
+0:46 's' (temp int)\r
+0:46 Function Call: imageSamples(iI21; (global int)\r
0:46 'ii2dms' (layout(rgba32i ) uniform iimage2DMS)\r
-0:47 add second child into first child (int)\r
-0:47 's' (int)\r
-0:47 Function Call: imageSamples(IA21; (int)\r
+0:47 add second child into first child (temp int)\r
+0:47 's' (temp int)\r
+0:47 Function Call: imageSamples(IA21; (global int)\r
0:47 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray)\r
0:48 Sequence\r
-0:48 move second child to first child (float)\r
-0:48 'f' (float)\r
-0:48 Function Call: imageAtomicExchange(IA21;vi3;i1;f1; (float)\r
+0:48 move second child to first child (temp float)\r
+0:48 'f' (temp float)\r
+0:48 Function Call: imageAtomicExchange(IA21;vi3;i1;f1; (global float)\r
0:48 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray)\r
-0:48 Convert float to int (3-component vector of int)\r
+0:48 Convert float to int (temp 3-component vector of int)\r
0:48 'in3' (smooth in 3-component vector of float)\r
0:48 Constant:\r
0:48 2 (const int)\r
input primitive = none\r
output primitive = none\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
-0:13 move second child to first child (float)\r
-0:13 direct index (layout(stream=0 ) float)\r
+0:13 move second child to first child (temp float)\r
+0:13 direct index (layout(stream=0 ) temp float)\r
0:13 gl_CullDistance: direct index for structure (layout(stream=0 ) out implicitly-sized array of float)\r
0:13 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out implicitly-sized array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 3 (const uint)\r
0:13 Constant:\r
0:13 2 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (in implicitly-sized array of float)\r
-0:13 direct index (block{in implicitly-sized array of float gl_CullDistance})\r
+0:13 direct index (temp block{in implicitly-sized array of float gl_CullDistance})\r
0:13 'gl_in' (in implicitly-sized array of block{in implicitly-sized array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 1 (const int)\r
input primitive = none\r
output primitive = none\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
-0:13 move second child to first child (float)\r
-0:13 direct index (layout(stream=0 ) float)\r
+0:13 move second child to first child (temp float)\r
+0:13 direct index (layout(stream=0 ) temp float)\r
0:13 gl_CullDistance: direct index for structure (layout(stream=0 ) out 3-element array of float)\r
0:13 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-element array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 3 (const uint)\r
0:13 Constant:\r
0:13 2 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (in 1-element array of float)\r
-0:13 direct index (block{in 1-element array of float gl_CullDistance})\r
+0:13 direct index (temp block{in 1-element array of float gl_CullDistance})\r
0:13 'gl_in' (in 2-element array of block{in 1-element array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 1 (const int)\r
Shader version: 450\r
vertices = 0\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
-0:13 move second child to first child (float)\r
-0:13 direct index (float)\r
+0:13 move second child to first child (temp float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (out implicitly-sized array of float)\r
-0:13 direct index (block{out implicitly-sized array of float gl_CullDistance})\r
+0:13 direct index (temp block{out implicitly-sized array of float gl_CullDistance})\r
0:13 'gl_out' (out implicitly-sized array of block{out implicitly-sized array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 0 (const int)\r
0:13 0 (const int)\r
0:13 Constant:\r
0:13 2 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (in implicitly-sized array of float)\r
-0:13 direct index (block{in implicitly-sized array of float gl_CullDistance})\r
+0:13 direct index (temp block{in implicitly-sized array of float gl_CullDistance})\r
0:13 'gl_in' (in 32-element array of block{in implicitly-sized array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 1 (const int)\r
Shader version: 450\r
vertices = 0\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
-0:13 move second child to first child (float)\r
-0:13 direct index (float)\r
+0:13 move second child to first child (temp float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (out 1-element array of float)\r
-0:13 direct index (block{out 1-element array of float gl_CullDistance})\r
+0:13 direct index (temp block{out 1-element array of float gl_CullDistance})\r
0:13 'gl_out' (out 1-element array of block{out 1-element array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 0 (const int)\r
0:13 0 (const int)\r
0:13 Constant:\r
0:13 2 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (in 1-element array of float)\r
-0:13 direct index (block{in 1-element array of float gl_CullDistance})\r
+0:13 direct index (temp block{in 1-element array of float gl_CullDistance})\r
0:13 'gl_in' (in 32-element array of block{in 1-element array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 1 (const int)\r
vertex spacing = none\r
triangle order = none\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
-0:13 move second child to first child (float)\r
-0:13 direct index (float)\r
+0:13 move second child to first child (temp float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (out implicitly-sized array of float)\r
0:13 'anon@0' (out block{out implicitly-sized array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 3 (const uint)\r
0:13 Constant:\r
0:13 2 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (in implicitly-sized array of float)\r
-0:13 direct index (block{in implicitly-sized array of float gl_CullDistance})\r
+0:13 direct index (temp block{in implicitly-sized array of float gl_CullDistance})\r
0:13 'gl_in' (in 32-element array of block{in implicitly-sized array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 1 (const int)\r
vertex spacing = equal_spacing\r
triangle order = ccw\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
-0:13 move second child to first child (float)\r
-0:13 direct index (float)\r
+0:13 move second child to first child (temp float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (out 3-element array of float)\r
0:13 'anon@0' (out block{out 3-element array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 3 (const uint)\r
0:13 Constant:\r
0:13 2 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 gl_CullDistance: direct index for structure (in 1-element array of float)\r
-0:13 direct index (block{in 1-element array of float gl_CullDistance})\r
+0:13 direct index (temp block{in 1-element array of float gl_CullDistance})\r
0:13 'gl_in' (in 32-element array of block{in 1-element array of float gl_CullDistance})\r
0:13 Constant:\r
0:13 1 (const int)\r
\r
Shader version: 450\r
ERROR: node is still EOpNull!\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
-0:9 move second child to first child (float)\r
-0:9 direct index (float)\r
+0:9 move second child to first child (temp float)\r
+0:9 direct index (temp float)\r
0:9 gl_CullDistance: direct index for structure (out implicitly-sized array of float)\r
0:9 'anon@0' (out block{out implicitly-sized array of float gl_CullDistance})\r
0:9 Constant:\r
0:? 'outo' (smooth out sampler2D)\r
0:? 'outa' (smooth out 4-element array of float)\r
0:? 'outaa' (smooth out 4-element array of float)\r
-0:? 'outs' (smooth out structure{float f})\r
-0:? 'outasa' (smooth out 4-element array of structure{float f})\r
-0:? 'outsa' (smooth out 4-element array of structure{float f})\r
-0:? 'outSA' (smooth out structure{4-element array of float f})\r
-0:? 'outSS' (smooth out structure{float f, structure{float f} s})\r
+0:? 'outs' (smooth out structure{global float f})\r
+0:? 'outasa' (smooth out 4-element array of structure{global float f})\r
+0:? 'outsa' (smooth out 4-element array of structure{global float f})\r
+0:? 'outSA' (smooth out structure{global 4-element array of float f})\r
+0:? 'outSS' (smooth out structure{global float f, global structure{global float f} s})\r
0:? 'gl_VertexID' (gl_VertexId int)\r
0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
\r
Shader version: 450\r
ERROR: node is still EOpNull!\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
-0:9 move second child to first child (float)\r
-0:9 direct index (float)\r
+0:9 move second child to first child (temp float)\r
+0:9 direct index (temp float)\r
0:9 gl_CullDistance: direct index for structure (out 3-element array of float)\r
0:9 'anon@0' (out block{out 3-element array of float gl_CullDistance})\r
0:9 Constant:\r
0:? 'outo' (smooth out sampler2D)\r
0:? 'outa' (smooth out 4-element array of float)\r
0:? 'outaa' (smooth out 4-element array of float)\r
-0:? 'outs' (smooth out structure{float f})\r
-0:? 'outasa' (smooth out 4-element array of structure{float f})\r
-0:? 'outsa' (smooth out 4-element array of structure{float f})\r
-0:? 'outSA' (smooth out structure{4-element array of float f})\r
-0:? 'outSS' (smooth out structure{float f, structure{float f} s})\r
+0:? 'outs' (smooth out structure{global float f})\r
+0:? 'outasa' (smooth out 4-element array of structure{global float f})\r
+0:? 'outsa' (smooth out 4-element array of structure{global float f})\r
+0:? 'outSA' (smooth out structure{global 4-element array of float f})\r
+0:? 'outSS' (smooth out structure{global float f, global structure{global float f} s})\r
0:? 'gl_VertexID' (gl_VertexId int)\r
0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:? Sequence\r
-0:27 move second child to first child (4-component vector of float)\r
-0:27 'v' (4-component vector of float)\r
-0:27 radians (4-component vector of float)\r
+0:27 move second child to first child (temp 4-component vector of float)\r
+0:27 'v' (temp 4-component vector of float)\r
+0:27 radians (global 4-component vector of float)\r
0:27 'uv4' (uniform 4-component vector of float)\r
-0:28 add second child into first child (4-component vector of float)\r
-0:28 'v' (4-component vector of float)\r
-0:28 degrees (4-component vector of float)\r
-0:28 'v' (4-component vector of float)\r
-0:29 add second child into first child (4-component vector of float)\r
-0:29 'v' (4-component vector of float)\r
-0:29 Comma (4-component vector of float)\r
-0:29 move second child to first child (int)\r
-0:29 'i' (int)\r
-0:29 component-wise multiply (int)\r
+0:28 add second child into first child (temp 4-component vector of float)\r
+0:28 'v' (temp 4-component vector of float)\r
+0:28 degrees (global 4-component vector of float)\r
+0:28 'v' (temp 4-component vector of float)\r
+0:29 add second child into first child (temp 4-component vector of float)\r
+0:29 'v' (temp 4-component vector of float)\r
+0:29 Comma (temp 4-component vector of float)\r
+0:29 move second child to first child (temp int)\r
+0:29 'i' (temp int)\r
+0:29 component-wise multiply (temp int)\r
0:29 'ui' (uniform int)\r
0:29 'ui' (uniform int)\r
-0:29 sine (4-component vector of float)\r
-0:29 'v' (4-component vector of float)\r
-0:30 add second child into first child (4-component vector of float)\r
-0:30 'v' (4-component vector of float)\r
-0:30 cosine (4-component vector of float)\r
-0:30 'v' (4-component vector of float)\r
-0:31 add second child into first child (4-component vector of float)\r
-0:31 'v' (4-component vector of float)\r
-0:31 tangent (4-component vector of float)\r
-0:31 'v' (4-component vector of float)\r
-0:32 add second child into first child (4-component vector of float)\r
-0:32 'v' (4-component vector of float)\r
-0:32 arc sine (4-component vector of float)\r
-0:32 'v' (4-component vector of float)\r
-0:33 add second child into first child (4-component vector of float)\r
-0:33 'v' (4-component vector of float)\r
-0:33 arc cosine (4-component vector of float)\r
-0:33 'v' (4-component vector of float)\r
-0:35 add second child into first child (4-component vector of float)\r
-0:35 'v' (4-component vector of float)\r
-0:35 arc tangent (4-component vector of float)\r
-0:35 'v' (4-component vector of float)\r
-0:36 add second child into first child (4-component vector of float)\r
-0:36 'v' (4-component vector of float)\r
-0:36 hyp. sine (4-component vector of float)\r
-0:36 'v' (4-component vector of float)\r
-0:37 add second child into first child (4-component vector of float)\r
-0:37 'v' (4-component vector of float)\r
-0:37 hyp. cosine (4-component vector of float)\r
-0:37 'v' (4-component vector of float)\r
-0:38 add second child into first child (4-component vector of float)\r
-0:38 'v' (4-component vector of float)\r
-0:38 hyp. tangent (4-component vector of float)\r
-0:38 'v' (4-component vector of float)\r
-0:39 add second child into first child (4-component vector of float)\r
-0:39 'v' (4-component vector of float)\r
-0:39 arc hyp. sine (4-component vector of float)\r
-0:39 'v' (4-component vector of float)\r
-0:40 add second child into first child (4-component vector of float)\r
-0:40 'v' (4-component vector of float)\r
-0:40 arc hyp. cosine (4-component vector of float)\r
-0:40 'v' (4-component vector of float)\r
-0:41 add second child into first child (4-component vector of float)\r
-0:41 'v' (4-component vector of float)\r
-0:41 arc hyp. tangent (4-component vector of float)\r
-0:41 'v' (4-component vector of float)\r
-0:43 add second child into first child (4-component vector of float)\r
-0:43 'v' (4-component vector of float)\r
-0:43 pow (4-component vector of float)\r
-0:43 'v' (4-component vector of float)\r
-0:43 'v' (4-component vector of float)\r
-0:44 add second child into first child (4-component vector of float)\r
-0:44 'v' (4-component vector of float)\r
-0:44 exp (4-component vector of float)\r
-0:44 'v' (4-component vector of float)\r
-0:45 add second child into first child (4-component vector of float)\r
-0:45 'v' (4-component vector of float)\r
-0:45 log (4-component vector of float)\r
-0:45 'v' (4-component vector of float)\r
-0:46 add second child into first child (4-component vector of float)\r
-0:46 'v' (4-component vector of float)\r
-0:46 exp2 (4-component vector of float)\r
-0:46 'v' (4-component vector of float)\r
-0:47 add second child into first child (4-component vector of float)\r
-0:47 'v' (4-component vector of float)\r
-0:47 log2 (4-component vector of float)\r
-0:47 'v' (4-component vector of float)\r
-0:48 add second child into first child (4-component vector of float)\r
-0:48 'v' (4-component vector of float)\r
-0:48 sqrt (4-component vector of float)\r
-0:48 'v' (4-component vector of float)\r
-0:49 add second child into first child (4-component vector of float)\r
-0:49 'v' (4-component vector of float)\r
-0:49 inverse sqrt (4-component vector of float)\r
-0:49 'v' (4-component vector of float)\r
-0:50 add second child into first child (4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
-0:50 Absolute value (4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
-0:51 add second child into first child (4-component vector of float)\r
-0:51 'v' (4-component vector of float)\r
-0:51 Sign (4-component vector of float)\r
-0:51 'v' (4-component vector of float)\r
-0:52 add second child into first child (4-component vector of float)\r
-0:52 'v' (4-component vector of float)\r
-0:52 Floor (4-component vector of float)\r
-0:52 'v' (4-component vector of float)\r
-0:60 add second child into first child (4-component vector of float)\r
-0:60 'v' (4-component vector of float)\r
-0:60 Ceiling (4-component vector of float)\r
-0:60 'v' (4-component vector of float)\r
-0:61 add second child into first child (4-component vector of float)\r
-0:61 'v' (4-component vector of float)\r
-0:61 Fraction (4-component vector of float)\r
-0:61 'v' (4-component vector of float)\r
-0:62 add second child into first child (4-component vector of float)\r
-0:62 'v' (4-component vector of float)\r
-0:62 mod (4-component vector of float)\r
-0:62 'v' (4-component vector of float)\r
-0:62 'v' (4-component vector of float)\r
-0:63 add second child into first child (4-component vector of float)\r
-0:63 'v' (4-component vector of float)\r
-0:63 mod (4-component vector of float)\r
-0:63 'v' (4-component vector of float)\r
-0:63 direct index (float)\r
-0:63 'v' (4-component vector of float)\r
+0:29 sine (global 4-component vector of float)\r
+0:29 'v' (temp 4-component vector of float)\r
+0:30 add second child into first child (temp 4-component vector of float)\r
+0:30 'v' (temp 4-component vector of float)\r
+0:30 cosine (global 4-component vector of float)\r
+0:30 'v' (temp 4-component vector of float)\r
+0:31 add second child into first child (temp 4-component vector of float)\r
+0:31 'v' (temp 4-component vector of float)\r
+0:31 tangent (global 4-component vector of float)\r
+0:31 'v' (temp 4-component vector of float)\r
+0:32 add second child into first child (temp 4-component vector of float)\r
+0:32 'v' (temp 4-component vector of float)\r
+0:32 arc sine (global 4-component vector of float)\r
+0:32 'v' (temp 4-component vector of float)\r
+0:33 add second child into first child (temp 4-component vector of float)\r
+0:33 'v' (temp 4-component vector of float)\r
+0:33 arc cosine (global 4-component vector of float)\r
+0:33 'v' (temp 4-component vector of float)\r
+0:35 add second child into first child (temp 4-component vector of float)\r
+0:35 'v' (temp 4-component vector of float)\r
+0:35 arc tangent (global 4-component vector of float)\r
+0:35 'v' (temp 4-component vector of float)\r
+0:36 add second child into first child (temp 4-component vector of float)\r
+0:36 'v' (temp 4-component vector of float)\r
+0:36 hyp. sine (global 4-component vector of float)\r
+0:36 'v' (temp 4-component vector of float)\r
+0:37 add second child into first child (temp 4-component vector of float)\r
+0:37 'v' (temp 4-component vector of float)\r
+0:37 hyp. cosine (global 4-component vector of float)\r
+0:37 'v' (temp 4-component vector of float)\r
+0:38 add second child into first child (temp 4-component vector of float)\r
+0:38 'v' (temp 4-component vector of float)\r
+0:38 hyp. tangent (global 4-component vector of float)\r
+0:38 'v' (temp 4-component vector of float)\r
+0:39 add second child into first child (temp 4-component vector of float)\r
+0:39 'v' (temp 4-component vector of float)\r
+0:39 arc hyp. sine (global 4-component vector of float)\r
+0:39 'v' (temp 4-component vector of float)\r
+0:40 add second child into first child (temp 4-component vector of float)\r
+0:40 'v' (temp 4-component vector of float)\r
+0:40 arc hyp. cosine (global 4-component vector of float)\r
+0:40 'v' (temp 4-component vector of float)\r
+0:41 add second child into first child (temp 4-component vector of float)\r
+0:41 'v' (temp 4-component vector of float)\r
+0:41 arc hyp. tangent (global 4-component vector of float)\r
+0:41 'v' (temp 4-component vector of float)\r
+0:43 add second child into first child (temp 4-component vector of float)\r
+0:43 'v' (temp 4-component vector of float)\r
+0:43 pow (global 4-component vector of float)\r
+0:43 'v' (temp 4-component vector of float)\r
+0:43 'v' (temp 4-component vector of float)\r
+0:44 add second child into first child (temp 4-component vector of float)\r
+0:44 'v' (temp 4-component vector of float)\r
+0:44 exp (global 4-component vector of float)\r
+0:44 'v' (temp 4-component vector of float)\r
+0:45 add second child into first child (temp 4-component vector of float)\r
+0:45 'v' (temp 4-component vector of float)\r
+0:45 log (global 4-component vector of float)\r
+0:45 'v' (temp 4-component vector of float)\r
+0:46 add second child into first child (temp 4-component vector of float)\r
+0:46 'v' (temp 4-component vector of float)\r
+0:46 exp2 (global 4-component vector of float)\r
+0:46 'v' (temp 4-component vector of float)\r
+0:47 add second child into first child (temp 4-component vector of float)\r
+0:47 'v' (temp 4-component vector of float)\r
+0:47 log2 (global 4-component vector of float)\r
+0:47 'v' (temp 4-component vector of float)\r
+0:48 add second child into first child (temp 4-component vector of float)\r
+0:48 'v' (temp 4-component vector of float)\r
+0:48 sqrt (global 4-component vector of float)\r
+0:48 'v' (temp 4-component vector of float)\r
+0:49 add second child into first child (temp 4-component vector of float)\r
+0:49 'v' (temp 4-component vector of float)\r
+0:49 inverse sqrt (global 4-component vector of float)\r
+0:49 'v' (temp 4-component vector of float)\r
+0:50 add second child into first child (temp 4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
+0:50 Absolute value (global 4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
+0:51 add second child into first child (temp 4-component vector of float)\r
+0:51 'v' (temp 4-component vector of float)\r
+0:51 Sign (global 4-component vector of float)\r
+0:51 'v' (temp 4-component vector of float)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
+0:52 'v' (temp 4-component vector of float)\r
+0:52 Floor (global 4-component vector of float)\r
+0:52 'v' (temp 4-component vector of float)\r
+0:60 add second child into first child (temp 4-component vector of float)\r
+0:60 'v' (temp 4-component vector of float)\r
+0:60 Ceiling (global 4-component vector of float)\r
+0:60 'v' (temp 4-component vector of float)\r
+0:61 add second child into first child (temp 4-component vector of float)\r
+0:61 'v' (temp 4-component vector of float)\r
+0:61 Fraction (global 4-component vector of float)\r
+0:61 'v' (temp 4-component vector of float)\r
+0:62 add second child into first child (temp 4-component vector of float)\r
+0:62 'v' (temp 4-component vector of float)\r
+0:62 mod (global 4-component vector of float)\r
+0:62 'v' (temp 4-component vector of float)\r
+0:62 'v' (temp 4-component vector of float)\r
+0:63 add second child into first child (temp 4-component vector of float)\r
+0:63 'v' (temp 4-component vector of float)\r
+0:63 mod (global 4-component vector of float)\r
+0:63 'v' (temp 4-component vector of float)\r
+0:63 direct index (temp float)\r
+0:63 'v' (temp 4-component vector of float)\r
0:63 Constant:\r
0:63 0 (const int)\r
-0:69 add second child into first child (4-component vector of float)\r
-0:69 'v' (4-component vector of float)\r
-0:69 min (4-component vector of float)\r
-0:69 'v' (4-component vector of float)\r
+0:69 add second child into first child (temp 4-component vector of float)\r
+0:69 'v' (temp 4-component vector of float)\r
+0:69 min (global 4-component vector of float)\r
+0:69 'v' (temp 4-component vector of float)\r
0:69 'uv4' (uniform 4-component vector of float)\r
-0:70 add second child into first child (4-component vector of float)\r
-0:70 'v' (4-component vector of float)\r
-0:70 max (4-component vector of float)\r
-0:70 'v' (4-component vector of float)\r
+0:70 add second child into first child (temp 4-component vector of float)\r
+0:70 'v' (temp 4-component vector of float)\r
+0:70 max (global 4-component vector of float)\r
+0:70 'v' (temp 4-component vector of float)\r
0:70 'uv4' (uniform 4-component vector of float)\r
-0:71 add second child into first child (4-component vector of float)\r
-0:71 'v' (4-component vector of float)\r
-0:71 clamp (4-component vector of float)\r
-0:71 'v' (4-component vector of float)\r
+0:71 add second child into first child (temp 4-component vector of float)\r
+0:71 'v' (temp 4-component vector of float)\r
+0:71 clamp (global 4-component vector of float)\r
+0:71 'v' (temp 4-component vector of float)\r
0:71 'uv4' (uniform 4-component vector of float)\r
0:71 'uv4' (uniform 4-component vector of float)\r
-0:72 add second child into first child (4-component vector of float)\r
-0:72 'v' (4-component vector of float)\r
-0:72 mix (4-component vector of float)\r
-0:72 'v' (4-component vector of float)\r
-0:72 'v' (4-component vector of float)\r
-0:72 'v' (4-component vector of float)\r
-0:86 add second child into first child (4-component vector of float)\r
-0:86 'v' (4-component vector of float)\r
-0:86 step (4-component vector of float)\r
-0:86 'v' (4-component vector of float)\r
-0:86 'v' (4-component vector of float)\r
-0:87 add second child into first child (4-component vector of float)\r
-0:87 'v' (4-component vector of float)\r
-0:87 smoothstep (4-component vector of float)\r
-0:87 'v' (4-component vector of float)\r
-0:87 'v' (4-component vector of float)\r
-0:87 'v' (4-component vector of float)\r
-0:88 add second child into first child (4-component vector of float)\r
-0:88 'v' (4-component vector of float)\r
-0:88 step (4-component vector of float)\r
+0:72 add second child into first child (temp 4-component vector of float)\r
+0:72 'v' (temp 4-component vector of float)\r
+0:72 mix (global 4-component vector of float)\r
+0:72 'v' (temp 4-component vector of float)\r
+0:72 'v' (temp 4-component vector of float)\r
+0:72 'v' (temp 4-component vector of float)\r
+0:86 add second child into first child (temp 4-component vector of float)\r
+0:86 'v' (temp 4-component vector of float)\r
+0:86 step (global 4-component vector of float)\r
+0:86 'v' (temp 4-component vector of float)\r
+0:86 'v' (temp 4-component vector of float)\r
+0:87 add second child into first child (temp 4-component vector of float)\r
+0:87 'v' (temp 4-component vector of float)\r
+0:87 smoothstep (global 4-component vector of float)\r
+0:87 'v' (temp 4-component vector of float)\r
+0:87 'v' (temp 4-component vector of float)\r
+0:87 'v' (temp 4-component vector of float)\r
+0:88 add second child into first child (temp 4-component vector of float)\r
+0:88 'v' (temp 4-component vector of float)\r
+0:88 step (global 4-component vector of float)\r
0:88 'uf' (uniform float)\r
-0:88 'v' (4-component vector of float)\r
-0:89 add second child into first child (4-component vector of float)\r
-0:89 'v' (4-component vector of float)\r
-0:89 smoothstep (4-component vector of float)\r
+0:88 'v' (temp 4-component vector of float)\r
+0:89 add second child into first child (temp 4-component vector of float)\r
+0:89 'v' (temp 4-component vector of float)\r
+0:89 smoothstep (global 4-component vector of float)\r
0:89 'uf' (uniform float)\r
0:89 'uf' (uniform float)\r
-0:89 'v' (4-component vector of float)\r
-0:90 add second child into first child (4-component vector of float)\r
-0:90 'v' (4-component vector of float)\r
-0:90 normalize (4-component vector of float)\r
-0:90 'v' (4-component vector of float)\r
-0:91 add second child into first child (4-component vector of float)\r
-0:91 'v' (4-component vector of float)\r
-0:91 face-forward (4-component vector of float)\r
-0:91 'v' (4-component vector of float)\r
-0:91 'v' (4-component vector of float)\r
-0:91 'v' (4-component vector of float)\r
-0:92 add second child into first child (4-component vector of float)\r
-0:92 'v' (4-component vector of float)\r
-0:92 reflect (4-component vector of float)\r
-0:92 'v' (4-component vector of float)\r
-0:92 'v' (4-component vector of float)\r
-0:93 add second child into first child (4-component vector of float)\r
-0:93 'v' (4-component vector of float)\r
-0:93 refract (4-component vector of float)\r
-0:93 'v' (4-component vector of float)\r
-0:93 'v' (4-component vector of float)\r
+0:89 'v' (temp 4-component vector of float)\r
+0:90 add second child into first child (temp 4-component vector of float)\r
+0:90 'v' (temp 4-component vector of float)\r
+0:90 normalize (global 4-component vector of float)\r
+0:90 'v' (temp 4-component vector of float)\r
+0:91 add second child into first child (temp 4-component vector of float)\r
+0:91 'v' (temp 4-component vector of float)\r
+0:91 face-forward (global 4-component vector of float)\r
+0:91 'v' (temp 4-component vector of float)\r
+0:91 'v' (temp 4-component vector of float)\r
+0:91 'v' (temp 4-component vector of float)\r
+0:92 add second child into first child (temp 4-component vector of float)\r
+0:92 'v' (temp 4-component vector of float)\r
+0:92 reflect (global 4-component vector of float)\r
+0:92 'v' (temp 4-component vector of float)\r
+0:92 'v' (temp 4-component vector of float)\r
+0:93 add second child into first child (temp 4-component vector of float)\r
+0:93 'v' (temp 4-component vector of float)\r
+0:93 refract (global 4-component vector of float)\r
+0:93 'v' (temp 4-component vector of float)\r
+0:93 'v' (temp 4-component vector of float)\r
0:93 'uf' (uniform float)\r
-0:94 add second child into first child (4-component vector of float)\r
-0:94 'v' (4-component vector of float)\r
-0:94 dPdx (4-component vector of float)\r
-0:94 'v' (4-component vector of float)\r
-0:95 add second child into first child (4-component vector of float)\r
-0:95 'v' (4-component vector of float)\r
-0:95 dPdy (4-component vector of float)\r
-0:95 'v' (4-component vector of float)\r
-0:96 add second child into first child (4-component vector of float)\r
-0:96 'v' (4-component vector of float)\r
-0:96 fwidth (4-component vector of float)\r
-0:96 'v' (4-component vector of float)\r
-0:130 move second child to first child (bool)\r
-0:130 'b' (bool)\r
-0:130 any (bool)\r
-0:130 Compare Less Than (4-component vector of bool)\r
-0:130 'v' (4-component vector of float)\r
+0:94 add second child into first child (temp 4-component vector of float)\r
+0:94 'v' (temp 4-component vector of float)\r
+0:94 dPdx (global 4-component vector of float)\r
+0:94 'v' (temp 4-component vector of float)\r
+0:95 add second child into first child (temp 4-component vector of float)\r
+0:95 'v' (temp 4-component vector of float)\r
+0:95 dPdy (global 4-component vector of float)\r
+0:95 'v' (temp 4-component vector of float)\r
+0:96 add second child into first child (temp 4-component vector of float)\r
+0:96 'v' (temp 4-component vector of float)\r
+0:96 fwidth (global 4-component vector of float)\r
+0:96 'v' (temp 4-component vector of float)\r
+0:130 move second child to first child (temp bool)\r
+0:130 'b' (temp bool)\r
+0:130 any (global bool)\r
+0:130 Compare Less Than (global 4-component vector of bool)\r
+0:130 'v' (temp 4-component vector of float)\r
0:130 'uv4' (uniform 4-component vector of float)\r
-0:131 move second child to first child (bool)\r
-0:131 'b' (bool)\r
-0:131 logical-and (bool)\r
-0:131 'b' (bool)\r
-0:131 any (bool)\r
-0:131 Compare Less Than or Equal (4-component vector of bool)\r
-0:131 'v' (4-component vector of float)\r
+0:131 move second child to first child (temp bool)\r
+0:131 'b' (temp bool)\r
+0:131 logical-and (temp bool)\r
+0:131 'b' (temp bool)\r
+0:131 any (global bool)\r
+0:131 Compare Less Than or Equal (global 4-component vector of bool)\r
+0:131 'v' (temp 4-component vector of float)\r
0:131 'uv4' (uniform 4-component vector of float)\r
-0:132 move second child to first child (bool)\r
-0:132 'b' (bool)\r
-0:132 logical-and (bool)\r
-0:132 'b' (bool)\r
-0:132 any (bool)\r
-0:132 Compare Greater Than (4-component vector of bool)\r
-0:132 'v' (4-component vector of float)\r
+0:132 move second child to first child (temp bool)\r
+0:132 'b' (temp bool)\r
+0:132 logical-and (temp bool)\r
+0:132 'b' (temp bool)\r
+0:132 any (global bool)\r
+0:132 Compare Greater Than (global 4-component vector of bool)\r
+0:132 'v' (temp 4-component vector of float)\r
0:132 'uv4' (uniform 4-component vector of float)\r
-0:133 move second child to first child (bool)\r
-0:133 'b' (bool)\r
-0:133 logical-and (bool)\r
-0:133 'b' (bool)\r
-0:133 any (bool)\r
-0:133 Compare Greater Than or Equal (4-component vector of bool)\r
-0:133 'v' (4-component vector of float)\r
+0:133 move second child to first child (temp bool)\r
+0:133 'b' (temp bool)\r
+0:133 logical-and (temp bool)\r
+0:133 'b' (temp bool)\r
+0:133 any (global bool)\r
+0:133 Compare Greater Than or Equal (global 4-component vector of bool)\r
+0:133 'v' (temp 4-component vector of float)\r
0:133 'uv4' (uniform 4-component vector of float)\r
-0:134 move second child to first child (bool)\r
-0:134 'b' (bool)\r
-0:134 logical-and (bool)\r
-0:134 'b' (bool)\r
-0:134 any (bool)\r
-0:134 Equal (4-component vector of bool)\r
+0:134 move second child to first child (temp bool)\r
+0:134 'b' (temp bool)\r
+0:134 logical-and (temp bool)\r
+0:134 'b' (temp bool)\r
+0:134 any (global bool)\r
+0:134 Equal (global 4-component vector of bool)\r
0:134 'ub41' (uniform 4-component vector of bool)\r
0:134 'ub42' (uniform 4-component vector of bool)\r
-0:135 move second child to first child (bool)\r
-0:135 'b' (bool)\r
-0:135 logical-and (bool)\r
-0:135 'b' (bool)\r
-0:135 any (bool)\r
-0:135 NotEqual (4-component vector of bool)\r
+0:135 move second child to first child (temp bool)\r
+0:135 'b' (temp bool)\r
+0:135 logical-and (temp bool)\r
+0:135 'b' (temp bool)\r
+0:135 any (global bool)\r
+0:135 NotEqual (global 4-component vector of bool)\r
0:135 'ub41' (uniform 4-component vector of bool)\r
0:135 'ub42' (uniform 4-component vector of bool)\r
-0:136 move second child to first child (bool)\r
-0:136 'b' (bool)\r
-0:136 logical-and (bool)\r
-0:136 'b' (bool)\r
-0:136 any (bool)\r
+0:136 move second child to first child (temp bool)\r
+0:136 'b' (temp bool)\r
+0:136 logical-and (temp bool)\r
+0:136 'b' (temp bool)\r
+0:136 any (global bool)\r
0:136 'ub41' (uniform 4-component vector of bool)\r
-0:137 move second child to first child (bool)\r
-0:137 'b' (bool)\r
-0:137 logical-and (bool)\r
-0:137 'b' (bool)\r
-0:137 all (bool)\r
+0:137 move second child to first child (temp bool)\r
+0:137 'b' (temp bool)\r
+0:137 logical-and (temp bool)\r
+0:137 'b' (temp bool)\r
+0:137 all (global bool)\r
0:137 'ub41' (uniform 4-component vector of bool)\r
-0:138 move second child to first child (bool)\r
-0:138 'b' (bool)\r
-0:138 logical-and (bool)\r
-0:138 'b' (bool)\r
-0:138 any (bool)\r
-0:138 Negate conditional (4-component vector of bool)\r
+0:138 move second child to first child (temp bool)\r
+0:138 'b' (temp bool)\r
+0:138 logical-and (temp bool)\r
+0:138 'b' (temp bool)\r
+0:138 any (global bool)\r
+0:138 Negate conditional (global 4-component vector of bool)\r
0:138 'ub41' (uniform 4-component vector of bool)\r
-0:140 move second child to first child (int)\r
-0:140 'i' (int)\r
-0:140 divide (int)\r
-0:140 subtract (int)\r
-0:140 component-wise multiply (int)\r
-0:140 add (int)\r
-0:140 'i' (int)\r
+0:140 move second child to first child (temp int)\r
+0:140 'i' (temp int)\r
+0:140 divide (temp int)\r
+0:140 subtract (temp int)\r
+0:140 component-wise multiply (temp int)\r
+0:140 add (temp int)\r
+0:140 'i' (temp int)\r
0:140 'ui' (uniform int)\r
-0:140 'i' (int)\r
+0:140 'i' (temp int)\r
0:140 'ui' (uniform int)\r
-0:140 'i' (int)\r
-0:141 move second child to first child (int)\r
-0:141 'i' (int)\r
-0:141 mod (int)\r
-0:141 'i' (int)\r
+0:140 'i' (temp int)\r
+0:141 move second child to first child (temp int)\r
+0:141 'i' (temp int)\r
+0:141 mod (temp int)\r
+0:141 'i' (temp int)\r
0:141 'ui' (uniform int)\r
-0:142 Test condition and select (void)\r
+0:142 Test condition and select (temp void)\r
0:142 Condition\r
-0:142 logical-or (bool)\r
-0:142 Compare Equal (bool)\r
-0:142 'i' (int)\r
+0:142 logical-or (temp bool)\r
+0:142 Compare Equal (temp bool)\r
+0:142 'i' (temp int)\r
0:142 'ui' (uniform int)\r
-0:142 logical-xor (bool)\r
-0:142 logical-and (bool)\r
-0:142 Compare Not Equal (bool)\r
-0:142 'i' (int)\r
+0:142 logical-xor (temp bool)\r
+0:142 logical-and (temp bool)\r
+0:142 Compare Not Equal (temp bool)\r
+0:142 'i' (temp int)\r
0:142 'ui' (uniform int)\r
-0:142 Compare Equal (bool)\r
-0:142 'i' (int)\r
+0:142 Compare Equal (temp bool)\r
+0:142 'i' (temp int)\r
0:142 'ui' (uniform int)\r
-0:142 Compare Not Equal (bool)\r
-0:142 'i' (int)\r
+0:142 Compare Not Equal (temp bool)\r
+0:142 'i' (temp int)\r
0:142 Constant:\r
0:142 2 (const int)\r
0:142 true case\r
-0:143 Pre-Increment (int)\r
-0:143 'i' (int)\r
-0:145 move second child to first child (float)\r
-0:145 'f' (float)\r
-0:145 divide (float)\r
-0:145 subtract (float)\r
-0:145 component-wise multiply (float)\r
-0:145 add (float)\r
+0:143 Pre-Increment (temp int)\r
+0:143 'i' (temp int)\r
+0:145 move second child to first child (temp float)\r
+0:145 'f' (temp float)\r
+0:145 divide (temp float)\r
+0:145 subtract (temp float)\r
+0:145 component-wise multiply (temp float)\r
+0:145 add (temp float)\r
0:145 'uf' (uniform float)\r
0:145 'uf' (uniform float)\r
0:145 'uf' (uniform float)\r
0:145 'uf' (uniform float)\r
0:145 'uf' (uniform float)\r
-0:147 add second child into first child (float)\r
-0:147 'f' (float)\r
-0:147 length (float)\r
-0:147 'v' (4-component vector of float)\r
-0:148 add second child into first child (float)\r
-0:148 'f' (float)\r
-0:148 distance (float)\r
-0:148 'v' (4-component vector of float)\r
-0:148 'v' (4-component vector of float)\r
-0:149 add second child into first child (float)\r
-0:149 'f' (float)\r
-0:149 dot-product (float)\r
-0:149 'v' (4-component vector of float)\r
-0:149 'v' (4-component vector of float)\r
-0:150 add second child into first child (float)\r
-0:150 'f' (float)\r
-0:150 dot-product (float)\r
-0:150 'f' (float)\r
+0:147 add second child into first child (temp float)\r
+0:147 'f' (temp float)\r
+0:147 length (global float)\r
+0:147 'v' (temp 4-component vector of float)\r
+0:148 add second child into first child (temp float)\r
+0:148 'f' (temp float)\r
+0:148 distance (global float)\r
+0:148 'v' (temp 4-component vector of float)\r
+0:148 'v' (temp 4-component vector of float)\r
+0:149 add second child into first child (temp float)\r
+0:149 'f' (temp float)\r
+0:149 dot-product (global float)\r
+0:149 'v' (temp 4-component vector of float)\r
+0:149 'v' (temp 4-component vector of float)\r
+0:150 add second child into first child (temp float)\r
+0:150 'f' (temp float)\r
+0:150 dot-product (global float)\r
+0:150 'f' (temp float)\r
0:150 'uf' (uniform float)\r
-0:151 add second child into first child (float)\r
-0:151 'f' (float)\r
-0:151 direct index (float)\r
-0:151 cross-product (3-component vector of float)\r
-0:151 vector swizzle (3-component vector of float)\r
-0:151 'v' (4-component vector of float)\r
+0:151 add second child into first child (temp float)\r
+0:151 'f' (temp float)\r
+0:151 direct index (temp float)\r
+0:151 cross-product (global 3-component vector of float)\r
+0:151 vector swizzle (temp 3-component vector of float)\r
+0:151 'v' (temp 4-component vector of float)\r
0:151 Sequence\r
0:151 Constant:\r
0:151 0 (const int)\r
0:151 1 (const int)\r
0:151 Constant:\r
0:151 2 (const int)\r
-0:151 vector swizzle (3-component vector of float)\r
-0:151 'v' (4-component vector of float)\r
+0:151 vector swizzle (temp 3-component vector of float)\r
+0:151 'v' (temp 4-component vector of float)\r
0:151 Sequence\r
0:151 Constant:\r
0:151 0 (const int)\r
0:151 2 (const int)\r
0:151 Constant:\r
0:151 0 (const int)\r
-0:153 Test condition and select (void)\r
+0:153 Test condition and select (temp void)\r
0:153 Condition\r
-0:153 logical-or (bool)\r
-0:153 Compare Equal (bool)\r
-0:153 'f' (float)\r
+0:153 logical-or (temp bool)\r
+0:153 Compare Equal (temp bool)\r
+0:153 'f' (temp float)\r
0:153 'uf' (uniform float)\r
-0:153 logical-and (bool)\r
-0:153 Compare Not Equal (bool)\r
-0:153 'f' (float)\r
+0:153 logical-and (temp bool)\r
+0:153 Compare Not Equal (temp bool)\r
+0:153 'f' (temp float)\r
0:153 'uf' (uniform float)\r
-0:153 Compare Not Equal (bool)\r
-0:153 'f' (float)\r
+0:153 Compare Not Equal (temp bool)\r
+0:153 'f' (temp float)\r
0:153 Constant:\r
0:153 2.000000\r
0:153 true case\r
-0:154 Pre-Increment (float)\r
-0:154 'f' (float)\r
-0:156 and second child into first child (int)\r
-0:156 'i' (int)\r
+0:154 Pre-Increment (temp float)\r
+0:154 'f' (temp float)\r
+0:156 and second child into first child (temp int)\r
+0:156 'i' (temp int)\r
0:156 'ui' (uniform int)\r
-0:157 or second child into first child (int)\r
-0:157 'i' (int)\r
+0:157 or second child into first child (temp int)\r
+0:157 'i' (temp int)\r
0:157 Constant:\r
0:157 66 (const int)\r
-0:158 exclusive or second child into first child (int)\r
-0:158 'i' (int)\r
+0:158 exclusive or second child into first child (temp int)\r
+0:158 'i' (temp int)\r
0:158 'ui' (uniform int)\r
-0:159 mod second child into first child (int)\r
-0:159 'i' (int)\r
+0:159 mod second child into first child (temp int)\r
+0:159 'i' (temp int)\r
0:159 Constant:\r
0:159 17 (const int)\r
-0:160 right shift second child into first child (int)\r
-0:160 'i' (int)\r
+0:160 right shift second child into first child (temp int)\r
+0:160 'i' (temp int)\r
0:160 Constant:\r
0:160 2 (const int)\r
-0:161 left shift second child into first child (int)\r
-0:161 'i' (int)\r
+0:161 left shift second child into first child (temp int)\r
+0:161 'i' (temp int)\r
0:161 'ui' (uniform int)\r
-0:162 move second child to first child (int)\r
-0:162 'i' (int)\r
-0:162 Bitwise not (int)\r
-0:162 'i' (int)\r
-0:163 move second child to first child (bool)\r
-0:163 'b' (bool)\r
-0:163 Negate conditional (bool)\r
-0:163 'b' (bool)\r
-0:165 move second child to first child (4-component vector of float)\r
+0:162 move second child to first child (temp int)\r
+0:162 'i' (temp int)\r
+0:162 Bitwise not (temp int)\r
+0:162 'i' (temp int)\r
+0:163 move second child to first child (temp bool)\r
+0:163 'b' (temp bool)\r
+0:163 Negate conditional (temp bool)\r
+0:163 'b' (temp bool)\r
+0:165 move second child to first child (temp 4-component vector of float)\r
0:165 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:165 Test condition and select (4-component vector of float)\r
+0:165 Test condition and select (temp 4-component vector of float)\r
0:165 Condition\r
-0:165 'b' (bool)\r
+0:165 'b' (temp bool)\r
0:165 true case\r
-0:165 add (4-component vector of float)\r
-0:165 add (4-component vector of float)\r
-0:165 Construct vec4 (4-component vector of float)\r
-0:165 Convert int to float (float)\r
-0:165 'i' (int)\r
-0:165 Construct vec4 (4-component vector of float)\r
-0:165 'f' (float)\r
-0:165 'v' (4-component vector of float)\r
+0:165 add (temp 4-component vector of float)\r
+0:165 add (temp 4-component vector of float)\r
+0:165 Construct vec4 (temp 4-component vector of float)\r
+0:165 Convert int to float (temp float)\r
+0:165 'i' (temp int)\r
+0:165 Construct vec4 (temp 4-component vector of float)\r
+0:165 'f' (temp float)\r
+0:165 'v' (temp 4-component vector of float)\r
0:165 false case\r
-0:165 'v' (4-component vector of float)\r
+0:165 'v' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'uiv4' (uniform 4-component vector of int)\r
0:? 'uv4' (uniform 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:? Sequence\r
-0:27 move second child to first child (4-component vector of float)\r
-0:27 'v' (4-component vector of float)\r
-0:27 radians (4-component vector of float)\r
+0:27 move second child to first child (temp 4-component vector of float)\r
+0:27 'v' (temp 4-component vector of float)\r
+0:27 radians (global 4-component vector of float)\r
0:27 'uv4' (uniform 4-component vector of float)\r
-0:28 add second child into first child (4-component vector of float)\r
-0:28 'v' (4-component vector of float)\r
-0:28 degrees (4-component vector of float)\r
-0:28 'v' (4-component vector of float)\r
-0:29 add second child into first child (4-component vector of float)\r
-0:29 'v' (4-component vector of float)\r
-0:29 Comma (4-component vector of float)\r
-0:29 move second child to first child (int)\r
-0:29 'i' (int)\r
-0:29 component-wise multiply (int)\r
+0:28 add second child into first child (temp 4-component vector of float)\r
+0:28 'v' (temp 4-component vector of float)\r
+0:28 degrees (global 4-component vector of float)\r
+0:28 'v' (temp 4-component vector of float)\r
+0:29 add second child into first child (temp 4-component vector of float)\r
+0:29 'v' (temp 4-component vector of float)\r
+0:29 Comma (temp 4-component vector of float)\r
+0:29 move second child to first child (temp int)\r
+0:29 'i' (temp int)\r
+0:29 component-wise multiply (temp int)\r
0:29 'ui' (uniform int)\r
0:29 'ui' (uniform int)\r
-0:29 sine (4-component vector of float)\r
-0:29 'v' (4-component vector of float)\r
-0:30 add second child into first child (4-component vector of float)\r
-0:30 'v' (4-component vector of float)\r
-0:30 cosine (4-component vector of float)\r
-0:30 'v' (4-component vector of float)\r
-0:31 add second child into first child (4-component vector of float)\r
-0:31 'v' (4-component vector of float)\r
-0:31 tangent (4-component vector of float)\r
-0:31 'v' (4-component vector of float)\r
-0:32 add second child into first child (4-component vector of float)\r
-0:32 'v' (4-component vector of float)\r
-0:32 arc sine (4-component vector of float)\r
-0:32 'v' (4-component vector of float)\r
-0:33 add second child into first child (4-component vector of float)\r
-0:33 'v' (4-component vector of float)\r
-0:33 arc cosine (4-component vector of float)\r
-0:33 'v' (4-component vector of float)\r
-0:35 add second child into first child (4-component vector of float)\r
-0:35 'v' (4-component vector of float)\r
-0:35 arc tangent (4-component vector of float)\r
-0:35 'v' (4-component vector of float)\r
-0:36 add second child into first child (4-component vector of float)\r
-0:36 'v' (4-component vector of float)\r
-0:36 hyp. sine (4-component vector of float)\r
-0:36 'v' (4-component vector of float)\r
-0:37 add second child into first child (4-component vector of float)\r
-0:37 'v' (4-component vector of float)\r
-0:37 hyp. cosine (4-component vector of float)\r
-0:37 'v' (4-component vector of float)\r
-0:38 add second child into first child (4-component vector of float)\r
-0:38 'v' (4-component vector of float)\r
-0:38 hyp. tangent (4-component vector of float)\r
-0:38 'v' (4-component vector of float)\r
-0:39 add second child into first child (4-component vector of float)\r
-0:39 'v' (4-component vector of float)\r
-0:39 arc hyp. sine (4-component vector of float)\r
-0:39 'v' (4-component vector of float)\r
-0:40 add second child into first child (4-component vector of float)\r
-0:40 'v' (4-component vector of float)\r
-0:40 arc hyp. cosine (4-component vector of float)\r
-0:40 'v' (4-component vector of float)\r
-0:41 add second child into first child (4-component vector of float)\r
-0:41 'v' (4-component vector of float)\r
-0:41 arc hyp. tangent (4-component vector of float)\r
-0:41 'v' (4-component vector of float)\r
-0:43 add second child into first child (4-component vector of float)\r
-0:43 'v' (4-component vector of float)\r
-0:43 pow (4-component vector of float)\r
-0:43 'v' (4-component vector of float)\r
-0:43 'v' (4-component vector of float)\r
-0:44 add second child into first child (4-component vector of float)\r
-0:44 'v' (4-component vector of float)\r
-0:44 exp (4-component vector of float)\r
-0:44 'v' (4-component vector of float)\r
-0:45 add second child into first child (4-component vector of float)\r
-0:45 'v' (4-component vector of float)\r
-0:45 log (4-component vector of float)\r
-0:45 'v' (4-component vector of float)\r
-0:46 add second child into first child (4-component vector of float)\r
-0:46 'v' (4-component vector of float)\r
-0:46 exp2 (4-component vector of float)\r
-0:46 'v' (4-component vector of float)\r
-0:47 add second child into first child (4-component vector of float)\r
-0:47 'v' (4-component vector of float)\r
-0:47 log2 (4-component vector of float)\r
-0:47 'v' (4-component vector of float)\r
-0:48 add second child into first child (4-component vector of float)\r
-0:48 'v' (4-component vector of float)\r
-0:48 sqrt (4-component vector of float)\r
-0:48 'v' (4-component vector of float)\r
-0:49 add second child into first child (4-component vector of float)\r
-0:49 'v' (4-component vector of float)\r
-0:49 inverse sqrt (4-component vector of float)\r
-0:49 'v' (4-component vector of float)\r
-0:50 add second child into first child (4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
-0:50 Absolute value (4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
-0:51 add second child into first child (4-component vector of float)\r
-0:51 'v' (4-component vector of float)\r
-0:51 Sign (4-component vector of float)\r
-0:51 'v' (4-component vector of float)\r
-0:52 add second child into first child (4-component vector of float)\r
-0:52 'v' (4-component vector of float)\r
-0:52 Floor (4-component vector of float)\r
-0:52 'v' (4-component vector of float)\r
-0:60 add second child into first child (4-component vector of float)\r
-0:60 'v' (4-component vector of float)\r
-0:60 Ceiling (4-component vector of float)\r
-0:60 'v' (4-component vector of float)\r
-0:61 add second child into first child (4-component vector of float)\r
-0:61 'v' (4-component vector of float)\r
-0:61 Fraction (4-component vector of float)\r
-0:61 'v' (4-component vector of float)\r
-0:62 add second child into first child (4-component vector of float)\r
-0:62 'v' (4-component vector of float)\r
-0:62 mod (4-component vector of float)\r
-0:62 'v' (4-component vector of float)\r
-0:62 'v' (4-component vector of float)\r
-0:63 add second child into first child (4-component vector of float)\r
-0:63 'v' (4-component vector of float)\r
-0:63 mod (4-component vector of float)\r
-0:63 'v' (4-component vector of float)\r
-0:63 direct index (float)\r
-0:63 'v' (4-component vector of float)\r
+0:29 sine (global 4-component vector of float)\r
+0:29 'v' (temp 4-component vector of float)\r
+0:30 add second child into first child (temp 4-component vector of float)\r
+0:30 'v' (temp 4-component vector of float)\r
+0:30 cosine (global 4-component vector of float)\r
+0:30 'v' (temp 4-component vector of float)\r
+0:31 add second child into first child (temp 4-component vector of float)\r
+0:31 'v' (temp 4-component vector of float)\r
+0:31 tangent (global 4-component vector of float)\r
+0:31 'v' (temp 4-component vector of float)\r
+0:32 add second child into first child (temp 4-component vector of float)\r
+0:32 'v' (temp 4-component vector of float)\r
+0:32 arc sine (global 4-component vector of float)\r
+0:32 'v' (temp 4-component vector of float)\r
+0:33 add second child into first child (temp 4-component vector of float)\r
+0:33 'v' (temp 4-component vector of float)\r
+0:33 arc cosine (global 4-component vector of float)\r
+0:33 'v' (temp 4-component vector of float)\r
+0:35 add second child into first child (temp 4-component vector of float)\r
+0:35 'v' (temp 4-component vector of float)\r
+0:35 arc tangent (global 4-component vector of float)\r
+0:35 'v' (temp 4-component vector of float)\r
+0:36 add second child into first child (temp 4-component vector of float)\r
+0:36 'v' (temp 4-component vector of float)\r
+0:36 hyp. sine (global 4-component vector of float)\r
+0:36 'v' (temp 4-component vector of float)\r
+0:37 add second child into first child (temp 4-component vector of float)\r
+0:37 'v' (temp 4-component vector of float)\r
+0:37 hyp. cosine (global 4-component vector of float)\r
+0:37 'v' (temp 4-component vector of float)\r
+0:38 add second child into first child (temp 4-component vector of float)\r
+0:38 'v' (temp 4-component vector of float)\r
+0:38 hyp. tangent (global 4-component vector of float)\r
+0:38 'v' (temp 4-component vector of float)\r
+0:39 add second child into first child (temp 4-component vector of float)\r
+0:39 'v' (temp 4-component vector of float)\r
+0:39 arc hyp. sine (global 4-component vector of float)\r
+0:39 'v' (temp 4-component vector of float)\r
+0:40 add second child into first child (temp 4-component vector of float)\r
+0:40 'v' (temp 4-component vector of float)\r
+0:40 arc hyp. cosine (global 4-component vector of float)\r
+0:40 'v' (temp 4-component vector of float)\r
+0:41 add second child into first child (temp 4-component vector of float)\r
+0:41 'v' (temp 4-component vector of float)\r
+0:41 arc hyp. tangent (global 4-component vector of float)\r
+0:41 'v' (temp 4-component vector of float)\r
+0:43 add second child into first child (temp 4-component vector of float)\r
+0:43 'v' (temp 4-component vector of float)\r
+0:43 pow (global 4-component vector of float)\r
+0:43 'v' (temp 4-component vector of float)\r
+0:43 'v' (temp 4-component vector of float)\r
+0:44 add second child into first child (temp 4-component vector of float)\r
+0:44 'v' (temp 4-component vector of float)\r
+0:44 exp (global 4-component vector of float)\r
+0:44 'v' (temp 4-component vector of float)\r
+0:45 add second child into first child (temp 4-component vector of float)\r
+0:45 'v' (temp 4-component vector of float)\r
+0:45 log (global 4-component vector of float)\r
+0:45 'v' (temp 4-component vector of float)\r
+0:46 add second child into first child (temp 4-component vector of float)\r
+0:46 'v' (temp 4-component vector of float)\r
+0:46 exp2 (global 4-component vector of float)\r
+0:46 'v' (temp 4-component vector of float)\r
+0:47 add second child into first child (temp 4-component vector of float)\r
+0:47 'v' (temp 4-component vector of float)\r
+0:47 log2 (global 4-component vector of float)\r
+0:47 'v' (temp 4-component vector of float)\r
+0:48 add second child into first child (temp 4-component vector of float)\r
+0:48 'v' (temp 4-component vector of float)\r
+0:48 sqrt (global 4-component vector of float)\r
+0:48 'v' (temp 4-component vector of float)\r
+0:49 add second child into first child (temp 4-component vector of float)\r
+0:49 'v' (temp 4-component vector of float)\r
+0:49 inverse sqrt (global 4-component vector of float)\r
+0:49 'v' (temp 4-component vector of float)\r
+0:50 add second child into first child (temp 4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
+0:50 Absolute value (global 4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
+0:51 add second child into first child (temp 4-component vector of float)\r
+0:51 'v' (temp 4-component vector of float)\r
+0:51 Sign (global 4-component vector of float)\r
+0:51 'v' (temp 4-component vector of float)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
+0:52 'v' (temp 4-component vector of float)\r
+0:52 Floor (global 4-component vector of float)\r
+0:52 'v' (temp 4-component vector of float)\r
+0:60 add second child into first child (temp 4-component vector of float)\r
+0:60 'v' (temp 4-component vector of float)\r
+0:60 Ceiling (global 4-component vector of float)\r
+0:60 'v' (temp 4-component vector of float)\r
+0:61 add second child into first child (temp 4-component vector of float)\r
+0:61 'v' (temp 4-component vector of float)\r
+0:61 Fraction (global 4-component vector of float)\r
+0:61 'v' (temp 4-component vector of float)\r
+0:62 add second child into first child (temp 4-component vector of float)\r
+0:62 'v' (temp 4-component vector of float)\r
+0:62 mod (global 4-component vector of float)\r
+0:62 'v' (temp 4-component vector of float)\r
+0:62 'v' (temp 4-component vector of float)\r
+0:63 add second child into first child (temp 4-component vector of float)\r
+0:63 'v' (temp 4-component vector of float)\r
+0:63 mod (global 4-component vector of float)\r
+0:63 'v' (temp 4-component vector of float)\r
+0:63 direct index (temp float)\r
+0:63 'v' (temp 4-component vector of float)\r
0:63 Constant:\r
0:63 0 (const int)\r
-0:69 add second child into first child (4-component vector of float)\r
-0:69 'v' (4-component vector of float)\r
-0:69 min (4-component vector of float)\r
-0:69 'v' (4-component vector of float)\r
+0:69 add second child into first child (temp 4-component vector of float)\r
+0:69 'v' (temp 4-component vector of float)\r
+0:69 min (global 4-component vector of float)\r
+0:69 'v' (temp 4-component vector of float)\r
0:69 'uv4' (uniform 4-component vector of float)\r
-0:70 add second child into first child (4-component vector of float)\r
-0:70 'v' (4-component vector of float)\r
-0:70 max (4-component vector of float)\r
-0:70 'v' (4-component vector of float)\r
+0:70 add second child into first child (temp 4-component vector of float)\r
+0:70 'v' (temp 4-component vector of float)\r
+0:70 max (global 4-component vector of float)\r
+0:70 'v' (temp 4-component vector of float)\r
0:70 'uv4' (uniform 4-component vector of float)\r
-0:71 add second child into first child (4-component vector of float)\r
-0:71 'v' (4-component vector of float)\r
-0:71 clamp (4-component vector of float)\r
-0:71 'v' (4-component vector of float)\r
+0:71 add second child into first child (temp 4-component vector of float)\r
+0:71 'v' (temp 4-component vector of float)\r
+0:71 clamp (global 4-component vector of float)\r
+0:71 'v' (temp 4-component vector of float)\r
0:71 'uv4' (uniform 4-component vector of float)\r
0:71 'uv4' (uniform 4-component vector of float)\r
-0:72 add second child into first child (4-component vector of float)\r
-0:72 'v' (4-component vector of float)\r
-0:72 mix (4-component vector of float)\r
-0:72 'v' (4-component vector of float)\r
-0:72 'v' (4-component vector of float)\r
-0:72 'v' (4-component vector of float)\r
-0:86 add second child into first child (4-component vector of float)\r
-0:86 'v' (4-component vector of float)\r
-0:86 step (4-component vector of float)\r
-0:86 'v' (4-component vector of float)\r
-0:86 'v' (4-component vector of float)\r
-0:87 add second child into first child (4-component vector of float)\r
-0:87 'v' (4-component vector of float)\r
-0:87 smoothstep (4-component vector of float)\r
-0:87 'v' (4-component vector of float)\r
-0:87 'v' (4-component vector of float)\r
-0:87 'v' (4-component vector of float)\r
-0:88 add second child into first child (4-component vector of float)\r
-0:88 'v' (4-component vector of float)\r
-0:88 step (4-component vector of float)\r
+0:72 add second child into first child (temp 4-component vector of float)\r
+0:72 'v' (temp 4-component vector of float)\r
+0:72 mix (global 4-component vector of float)\r
+0:72 'v' (temp 4-component vector of float)\r
+0:72 'v' (temp 4-component vector of float)\r
+0:72 'v' (temp 4-component vector of float)\r
+0:86 add second child into first child (temp 4-component vector of float)\r
+0:86 'v' (temp 4-component vector of float)\r
+0:86 step (global 4-component vector of float)\r
+0:86 'v' (temp 4-component vector of float)\r
+0:86 'v' (temp 4-component vector of float)\r
+0:87 add second child into first child (temp 4-component vector of float)\r
+0:87 'v' (temp 4-component vector of float)\r
+0:87 smoothstep (global 4-component vector of float)\r
+0:87 'v' (temp 4-component vector of float)\r
+0:87 'v' (temp 4-component vector of float)\r
+0:87 'v' (temp 4-component vector of float)\r
+0:88 add second child into first child (temp 4-component vector of float)\r
+0:88 'v' (temp 4-component vector of float)\r
+0:88 step (global 4-component vector of float)\r
0:88 'uf' (uniform float)\r
-0:88 'v' (4-component vector of float)\r
-0:89 add second child into first child (4-component vector of float)\r
-0:89 'v' (4-component vector of float)\r
-0:89 smoothstep (4-component vector of float)\r
+0:88 'v' (temp 4-component vector of float)\r
+0:89 add second child into first child (temp 4-component vector of float)\r
+0:89 'v' (temp 4-component vector of float)\r
+0:89 smoothstep (global 4-component vector of float)\r
0:89 'uf' (uniform float)\r
0:89 'uf' (uniform float)\r
-0:89 'v' (4-component vector of float)\r
-0:90 add second child into first child (4-component vector of float)\r
-0:90 'v' (4-component vector of float)\r
-0:90 normalize (4-component vector of float)\r
-0:90 'v' (4-component vector of float)\r
-0:91 add second child into first child (4-component vector of float)\r
-0:91 'v' (4-component vector of float)\r
-0:91 face-forward (4-component vector of float)\r
-0:91 'v' (4-component vector of float)\r
-0:91 'v' (4-component vector of float)\r
-0:91 'v' (4-component vector of float)\r
-0:92 add second child into first child (4-component vector of float)\r
-0:92 'v' (4-component vector of float)\r
-0:92 reflect (4-component vector of float)\r
-0:92 'v' (4-component vector of float)\r
-0:92 'v' (4-component vector of float)\r
-0:93 add second child into first child (4-component vector of float)\r
-0:93 'v' (4-component vector of float)\r
-0:93 refract (4-component vector of float)\r
-0:93 'v' (4-component vector of float)\r
-0:93 'v' (4-component vector of float)\r
+0:89 'v' (temp 4-component vector of float)\r
+0:90 add second child into first child (temp 4-component vector of float)\r
+0:90 'v' (temp 4-component vector of float)\r
+0:90 normalize (global 4-component vector of float)\r
+0:90 'v' (temp 4-component vector of float)\r
+0:91 add second child into first child (temp 4-component vector of float)\r
+0:91 'v' (temp 4-component vector of float)\r
+0:91 face-forward (global 4-component vector of float)\r
+0:91 'v' (temp 4-component vector of float)\r
+0:91 'v' (temp 4-component vector of float)\r
+0:91 'v' (temp 4-component vector of float)\r
+0:92 add second child into first child (temp 4-component vector of float)\r
+0:92 'v' (temp 4-component vector of float)\r
+0:92 reflect (global 4-component vector of float)\r
+0:92 'v' (temp 4-component vector of float)\r
+0:92 'v' (temp 4-component vector of float)\r
+0:93 add second child into first child (temp 4-component vector of float)\r
+0:93 'v' (temp 4-component vector of float)\r
+0:93 refract (global 4-component vector of float)\r
+0:93 'v' (temp 4-component vector of float)\r
+0:93 'v' (temp 4-component vector of float)\r
0:93 'uf' (uniform float)\r
-0:94 add second child into first child (4-component vector of float)\r
-0:94 'v' (4-component vector of float)\r
-0:94 dPdx (4-component vector of float)\r
-0:94 'v' (4-component vector of float)\r
-0:95 add second child into first child (4-component vector of float)\r
-0:95 'v' (4-component vector of float)\r
-0:95 dPdy (4-component vector of float)\r
-0:95 'v' (4-component vector of float)\r
-0:96 add second child into first child (4-component vector of float)\r
-0:96 'v' (4-component vector of float)\r
-0:96 fwidth (4-component vector of float)\r
-0:96 'v' (4-component vector of float)\r
-0:130 move second child to first child (bool)\r
-0:130 'b' (bool)\r
-0:130 any (bool)\r
-0:130 Compare Less Than (4-component vector of bool)\r
-0:130 'v' (4-component vector of float)\r
+0:94 add second child into first child (temp 4-component vector of float)\r
+0:94 'v' (temp 4-component vector of float)\r
+0:94 dPdx (global 4-component vector of float)\r
+0:94 'v' (temp 4-component vector of float)\r
+0:95 add second child into first child (temp 4-component vector of float)\r
+0:95 'v' (temp 4-component vector of float)\r
+0:95 dPdy (global 4-component vector of float)\r
+0:95 'v' (temp 4-component vector of float)\r
+0:96 add second child into first child (temp 4-component vector of float)\r
+0:96 'v' (temp 4-component vector of float)\r
+0:96 fwidth (global 4-component vector of float)\r
+0:96 'v' (temp 4-component vector of float)\r
+0:130 move second child to first child (temp bool)\r
+0:130 'b' (temp bool)\r
+0:130 any (global bool)\r
+0:130 Compare Less Than (global 4-component vector of bool)\r
+0:130 'v' (temp 4-component vector of float)\r
0:130 'uv4' (uniform 4-component vector of float)\r
-0:131 move second child to first child (bool)\r
-0:131 'b' (bool)\r
-0:131 logical-and (bool)\r
-0:131 'b' (bool)\r
-0:131 any (bool)\r
-0:131 Compare Less Than or Equal (4-component vector of bool)\r
-0:131 'v' (4-component vector of float)\r
+0:131 move second child to first child (temp bool)\r
+0:131 'b' (temp bool)\r
+0:131 logical-and (temp bool)\r
+0:131 'b' (temp bool)\r
+0:131 any (global bool)\r
+0:131 Compare Less Than or Equal (global 4-component vector of bool)\r
+0:131 'v' (temp 4-component vector of float)\r
0:131 'uv4' (uniform 4-component vector of float)\r
-0:132 move second child to first child (bool)\r
-0:132 'b' (bool)\r
-0:132 logical-and (bool)\r
-0:132 'b' (bool)\r
-0:132 any (bool)\r
-0:132 Compare Greater Than (4-component vector of bool)\r
-0:132 'v' (4-component vector of float)\r
+0:132 move second child to first child (temp bool)\r
+0:132 'b' (temp bool)\r
+0:132 logical-and (temp bool)\r
+0:132 'b' (temp bool)\r
+0:132 any (global bool)\r
+0:132 Compare Greater Than (global 4-component vector of bool)\r
+0:132 'v' (temp 4-component vector of float)\r
0:132 'uv4' (uniform 4-component vector of float)\r
-0:133 move second child to first child (bool)\r
-0:133 'b' (bool)\r
-0:133 logical-and (bool)\r
-0:133 'b' (bool)\r
-0:133 any (bool)\r
-0:133 Compare Greater Than or Equal (4-component vector of bool)\r
-0:133 'v' (4-component vector of float)\r
+0:133 move second child to first child (temp bool)\r
+0:133 'b' (temp bool)\r
+0:133 logical-and (temp bool)\r
+0:133 'b' (temp bool)\r
+0:133 any (global bool)\r
+0:133 Compare Greater Than or Equal (global 4-component vector of bool)\r
+0:133 'v' (temp 4-component vector of float)\r
0:133 'uv4' (uniform 4-component vector of float)\r
-0:134 move second child to first child (bool)\r
-0:134 'b' (bool)\r
-0:134 logical-and (bool)\r
-0:134 'b' (bool)\r
-0:134 any (bool)\r
-0:134 Equal (4-component vector of bool)\r
+0:134 move second child to first child (temp bool)\r
+0:134 'b' (temp bool)\r
+0:134 logical-and (temp bool)\r
+0:134 'b' (temp bool)\r
+0:134 any (global bool)\r
+0:134 Equal (global 4-component vector of bool)\r
0:134 'ub41' (uniform 4-component vector of bool)\r
0:134 'ub42' (uniform 4-component vector of bool)\r
-0:135 move second child to first child (bool)\r
-0:135 'b' (bool)\r
-0:135 logical-and (bool)\r
-0:135 'b' (bool)\r
-0:135 any (bool)\r
-0:135 NotEqual (4-component vector of bool)\r
+0:135 move second child to first child (temp bool)\r
+0:135 'b' (temp bool)\r
+0:135 logical-and (temp bool)\r
+0:135 'b' (temp bool)\r
+0:135 any (global bool)\r
+0:135 NotEqual (global 4-component vector of bool)\r
0:135 'ub41' (uniform 4-component vector of bool)\r
0:135 'ub42' (uniform 4-component vector of bool)\r
-0:136 move second child to first child (bool)\r
-0:136 'b' (bool)\r
-0:136 logical-and (bool)\r
-0:136 'b' (bool)\r
-0:136 any (bool)\r
+0:136 move second child to first child (temp bool)\r
+0:136 'b' (temp bool)\r
+0:136 logical-and (temp bool)\r
+0:136 'b' (temp bool)\r
+0:136 any (global bool)\r
0:136 'ub41' (uniform 4-component vector of bool)\r
-0:137 move second child to first child (bool)\r
-0:137 'b' (bool)\r
-0:137 logical-and (bool)\r
-0:137 'b' (bool)\r
-0:137 all (bool)\r
+0:137 move second child to first child (temp bool)\r
+0:137 'b' (temp bool)\r
+0:137 logical-and (temp bool)\r
+0:137 'b' (temp bool)\r
+0:137 all (global bool)\r
0:137 'ub41' (uniform 4-component vector of bool)\r
-0:138 move second child to first child (bool)\r
-0:138 'b' (bool)\r
-0:138 logical-and (bool)\r
-0:138 'b' (bool)\r
-0:138 any (bool)\r
-0:138 Negate conditional (4-component vector of bool)\r
+0:138 move second child to first child (temp bool)\r
+0:138 'b' (temp bool)\r
+0:138 logical-and (temp bool)\r
+0:138 'b' (temp bool)\r
+0:138 any (global bool)\r
+0:138 Negate conditional (global 4-component vector of bool)\r
0:138 'ub41' (uniform 4-component vector of bool)\r
-0:140 move second child to first child (int)\r
-0:140 'i' (int)\r
-0:140 divide (int)\r
-0:140 subtract (int)\r
-0:140 component-wise multiply (int)\r
-0:140 add (int)\r
-0:140 'i' (int)\r
+0:140 move second child to first child (temp int)\r
+0:140 'i' (temp int)\r
+0:140 divide (temp int)\r
+0:140 subtract (temp int)\r
+0:140 component-wise multiply (temp int)\r
+0:140 add (temp int)\r
+0:140 'i' (temp int)\r
0:140 'ui' (uniform int)\r
-0:140 'i' (int)\r
+0:140 'i' (temp int)\r
0:140 'ui' (uniform int)\r
-0:140 'i' (int)\r
-0:141 move second child to first child (int)\r
-0:141 'i' (int)\r
-0:141 mod (int)\r
-0:141 'i' (int)\r
+0:140 'i' (temp int)\r
+0:141 move second child to first child (temp int)\r
+0:141 'i' (temp int)\r
+0:141 mod (temp int)\r
+0:141 'i' (temp int)\r
0:141 'ui' (uniform int)\r
-0:142 Test condition and select (void)\r
+0:142 Test condition and select (temp void)\r
0:142 Condition\r
-0:142 logical-or (bool)\r
-0:142 Compare Equal (bool)\r
-0:142 'i' (int)\r
+0:142 logical-or (temp bool)\r
+0:142 Compare Equal (temp bool)\r
+0:142 'i' (temp int)\r
0:142 'ui' (uniform int)\r
-0:142 logical-xor (bool)\r
-0:142 logical-and (bool)\r
-0:142 Compare Not Equal (bool)\r
-0:142 'i' (int)\r
+0:142 logical-xor (temp bool)\r
+0:142 logical-and (temp bool)\r
+0:142 Compare Not Equal (temp bool)\r
+0:142 'i' (temp int)\r
0:142 'ui' (uniform int)\r
-0:142 Compare Equal (bool)\r
-0:142 'i' (int)\r
+0:142 Compare Equal (temp bool)\r
+0:142 'i' (temp int)\r
0:142 'ui' (uniform int)\r
-0:142 Compare Not Equal (bool)\r
-0:142 'i' (int)\r
+0:142 Compare Not Equal (temp bool)\r
+0:142 'i' (temp int)\r
0:142 Constant:\r
0:142 2 (const int)\r
0:142 true case\r
-0:143 Pre-Increment (int)\r
-0:143 'i' (int)\r
-0:145 move second child to first child (float)\r
-0:145 'f' (float)\r
-0:145 divide (float)\r
-0:145 subtract (float)\r
-0:145 component-wise multiply (float)\r
-0:145 add (float)\r
+0:143 Pre-Increment (temp int)\r
+0:143 'i' (temp int)\r
+0:145 move second child to first child (temp float)\r
+0:145 'f' (temp float)\r
+0:145 divide (temp float)\r
+0:145 subtract (temp float)\r
+0:145 component-wise multiply (temp float)\r
+0:145 add (temp float)\r
0:145 'uf' (uniform float)\r
0:145 'uf' (uniform float)\r
0:145 'uf' (uniform float)\r
0:145 'uf' (uniform float)\r
0:145 'uf' (uniform float)\r
-0:147 add second child into first child (float)\r
-0:147 'f' (float)\r
-0:147 length (float)\r
-0:147 'v' (4-component vector of float)\r
-0:148 add second child into first child (float)\r
-0:148 'f' (float)\r
-0:148 distance (float)\r
-0:148 'v' (4-component vector of float)\r
-0:148 'v' (4-component vector of float)\r
-0:149 add second child into first child (float)\r
-0:149 'f' (float)\r
-0:149 dot-product (float)\r
-0:149 'v' (4-component vector of float)\r
-0:149 'v' (4-component vector of float)\r
-0:150 add second child into first child (float)\r
-0:150 'f' (float)\r
-0:150 dot-product (float)\r
-0:150 'f' (float)\r
+0:147 add second child into first child (temp float)\r
+0:147 'f' (temp float)\r
+0:147 length (global float)\r
+0:147 'v' (temp 4-component vector of float)\r
+0:148 add second child into first child (temp float)\r
+0:148 'f' (temp float)\r
+0:148 distance (global float)\r
+0:148 'v' (temp 4-component vector of float)\r
+0:148 'v' (temp 4-component vector of float)\r
+0:149 add second child into first child (temp float)\r
+0:149 'f' (temp float)\r
+0:149 dot-product (global float)\r
+0:149 'v' (temp 4-component vector of float)\r
+0:149 'v' (temp 4-component vector of float)\r
+0:150 add second child into first child (temp float)\r
+0:150 'f' (temp float)\r
+0:150 dot-product (global float)\r
+0:150 'f' (temp float)\r
0:150 'uf' (uniform float)\r
-0:151 add second child into first child (float)\r
-0:151 'f' (float)\r
-0:151 direct index (float)\r
-0:151 cross-product (3-component vector of float)\r
-0:151 vector swizzle (3-component vector of float)\r
-0:151 'v' (4-component vector of float)\r
+0:151 add second child into first child (temp float)\r
+0:151 'f' (temp float)\r
+0:151 direct index (temp float)\r
+0:151 cross-product (global 3-component vector of float)\r
+0:151 vector swizzle (temp 3-component vector of float)\r
+0:151 'v' (temp 4-component vector of float)\r
0:151 Sequence\r
0:151 Constant:\r
0:151 0 (const int)\r
0:151 1 (const int)\r
0:151 Constant:\r
0:151 2 (const int)\r
-0:151 vector swizzle (3-component vector of float)\r
-0:151 'v' (4-component vector of float)\r
+0:151 vector swizzle (temp 3-component vector of float)\r
+0:151 'v' (temp 4-component vector of float)\r
0:151 Sequence\r
0:151 Constant:\r
0:151 0 (const int)\r
0:151 2 (const int)\r
0:151 Constant:\r
0:151 0 (const int)\r
-0:153 Test condition and select (void)\r
+0:153 Test condition and select (temp void)\r
0:153 Condition\r
-0:153 logical-or (bool)\r
-0:153 Compare Equal (bool)\r
-0:153 'f' (float)\r
+0:153 logical-or (temp bool)\r
+0:153 Compare Equal (temp bool)\r
+0:153 'f' (temp float)\r
0:153 'uf' (uniform float)\r
-0:153 logical-and (bool)\r
-0:153 Compare Not Equal (bool)\r
-0:153 'f' (float)\r
+0:153 logical-and (temp bool)\r
+0:153 Compare Not Equal (temp bool)\r
+0:153 'f' (temp float)\r
0:153 'uf' (uniform float)\r
-0:153 Compare Not Equal (bool)\r
-0:153 'f' (float)\r
+0:153 Compare Not Equal (temp bool)\r
+0:153 'f' (temp float)\r
0:153 Constant:\r
0:153 2.000000\r
0:153 true case\r
-0:154 Pre-Increment (float)\r
-0:154 'f' (float)\r
-0:156 and second child into first child (int)\r
-0:156 'i' (int)\r
+0:154 Pre-Increment (temp float)\r
+0:154 'f' (temp float)\r
+0:156 and second child into first child (temp int)\r
+0:156 'i' (temp int)\r
0:156 'ui' (uniform int)\r
-0:157 or second child into first child (int)\r
-0:157 'i' (int)\r
+0:157 or second child into first child (temp int)\r
+0:157 'i' (temp int)\r
0:157 Constant:\r
0:157 66 (const int)\r
-0:158 exclusive or second child into first child (int)\r
-0:158 'i' (int)\r
+0:158 exclusive or second child into first child (temp int)\r
+0:158 'i' (temp int)\r
0:158 'ui' (uniform int)\r
-0:159 mod second child into first child (int)\r
-0:159 'i' (int)\r
+0:159 mod second child into first child (temp int)\r
+0:159 'i' (temp int)\r
0:159 Constant:\r
0:159 17 (const int)\r
-0:160 right shift second child into first child (int)\r
-0:160 'i' (int)\r
+0:160 right shift second child into first child (temp int)\r
+0:160 'i' (temp int)\r
0:160 Constant:\r
0:160 2 (const int)\r
-0:161 left shift second child into first child (int)\r
-0:161 'i' (int)\r
+0:161 left shift second child into first child (temp int)\r
+0:161 'i' (temp int)\r
0:161 'ui' (uniform int)\r
-0:162 move second child to first child (int)\r
-0:162 'i' (int)\r
-0:162 Bitwise not (int)\r
-0:162 'i' (int)\r
-0:163 move second child to first child (bool)\r
-0:163 'b' (bool)\r
-0:163 Negate conditional (bool)\r
-0:163 'b' (bool)\r
-0:165 move second child to first child (4-component vector of float)\r
+0:162 move second child to first child (temp int)\r
+0:162 'i' (temp int)\r
+0:162 Bitwise not (temp int)\r
+0:162 'i' (temp int)\r
+0:163 move second child to first child (temp bool)\r
+0:163 'b' (temp bool)\r
+0:163 Negate conditional (temp bool)\r
+0:163 'b' (temp bool)\r
+0:165 move second child to first child (temp 4-component vector of float)\r
0:165 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:165 Test condition and select (4-component vector of float)\r
+0:165 Test condition and select (temp 4-component vector of float)\r
0:165 Condition\r
-0:165 'b' (bool)\r
+0:165 'b' (temp bool)\r
0:165 true case\r
-0:165 add (4-component vector of float)\r
-0:165 add (4-component vector of float)\r
-0:165 Construct vec4 (4-component vector of float)\r
-0:165 Convert int to float (float)\r
-0:165 'i' (int)\r
-0:165 Construct vec4 (4-component vector of float)\r
-0:165 'f' (float)\r
-0:165 'v' (4-component vector of float)\r
+0:165 add (temp 4-component vector of float)\r
+0:165 add (temp 4-component vector of float)\r
+0:165 Construct vec4 (temp 4-component vector of float)\r
+0:165 Convert int to float (temp float)\r
+0:165 'i' (temp int)\r
+0:165 Construct vec4 (temp 4-component vector of float)\r
+0:165 'f' (temp float)\r
+0:165 'v' (temp 4-component vector of float)\r
0:165 false case\r
-0:165 'v' (4-component vector of float)\r
+0:165 'v' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'uiv4' (uniform 4-component vector of int)\r
0:? 'uv4' (uniform 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:23 Function Definition: main( (void)\r
+0:23 Function Definition: main( (global void)\r
0:23 Function Parameters: \r
0:? Sequence\r
-0:27 move second child to first child (3-element array of structure{int i, float f})\r
-0:27 'a' (3-element array of structure{int i, float f})\r
-0:27 Construct structure (3-element array of structure{int i, float f})\r
-0:27 Construct structure (structure{int i, float f})\r
-0:27 Convert float to int (int)\r
-0:27 direct index (float)\r
+0:27 move second child to first child (temp 3-element array of structure{global int i, global float f})\r
+0:27 'a' (temp 3-element array of structure{global int i, global float f})\r
+0:27 Construct structure (temp 3-element array of structure{global int i, global float f})\r
+0:27 Construct structure (temp structure{global int i, global float f})\r
+0:27 Convert float to int (temp int)\r
+0:27 direct index (temp float)\r
0:27 'u' (smooth in 4-component vector of float)\r
0:27 Constant:\r
0:27 0 (const int)\r
-0:27 direct index (float)\r
+0:27 direct index (temp float)\r
0:27 'u' (smooth in 4-component vector of float)\r
0:27 Constant:\r
0:27 1 (const int)\r
-0:27 Construct structure (structure{int i, float f})\r
-0:27 Convert float to int (int)\r
-0:27 direct index (float)\r
+0:27 Construct structure (temp structure{global int i, global float f})\r
+0:27 Convert float to int (temp int)\r
+0:27 direct index (temp float)\r
0:27 'u' (smooth in 4-component vector of float)\r
0:27 Constant:\r
0:27 2 (const int)\r
-0:27 direct index (float)\r
+0:27 direct index (temp float)\r
0:27 'u' (smooth in 4-component vector of float)\r
0:27 Constant:\r
0:27 3 (const int)\r
0:27 Constant:\r
0:27 14 (const int)\r
0:27 14.000000\r
-0:28 move second child to first child (3-element array of structure{int i, float f})\r
-0:28 'b' (3-element array of structure{int i, float f})\r
-0:28 Construct structure (3-element array of structure{int i, float f})\r
+0:28 move second child to first child (temp 3-element array of structure{global int i, global float f})\r
+0:28 'b' (temp 3-element array of structure{global int i, global float f})\r
+0:28 Construct structure (temp 3-element array of structure{global int i, global float f})\r
0:28 Constant:\r
0:28 17 (const int)\r
0:28 17.000000\r
-0:28 Construct structure (structure{int i, float f})\r
-0:28 Convert float to int (int)\r
-0:28 direct index (float)\r
+0:28 Construct structure (temp structure{global int i, global float f})\r
+0:28 Convert float to int (temp int)\r
+0:28 direct index (temp float)\r
0:28 'w' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 0 (const int)\r
-0:28 direct index (float)\r
+0:28 direct index (temp float)\r
0:28 'w' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 1 (const int)\r
-0:28 Construct structure (structure{int i, float f})\r
-0:28 Convert float to int (int)\r
-0:28 direct index (float)\r
+0:28 Construct structure (temp structure{global int i, global float f})\r
+0:28 Convert float to int (temp int)\r
+0:28 direct index (temp float)\r
0:28 'w' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 2 (const int)\r
-0:28 direct index (float)\r
+0:28 direct index (temp float)\r
0:28 'w' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 3 (const int)\r
-0:30 Test condition and select (void)\r
+0:30 Test condition and select (temp void)\r
0:30 Condition\r
-0:30 Compare Equal (bool)\r
-0:30 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
-0:30 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
+0:30 Compare Equal (temp bool)\r
+0:30 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:30 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:30 true case\r
-0:31 move second child to first child (4-component vector of float)\r
-0:31 'v' (4-component vector of float)\r
-0:31 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:31 move second child to first child (temp 4-component vector of float)\r
+0:31 'v' (temp 4-component vector of float)\r
+0:31 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:31 'sampler' (uniform sampler2D)\r
0:31 'coord' (smooth in 2-component vector of float)\r
0:30 false case\r
-0:33 move second child to first child (4-component vector of float)\r
-0:33 'v' (4-component vector of float)\r
-0:33 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:33 move second child to first child (temp 4-component vector of float)\r
+0:33 'v' (temp 4-component vector of float)\r
+0:33 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:33 'sampler' (uniform sampler2D)\r
-0:33 vector-scale (2-component vector of float)\r
+0:33 vector-scale (temp 2-component vector of float)\r
0:33 Constant:\r
0:33 2.000000\r
0:33 'coord' (smooth in 2-component vector of float)\r
-0:35 Test condition and select (void)\r
+0:35 Test condition and select (temp void)\r
0:35 Condition\r
-0:35 Compare Equal (bool)\r
+0:35 Compare Equal (temp bool)\r
0:35 'u' (smooth in 4-component vector of float)\r
-0:35 'v' (4-component vector of float)\r
+0:35 'v' (temp 4-component vector of float)\r
0:35 true case\r
-0:36 vector scale second child into first child (4-component vector of float)\r
-0:36 'v' (4-component vector of float)\r
+0:36 vector scale second child into first child (temp 4-component vector of float)\r
+0:36 'v' (temp 4-component vector of float)\r
0:36 Constant:\r
0:36 3.000000\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Not Equal (bool)\r
+0:38 Compare Not Equal (temp bool)\r
0:38 'u' (smooth in 4-component vector of float)\r
-0:38 'v' (4-component vector of float)\r
+0:38 'v' (temp 4-component vector of float)\r
0:38 true case\r
-0:39 vector scale second child into first child (4-component vector of float)\r
-0:39 'v' (4-component vector of float)\r
+0:39 vector scale second child into first child (temp 4-component vector of float)\r
+0:39 'v' (temp 4-component vector of float)\r
0:39 Constant:\r
0:39 4.000000\r
-0:41 Test condition and select (void)\r
+0:41 Test condition and select (temp void)\r
0:41 Condition\r
-0:41 Compare Equal (bool)\r
+0:41 Compare Equal (temp bool)\r
0:41 'coord' (smooth in 2-component vector of float)\r
-0:41 vector swizzle (2-component vector of float)\r
-0:41 'v' (4-component vector of float)\r
+0:41 vector swizzle (temp 2-component vector of float)\r
+0:41 'v' (temp 4-component vector of float)\r
0:41 Sequence\r
0:41 Constant:\r
0:41 1 (const int)\r
0:41 Constant:\r
0:41 3 (const int)\r
0:41 true case\r
-0:42 vector scale second child into first child (4-component vector of float)\r
-0:42 'v' (4-component vector of float)\r
+0:42 vector scale second child into first child (temp 4-component vector of float)\r
+0:42 'v' (temp 4-component vector of float)\r
0:42 Constant:\r
0:42 5.000000\r
-0:44 Test condition and select (void)\r
+0:44 Test condition and select (temp void)\r
0:44 Condition\r
-0:44 Compare Equal (bool)\r
-0:44 'a' (3-element array of structure{int i, float f})\r
-0:44 'b' (3-element array of structure{int i, float f})\r
+0:44 Compare Equal (temp bool)\r
+0:44 'a' (temp 3-element array of structure{global int i, global float f})\r
+0:44 'b' (temp 3-element array of structure{global int i, global float f})\r
0:44 true case\r
-0:45 vector scale second child into first child (4-component vector of float)\r
-0:45 'v' (4-component vector of float)\r
+0:45 vector scale second child into first child (temp 4-component vector of float)\r
+0:45 'v' (temp 4-component vector of float)\r
0:45 Constant:\r
0:45 6.000000\r
-0:47 Test condition and select (void)\r
+0:47 Test condition and select (temp void)\r
0:47 Condition\r
-0:47 Compare Not Equal (bool)\r
-0:47 'a' (3-element array of structure{int i, float f})\r
-0:47 'b' (3-element array of structure{int i, float f})\r
+0:47 Compare Not Equal (temp bool)\r
+0:47 'a' (temp 3-element array of structure{global int i, global float f})\r
+0:47 'b' (temp 3-element array of structure{global int i, global float f})\r
0:47 true case\r
-0:48 vector scale second child into first child (4-component vector of float)\r
-0:48 'v' (4-component vector of float)\r
+0:48 vector scale second child into first child (temp 4-component vector of float)\r
+0:48 'v' (temp 4-component vector of float)\r
0:48 Constant:\r
0:48 7.000000\r
-0:50 move second child to first child (4-component vector of float)\r
+0:50 move second child to first child (temp 4-component vector of float)\r
0:50 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
0:? 'u' (smooth in 4-component vector of float)\r
0:? 'w' (smooth in 4-component vector of float)\r
-0:? 'foo1' (uniform structure{int i, float f})\r
-0:? 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
-0:? 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
+0:? 'foo1' (uniform structure{global int i, global float f})\r
+0:? 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:? 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 130\r
0:? Sequence\r
-0:23 Function Definition: main( (void)\r
+0:23 Function Definition: main( (global void)\r
0:23 Function Parameters: \r
0:? Sequence\r
-0:27 move second child to first child (3-element array of structure{int i, float f})\r
-0:27 'a' (3-element array of structure{int i, float f})\r
-0:27 Construct structure (3-element array of structure{int i, float f})\r
-0:27 Construct structure (structure{int i, float f})\r
-0:27 Convert float to int (int)\r
-0:27 direct index (float)\r
+0:27 move second child to first child (temp 3-element array of structure{global int i, global float f})\r
+0:27 'a' (temp 3-element array of structure{global int i, global float f})\r
+0:27 Construct structure (temp 3-element array of structure{global int i, global float f})\r
+0:27 Construct structure (temp structure{global int i, global float f})\r
+0:27 Convert float to int (temp int)\r
+0:27 direct index (temp float)\r
0:27 'u' (smooth in 4-component vector of float)\r
0:27 Constant:\r
0:27 0 (const int)\r
-0:27 direct index (float)\r
+0:27 direct index (temp float)\r
0:27 'u' (smooth in 4-component vector of float)\r
0:27 Constant:\r
0:27 1 (const int)\r
-0:27 Construct structure (structure{int i, float f})\r
-0:27 Convert float to int (int)\r
-0:27 direct index (float)\r
+0:27 Construct structure (temp structure{global int i, global float f})\r
+0:27 Convert float to int (temp int)\r
+0:27 direct index (temp float)\r
0:27 'u' (smooth in 4-component vector of float)\r
0:27 Constant:\r
0:27 2 (const int)\r
-0:27 direct index (float)\r
+0:27 direct index (temp float)\r
0:27 'u' (smooth in 4-component vector of float)\r
0:27 Constant:\r
0:27 3 (const int)\r
0:27 Constant:\r
0:27 14 (const int)\r
0:27 14.000000\r
-0:28 move second child to first child (3-element array of structure{int i, float f})\r
-0:28 'b' (3-element array of structure{int i, float f})\r
-0:28 Construct structure (3-element array of structure{int i, float f})\r
+0:28 move second child to first child (temp 3-element array of structure{global int i, global float f})\r
+0:28 'b' (temp 3-element array of structure{global int i, global float f})\r
+0:28 Construct structure (temp 3-element array of structure{global int i, global float f})\r
0:28 Constant:\r
0:28 17 (const int)\r
0:28 17.000000\r
-0:28 Construct structure (structure{int i, float f})\r
-0:28 Convert float to int (int)\r
-0:28 direct index (float)\r
+0:28 Construct structure (temp structure{global int i, global float f})\r
+0:28 Convert float to int (temp int)\r
+0:28 direct index (temp float)\r
0:28 'w' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 0 (const int)\r
-0:28 direct index (float)\r
+0:28 direct index (temp float)\r
0:28 'w' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 1 (const int)\r
-0:28 Construct structure (structure{int i, float f})\r
-0:28 Convert float to int (int)\r
-0:28 direct index (float)\r
+0:28 Construct structure (temp structure{global int i, global float f})\r
+0:28 Convert float to int (temp int)\r
+0:28 direct index (temp float)\r
0:28 'w' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 2 (const int)\r
-0:28 direct index (float)\r
+0:28 direct index (temp float)\r
0:28 'w' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 3 (const int)\r
-0:30 Test condition and select (void)\r
+0:30 Test condition and select (temp void)\r
0:30 Condition\r
-0:30 Compare Equal (bool)\r
-0:30 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
-0:30 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
+0:30 Compare Equal (temp bool)\r
+0:30 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:30 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:30 true case\r
-0:31 move second child to first child (4-component vector of float)\r
-0:31 'v' (4-component vector of float)\r
-0:31 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:31 move second child to first child (temp 4-component vector of float)\r
+0:31 'v' (temp 4-component vector of float)\r
+0:31 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:31 'sampler' (uniform sampler2D)\r
0:31 'coord' (smooth in 2-component vector of float)\r
0:30 false case\r
-0:33 move second child to first child (4-component vector of float)\r
-0:33 'v' (4-component vector of float)\r
-0:33 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:33 move second child to first child (temp 4-component vector of float)\r
+0:33 'v' (temp 4-component vector of float)\r
+0:33 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:33 'sampler' (uniform sampler2D)\r
-0:33 vector-scale (2-component vector of float)\r
+0:33 vector-scale (temp 2-component vector of float)\r
0:33 Constant:\r
0:33 2.000000\r
0:33 'coord' (smooth in 2-component vector of float)\r
-0:35 Test condition and select (void)\r
+0:35 Test condition and select (temp void)\r
0:35 Condition\r
-0:35 Compare Equal (bool)\r
+0:35 Compare Equal (temp bool)\r
0:35 'u' (smooth in 4-component vector of float)\r
-0:35 'v' (4-component vector of float)\r
+0:35 'v' (temp 4-component vector of float)\r
0:35 true case\r
-0:36 vector scale second child into first child (4-component vector of float)\r
-0:36 'v' (4-component vector of float)\r
+0:36 vector scale second child into first child (temp 4-component vector of float)\r
+0:36 'v' (temp 4-component vector of float)\r
0:36 Constant:\r
0:36 3.000000\r
-0:38 Test condition and select (void)\r
+0:38 Test condition and select (temp void)\r
0:38 Condition\r
-0:38 Compare Not Equal (bool)\r
+0:38 Compare Not Equal (temp bool)\r
0:38 'u' (smooth in 4-component vector of float)\r
-0:38 'v' (4-component vector of float)\r
+0:38 'v' (temp 4-component vector of float)\r
0:38 true case\r
-0:39 vector scale second child into first child (4-component vector of float)\r
-0:39 'v' (4-component vector of float)\r
+0:39 vector scale second child into first child (temp 4-component vector of float)\r
+0:39 'v' (temp 4-component vector of float)\r
0:39 Constant:\r
0:39 4.000000\r
-0:41 Test condition and select (void)\r
+0:41 Test condition and select (temp void)\r
0:41 Condition\r
-0:41 Compare Equal (bool)\r
+0:41 Compare Equal (temp bool)\r
0:41 'coord' (smooth in 2-component vector of float)\r
-0:41 vector swizzle (2-component vector of float)\r
-0:41 'v' (4-component vector of float)\r
+0:41 vector swizzle (temp 2-component vector of float)\r
+0:41 'v' (temp 4-component vector of float)\r
0:41 Sequence\r
0:41 Constant:\r
0:41 1 (const int)\r
0:41 Constant:\r
0:41 3 (const int)\r
0:41 true case\r
-0:42 vector scale second child into first child (4-component vector of float)\r
-0:42 'v' (4-component vector of float)\r
+0:42 vector scale second child into first child (temp 4-component vector of float)\r
+0:42 'v' (temp 4-component vector of float)\r
0:42 Constant:\r
0:42 5.000000\r
-0:44 Test condition and select (void)\r
+0:44 Test condition and select (temp void)\r
0:44 Condition\r
-0:44 Compare Equal (bool)\r
-0:44 'a' (3-element array of structure{int i, float f})\r
-0:44 'b' (3-element array of structure{int i, float f})\r
+0:44 Compare Equal (temp bool)\r
+0:44 'a' (temp 3-element array of structure{global int i, global float f})\r
+0:44 'b' (temp 3-element array of structure{global int i, global float f})\r
0:44 true case\r
-0:45 vector scale second child into first child (4-component vector of float)\r
-0:45 'v' (4-component vector of float)\r
+0:45 vector scale second child into first child (temp 4-component vector of float)\r
+0:45 'v' (temp 4-component vector of float)\r
0:45 Constant:\r
0:45 6.000000\r
-0:47 Test condition and select (void)\r
+0:47 Test condition and select (temp void)\r
0:47 Condition\r
-0:47 Compare Not Equal (bool)\r
-0:47 'a' (3-element array of structure{int i, float f})\r
-0:47 'b' (3-element array of structure{int i, float f})\r
+0:47 Compare Not Equal (temp bool)\r
+0:47 'a' (temp 3-element array of structure{global int i, global float f})\r
+0:47 'b' (temp 3-element array of structure{global int i, global float f})\r
0:47 true case\r
-0:48 vector scale second child into first child (4-component vector of float)\r
-0:48 'v' (4-component vector of float)\r
+0:48 vector scale second child into first child (temp 4-component vector of float)\r
+0:48 'v' (temp 4-component vector of float)\r
0:48 Constant:\r
0:48 7.000000\r
-0:50 move second child to first child (4-component vector of float)\r
+0:50 move second child to first child (temp 4-component vector of float)\r
0:50 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
0:? 'u' (smooth in 4-component vector of float)\r
0:? 'w' (smooth in 4-component vector of float)\r
-0:? 'foo1' (uniform structure{int i, float f})\r
-0:? 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
-0:? 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
+0:? 'foo1' (uniform structure{global int i, global float f})\r
+0:? 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:? 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
\r
\r
Shader version: 110\r
0:? Sequence\r
-0:4 Function Definition: main( (void)\r
+0:4 Function Definition: main( (global void)\r
0:4 Function Parameters: \r
0:6 Sequence\r
0:6 Sequence\r
-0:6 move second child to first child (4-component vector of float)\r
-0:6 'white' (4-component vector of float)\r
+0:6 move second child to first child (temp 4-component vector of float)\r
+0:6 'white' (temp 4-component vector of float)\r
0:6 Constant:\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 'black' (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 'black' (temp 4-component vector of float)\r
0:7 Constant:\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'color' (4-component vector of float)\r
-0:8 'white' (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'color' (temp 4-component vector of float)\r
+0:8 'white' (temp 4-component vector of float)\r
0:11 Sequence\r
-0:11 move second child to first child (float)\r
-0:11 'x' (float)\r
-0:11 subtract (float)\r
-0:11 component-wise multiply (float)\r
-0:11 direct index (float)\r
+0:11 move second child to first child (temp float)\r
+0:11 'x' (temp float)\r
+0:11 subtract (temp float)\r
+0:11 component-wise multiply (temp float)\r
+0:11 direct index (temp float)\r
0:11 'tex_coord' (smooth in 2-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 Constant:\r
0:11 1.000000\r
0:12 Sequence\r
-0:12 move second child to first child (float)\r
-0:12 'y' (float)\r
-0:12 subtract (float)\r
-0:12 component-wise multiply (float)\r
-0:12 direct index (float)\r
+0:12 move second child to first child (temp float)\r
+0:12 'y' (temp float)\r
+0:12 subtract (temp float)\r
+0:12 component-wise multiply (temp float)\r
+0:12 direct index (temp float)\r
0:12 'tex_coord' (smooth in 2-component vector of float)\r
0:12 Constant:\r
0:12 1 (const int)\r
0:12 Constant:\r
0:12 1.000000\r
0:14 Sequence\r
-0:14 move second child to first child (float)\r
-0:14 'radius' (float)\r
-0:14 sqrt (float)\r
-0:14 add (float)\r
-0:14 component-wise multiply (float)\r
-0:14 'x' (float)\r
-0:14 'x' (float)\r
-0:14 component-wise multiply (float)\r
-0:14 'y' (float)\r
-0:14 'y' (float)\r
-0:15 Test condition and select (void)\r
+0:14 move second child to first child (temp float)\r
+0:14 'radius' (temp float)\r
+0:14 sqrt (global float)\r
+0:14 add (temp float)\r
+0:14 component-wise multiply (temp float)\r
+0:14 'x' (temp float)\r
+0:14 'x' (temp float)\r
+0:14 component-wise multiply (temp float)\r
+0:14 'y' (temp float)\r
+0:14 'y' (temp float)\r
+0:15 Test condition and select (temp void)\r
0:15 Condition\r
-0:15 Compare Greater Than (bool)\r
-0:15 'radius' (float)\r
+0:15 Compare Greater Than (temp bool)\r
+0:15 'radius' (temp float)\r
0:15 Constant:\r
0:15 1.000000\r
0:15 true case\r
0:16 Sequence\r
-0:16 Test condition and select (void)\r
+0:16 Test condition and select (temp void)\r
0:16 Condition\r
-0:16 Compare Greater Than (bool)\r
-0:16 'radius' (float)\r
+0:16 Compare Greater Than (temp bool)\r
+0:16 'radius' (temp float)\r
0:16 Constant:\r
0:16 1.100000\r
0:16 true case\r
0:17 Sequence\r
-0:17 Pre-Increment (4-component vector of float)\r
-0:17 'color' (4-component vector of float)\r
-0:20 move second child to first child (4-component vector of float)\r
+0:17 Pre-Increment (temp 4-component vector of float)\r
+0:17 'color' (temp 4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
0:20 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:20 'color' (4-component vector of float)\r
-0:22 Test condition and select (void)\r
+0:20 'color' (temp 4-component vector of float)\r
+0:22 Test condition and select (temp void)\r
0:22 Condition\r
-0:22 Compare Greater Than (bool)\r
-0:22 'radius' (float)\r
+0:22 Compare Greater Than (temp bool)\r
+0:22 'radius' (temp float)\r
0:22 Constant:\r
0:22 1.200000\r
0:22 true case\r
0:23 Sequence\r
-0:23 Pre-Increment (4-component vector of float)\r
-0:23 'color' (4-component vector of float)\r
+0:23 Pre-Increment (temp 4-component vector of float)\r
+0:23 'color' (temp 4-component vector of float)\r
0:28 Branch: Kill\r
-0:31 Test condition and select (void)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
-0:31 Compare Greater Than or Equal (bool)\r
-0:31 'radius' (float)\r
+0:31 Compare Greater Than or Equal (temp bool)\r
+0:31 'radius' (temp float)\r
0:31 Constant:\r
0:31 0.750000\r
0:31 true case\r
-0:32 subtract second child into first child (4-component vector of float)\r
-0:32 'color' (4-component vector of float)\r
-0:32 Absolute value (float)\r
-0:32 divide (float)\r
-0:32 pow (float)\r
-0:32 'radius' (float)\r
+0:32 subtract second child into first child (temp 4-component vector of float)\r
+0:32 'color' (temp 4-component vector of float)\r
+0:32 Absolute value (global float)\r
+0:32 divide (temp float)\r
+0:32 pow (global float)\r
+0:32 'radius' (temp float)\r
0:32 Constant:\r
0:32 16.000000\r
0:32 Constant:\r
0:32 2.000000\r
-0:34 move second child to first child (4-component vector of float)\r
+0:34 move second child to first child (temp 4-component vector of float)\r
0:34 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:34 'color' (4-component vector of float)\r
+0:34 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'tex_coord' (smooth in 2-component vector of float)\r
\r
\r
Shader version: 110\r
0:? Sequence\r
-0:4 Function Definition: main( (void)\r
+0:4 Function Definition: main( (global void)\r
0:4 Function Parameters: \r
0:6 Sequence\r
0:6 Sequence\r
-0:6 move second child to first child (4-component vector of float)\r
-0:6 'white' (4-component vector of float)\r
+0:6 move second child to first child (temp 4-component vector of float)\r
+0:6 'white' (temp 4-component vector of float)\r
0:6 Constant:\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 'black' (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 'black' (temp 4-component vector of float)\r
0:7 Constant:\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'color' (4-component vector of float)\r
-0:8 'white' (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'color' (temp 4-component vector of float)\r
+0:8 'white' (temp 4-component vector of float)\r
0:11 Sequence\r
-0:11 move second child to first child (float)\r
-0:11 'x' (float)\r
-0:11 subtract (float)\r
-0:11 component-wise multiply (float)\r
-0:11 direct index (float)\r
+0:11 move second child to first child (temp float)\r
+0:11 'x' (temp float)\r
+0:11 subtract (temp float)\r
+0:11 component-wise multiply (temp float)\r
+0:11 direct index (temp float)\r
0:11 'tex_coord' (smooth in 2-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 Constant:\r
0:11 1.000000\r
0:12 Sequence\r
-0:12 move second child to first child (float)\r
-0:12 'y' (float)\r
-0:12 subtract (float)\r
-0:12 component-wise multiply (float)\r
-0:12 direct index (float)\r
+0:12 move second child to first child (temp float)\r
+0:12 'y' (temp float)\r
+0:12 subtract (temp float)\r
+0:12 component-wise multiply (temp float)\r
+0:12 direct index (temp float)\r
0:12 'tex_coord' (smooth in 2-component vector of float)\r
0:12 Constant:\r
0:12 1 (const int)\r
0:12 Constant:\r
0:12 1.000000\r
0:14 Sequence\r
-0:14 move second child to first child (float)\r
-0:14 'radius' (float)\r
-0:14 sqrt (float)\r
-0:14 add (float)\r
-0:14 component-wise multiply (float)\r
-0:14 'x' (float)\r
-0:14 'x' (float)\r
-0:14 component-wise multiply (float)\r
-0:14 'y' (float)\r
-0:14 'y' (float)\r
-0:15 Test condition and select (void)\r
+0:14 move second child to first child (temp float)\r
+0:14 'radius' (temp float)\r
+0:14 sqrt (global float)\r
+0:14 add (temp float)\r
+0:14 component-wise multiply (temp float)\r
+0:14 'x' (temp float)\r
+0:14 'x' (temp float)\r
+0:14 component-wise multiply (temp float)\r
+0:14 'y' (temp float)\r
+0:14 'y' (temp float)\r
+0:15 Test condition and select (temp void)\r
0:15 Condition\r
-0:15 Compare Greater Than (bool)\r
-0:15 'radius' (float)\r
+0:15 Compare Greater Than (temp bool)\r
+0:15 'radius' (temp float)\r
0:15 Constant:\r
0:15 1.000000\r
0:15 true case\r
0:16 Sequence\r
-0:16 Test condition and select (void)\r
+0:16 Test condition and select (temp void)\r
0:16 Condition\r
-0:16 Compare Greater Than (bool)\r
-0:16 'radius' (float)\r
+0:16 Compare Greater Than (temp bool)\r
+0:16 'radius' (temp float)\r
0:16 Constant:\r
0:16 1.100000\r
0:16 true case\r
0:17 Sequence\r
-0:17 Pre-Increment (4-component vector of float)\r
-0:17 'color' (4-component vector of float)\r
-0:20 move second child to first child (4-component vector of float)\r
+0:17 Pre-Increment (temp 4-component vector of float)\r
+0:17 'color' (temp 4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
0:20 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:20 'color' (4-component vector of float)\r
-0:22 Test condition and select (void)\r
+0:20 'color' (temp 4-component vector of float)\r
+0:22 Test condition and select (temp void)\r
0:22 Condition\r
-0:22 Compare Greater Than (bool)\r
-0:22 'radius' (float)\r
+0:22 Compare Greater Than (temp bool)\r
+0:22 'radius' (temp float)\r
0:22 Constant:\r
0:22 1.200000\r
0:22 true case\r
0:23 Sequence\r
-0:23 Pre-Increment (4-component vector of float)\r
-0:23 'color' (4-component vector of float)\r
+0:23 Pre-Increment (temp 4-component vector of float)\r
+0:23 'color' (temp 4-component vector of float)\r
0:28 Branch: Kill\r
-0:31 Test condition and select (void)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
-0:31 Compare Greater Than or Equal (bool)\r
-0:31 'radius' (float)\r
+0:31 Compare Greater Than or Equal (temp bool)\r
+0:31 'radius' (temp float)\r
0:31 Constant:\r
0:31 0.750000\r
0:31 true case\r
-0:32 subtract second child into first child (4-component vector of float)\r
-0:32 'color' (4-component vector of float)\r
-0:32 Absolute value (float)\r
-0:32 divide (float)\r
-0:32 pow (float)\r
-0:32 'radius' (float)\r
+0:32 subtract second child into first child (temp 4-component vector of float)\r
+0:32 'color' (temp 4-component vector of float)\r
+0:32 Absolute value (global float)\r
+0:32 divide (temp float)\r
+0:32 pow (global float)\r
+0:32 'radius' (temp float)\r
0:32 Constant:\r
0:32 16.000000\r
0:32 Constant:\r
0:32 2.000000\r
-0:34 move second child to first child (4-component vector of float)\r
+0:34 move second child to first child (temp 4-component vector of float)\r
0:34 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:34 'color' (4-component vector of float)\r
+0:34 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'tex_coord' (smooth in 2-component vector of float)\r
\r
\r
Shader version: 110\r
0:? Sequence\r
-0:4 Function Definition: main( (void)\r
+0:4 Function Definition: main( (global void)\r
0:4 Function Parameters: \r
0:6 Sequence\r
0:6 Sequence\r
-0:6 move second child to first child (4-component vector of float)\r
-0:6 'white' (4-component vector of float)\r
+0:6 move second child to first child (temp 4-component vector of float)\r
+0:6 'white' (temp 4-component vector of float)\r
0:6 Constant:\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 'black' (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 'black' (temp 4-component vector of float)\r
0:7 Constant:\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'color' (4-component vector of float)\r
-0:8 'white' (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'color' (temp 4-component vector of float)\r
+0:8 'white' (temp 4-component vector of float)\r
0:11 Sequence\r
-0:11 move second child to first child (float)\r
-0:11 'x' (float)\r
-0:11 subtract (float)\r
-0:11 component-wise multiply (float)\r
-0:11 direct index (float)\r
+0:11 move second child to first child (temp float)\r
+0:11 'x' (temp float)\r
+0:11 subtract (temp float)\r
+0:11 component-wise multiply (temp float)\r
+0:11 direct index (temp float)\r
0:11 'tex_coord' (smooth in 2-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 Constant:\r
0:11 1.000000\r
0:12 Sequence\r
-0:12 move second child to first child (float)\r
-0:12 'y' (float)\r
-0:12 subtract (float)\r
-0:12 component-wise multiply (float)\r
-0:12 direct index (float)\r
+0:12 move second child to first child (temp float)\r
+0:12 'y' (temp float)\r
+0:12 subtract (temp float)\r
+0:12 component-wise multiply (temp float)\r
+0:12 direct index (temp float)\r
0:12 'tex_coord' (smooth in 2-component vector of float)\r
0:12 Constant:\r
0:12 1 (const int)\r
0:12 Constant:\r
0:12 1.000000\r
0:14 Branch: Kill\r
-0:17 move second child to first child (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
0:17 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:17 'color' (4-component vector of float)\r
+0:17 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'tex_coord' (smooth in 2-component vector of float)\r
\r
\r
Shader version: 110\r
0:? Sequence\r
-0:4 Function Definition: main( (void)\r
+0:4 Function Definition: main( (global void)\r
0:4 Function Parameters: \r
0:6 Sequence\r
0:6 Sequence\r
-0:6 move second child to first child (4-component vector of float)\r
-0:6 'white' (4-component vector of float)\r
+0:6 move second child to first child (temp 4-component vector of float)\r
+0:6 'white' (temp 4-component vector of float)\r
0:6 Constant:\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 'black' (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 'black' (temp 4-component vector of float)\r
0:7 Constant:\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'color' (4-component vector of float)\r
-0:8 'white' (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'color' (temp 4-component vector of float)\r
+0:8 'white' (temp 4-component vector of float)\r
0:11 Sequence\r
-0:11 move second child to first child (float)\r
-0:11 'x' (float)\r
-0:11 subtract (float)\r
-0:11 component-wise multiply (float)\r
-0:11 direct index (float)\r
+0:11 move second child to first child (temp float)\r
+0:11 'x' (temp float)\r
+0:11 subtract (temp float)\r
+0:11 component-wise multiply (temp float)\r
+0:11 direct index (temp float)\r
0:11 'tex_coord' (smooth in 2-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 Constant:\r
0:11 1.000000\r
0:12 Sequence\r
-0:12 move second child to first child (float)\r
-0:12 'y' (float)\r
-0:12 subtract (float)\r
-0:12 component-wise multiply (float)\r
-0:12 direct index (float)\r
+0:12 move second child to first child (temp float)\r
+0:12 'y' (temp float)\r
+0:12 subtract (temp float)\r
+0:12 component-wise multiply (temp float)\r
+0:12 direct index (temp float)\r
0:12 'tex_coord' (smooth in 2-component vector of float)\r
0:12 Constant:\r
0:12 1 (const int)\r
0:12 Constant:\r
0:12 1.000000\r
0:14 Branch: Kill\r
-0:17 move second child to first child (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
0:17 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:17 'color' (4-component vector of float)\r
+0:17 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'tex_coord' (smooth in 2-component vector of float)\r
\r
array.frag\r
ERROR: 0:21: '[' : array index out of range '2'\r
ERROR: 0:27: '[' : array must be redeclared with a size before being indexed with a variable\r
-ERROR: 0:30: 'assign' : cannot convert from '4-element array of float' to '5-element array of float'\r
-ERROR: 0:31: 'assign' : cannot convert from '4-element array of float' to 'implicitly-sized array of float'\r
+ERROR: 0:30: 'assign' : cannot convert from 'global 4-element array of float' to 'global 5-element array of float'\r
+ERROR: 0:31: 'assign' : cannot convert from 'global 4-element array of float' to 'global implicitly-sized array of float'\r
ERROR: 0:33: 'foo' : no matching overloaded function found \r
ERROR: 0:42: '[' : array index out of range '5'\r
ERROR: 0:45: '[' : array index out of range '1000'\r
ERROR: 0:46: '[' : index out of range '-1'\r
ERROR: 0:52: '[' : array index out of range '2'\r
ERROR: 0:54: 'const' : non-matching or non-convertible constant type for const initializer \r
-ERROR: 0:56: '=' : cannot convert from 'const 2-element array of int' to '3-element array of int'\r
+ERROR: 0:56: '=' : cannot convert from 'const 2-element array of int' to 'temp 3-element array of int'\r
ERROR: 0:57: '[]' : scalar integer expression required \r
ERROR: 0:57: '[' : index out of range '-858993459'\r
ERROR: 0:58: '[]' : scalar integer expression required \r
ERROR: 0:61: '' : array size required \r
ERROR: 0:62: '' : array size required \r
ERROR: 0:63: '' : array size required \r
-ERROR: 0:66: '=' : cannot convert from '3-component vector of float' to 'float'\r
+ERROR: 0:66: '=' : cannot convert from 'temp 3-component vector of float' to 'global float'\r
ERROR: 0:76: 'bar' : no matching overloaded function found \r
ERROR: 0:79: '' : array size required \r
ERROR: 0:84: 'return' : type does not match, or is not convertible to, the function's return type \r
\r
Shader version: 130\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: foo(f1[5]; (4-element array of float)\r
+0:9 Function Definition: foo(f1[5]; (global 4-element array of float)\r
0:9 Function Parameters: \r
0:9 'a' (in 5-element array of float)\r
0:11 Sequence\r
0:11 Branch: Return with expression\r
-0:11 Construct float (4-element array of float)\r
-0:11 direct index (float)\r
+0:11 Construct float (temp 4-element array of float)\r
+0:11 direct index (temp float)\r
0:11 'a' (in 5-element array of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
-0:11 direct index (float)\r
+0:11 direct index (temp float)\r
0:11 'a' (in 5-element array of float)\r
0:11 Constant:\r
0:11 1 (const int)\r
-0:11 direct index (float)\r
+0:11 direct index (temp float)\r
0:11 'a' (in 5-element array of float)\r
0:11 Constant:\r
0:11 2 (const int)\r
-0:11 direct index (float)\r
+0:11 direct index (temp float)\r
0:11 'a' (in 5-element array of float)\r
0:11 Constant:\r
0:11 3 (const int)\r
-0:14 Function Definition: bar(f1[5]; (void)\r
+0:14 Function Definition: bar(f1[5]; (global void)\r
0:14 Function Parameters: \r
0:14 '' (in 5-element array of float)\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:? Sequence\r
0:? Sequence\r
-0:21 move second child to first child (float)\r
-0:21 direct index (float)\r
-0:21 'gu' (2-element array of float)\r
+0:21 move second child to first child (temp float)\r
+0:21 direct index (temp float)\r
+0:21 'gu' (temp 2-element array of float)\r
0:21 Constant:\r
0:21 2 (const int)\r
0:21 Constant:\r
0:21 4.000000\r
-0:24 move second child to first child (float)\r
-0:24 direct index (float)\r
-0:24 'gu' (implicitly-sized array of float)\r
+0:24 move second child to first child (temp float)\r
+0:24 direct index (temp float)\r
+0:24 'gu' (global implicitly-sized array of float)\r
0:24 Constant:\r
0:24 2 (const int)\r
0:24 Constant:\r
0:24 4.000000\r
-0:26 move second child to first child (float)\r
-0:26 direct index (float)\r
-0:26 'gu' (implicitly-sized array of float)\r
+0:26 move second child to first child (temp float)\r
+0:26 direct index (temp float)\r
+0:26 'gu' (global implicitly-sized array of float)\r
0:26 Constant:\r
0:26 3 (const int)\r
0:26 Constant:\r
0:26 3.000000\r
-0:27 move second child to first child (float)\r
-0:27 indirect index (float)\r
-0:27 'gu' (implicitly-sized array of float)\r
+0:27 move second child to first child (temp float)\r
+0:27 indirect index (temp float)\r
+0:27 'gu' (global implicitly-sized array of float)\r
0:27 'a' (uniform int)\r
0:27 Constant:\r
0:27 5.000000\r
-0:29 move second child to first child (4-element array of float)\r
-0:29 'g4' (4-element array of float)\r
-0:29 Function Call: foo(f1[5]; (4-element array of float)\r
-0:29 'g5' (5-element array of float)\r
-0:30 'g5' (5-element array of float)\r
-0:31 'gu' (implicitly-sized array of float)\r
+0:29 move second child to first child (temp 4-element array of float)\r
+0:29 'g4' (global 4-element array of float)\r
+0:29 Function Call: foo(f1[5]; (global 4-element array of float)\r
+0:29 'g5' (global 5-element array of float)\r
+0:30 'g5' (global 5-element array of float)\r
+0:31 'gu' (global implicitly-sized array of float)\r
0:33 Constant:\r
0:33 0.000000\r
-0:34 Function Call: bar(f1[5]; (void)\r
-0:34 'g5' (5-element array of float)\r
-0:36 Test condition and select (void)\r
+0:34 Function Call: bar(f1[5]; (global void)\r
+0:34 'g5' (global 5-element array of float)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 Compare Equal (bool)\r
+0:36 Compare Equal (temp bool)\r
0:36 Constant:\r
0:36 1.000000\r
0:36 2.000000\r
0:36 3.000000\r
0:36 4.000000\r
-0:36 'g4' (4-element array of float)\r
+0:36 'g4' (global 4-element array of float)\r
0:36 true case\r
-0:37 move second child to first child (float)\r
-0:37 direct index (float)\r
-0:37 'gu' (implicitly-sized array of float)\r
+0:37 move second child to first child (temp float)\r
+0:37 direct index (temp float)\r
+0:37 'gu' (global implicitly-sized array of float)\r
0:37 Constant:\r
0:37 0 (const int)\r
0:37 Constant:\r
0:37 2.000000\r
-0:40 move second child to first child (float)\r
-0:40 direct index (float)\r
-0:40 'u' (5-element array of float)\r
+0:40 move second child to first child (temp float)\r
+0:40 direct index (temp float)\r
+0:40 'u' (temp 5-element array of float)\r
0:40 Constant:\r
0:40 2 (const int)\r
0:40 Constant:\r
0:40 3.000000\r
-0:42 move second child to first child (float)\r
-0:42 direct index (float)\r
-0:42 'u' (5-element array of float)\r
+0:42 move second child to first child (temp float)\r
+0:42 direct index (temp float)\r
+0:42 'u' (temp 5-element array of float)\r
0:42 Constant:\r
0:42 5 (const int)\r
0:42 Constant:\r
0:42 5.000000\r
-0:43 Function Call: foo(f1[5]; (4-element array of float)\r
-0:43 'u' (5-element array of float)\r
-0:45 move second child to first child (4-component vector of float)\r
-0:45 direct index (4-component vector of float)\r
+0:43 Function Call: foo(f1[5]; (global 4-element array of float)\r
+0:43 'u' (temp 5-element array of float)\r
+0:45 move second child to first child (temp 4-component vector of float)\r
+0:45 direct index (temp 4-component vector of float)\r
0:45 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:45 Constant:\r
0:45 1000 (const int)\r
0:45 1.000000\r
0:45 1.000000\r
0:45 1.000000\r
-0:46 move second child to first child (4-component vector of float)\r
-0:46 direct index (4-component vector of float)\r
+0:46 move second child to first child (temp 4-component vector of float)\r
+0:46 direct index (temp 4-component vector of float)\r
0:46 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:46 Constant:\r
0:46 -1 (const int)\r
0:46 1.000000\r
0:46 1.000000\r
0:46 1.000000\r
-0:47 move second child to first child (4-component vector of float)\r
-0:47 direct index (4-component vector of float)\r
+0:47 move second child to first child (temp 4-component vector of float)\r
+0:47 direct index (temp 4-component vector of float)\r
0:47 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:47 Constant:\r
0:47 3 (const int)\r
0:47 1.000000\r
0:47 1.000000\r
0:50 Sequence\r
-0:50 move second child to first child (int)\r
-0:50 'sum' (int)\r
+0:50 move second child to first child (temp int)\r
+0:50 'sum' (temp int)\r
0:50 Constant:\r
0:50 3 (const int)\r
-0:51 add second child into first child (int)\r
-0:51 'sum' (int)\r
+0:51 add second child into first child (temp int)\r
+0:51 'sum' (temp int)\r
0:51 Constant:\r
0:51 2 (const int)\r
-0:52 add second child into first child (int)\r
-0:52 'sum' (int)\r
+0:52 add second child into first child (temp int)\r
+0:52 'sum' (temp int)\r
0:52 Constant:\r
0:52 2 (const int)\r
0:55 Sequence\r
-0:55 move second child to first child (2-element array of int)\r
-0:55 'ica' (2-element array of int)\r
+0:55 move second child to first child (temp 2-element array of int)\r
+0:55 'ica' (temp 2-element array of int)\r
0:55 Constant:\r
0:55 3 (const int)\r
0:55 2 (const int)\r
-0:57 move second child to first child (int)\r
-0:57 direct index (int)\r
-0:57 'ica' (2-element array of int)\r
+0:57 move second child to first child (temp int)\r
+0:57 direct index (temp int)\r
+0:57 'ica' (temp 2-element array of int)\r
0:57 Constant:\r
0:57 3.100000\r
0:57 Constant:\r
0:57 3 (const int)\r
-0:58 move second child to first child (int)\r
-0:58 indirect index (int)\r
-0:58 'ica' (2-element array of int)\r
-0:58 direct index (float)\r
-0:58 'u' (5-element array of float)\r
+0:58 move second child to first child (temp int)\r
+0:58 indirect index (temp int)\r
+0:58 'ica' (temp 2-element array of int)\r
+0:58 direct index (temp float)\r
+0:58 'u' (temp 5-element array of float)\r
0:58 Constant:\r
0:58 1 (const int)\r
0:58 Constant:\r
0:58 4 (const int)\r
-0:68 Function Definition: foo( (void)\r
+0:68 Function Definition: foo( (global void)\r
0:68 Function Parameters: \r
0:? Sequence\r
-0:71 move second child to first child (int)\r
-0:71 direct index (int)\r
-0:71 'uns' (implicitly-sized array of int)\r
+0:71 move second child to first child (temp int)\r
+0:71 direct index (temp int)\r
+0:71 'uns' (temp implicitly-sized array of int)\r
0:71 Constant:\r
0:71 3 (const int)\r
0:71 Constant:\r
0:71 40 (const int)\r
-0:72 move second child to first child (int)\r
-0:72 direct index (int)\r
-0:72 'uns' (implicitly-sized array of int)\r
+0:72 move second child to first child (temp int)\r
+0:72 direct index (temp int)\r
+0:72 'uns' (temp implicitly-sized array of int)\r
0:72 Constant:\r
0:72 1 (const int)\r
0:72 Constant:\r
0:72 30 (const int)\r
-0:73 move second child to first child (3-component vector of float)\r
-0:73 direct index (3-component vector of float)\r
-0:73 'guns' (implicitly-sized array of 3-component vector of float)\r
+0:73 move second child to first child (temp 3-component vector of float)\r
+0:73 direct index (temp 3-component vector of float)\r
+0:73 'guns' (global implicitly-sized array of 3-component vector of float)\r
0:73 Constant:\r
0:73 2 (const int)\r
0:73 Constant:\r
0:73 2.400000\r
0:76 Constant:\r
0:76 0.000000\r
-0:79 Function Definition: foo2( (implicitly-sized array of float)\r
+0:79 Function Definition: foo2( (global implicitly-sized array of float)\r
0:79 Function Parameters: \r
0:? Sequence\r
0:82 Branch: Return with expression\r
-0:82 'f' (implicitly-sized array of float)\r
+0:82 'f' (temp implicitly-sized array of float)\r
0:84 Branch: Return with expression\r
-0:84 'g' (9-element array of float)\r
-0:89 Function Definition: foo3( (void)\r
+0:84 'g' (temp 9-element array of float)\r
+0:89 Function Definition: foo3( (global void)\r
0:89 Function Parameters: \r
0:? Sequence\r
-0:92 move second child to first child (float)\r
-0:92 direct index (float)\r
-0:92 'resize1' (3-element array of float)\r
+0:92 move second child to first child (temp float)\r
+0:92 direct index (temp float)\r
+0:92 'resize1' (temp 3-element array of float)\r
0:92 Constant:\r
0:92 2 (const int)\r
0:92 Constant:\r
0:93 1 (const int)\r
0:95 Constant:\r
0:95 3 (const int)\r
-0:98 move second child to first child (float)\r
-0:98 direct index (float)\r
-0:98 'resize2' (5-element array of float)\r
+0:98 move second child to first child (temp float)\r
+0:98 direct index (temp float)\r
+0:98 'resize2' (temp 5-element array of float)\r
0:98 Constant:\r
0:98 5 (const int)\r
0:98 Constant:\r
0:98 4.000000\r
0:100 Constant:\r
0:100 5 (const int)\r
-0:101 move second child to first child (float)\r
-0:101 direct index (float)\r
-0:101 'resize2' (5-element array of float)\r
+0:101 move second child to first child (temp float)\r
+0:101 direct index (temp float)\r
+0:101 'resize2' (temp 5-element array of float)\r
0:101 Constant:\r
0:101 5 (const int)\r
0:101 Constant:\r
0:101 4.000000\r
0:? Linker Objects\r
-0:? 'gu' (implicitly-sized array of float)\r
-0:? 'g4' (4-element array of float)\r
-0:? 'g5' (5-element array of float)\r
+0:? 'gu' (global implicitly-sized array of float)\r
+0:? 'g4' (global 4-element array of float)\r
+0:? 'g5' (global 5-element array of float)\r
0:? 'a' (uniform int)\r
-0:? 'guns' (implicitly-sized array of 3-component vector of float)\r
-0:? 'f' (float)\r
-0:? 'gUnusedUnsized' (implicitly-sized array of float)\r
+0:? 'guns' (global implicitly-sized array of 3-component vector of float)\r
+0:? 'f' (global float)\r
+0:? 'gUnusedUnsized' (global implicitly-sized array of float)\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 130\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: foo(f1[5]; (4-element array of float)\r
+0:9 Function Definition: foo(f1[5]; (global 4-element array of float)\r
0:9 Function Parameters: \r
0:9 'a' (in 5-element array of float)\r
0:11 Sequence\r
0:11 Branch: Return with expression\r
-0:11 Construct float (4-element array of float)\r
-0:11 direct index (float)\r
+0:11 Construct float (temp 4-element array of float)\r
+0:11 direct index (temp float)\r
0:11 'a' (in 5-element array of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
-0:11 direct index (float)\r
+0:11 direct index (temp float)\r
0:11 'a' (in 5-element array of float)\r
0:11 Constant:\r
0:11 1 (const int)\r
-0:11 direct index (float)\r
+0:11 direct index (temp float)\r
0:11 'a' (in 5-element array of float)\r
0:11 Constant:\r
0:11 2 (const int)\r
-0:11 direct index (float)\r
+0:11 direct index (temp float)\r
0:11 'a' (in 5-element array of float)\r
0:11 Constant:\r
0:11 3 (const int)\r
-0:14 Function Definition: bar(f1[5]; (void)\r
+0:14 Function Definition: bar(f1[5]; (global void)\r
0:14 Function Parameters: \r
0:14 '' (in 5-element array of float)\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:? Sequence\r
0:? Sequence\r
-0:21 move second child to first child (float)\r
-0:21 direct index (float)\r
-0:21 'gu' (2-element array of float)\r
+0:21 move second child to first child (temp float)\r
+0:21 direct index (temp float)\r
+0:21 'gu' (temp 2-element array of float)\r
0:21 Constant:\r
0:21 2 (const int)\r
0:21 Constant:\r
0:21 4.000000\r
-0:24 move second child to first child (float)\r
-0:24 direct index (float)\r
-0:24 'gu' (4-element array of float)\r
+0:24 move second child to first child (temp float)\r
+0:24 direct index (temp float)\r
+0:24 'gu' (global 4-element array of float)\r
0:24 Constant:\r
0:24 2 (const int)\r
0:24 Constant:\r
0:24 4.000000\r
-0:26 move second child to first child (float)\r
-0:26 direct index (float)\r
-0:26 'gu' (4-element array of float)\r
+0:26 move second child to first child (temp float)\r
+0:26 direct index (temp float)\r
+0:26 'gu' (global 4-element array of float)\r
0:26 Constant:\r
0:26 3 (const int)\r
0:26 Constant:\r
0:26 3.000000\r
-0:27 move second child to first child (float)\r
-0:27 indirect index (float)\r
-0:27 'gu' (4-element array of float)\r
+0:27 move second child to first child (temp float)\r
+0:27 indirect index (temp float)\r
+0:27 'gu' (global 4-element array of float)\r
0:27 'a' (uniform int)\r
0:27 Constant:\r
0:27 5.000000\r
-0:29 move second child to first child (4-element array of float)\r
-0:29 'g4' (4-element array of float)\r
-0:29 Function Call: foo(f1[5]; (4-element array of float)\r
-0:29 'g5' (5-element array of float)\r
-0:30 'g5' (5-element array of float)\r
-0:31 'gu' (4-element array of float)\r
+0:29 move second child to first child (temp 4-element array of float)\r
+0:29 'g4' (global 4-element array of float)\r
+0:29 Function Call: foo(f1[5]; (global 4-element array of float)\r
+0:29 'g5' (global 5-element array of float)\r
+0:30 'g5' (global 5-element array of float)\r
+0:31 'gu' (global 4-element array of float)\r
0:33 Constant:\r
0:33 0.000000\r
-0:34 Function Call: bar(f1[5]; (void)\r
-0:34 'g5' (5-element array of float)\r
-0:36 Test condition and select (void)\r
+0:34 Function Call: bar(f1[5]; (global void)\r
+0:34 'g5' (global 5-element array of float)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 Compare Equal (bool)\r
+0:36 Compare Equal (temp bool)\r
0:36 Constant:\r
0:36 1.000000\r
0:36 2.000000\r
0:36 3.000000\r
0:36 4.000000\r
-0:36 'g4' (4-element array of float)\r
+0:36 'g4' (global 4-element array of float)\r
0:36 true case\r
-0:37 move second child to first child (float)\r
-0:37 direct index (float)\r
-0:37 'gu' (4-element array of float)\r
+0:37 move second child to first child (temp float)\r
+0:37 direct index (temp float)\r
+0:37 'gu' (global 4-element array of float)\r
0:37 Constant:\r
0:37 0 (const int)\r
0:37 Constant:\r
0:37 2.000000\r
-0:40 move second child to first child (float)\r
-0:40 direct index (float)\r
-0:40 'u' (5-element array of float)\r
+0:40 move second child to first child (temp float)\r
+0:40 direct index (temp float)\r
+0:40 'u' (temp 5-element array of float)\r
0:40 Constant:\r
0:40 2 (const int)\r
0:40 Constant:\r
0:40 3.000000\r
-0:42 move second child to first child (float)\r
-0:42 direct index (float)\r
-0:42 'u' (5-element array of float)\r
+0:42 move second child to first child (temp float)\r
+0:42 direct index (temp float)\r
+0:42 'u' (temp 5-element array of float)\r
0:42 Constant:\r
0:42 5 (const int)\r
0:42 Constant:\r
0:42 5.000000\r
-0:43 Function Call: foo(f1[5]; (4-element array of float)\r
-0:43 'u' (5-element array of float)\r
-0:45 move second child to first child (4-component vector of float)\r
-0:45 direct index (4-component vector of float)\r
+0:43 Function Call: foo(f1[5]; (global 4-element array of float)\r
+0:43 'u' (temp 5-element array of float)\r
+0:45 move second child to first child (temp 4-component vector of float)\r
+0:45 direct index (temp 4-component vector of float)\r
0:45 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:45 Constant:\r
0:45 1000 (const int)\r
0:45 1.000000\r
0:45 1.000000\r
0:45 1.000000\r
-0:46 move second child to first child (4-component vector of float)\r
-0:46 direct index (4-component vector of float)\r
+0:46 move second child to first child (temp 4-component vector of float)\r
+0:46 direct index (temp 4-component vector of float)\r
0:46 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:46 Constant:\r
0:46 -1 (const int)\r
0:46 1.000000\r
0:46 1.000000\r
0:46 1.000000\r
-0:47 move second child to first child (4-component vector of float)\r
-0:47 direct index (4-component vector of float)\r
+0:47 move second child to first child (temp 4-component vector of float)\r
+0:47 direct index (temp 4-component vector of float)\r
0:47 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:47 Constant:\r
0:47 3 (const int)\r
0:47 1.000000\r
0:47 1.000000\r
0:50 Sequence\r
-0:50 move second child to first child (int)\r
-0:50 'sum' (int)\r
+0:50 move second child to first child (temp int)\r
+0:50 'sum' (temp int)\r
0:50 Constant:\r
0:50 3 (const int)\r
-0:51 add second child into first child (int)\r
-0:51 'sum' (int)\r
+0:51 add second child into first child (temp int)\r
+0:51 'sum' (temp int)\r
0:51 Constant:\r
0:51 2 (const int)\r
-0:52 add second child into first child (int)\r
-0:52 'sum' (int)\r
+0:52 add second child into first child (temp int)\r
+0:52 'sum' (temp int)\r
0:52 Constant:\r
0:52 2 (const int)\r
0:55 Sequence\r
-0:55 move second child to first child (2-element array of int)\r
-0:55 'ica' (2-element array of int)\r
+0:55 move second child to first child (temp 2-element array of int)\r
+0:55 'ica' (temp 2-element array of int)\r
0:55 Constant:\r
0:55 3 (const int)\r
0:55 2 (const int)\r
-0:57 move second child to first child (int)\r
-0:57 direct index (int)\r
-0:57 'ica' (2-element array of int)\r
+0:57 move second child to first child (temp int)\r
+0:57 direct index (temp int)\r
+0:57 'ica' (temp 2-element array of int)\r
0:57 Constant:\r
0:57 3.100000\r
0:57 Constant:\r
0:57 3 (const int)\r
-0:58 move second child to first child (int)\r
-0:58 indirect index (int)\r
-0:58 'ica' (2-element array of int)\r
-0:58 direct index (float)\r
-0:58 'u' (5-element array of float)\r
+0:58 move second child to first child (temp int)\r
+0:58 indirect index (temp int)\r
+0:58 'ica' (temp 2-element array of int)\r
+0:58 direct index (temp float)\r
+0:58 'u' (temp 5-element array of float)\r
0:58 Constant:\r
0:58 1 (const int)\r
0:58 Constant:\r
0:58 4 (const int)\r
-0:68 Function Definition: foo( (void)\r
+0:68 Function Definition: foo( (global void)\r
0:68 Function Parameters: \r
0:? Sequence\r
-0:71 move second child to first child (int)\r
-0:71 direct index (int)\r
-0:71 'uns' (4-element array of int)\r
+0:71 move second child to first child (temp int)\r
+0:71 direct index (temp int)\r
+0:71 'uns' (temp 4-element array of int)\r
0:71 Constant:\r
0:71 3 (const int)\r
0:71 Constant:\r
0:71 40 (const int)\r
-0:72 move second child to first child (int)\r
-0:72 direct index (int)\r
-0:72 'uns' (4-element array of int)\r
+0:72 move second child to first child (temp int)\r
+0:72 direct index (temp int)\r
+0:72 'uns' (temp 4-element array of int)\r
0:72 Constant:\r
0:72 1 (const int)\r
0:72 Constant:\r
0:72 30 (const int)\r
-0:73 move second child to first child (3-component vector of float)\r
-0:73 direct index (3-component vector of float)\r
-0:73 'guns' (8-element array of 3-component vector of float)\r
+0:73 move second child to first child (temp 3-component vector of float)\r
+0:73 direct index (temp 3-component vector of float)\r
+0:73 'guns' (global 8-element array of 3-component vector of float)\r
0:73 Constant:\r
0:73 2 (const int)\r
0:73 Constant:\r
0:73 2.400000\r
0:76 Constant:\r
0:76 0.000000\r
-0:79 Function Definition: foo2( (implicitly-sized array of float)\r
+0:79 Function Definition: foo2( (global implicitly-sized array of float)\r
0:79 Function Parameters: \r
0:? Sequence\r
0:82 Branch: Return with expression\r
-0:82 'f' (1-element array of float)\r
+0:82 'f' (temp 1-element array of float)\r
0:84 Branch: Return with expression\r
-0:84 'g' (9-element array of float)\r
-0:89 Function Definition: foo3( (void)\r
+0:84 'g' (temp 9-element array of float)\r
+0:89 Function Definition: foo3( (global void)\r
0:89 Function Parameters: \r
0:? Sequence\r
-0:92 move second child to first child (float)\r
-0:92 direct index (float)\r
-0:92 'resize1' (3-element array of float)\r
+0:92 move second child to first child (temp float)\r
+0:92 direct index (temp float)\r
+0:92 'resize1' (temp 3-element array of float)\r
0:92 Constant:\r
0:92 2 (const int)\r
0:92 Constant:\r
0:93 1 (const int)\r
0:95 Constant:\r
0:95 3 (const int)\r
-0:98 move second child to first child (float)\r
-0:98 direct index (float)\r
-0:98 'resize2' (5-element array of float)\r
+0:98 move second child to first child (temp float)\r
+0:98 direct index (temp float)\r
+0:98 'resize2' (temp 5-element array of float)\r
0:98 Constant:\r
0:98 5 (const int)\r
0:98 Constant:\r
0:98 4.000000\r
0:100 Constant:\r
0:100 5 (const int)\r
-0:101 move second child to first child (float)\r
-0:101 direct index (float)\r
-0:101 'resize2' (5-element array of float)\r
+0:101 move second child to first child (temp float)\r
+0:101 direct index (temp float)\r
+0:101 'resize2' (temp 5-element array of float)\r
0:101 Constant:\r
0:101 5 (const int)\r
0:101 Constant:\r
0:101 4.000000\r
0:? Linker Objects\r
-0:? 'gu' (4-element array of float)\r
-0:? 'g4' (4-element array of float)\r
-0:? 'g5' (5-element array of float)\r
+0:? 'gu' (global 4-element array of float)\r
+0:? 'g4' (global 4-element array of float)\r
+0:? 'g5' (global 5-element array of float)\r
0:? 'a' (uniform int)\r
-0:? 'guns' (8-element array of 3-component vector of float)\r
-0:? 'f' (float)\r
-0:? 'gUnusedUnsized' (1-element array of float)\r
+0:? 'guns' (global 8-element array of 3-component vector of float)\r
+0:? 'f' (global float)\r
+0:? 'gUnusedUnsized' (global 1-element array of float)\r
\r
ERROR: 0:21: '[' : array index out of range '2'\r
ERROR: 0:24: 'array assignment' : not supported for this version or the enabled extensions \r
ERROR: 0:25: 'array assignment' : not supported for this version or the enabled extensions \r
-ERROR: 0:25: 'assign' : cannot convert from '4-element array of mediump float' to '5-element array of mediump float'\r
+ERROR: 0:25: 'assign' : cannot convert from 'global 4-element array of mediump float' to 'global 5-element array of mediump float'\r
ERROR: 0:26: 'array assignment' : not supported for this version or the enabled extensions \r
-ERROR: 0:26: 'assign' : cannot convert from '4-element array of mediump float' to 'implicitly-sized array of mediump float'\r
+ERROR: 0:26: 'assign' : cannot convert from 'global 4-element array of mediump float' to 'global implicitly-sized array of mediump float'\r
ERROR: 0:28: 'foo' : no matching overloaded function found \r
ERROR: 0:31: 'arrayed constructor' : not supported for this version or the enabled extensions \r
ERROR: 0:31: 'array comparison' : not supported for this version or the enabled extensions \r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: foo(f1[5]; (4-element array of mediump float)\r
+0:9 Function Definition: foo(f1[5]; (global 4-element array of mediump float)\r
0:9 Function Parameters: \r
0:9 'a' (in 5-element array of mediump float)\r
0:11 Sequence\r
0:11 Branch: Return with expression\r
-0:11 Construct float (4-element array of float)\r
-0:11 direct index (mediump float)\r
+0:11 Construct float (temp 4-element array of float)\r
+0:11 direct index (temp mediump float)\r
0:11 'a' (in 5-element array of mediump float)\r
0:11 Constant:\r
0:11 0 (const int)\r
-0:11 direct index (mediump float)\r
+0:11 direct index (temp mediump float)\r
0:11 'a' (in 5-element array of mediump float)\r
0:11 Constant:\r
0:11 1 (const int)\r
-0:11 direct index (mediump float)\r
+0:11 direct index (temp mediump float)\r
0:11 'a' (in 5-element array of mediump float)\r
0:11 Constant:\r
0:11 2 (const int)\r
-0:11 direct index (mediump float)\r
+0:11 direct index (temp mediump float)\r
0:11 'a' (in 5-element array of mediump float)\r
0:11 Constant:\r
0:11 3 (const int)\r
-0:14 Function Definition: bar(f1[5]; (void)\r
+0:14 Function Definition: bar(f1[5]; (global void)\r
0:14 Function Parameters: \r
0:14 '' (in 5-element array of mediump float)\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:? Sequence\r
0:? Sequence\r
-0:21 move second child to first child (mediump float)\r
-0:21 direct index (mediump float)\r
-0:21 'gu' (2-element array of mediump float)\r
+0:21 move second child to first child (temp mediump float)\r
+0:21 direct index (temp mediump float)\r
+0:21 'gu' (temp 2-element array of mediump float)\r
0:21 Constant:\r
0:21 2 (const int)\r
0:21 Constant:\r
0:21 4.000000\r
-0:24 move second child to first child (4-element array of mediump float)\r
-0:24 'g4' (4-element array of mediump float)\r
-0:24 Function Call: foo(f1[5]; (4-element array of mediump float)\r
-0:24 'g5' (5-element array of mediump float)\r
-0:25 'g5' (5-element array of mediump float)\r
-0:26 'gu' (implicitly-sized array of mediump float)\r
+0:24 move second child to first child (temp 4-element array of mediump float)\r
+0:24 'g4' (global 4-element array of mediump float)\r
+0:24 Function Call: foo(f1[5]; (global 4-element array of mediump float)\r
+0:24 'g5' (global 5-element array of mediump float)\r
+0:25 'g5' (global 5-element array of mediump float)\r
+0:26 'gu' (global implicitly-sized array of mediump float)\r
0:28 Constant:\r
0:28 0.000000\r
-0:29 Function Call: bar(f1[5]; (void)\r
-0:29 'g5' (5-element array of mediump float)\r
-0:31 Test condition and select (void)\r
+0:29 Function Call: bar(f1[5]; (global void)\r
+0:29 'g5' (global 5-element array of mediump float)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
-0:31 Compare Equal (bool)\r
+0:31 Compare Equal (temp bool)\r
0:31 Constant:\r
0:31 1.000000\r
0:31 2.000000\r
0:31 3.000000\r
0:31 4.000000\r
-0:31 'g4' (4-element array of mediump float)\r
+0:31 'g4' (global 4-element array of mediump float)\r
0:31 true case\r
-0:32 move second child to first child (mediump float)\r
-0:32 direct index (mediump float)\r
-0:32 'gu' (implicitly-sized array of mediump float)\r
+0:32 move second child to first child (temp mediump float)\r
+0:32 direct index (temp mediump float)\r
+0:32 'gu' (global implicitly-sized array of mediump float)\r
0:32 Constant:\r
0:32 0 (const int)\r
0:32 Constant:\r
0:32 2.000000\r
-0:35 move second child to first child (mediump float)\r
-0:35 direct index (mediump float)\r
-0:35 'u' (5-element array of mediump float)\r
+0:35 move second child to first child (temp mediump float)\r
+0:35 direct index (temp mediump float)\r
+0:35 'u' (temp 5-element array of mediump float)\r
0:35 Constant:\r
0:35 5 (const int)\r
0:35 Constant:\r
0:35 5.000000\r
-0:36 Function Call: foo(f1[5]; (4-element array of mediump float)\r
-0:36 'u' (5-element array of mediump float)\r
-0:38 move second child to first child (mediump 4-component vector of float)\r
-0:38 direct index (mediump 4-component vector of float)\r
+0:36 Function Call: foo(f1[5]; (global 4-element array of mediump float)\r
+0:36 'u' (temp 5-element array of mediump float)\r
+0:38 move second child to first child (temp mediump 4-component vector of float)\r
+0:38 direct index (temp mediump 4-component vector of float)\r
0:38 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)\r
0:38 Constant:\r
0:38 1000 (const int)\r
0:38 1.000000\r
0:38 1.000000\r
0:38 1.000000\r
-0:39 move second child to first child (mediump 4-component vector of float)\r
-0:39 direct index (mediump 4-component vector of float)\r
+0:39 move second child to first child (temp mediump 4-component vector of float)\r
+0:39 direct index (temp mediump 4-component vector of float)\r
0:39 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)\r
0:39 Constant:\r
0:39 -1 (const int)\r
0:39 1.000000\r
0:39 1.000000\r
0:39 1.000000\r
-0:40 move second child to first child (mediump 4-component vector of float)\r
-0:40 direct index (mediump 4-component vector of float)\r
+0:40 move second child to first child (temp mediump 4-component vector of float)\r
+0:40 direct index (temp mediump 4-component vector of float)\r
0:40 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)\r
0:40 Constant:\r
0:40 3 (const int)\r
0:40 1.000000\r
0:40 1.000000\r
0:40 1.000000\r
-0:53 Function Definition: bar9( (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
+0:53 Function Definition: bar9( (global structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
0:53 Function Parameters: \r
0:? Sequence\r
0:56 Branch: Return with expression\r
-0:56 's' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:59 Function Definition: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (void)\r
+0:56 's' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:59 Function Definition: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (global void)\r
0:59 Function Parameters: \r
-0:59 's' (in structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:63 Function Definition: bar11( (void)\r
+0:59 's' (in structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:63 Function Definition: bar11( (global void)\r
0:63 Function Parameters: \r
0:? Sequence\r
-0:66 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:66 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:66 's2' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:67 Function Call: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (void)\r
-0:67 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:68 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:68 's2' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:68 Function Call: bar9( (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
+0:66 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:66 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:66 's2' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:67 Function Call: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (global void)\r
+0:67 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:68 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:68 's2' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:68 Function Call: bar9( (global structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
0:69 Sequence\r
-0:69 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:69 'initSb' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:69 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
+0:69 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:69 'initSb' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:69 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
0:? Linker Objects\r
-0:? 'gu' (implicitly-sized array of mediump float)\r
-0:? 'g4' (4-element array of mediump float)\r
-0:? 'g5' (5-element array of mediump float)\r
+0:? 'gu' (global implicitly-sized array of mediump float)\r
+0:? 'g4' (global 4-element array of mediump float)\r
+0:? 'g5' (global 5-element array of mediump float)\r
0:? 'a' (uniform mediump int)\r
\r
\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:9 Function Definition: foo(f1[5]; (4-element array of mediump float)\r
+0:9 Function Definition: foo(f1[5]; (global 4-element array of mediump float)\r
0:9 Function Parameters: \r
0:9 'a' (in 5-element array of mediump float)\r
0:11 Sequence\r
0:11 Branch: Return with expression\r
-0:11 Construct float (4-element array of float)\r
-0:11 direct index (mediump float)\r
+0:11 Construct float (temp 4-element array of float)\r
+0:11 direct index (temp mediump float)\r
0:11 'a' (in 5-element array of mediump float)\r
0:11 Constant:\r
0:11 0 (const int)\r
-0:11 direct index (mediump float)\r
+0:11 direct index (temp mediump float)\r
0:11 'a' (in 5-element array of mediump float)\r
0:11 Constant:\r
0:11 1 (const int)\r
-0:11 direct index (mediump float)\r
+0:11 direct index (temp mediump float)\r
0:11 'a' (in 5-element array of mediump float)\r
0:11 Constant:\r
0:11 2 (const int)\r
-0:11 direct index (mediump float)\r
+0:11 direct index (temp mediump float)\r
0:11 'a' (in 5-element array of mediump float)\r
0:11 Constant:\r
0:11 3 (const int)\r
-0:14 Function Definition: bar(f1[5]; (void)\r
+0:14 Function Definition: bar(f1[5]; (global void)\r
0:14 Function Parameters: \r
0:14 '' (in 5-element array of mediump float)\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:? Sequence\r
0:? Sequence\r
-0:21 move second child to first child (mediump float)\r
-0:21 direct index (mediump float)\r
-0:21 'gu' (2-element array of mediump float)\r
+0:21 move second child to first child (temp mediump float)\r
+0:21 direct index (temp mediump float)\r
+0:21 'gu' (temp 2-element array of mediump float)\r
0:21 Constant:\r
0:21 2 (const int)\r
0:21 Constant:\r
0:21 4.000000\r
-0:24 move second child to first child (4-element array of mediump float)\r
-0:24 'g4' (4-element array of mediump float)\r
-0:24 Function Call: foo(f1[5]; (4-element array of mediump float)\r
-0:24 'g5' (5-element array of mediump float)\r
-0:25 'g5' (5-element array of mediump float)\r
-0:26 'gu' (1-element array of mediump float)\r
+0:24 move second child to first child (temp 4-element array of mediump float)\r
+0:24 'g4' (global 4-element array of mediump float)\r
+0:24 Function Call: foo(f1[5]; (global 4-element array of mediump float)\r
+0:24 'g5' (global 5-element array of mediump float)\r
+0:25 'g5' (global 5-element array of mediump float)\r
+0:26 'gu' (global 1-element array of mediump float)\r
0:28 Constant:\r
0:28 0.000000\r
-0:29 Function Call: bar(f1[5]; (void)\r
-0:29 'g5' (5-element array of mediump float)\r
-0:31 Test condition and select (void)\r
+0:29 Function Call: bar(f1[5]; (global void)\r
+0:29 'g5' (global 5-element array of mediump float)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
-0:31 Compare Equal (bool)\r
+0:31 Compare Equal (temp bool)\r
0:31 Constant:\r
0:31 1.000000\r
0:31 2.000000\r
0:31 3.000000\r
0:31 4.000000\r
-0:31 'g4' (4-element array of mediump float)\r
+0:31 'g4' (global 4-element array of mediump float)\r
0:31 true case\r
-0:32 move second child to first child (mediump float)\r
-0:32 direct index (mediump float)\r
-0:32 'gu' (1-element array of mediump float)\r
+0:32 move second child to first child (temp mediump float)\r
+0:32 direct index (temp mediump float)\r
+0:32 'gu' (global 1-element array of mediump float)\r
0:32 Constant:\r
0:32 0 (const int)\r
0:32 Constant:\r
0:32 2.000000\r
-0:35 move second child to first child (mediump float)\r
-0:35 direct index (mediump float)\r
-0:35 'u' (5-element array of mediump float)\r
+0:35 move second child to first child (temp mediump float)\r
+0:35 direct index (temp mediump float)\r
+0:35 'u' (temp 5-element array of mediump float)\r
0:35 Constant:\r
0:35 5 (const int)\r
0:35 Constant:\r
0:35 5.000000\r
-0:36 Function Call: foo(f1[5]; (4-element array of mediump float)\r
-0:36 'u' (5-element array of mediump float)\r
-0:38 move second child to first child (mediump 4-component vector of float)\r
-0:38 direct index (mediump 4-component vector of float)\r
+0:36 Function Call: foo(f1[5]; (global 4-element array of mediump float)\r
+0:36 'u' (temp 5-element array of mediump float)\r
+0:38 move second child to first child (temp mediump 4-component vector of float)\r
+0:38 direct index (temp mediump 4-component vector of float)\r
0:38 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)\r
0:38 Constant:\r
0:38 1000 (const int)\r
0:38 1.000000\r
0:38 1.000000\r
0:38 1.000000\r
-0:39 move second child to first child (mediump 4-component vector of float)\r
-0:39 direct index (mediump 4-component vector of float)\r
+0:39 move second child to first child (temp mediump 4-component vector of float)\r
+0:39 direct index (temp mediump 4-component vector of float)\r
0:39 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)\r
0:39 Constant:\r
0:39 -1 (const int)\r
0:39 1.000000\r
0:39 1.000000\r
0:39 1.000000\r
-0:40 move second child to first child (mediump 4-component vector of float)\r
-0:40 direct index (mediump 4-component vector of float)\r
+0:40 move second child to first child (temp mediump 4-component vector of float)\r
+0:40 direct index (temp mediump 4-component vector of float)\r
0:40 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)\r
0:40 Constant:\r
0:40 3 (const int)\r
0:40 1.000000\r
0:40 1.000000\r
0:40 1.000000\r
-0:53 Function Definition: bar9( (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
+0:53 Function Definition: bar9( (global structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
0:53 Function Parameters: \r
0:? Sequence\r
0:56 Branch: Return with expression\r
-0:56 's' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:59 Function Definition: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (void)\r
+0:56 's' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:59 Function Definition: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (global void)\r
0:59 Function Parameters: \r
-0:59 's' (in structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:63 Function Definition: bar11( (void)\r
+0:59 's' (in structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:63 Function Definition: bar11( (global void)\r
0:63 Function Parameters: \r
0:? Sequence\r
-0:66 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:66 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:66 's2' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:67 Function Call: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (void)\r
-0:67 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:68 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:68 's2' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:68 Function Call: bar9( (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
+0:66 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:66 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:66 's2' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:67 Function Call: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (global void)\r
+0:67 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:68 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:68 's2' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:68 Function Call: bar9( (global structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
0:69 Sequence\r
-0:69 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:69 'initSb' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
-0:69 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})\r
+0:69 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:69 'initSb' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
+0:69 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})\r
0:? Linker Objects\r
-0:? 'gu' (1-element array of mediump float)\r
-0:? 'g4' (4-element array of mediump float)\r
-0:? 'g5' (5-element array of mediump float)\r
+0:? 'gu' (global 1-element array of mediump float)\r
+0:? 'g4' (global 4-element array of mediump float)\r
+0:? 'g5' (global 5-element array of mediump float)\r
0:? 'a' (uniform mediump int)\r
\r
\r
Shader version: 420\r
ERROR: node is still EOpNull!\r
-0:5 Function Definition: func(au1; (uint)\r
+0:5 Function Definition: func(au1; (global uint)\r
0:5 Function Parameters: \r
0:5 'c' (in atomic_uint)\r
0:7 Sequence\r
0:7 Branch: Return with expression\r
-0:7 Function Call: atomicCounterIncrement(au1; (uint)\r
+0:7 Function Call: atomicCounterIncrement(au1; (global uint)\r
0:7 'c' (in atomic_uint)\r
-0:10 Function Definition: func2(au1; (uint)\r
+0:10 Function Definition: func2(au1; (global uint)\r
0:10 Function Parameters: \r
0:10 'c' (out atomic_uint)\r
0:12 Sequence\r
0:12 Branch: Return with expression\r
0:12 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
0:13 Branch: Return with expression\r
-0:13 Function Call: atomicCounter(au1; (uint)\r
+0:13 Function Call: atomicCounter(au1; (global uint)\r
0:13 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:? Sequence\r
0:19 Sequence\r
-0:19 move second child to first child (uint)\r
-0:19 'val' (uint)\r
-0:19 Function Call: atomicCounter(au1; (uint)\r
+0:19 move second child to first child (temp uint)\r
+0:19 'val' (temp uint)\r
+0:19 Function Call: atomicCounter(au1; (global uint)\r
0:19 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:20 Function Call: atomicCounterDecrement(au1; (uint)\r
+0:20 Function Call: atomicCounterDecrement(au1; (global uint)\r
0:20 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:26 Function Definition: opac( (void)\r
+0:26 Function Definition: opac( (global void)\r
0:26 Function Parameters: \r
0:28 Sequence\r
0:28 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
0:29 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:31 indirect index (int)\r
-0:31 'a' (3-element array of int)\r
+0:31 indirect index (temp int)\r
+0:31 'a' (temp 3-element array of int)\r
0:31 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:32 direct index (layout(binding=1 offset=3 ) atomic_uint)\r
+0:32 direct index (layout(binding=1 offset=3 ) temp atomic_uint)\r
0:32 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint)\r
0:32 Constant:\r
0:32 2 (const int)\r
-0:33 indirect index (layout(binding=1 offset=3 ) atomic_uint)\r
+0:33 indirect index (layout(binding=1 offset=3 ) temp atomic_uint)\r
0:33 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint)\r
0:33 'i' (uniform int)\r
0:34 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
0:? 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint)\r
0:? 'i' (uniform int)\r
0:? 'acin' (smooth in atomic_uint)\r
-0:? 'acg' (atomic_uint)\r
+0:? 'acg' (global atomic_uint)\r
0:? 'aNoBind' (uniform atomic_uint)\r
0:? 'aOffset' (layout(binding=0 offset=32 ) uniform atomic_uint)\r
0:? 'bar3' (layout(binding=0 offset=4 ) uniform atomic_uint)\r
\r
Shader version: 420\r
ERROR: node is still EOpNull!\r
-0:5 Function Definition: func(au1; (uint)\r
+0:5 Function Definition: func(au1; (global uint)\r
0:5 Function Parameters: \r
0:5 'c' (in atomic_uint)\r
0:7 Sequence\r
0:7 Branch: Return with expression\r
-0:7 Function Call: atomicCounterIncrement(au1; (uint)\r
+0:7 Function Call: atomicCounterIncrement(au1; (global uint)\r
0:7 'c' (in atomic_uint)\r
-0:10 Function Definition: func2(au1; (uint)\r
+0:10 Function Definition: func2(au1; (global uint)\r
0:10 Function Parameters: \r
0:10 'c' (out atomic_uint)\r
0:12 Sequence\r
0:12 Branch: Return with expression\r
0:12 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
0:13 Branch: Return with expression\r
-0:13 Function Call: atomicCounter(au1; (uint)\r
+0:13 Function Call: atomicCounter(au1; (global uint)\r
0:13 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:? Sequence\r
0:19 Sequence\r
-0:19 move second child to first child (uint)\r
-0:19 'val' (uint)\r
-0:19 Function Call: atomicCounter(au1; (uint)\r
+0:19 move second child to first child (temp uint)\r
+0:19 'val' (temp uint)\r
+0:19 Function Call: atomicCounter(au1; (global uint)\r
0:19 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:20 Function Call: atomicCounterDecrement(au1; (uint)\r
+0:20 Function Call: atomicCounterDecrement(au1; (global uint)\r
0:20 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:26 Function Definition: opac( (void)\r
+0:26 Function Definition: opac( (global void)\r
0:26 Function Parameters: \r
0:28 Sequence\r
0:28 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
0:29 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:31 indirect index (int)\r
-0:31 'a' (3-element array of int)\r
+0:31 indirect index (temp int)\r
+0:31 'a' (temp 3-element array of int)\r
0:31 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
-0:32 direct index (layout(binding=1 offset=3 ) atomic_uint)\r
+0:32 direct index (layout(binding=1 offset=3 ) temp atomic_uint)\r
0:32 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint)\r
0:32 Constant:\r
0:32 2 (const int)\r
-0:33 indirect index (layout(binding=1 offset=3 ) atomic_uint)\r
+0:33 indirect index (layout(binding=1 offset=3 ) temp atomic_uint)\r
0:33 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint)\r
0:33 'i' (uniform int)\r
0:34 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint)\r
0:? 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint)\r
0:? 'i' (uniform int)\r
0:? 'acin' (smooth in atomic_uint)\r
-0:? 'acg' (atomic_uint)\r
+0:? 'acg' (global atomic_uint)\r
0:? 'aNoBind' (uniform atomic_uint)\r
0:? 'aOffset' (layout(binding=0 offset=32 ) uniform atomic_uint)\r
0:? 'bar3' (layout(binding=0 offset=4 ) uniform atomic_uint)\r
\r
Shader version: 430\r
0:? Sequence\r
-0:17 Function Definition: main( (void)\r
+0:17 Function Definition: main( (global void)\r
0:17 Function Parameters: \r
0:? Linker Objects\r
0:? 'v' (smooth in 4-component vector of float)\r
\r
Shader version: 430\r
0:? Sequence\r
-0:17 Function Definition: main( (void)\r
+0:17 Function Definition: main( (global void)\r
0:17 Function Parameters: \r
0:? Linker Objects\r
0:? 'v' (smooth in 4-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'v' (4-component vector of float)\r
-0:8 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'v' (temp 4-component vector of float)\r
+0:8 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:8 'tex' (uniform sampler2D)\r
0:8 'coord' (smooth in 2-component vector of float)\r
-0:10 Test condition and select (void)\r
+0:10 Test condition and select (temp void)\r
0:10 Condition\r
-0:10 Compare Equal (bool)\r
-0:10 'v' (4-component vector of float)\r
+0:10 Compare Equal (temp bool)\r
+0:10 'v' (temp 4-component vector of float)\r
0:10 Constant:\r
0:10 0.100000\r
0:10 0.200000\r
0:10 0.400000\r
0:10 true case\r
0:11 Branch: Kill\r
-0:13 move second child to first child (4-component vector of float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
0:13 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:13 'v' (4-component vector of float)\r
+0:13 'v' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'tex' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:8 Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'v' (4-component vector of float)\r
-0:8 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'v' (temp 4-component vector of float)\r
+0:8 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:8 'tex' (uniform sampler2D)\r
0:8 'coord' (smooth in 2-component vector of float)\r
-0:10 Test condition and select (void)\r
+0:10 Test condition and select (temp void)\r
0:10 Condition\r
-0:10 Compare Equal (bool)\r
-0:10 'v' (4-component vector of float)\r
+0:10 Compare Equal (temp bool)\r
+0:10 'v' (temp 4-component vector of float)\r
0:10 Constant:\r
0:10 0.100000\r
0:10 0.200000\r
0:10 0.400000\r
0:10 true case\r
0:11 Branch: Kill\r
-0:13 move second child to first child (4-component vector of float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
0:13 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:13 'v' (4-component vector of float)\r
+0:13 'v' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'tex' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
ERROR: 0:18: '' : array size must be a constant integer expression \r
ERROR: 0:19: '' : constant expression required \r
ERROR: 0:19: '' : array size must be a constant integer expression \r
-ERROR: 0:27: '=' : global const initializers must be constant 'const structure{3-component vector of float v3, 2-component vector of int iv2}'\r
-ERROR: 0:33: '=' : global const initializers must be constant 'const structure{3-component vector of float v3, 2-component vector of int iv2, 2X4 matrix of float m}'\r
+ERROR: 0:27: '=' : global const initializers must be constant 'const structure{global 3-component vector of float v3, global 2-component vector of int iv2}'\r
+ERROR: 0:33: '=' : global const initializers must be constant 'const structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}'\r
ERROR: 9 compilation errors. No code generated.\r
\r
\r
Shader version: 330\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:? Sequence\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
+0:14 move second child to first child (temp int)\r
0:14 'a3' (const (read only) int)\r
0:14 'uniformInt' (uniform int)\r
0:? Linker Objects\r
0:? 'constInt' (const int)\r
0:? 3 (const int)\r
0:? 'uniformInt' (uniform int)\r
-0:? 's' (structure{3-component vector of float v3, 2-component vector of int iv2})\r
-0:? 's2' (structure{3-component vector of float v3, 2-component vector of int iv2, 2X4 matrix of float m})\r
+0:? 's' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2})\r
+0:? 's2' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})\r
0:? 'f' (const float)\r
0:? 3.000000\r
\r
\r
Shader version: 330\r
ERROR: node is still EOpNull!\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:? Sequence\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
+0:14 move second child to first child (temp int)\r
0:14 'a3' (const (read only) int)\r
0:14 'uniformInt' (uniform int)\r
0:? Linker Objects\r
0:? 'constInt' (const int)\r
0:? 3 (const int)\r
0:? 'uniformInt' (uniform int)\r
-0:? 's' (structure{3-component vector of float v3, 2-component vector of int iv2})\r
-0:? 's2' (structure{3-component vector of float v3, 2-component vector of int iv2, 2X4 matrix of float m})\r
+0:? 's' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2})\r
+0:? 's2' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})\r
0:? 'f' (const float)\r
0:? 3.000000\r
\r
\r
Shader version: 430\r
ERROR: node is still EOpNull!\r
-0:28 Function Definition: main( (void)\r
+0:28 Function Definition: main( (global void)\r
0:28 Function Parameters: \r
0:30 Sequence\r
0:30 Sequence\r
-0:30 move second child to first child (4-component vector of float)\r
-0:30 'dx' (4-component vector of float)\r
-0:30 dPdx (4-component vector of float)\r
+0:30 move second child to first child (temp 4-component vector of float)\r
+0:30 'dx' (temp 4-component vector of float)\r
+0:30 dPdx (global 4-component vector of float)\r
0:30 'inv' (smooth in 4-component vector of float)\r
-0:37 move second child to first child (4-component vector of float)\r
+0:37 move second child to first child (temp 4-component vector of float)\r
0:37 'FragColor' (out 4-component vector of float)\r
0:37 Constant:\r
0:37 2.000000\r
0:37 6.000000\r
0:37 3.000000\r
0:37 171.887339\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 'FragColor' (out 4-component vector of float)\r
0:42 Constant:\r
0:42 3.000000\r
0:42 2.000000\r
0:42 0.001593\r
0:42 -0.999999\r
-0:43 move second child to first child (2-component vector of float)\r
+0:43 move second child to first child (temp 2-component vector of float)\r
0:43 'out2' (out 2-component vector of float)\r
0:43 Constant:\r
0:43 5.600000\r
0:43 5.800000\r
-0:44 move second child to first child (4-component vector of float)\r
+0:44 move second child to first child (temp 4-component vector of float)\r
0:44 'out3' (out 4-component vector of float)\r
0:44 Constant:\r
0:44 20.085537\r
0:44 2.302585\r
0:44 16.000000\r
0:44 8.000000\r
-0:45 move second child to first child (4-component vector of float)\r
+0:45 move second child to first child (temp 4-component vector of float)\r
0:45 'out4' (out 4-component vector of float)\r
0:45 Constant:\r
0:45 10.000000\r
0:45 0.100000\r
0:45 4.700000\r
0:45 10.900000\r
-0:46 move second child to first child (4-component vector of int)\r
+0:46 move second child to first child (temp 4-component vector of int)\r
0:46 'out5' (out 4-component vector of int)\r
0:46 Constant:\r
0:46 8 (const int)\r
0:46 17 (const int)\r
0:46 -1 (const int)\r
0:46 1 (const int)\r
-0:47 move second child to first child (3-component vector of float)\r
+0:47 move second child to first child (temp 3-component vector of float)\r
0:47 'out6' (out 3-component vector of float)\r
0:47 Constant:\r
0:47 -1.000000\r
0:47 1.000000\r
0:47 0.000000\r
-0:48 move second child to first child (4-component vector of float)\r
+0:48 move second child to first child (temp 4-component vector of float)\r
0:48 'out7' (out 4-component vector of float)\r
0:48 Constant:\r
0:48 4.000000\r
0:48 -4.000000\r
0:48 5.000000\r
0:48 -5.000000\r
-0:49 move second child to first child (4-component vector of float)\r
+0:49 move second child to first child (temp 4-component vector of float)\r
0:49 'out8' (out 4-component vector of float)\r
0:49 Constant:\r
0:49 4.000000\r
0:49 5.000000\r
0:49 4.000000\r
0:49 -6.000000\r
-0:50 move second child to first child (4-component vector of float)\r
+0:50 move second child to first child (temp 4-component vector of float)\r
0:50 'out9' (out 4-component vector of float)\r
0:50 Constant:\r
0:50 8.000000\r
0:50 -4.000000\r
0:50 0.345000\r
0:50 0.400000\r
-0:51 move second child to first child (4-component vector of float)\r
+0:51 move second child to first child (temp 4-component vector of float)\r
0:51 'out10' (out 4-component vector of float)\r
0:51 Constant:\r
0:51 1.000000\r
0:51 1.000000\r
0:51 0.000000\r
0:51 0.000000\r
-0:52 move second child to first child (4-component vector of float)\r
+0:52 move second child to first child (temp 4-component vector of float)\r
0:52 'out11' (out 4-component vector of float)\r
0:52 Constant:\r
0:52 0.000000\r
0:52 0.000000\r
0:52 1.000000\r
0:52 0.000000\r
-0:53 move second child to first child (4-component vector of float)\r
+0:53 move second child to first child (temp 4-component vector of float)\r
0:53 'out11' (out 4-component vector of float)\r
0:53 Constant:\r
0:53 1.029639\r
0:53 0.799690\r
0:53 0.674741\r
0:53 1.570696\r
-0:54 move second child to first child (4-component vector of float)\r
+0:54 move second child to first child (temp 4-component vector of float)\r
0:54 'out11' (out 4-component vector of float)\r
0:54 Constant:\r
0:54 0.000000\r
0:54 0.523599\r
0:54 1.570796\r
0:54 1.047198\r
-0:58 move second child to first child (4-component vector of float)\r
+0:58 move second child to first child (temp 4-component vector of float)\r
0:58 'out11' (out 4-component vector of float)\r
0:58 Constant:\r
0:58 1.373401\r
0:58 0.000000\r
0:58 0.896055\r
0:58 -0.380506\r
-0:62 move second child to first child (2-component vector of int)\r
+0:62 move second child to first child (temp 2-component vector of int)\r
0:62 'out12' (out 2-component vector of int)\r
0:62 Constant:\r
0:62 15 (const int)\r
0:62 16 (const int)\r
-0:63 move second child to first child (2-component vector of int)\r
+0:63 move second child to first child (temp 2-component vector of int)\r
0:63 'out12' (out 2-component vector of int)\r
0:63 Constant:\r
0:63 17 (const int)\r
0:63 17 (const int)\r
-0:64 move second child to first child (2-component vector of float)\r
+0:64 move second child to first child (temp 2-component vector of float)\r
0:64 'out2' (out 2-component vector of float)\r
0:64 Constant:\r
0:64 871.421253\r
0:64 4913.000000\r
-0:65 move second child to first child (3-component vector of uint)\r
+0:65 move second child to first child (temp 3-component vector of uint)\r
0:65 'out13' (out 3-component vector of uint)\r
0:65 Constant:\r
0:65 10 (const uint)\r
0:65 20 (const uint)\r
0:65 30 (const uint)\r
-0:66 move second child to first child (2-component vector of float)\r
+0:66 move second child to first child (temp 2-component vector of float)\r
0:66 'out2' (out 2-component vector of float)\r
0:66 Constant:\r
0:66 3.000000\r
0:66 6.000000\r
-0:67 move second child to first child (2-component vector of float)\r
+0:67 move second child to first child (temp 2-component vector of float)\r
0:67 'out2' (out 2-component vector of float)\r
0:67 Constant:\r
0:67 3.500000\r
0:67 4.500000\r
-0:68 move second child to first child (2-component vector of float)\r
+0:68 move second child to first child (temp 2-component vector of float)\r
0:68 'out2' (out 2-component vector of float)\r
0:68 Constant:\r
0:68 0.000000\r
0:68 1.000000\r
-0:69 move second child to first child (4-component vector of float)\r
+0:69 move second child to first child (temp 4-component vector of float)\r
0:69 'out11' (out 4-component vector of float)\r
0:69 Constant:\r
0:69 0.000000\r
0:69 0.028000\r
0:69 0.500000\r
0:69 1.000000\r
-0:78 Function Definition: foo( (void)\r
+0:78 Function Definition: foo( (global void)\r
0:78 Function Parameters: \r
0:? Sequence\r
-0:81 move second child to first child (float)\r
-0:81 direct index (float)\r
-0:81 'a' (3-element array of float)\r
+0:81 move second child to first child (temp float)\r
+0:81 direct index (temp float)\r
+0:81 'a' (temp 3-element array of float)\r
0:81 Constant:\r
0:81 0 (const int)\r
0:81 Constant:\r
0:90 Constant:\r
0:90 6 (const uint)\r
0:90 7 (const uint)\r
-0:103 Function Definition: foo2( (void)\r
+0:103 Function Definition: foo2( (global void)\r
0:103 Function Parameters: \r
0:105 Sequence\r
-0:105 direct index (float)\r
-0:105 'a1' (1-element array of float)\r
+0:105 direct index (temp float)\r
+0:105 'a1' (global 1-element array of float)\r
0:105 Constant:\r
0:105 0 (const int)\r
-0:106 direct index (float)\r
-0:106 'a2' (2-element array of float)\r
+0:106 direct index (temp float)\r
+0:106 'a2' (global 2-element array of float)\r
0:106 Constant:\r
0:106 0 (const int)\r
-0:107 direct index (float)\r
-0:107 'a3' (4-element array of float)\r
+0:107 direct index (temp float)\r
+0:107 'a3' (global 4-element array of float)\r
0:107 Constant:\r
0:107 0 (const int)\r
-0:108 direct index (float)\r
-0:108 'a4' (2-element array of float)\r
+0:108 direct index (temp float)\r
+0:108 'a4' (global 2-element array of float)\r
0:108 Constant:\r
0:108 0 (const int)\r
0:109 Constant:\r
0:113 0.000000\r
0:114 Constant:\r
0:114 0.000000\r
-0:116 move second child to first child (int)\r
-0:116 'p' (int)\r
+0:116 move second child to first child (temp int)\r
+0:116 'p' (temp int)\r
0:116 Constant:\r
0:116 2147483647 (const int)\r
-0:117 move second child to first child (int)\r
-0:117 'p' (int)\r
+0:117 move second child to first child (temp int)\r
+0:117 'p' (temp int)\r
0:117 Constant:\r
0:117 -2147483648 (const int)\r
-0:118 move second child to first child (int)\r
-0:118 'p' (int)\r
+0:118 move second child to first child (temp int)\r
+0:118 'p' (temp int)\r
0:118 Constant:\r
0:118 -2147483647 (const int)\r
0:119 Sequence\r
-0:119 move second child to first child (float)\r
-0:119 'f' (float)\r
+0:119 move second child to first child (temp float)\r
+0:119 'f' (temp float)\r
0:119 Constant:\r
0:119 1.444000\r
-0:120 move second child to first child (float)\r
-0:120 'f' (float)\r
-0:120 direct index (float)\r
-0:120 Construct vec4 (4-component vector of float)\r
-0:120 Test condition and select (float)\r
+0:120 move second child to first child (temp float)\r
+0:120 'f' (temp float)\r
+0:120 direct index (temp float)\r
+0:120 Construct vec4 (temp 4-component vector of float)\r
+0:120 Test condition and select (temp float)\r
0:120 Condition\r
-0:120 Compare Less Than (bool)\r
-0:120 direct index (float)\r
+0:120 Compare Less Than (temp bool)\r
+0:120 direct index (temp float)\r
0:120 'inv' (smooth in 4-component vector of float)\r
0:120 Constant:\r
0:120 0 (const int)\r
0:? 'out11' (out 4-component vector of float)\r
0:? 'out12' (out 2-component vector of int)\r
0:? 'out13' (out 3-component vector of uint)\r
-0:? 's' (const structure{3-component vector of float v3, 2-component vector of int iv2, 2X4 matrix of float m})\r
+0:? 's' (const structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})\r
0:? 3.000000\r
0:? 3.000000\r
0:? 3.000000\r
0:? 1.000000\r
0:? 'mc' (const int)\r
0:? 1 (const int)\r
-0:? 'a1' (1-element array of float)\r
-0:? 'a2' (2-element array of float)\r
-0:? 'a3' (4-element array of float)\r
+0:? 'a1' (global 1-element array of float)\r
+0:? 'a2' (global 2-element array of float)\r
+0:? 'a3' (global 4-element array of float)\r
0:? 'v2' (const 2-component vector of float)\r
0:? 1.000000\r
0:? 2.000000\r
0:? 3.000000\r
0:? 4.000000\r
0:? 5.000000\r
-0:? 'a4' (2-element array of float)\r
+0:? 'a4' (global 2-element array of float)\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 430\r
ERROR: node is still EOpNull!\r
-0:28 Function Definition: main( (void)\r
+0:28 Function Definition: main( (global void)\r
0:28 Function Parameters: \r
0:30 Sequence\r
0:30 Sequence\r
-0:30 move second child to first child (4-component vector of float)\r
-0:30 'dx' (4-component vector of float)\r
-0:30 dPdx (4-component vector of float)\r
+0:30 move second child to first child (temp 4-component vector of float)\r
+0:30 'dx' (temp 4-component vector of float)\r
+0:30 dPdx (global 4-component vector of float)\r
0:30 'inv' (smooth in 4-component vector of float)\r
-0:37 move second child to first child (4-component vector of float)\r
+0:37 move second child to first child (temp 4-component vector of float)\r
0:37 'FragColor' (out 4-component vector of float)\r
0:37 Constant:\r
0:37 2.000000\r
0:37 6.000000\r
0:37 3.000000\r
0:37 171.887339\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 'FragColor' (out 4-component vector of float)\r
0:42 Constant:\r
0:42 3.000000\r
0:42 2.000000\r
0:42 0.001593\r
0:42 -0.999999\r
-0:43 move second child to first child (2-component vector of float)\r
+0:43 move second child to first child (temp 2-component vector of float)\r
0:43 'out2' (out 2-component vector of float)\r
0:43 Constant:\r
0:43 5.600000\r
0:43 5.800000\r
-0:44 move second child to first child (4-component vector of float)\r
+0:44 move second child to first child (temp 4-component vector of float)\r
0:44 'out3' (out 4-component vector of float)\r
0:44 Constant:\r
0:44 20.085537\r
0:44 2.302585\r
0:44 16.000000\r
0:44 8.000000\r
-0:45 move second child to first child (4-component vector of float)\r
+0:45 move second child to first child (temp 4-component vector of float)\r
0:45 'out4' (out 4-component vector of float)\r
0:45 Constant:\r
0:45 10.000000\r
0:45 0.100000\r
0:45 4.700000\r
0:45 10.900000\r
-0:46 move second child to first child (4-component vector of int)\r
+0:46 move second child to first child (temp 4-component vector of int)\r
0:46 'out5' (out 4-component vector of int)\r
0:46 Constant:\r
0:46 8 (const int)\r
0:46 17 (const int)\r
0:46 -1 (const int)\r
0:46 1 (const int)\r
-0:47 move second child to first child (3-component vector of float)\r
+0:47 move second child to first child (temp 3-component vector of float)\r
0:47 'out6' (out 3-component vector of float)\r
0:47 Constant:\r
0:47 -1.000000\r
0:47 1.000000\r
0:47 0.000000\r
-0:48 move second child to first child (4-component vector of float)\r
+0:48 move second child to first child (temp 4-component vector of float)\r
0:48 'out7' (out 4-component vector of float)\r
0:48 Constant:\r
0:48 4.000000\r
0:48 -4.000000\r
0:48 5.000000\r
0:48 -5.000000\r
-0:49 move second child to first child (4-component vector of float)\r
+0:49 move second child to first child (temp 4-component vector of float)\r
0:49 'out8' (out 4-component vector of float)\r
0:49 Constant:\r
0:49 4.000000\r
0:49 5.000000\r
0:49 4.000000\r
0:49 -6.000000\r
-0:50 move second child to first child (4-component vector of float)\r
+0:50 move second child to first child (temp 4-component vector of float)\r
0:50 'out9' (out 4-component vector of float)\r
0:50 Constant:\r
0:50 8.000000\r
0:50 -4.000000\r
0:50 0.345000\r
0:50 0.400000\r
-0:51 move second child to first child (4-component vector of float)\r
+0:51 move second child to first child (temp 4-component vector of float)\r
0:51 'out10' (out 4-component vector of float)\r
0:51 Constant:\r
0:51 1.000000\r
0:51 1.000000\r
0:51 0.000000\r
0:51 0.000000\r
-0:52 move second child to first child (4-component vector of float)\r
+0:52 move second child to first child (temp 4-component vector of float)\r
0:52 'out11' (out 4-component vector of float)\r
0:52 Constant:\r
0:52 0.000000\r
0:52 0.000000\r
0:52 1.000000\r
0:52 0.000000\r
-0:53 move second child to first child (4-component vector of float)\r
+0:53 move second child to first child (temp 4-component vector of float)\r
0:53 'out11' (out 4-component vector of float)\r
0:53 Constant:\r
0:53 1.029639\r
0:53 0.799690\r
0:53 0.674741\r
0:53 1.570696\r
-0:54 move second child to first child (4-component vector of float)\r
+0:54 move second child to first child (temp 4-component vector of float)\r
0:54 'out11' (out 4-component vector of float)\r
0:54 Constant:\r
0:54 0.000000\r
0:54 0.523599\r
0:54 1.570796\r
0:54 1.047198\r
-0:58 move second child to first child (4-component vector of float)\r
+0:58 move second child to first child (temp 4-component vector of float)\r
0:58 'out11' (out 4-component vector of float)\r
0:58 Constant:\r
0:58 1.373401\r
0:58 0.000000\r
0:58 0.896055\r
0:58 -0.380506\r
-0:62 move second child to first child (2-component vector of int)\r
+0:62 move second child to first child (temp 2-component vector of int)\r
0:62 'out12' (out 2-component vector of int)\r
0:62 Constant:\r
0:62 15 (const int)\r
0:62 16 (const int)\r
-0:63 move second child to first child (2-component vector of int)\r
+0:63 move second child to first child (temp 2-component vector of int)\r
0:63 'out12' (out 2-component vector of int)\r
0:63 Constant:\r
0:63 17 (const int)\r
0:63 17 (const int)\r
-0:64 move second child to first child (2-component vector of float)\r
+0:64 move second child to first child (temp 2-component vector of float)\r
0:64 'out2' (out 2-component vector of float)\r
0:64 Constant:\r
0:64 871.421253\r
0:64 4913.000000\r
-0:65 move second child to first child (3-component vector of uint)\r
+0:65 move second child to first child (temp 3-component vector of uint)\r
0:65 'out13' (out 3-component vector of uint)\r
0:65 Constant:\r
0:65 10 (const uint)\r
0:65 20 (const uint)\r
0:65 30 (const uint)\r
-0:66 move second child to first child (2-component vector of float)\r
+0:66 move second child to first child (temp 2-component vector of float)\r
0:66 'out2' (out 2-component vector of float)\r
0:66 Constant:\r
0:66 3.000000\r
0:66 6.000000\r
-0:67 move second child to first child (2-component vector of float)\r
+0:67 move second child to first child (temp 2-component vector of float)\r
0:67 'out2' (out 2-component vector of float)\r
0:67 Constant:\r
0:67 3.500000\r
0:67 4.500000\r
-0:68 move second child to first child (2-component vector of float)\r
+0:68 move second child to first child (temp 2-component vector of float)\r
0:68 'out2' (out 2-component vector of float)\r
0:68 Constant:\r
0:68 0.000000\r
0:68 1.000000\r
-0:69 move second child to first child (4-component vector of float)\r
+0:69 move second child to first child (temp 4-component vector of float)\r
0:69 'out11' (out 4-component vector of float)\r
0:69 Constant:\r
0:69 0.000000\r
0:69 0.028000\r
0:69 0.500000\r
0:69 1.000000\r
-0:78 Function Definition: foo( (void)\r
+0:78 Function Definition: foo( (global void)\r
0:78 Function Parameters: \r
0:? Sequence\r
-0:81 move second child to first child (float)\r
-0:81 direct index (float)\r
-0:81 'a' (3-element array of float)\r
+0:81 move second child to first child (temp float)\r
+0:81 direct index (temp float)\r
+0:81 'a' (temp 3-element array of float)\r
0:81 Constant:\r
0:81 0 (const int)\r
0:81 Constant:\r
0:90 Constant:\r
0:90 6 (const uint)\r
0:90 7 (const uint)\r
-0:103 Function Definition: foo2( (void)\r
+0:103 Function Definition: foo2( (global void)\r
0:103 Function Parameters: \r
0:105 Sequence\r
-0:105 direct index (float)\r
-0:105 'a1' (1-element array of float)\r
+0:105 direct index (temp float)\r
+0:105 'a1' (global 1-element array of float)\r
0:105 Constant:\r
0:105 0 (const int)\r
-0:106 direct index (float)\r
-0:106 'a2' (2-element array of float)\r
+0:106 direct index (temp float)\r
+0:106 'a2' (global 2-element array of float)\r
0:106 Constant:\r
0:106 0 (const int)\r
-0:107 direct index (float)\r
-0:107 'a3' (4-element array of float)\r
+0:107 direct index (temp float)\r
+0:107 'a3' (global 4-element array of float)\r
0:107 Constant:\r
0:107 0 (const int)\r
-0:108 direct index (float)\r
-0:108 'a4' (2-element array of float)\r
+0:108 direct index (temp float)\r
+0:108 'a4' (global 2-element array of float)\r
0:108 Constant:\r
0:108 0 (const int)\r
0:109 Constant:\r
0:113 0.000000\r
0:114 Constant:\r
0:114 0.000000\r
-0:116 move second child to first child (int)\r
-0:116 'p' (int)\r
+0:116 move second child to first child (temp int)\r
+0:116 'p' (temp int)\r
0:116 Constant:\r
0:116 2147483647 (const int)\r
-0:117 move second child to first child (int)\r
-0:117 'p' (int)\r
+0:117 move second child to first child (temp int)\r
+0:117 'p' (temp int)\r
0:117 Constant:\r
0:117 -2147483648 (const int)\r
-0:118 move second child to first child (int)\r
-0:118 'p' (int)\r
+0:118 move second child to first child (temp int)\r
+0:118 'p' (temp int)\r
0:118 Constant:\r
0:118 -2147483647 (const int)\r
0:119 Sequence\r
-0:119 move second child to first child (float)\r
-0:119 'f' (float)\r
+0:119 move second child to first child (temp float)\r
+0:119 'f' (temp float)\r
0:119 Constant:\r
0:119 1.444000\r
-0:120 move second child to first child (float)\r
-0:120 'f' (float)\r
-0:120 direct index (float)\r
-0:120 Construct vec4 (4-component vector of float)\r
-0:120 Test condition and select (float)\r
+0:120 move second child to first child (temp float)\r
+0:120 'f' (temp float)\r
+0:120 direct index (temp float)\r
+0:120 Construct vec4 (temp 4-component vector of float)\r
+0:120 Test condition and select (temp float)\r
0:120 Condition\r
-0:120 Compare Less Than (bool)\r
-0:120 direct index (float)\r
+0:120 Compare Less Than (temp bool)\r
+0:120 direct index (temp float)\r
0:120 'inv' (smooth in 4-component vector of float)\r
0:120 Constant:\r
0:120 0 (const int)\r
0:? 'out11' (out 4-component vector of float)\r
0:? 'out12' (out 2-component vector of int)\r
0:? 'out13' (out 3-component vector of uint)\r
-0:? 's' (const structure{3-component vector of float v3, 2-component vector of int iv2, 2X4 matrix of float m})\r
+0:? 's' (const structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})\r
0:? 3.000000\r
0:? 3.000000\r
0:? 3.000000\r
0:? 1.000000\r
0:? 'mc' (const int)\r
0:? 1 (const int)\r
-0:? 'a1' (1-element array of float)\r
-0:? 'a2' (2-element array of float)\r
-0:? 'a3' (4-element array of float)\r
+0:? 'a1' (global 1-element array of float)\r
+0:? 'a2' (global 2-element array of float)\r
+0:? 'a3' (global 4-element array of float)\r
0:? 'v2' (const 2-component vector of float)\r
0:? 1.000000\r
0:? 2.000000\r
0:? 3.000000\r
0:? 4.000000\r
0:? 5.000000\r
-0:? 'a4' (2-element array of float)\r
+0:? 'a4' (global 2-element array of float)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:33 Function Definition: main( (void)\r
+0:33 Function Definition: main( (global void)\r
0:33 Function Parameters: \r
0:35 Sequence\r
0:35 Sequence\r
-0:35 move second child to first child (bool)\r
-0:35 'b' (bool)\r
-0:35 logical-xor (bool)\r
-0:35 Convert int to bool (bool)\r
+0:35 move second child to first child (temp bool)\r
+0:35 'b' (temp bool)\r
+0:35 logical-xor (temp bool)\r
+0:35 Convert int to bool (temp bool)\r
0:35 'u_i' (uniform int)\r
-0:35 Convert float to bool (bool)\r
+0:35 Convert float to bool (temp bool)\r
0:35 'u_f' (uniform float)\r
0:36 Sequence\r
-0:36 move second child to first child (2-component vector of bool)\r
-0:36 'b2' (2-component vector of bool)\r
-0:36 Construct bvec2 (2-component vector of bool)\r
-0:36 Convert int to bool (bool)\r
+0:36 move second child to first child (temp 2-component vector of bool)\r
+0:36 'b2' (temp 2-component vector of bool)\r
+0:36 Construct bvec2 (temp 2-component vector of bool)\r
+0:36 Convert int to bool (temp bool)\r
0:36 'u_i' (uniform int)\r
-0:36 Convert float to bool (bool)\r
+0:36 Convert float to bool (temp bool)\r
0:36 'u_f' (uniform float)\r
0:37 Sequence\r
-0:37 move second child to first child (3-component vector of bool)\r
-0:37 'b3' (3-component vector of bool)\r
-0:37 Construct bvec3 (3-component vector of bool)\r
-0:37 Convert int to bool (bool)\r
+0:37 move second child to first child (temp 3-component vector of bool)\r
+0:37 'b3' (temp 3-component vector of bool)\r
+0:37 Construct bvec3 (temp 3-component vector of bool)\r
+0:37 Convert int to bool (temp bool)\r
0:37 'u_i' (uniform int)\r
-0:37 Convert float to bool (bool)\r
+0:37 Convert float to bool (temp bool)\r
0:37 'u_f' (uniform float)\r
-0:37 Convert int to bool (bool)\r
+0:37 Convert int to bool (temp bool)\r
0:37 'i_i' (flat in int)\r
0:38 Sequence\r
-0:38 move second child to first child (4-component vector of bool)\r
-0:38 'b4' (4-component vector of bool)\r
-0:38 Construct bvec4 (4-component vector of bool)\r
-0:38 Convert int to bool (bool)\r
+0:38 move second child to first child (temp 4-component vector of bool)\r
+0:38 'b4' (temp 4-component vector of bool)\r
+0:38 Construct bvec4 (temp 4-component vector of bool)\r
+0:38 Convert int to bool (temp bool)\r
0:38 'u_i' (uniform int)\r
-0:38 Convert float to bool (bool)\r
+0:38 Convert float to bool (temp bool)\r
0:38 'u_f' (uniform float)\r
-0:38 Convert int to bool (bool)\r
+0:38 Convert int to bool (temp bool)\r
0:38 'i_i' (flat in int)\r
-0:38 Convert float to bool (bool)\r
+0:38 Convert float to bool (temp bool)\r
0:38 'i_f' (smooth in float)\r
0:40 Sequence\r
-0:40 move second child to first child (int)\r
-0:40 'i' (int)\r
-0:40 add (int)\r
-0:40 Convert float to int (int)\r
+0:40 move second child to first child (temp int)\r
+0:40 'i' (temp int)\r
+0:40 add (temp int)\r
+0:40 Convert float to int (temp int)\r
0:40 'u_f' (uniform float)\r
-0:40 Convert bool to int (int)\r
-0:40 'b' (bool)\r
+0:40 Convert bool to int (temp int)\r
+0:40 'b' (temp bool)\r
0:41 Sequence\r
-0:41 move second child to first child (2-component vector of int)\r
-0:41 'i2' (2-component vector of int)\r
-0:41 add (2-component vector of int)\r
-0:41 Convert float to int (2-component vector of int)\r
+0:41 move second child to first child (temp 2-component vector of int)\r
+0:41 'i2' (temp 2-component vector of int)\r
+0:41 add (temp 2-component vector of int)\r
+0:41 Convert float to int (temp 2-component vector of int)\r
0:41 'u_f2' (uniform 2-component vector of float)\r
-0:41 Convert bool to int (2-component vector of int)\r
-0:41 'b2' (2-component vector of bool)\r
+0:41 Convert bool to int (temp 2-component vector of int)\r
+0:41 'b2' (temp 2-component vector of bool)\r
0:42 Sequence\r
-0:42 move second child to first child (3-component vector of int)\r
-0:42 'i3' (3-component vector of int)\r
-0:42 add (3-component vector of int)\r
-0:42 Convert float to int (3-component vector of int)\r
+0:42 move second child to first child (temp 3-component vector of int)\r
+0:42 'i3' (temp 3-component vector of int)\r
+0:42 add (temp 3-component vector of int)\r
+0:42 Convert float to int (temp 3-component vector of int)\r
0:42 'u_f3' (uniform 3-component vector of float)\r
-0:42 Convert bool to int (3-component vector of int)\r
-0:42 'b3' (3-component vector of bool)\r
+0:42 Convert bool to int (temp 3-component vector of int)\r
+0:42 'b3' (temp 3-component vector of bool)\r
0:43 Sequence\r
-0:43 move second child to first child (4-component vector of int)\r
-0:43 'i4' (4-component vector of int)\r
-0:43 add (4-component vector of int)\r
-0:43 Convert float to int (4-component vector of int)\r
+0:43 move second child to first child (temp 4-component vector of int)\r
+0:43 'i4' (temp 4-component vector of int)\r
+0:43 add (temp 4-component vector of int)\r
+0:43 Convert float to int (temp 4-component vector of int)\r
0:43 'u_f4' (uniform 4-component vector of float)\r
-0:43 Convert bool to int (4-component vector of int)\r
-0:43 'b4' (4-component vector of bool)\r
+0:43 Convert bool to int (temp 4-component vector of int)\r
+0:43 'b4' (temp 4-component vector of bool)\r
0:45 Sequence\r
-0:45 move second child to first child (float)\r
-0:45 'f' (float)\r
-0:45 Convert int to float (float)\r
-0:45 'i' (int)\r
+0:45 move second child to first child (temp float)\r
+0:45 'f' (temp float)\r
+0:45 Convert int to float (temp float)\r
+0:45 'i' (temp int)\r
0:46 Sequence\r
-0:46 move second child to first child (2-component vector of float)\r
-0:46 'f2' (2-component vector of float)\r
-0:46 Convert int to float (2-component vector of float)\r
-0:46 'i2' (2-component vector of int)\r
+0:46 move second child to first child (temp 2-component vector of float)\r
+0:46 'f2' (temp 2-component vector of float)\r
+0:46 Convert int to float (temp 2-component vector of float)\r
+0:46 'i2' (temp 2-component vector of int)\r
0:47 Sequence\r
-0:47 move second child to first child (3-component vector of float)\r
-0:47 'f3' (3-component vector of float)\r
-0:47 Convert int to float (3-component vector of float)\r
-0:47 'i3' (3-component vector of int)\r
+0:47 move second child to first child (temp 3-component vector of float)\r
+0:47 'f3' (temp 3-component vector of float)\r
+0:47 Convert int to float (temp 3-component vector of float)\r
+0:47 'i3' (temp 3-component vector of int)\r
0:48 Sequence\r
-0:48 move second child to first child (4-component vector of float)\r
-0:48 'f4' (4-component vector of float)\r
-0:48 Convert int to float (4-component vector of float)\r
-0:48 'i4' (4-component vector of int)\r
-0:50 add second child into first child (float)\r
-0:50 'f' (float)\r
-0:50 add (float)\r
-0:50 Convert int to float (float)\r
-0:50 'i' (int)\r
-0:50 Convert bool to float (float)\r
-0:50 'b' (bool)\r
-0:51 subtract second child into first child (2-component vector of float)\r
-0:51 'f2' (2-component vector of float)\r
-0:51 add (2-component vector of float)\r
-0:51 Convert int to float (2-component vector of float)\r
-0:51 'i2' (2-component vector of int)\r
-0:51 Convert bool to float (2-component vector of float)\r
-0:51 'b2' (2-component vector of bool)\r
-0:52 divide second child into first child (3-component vector of float)\r
-0:52 'f3' (3-component vector of float)\r
-0:52 add (3-component vector of float)\r
-0:52 Convert int to float (3-component vector of float)\r
-0:52 'i3' (3-component vector of int)\r
-0:52 Convert bool to float (3-component vector of float)\r
-0:52 'b3' (3-component vector of bool)\r
-0:53 add second child into first child (4-component vector of float)\r
-0:53 'f4' (4-component vector of float)\r
-0:53 add (4-component vector of float)\r
-0:53 Convert int to float (4-component vector of float)\r
-0:53 'i4' (4-component vector of int)\r
-0:53 Convert bool to float (4-component vector of float)\r
-0:53 'b4' (4-component vector of bool)\r
-0:55 add second child into first child (4-component vector of float)\r
-0:55 'f4' (4-component vector of float)\r
-0:55 Convert bool to float (4-component vector of float)\r
-0:55 Convert int to bool (4-component vector of bool)\r
+0:48 move second child to first child (temp 4-component vector of float)\r
+0:48 'f4' (temp 4-component vector of float)\r
+0:48 Convert int to float (temp 4-component vector of float)\r
+0:48 'i4' (temp 4-component vector of int)\r
+0:50 add second child into first child (temp float)\r
+0:50 'f' (temp float)\r
+0:50 add (temp float)\r
+0:50 Convert int to float (temp float)\r
+0:50 'i' (temp int)\r
+0:50 Convert bool to float (temp float)\r
+0:50 'b' (temp bool)\r
+0:51 subtract second child into first child (temp 2-component vector of float)\r
+0:51 'f2' (temp 2-component vector of float)\r
+0:51 add (temp 2-component vector of float)\r
+0:51 Convert int to float (temp 2-component vector of float)\r
+0:51 'i2' (temp 2-component vector of int)\r
+0:51 Convert bool to float (temp 2-component vector of float)\r
+0:51 'b2' (temp 2-component vector of bool)\r
+0:52 divide second child into first child (temp 3-component vector of float)\r
+0:52 'f3' (temp 3-component vector of float)\r
+0:52 add (temp 3-component vector of float)\r
+0:52 Convert int to float (temp 3-component vector of float)\r
+0:52 'i3' (temp 3-component vector of int)\r
+0:52 Convert bool to float (temp 3-component vector of float)\r
+0:52 'b3' (temp 3-component vector of bool)\r
+0:53 add second child into first child (temp 4-component vector of float)\r
+0:53 'f4' (temp 4-component vector of float)\r
+0:53 add (temp 4-component vector of float)\r
+0:53 Convert int to float (temp 4-component vector of float)\r
+0:53 'i4' (temp 4-component vector of int)\r
+0:53 Convert bool to float (temp 4-component vector of float)\r
+0:53 'b4' (temp 4-component vector of bool)\r
+0:55 add second child into first child (temp 4-component vector of float)\r
+0:55 'f4' (temp 4-component vector of float)\r
+0:55 Convert bool to float (temp 4-component vector of float)\r
+0:55 Convert int to bool (temp 4-component vector of bool)\r
0:55 'i_i4' (flat in 4-component vector of int)\r
-0:56 add second child into first child (4-component vector of float)\r
-0:56 'f4' (4-component vector of float)\r
-0:56 Convert bool to float (4-component vector of float)\r
-0:56 Convert float to bool (4-component vector of bool)\r
+0:56 add second child into first child (temp 4-component vector of float)\r
+0:56 'f4' (temp 4-component vector of float)\r
+0:56 Convert bool to float (temp 4-component vector of float)\r
+0:56 Convert float to bool (temp 4-component vector of bool)\r
0:56 'u_f4' (uniform 4-component vector of float)\r
-0:58 add second child into first child (float)\r
-0:58 'f' (float)\r
-0:58 subtract (float)\r
-0:58 'f' (float)\r
-0:58 Convert int to float (float)\r
-0:58 'i' (int)\r
-0:59 add second child into first child (2-component vector of float)\r
-0:59 'f2' (2-component vector of float)\r
-0:59 add (2-component vector of float)\r
-0:59 Construct vec2 (2-component vector of float)\r
-0:59 'f' (float)\r
-0:59 Convert int to float (float)\r
-0:59 'i' (int)\r
-0:59 Convert int to float (2-component vector of float)\r
-0:59 'i2' (2-component vector of int)\r
-0:60 add second child into first child (3-component vector of float)\r
-0:60 'f3' (3-component vector of float)\r
-0:60 add (3-component vector of float)\r
-0:60 Convert int to float (3-component vector of float)\r
-0:60 'i3' (3-component vector of int)\r
-0:60 Construct vec3 (3-component vector of float)\r
-0:60 'f' (float)\r
-0:60 Convert int to float (float)\r
-0:60 'i' (int)\r
-0:60 'f' (float)\r
-0:61 add second child into first child (4-component vector of float)\r
-0:61 'f4' (4-component vector of float)\r
-0:61 add (4-component vector of float)\r
-0:61 Construct vec4 (4-component vector of float)\r
-0:61 Convert bool to float (float)\r
-0:61 'b' (bool)\r
-0:61 Convert int to float (float)\r
-0:61 'i' (int)\r
-0:61 'f' (float)\r
-0:61 Convert int to float (float)\r
-0:61 'i' (int)\r
-0:61 Convert int to float (4-component vector of float)\r
-0:61 'i4' (4-component vector of int)\r
-0:63 add second child into first child (2-component vector of float)\r
-0:63 'f2' (2-component vector of float)\r
-0:63 vector-scale (2-component vector of float)\r
-0:63 Construct vec2 (2-component vector of float)\r
-0:63 'f' (float)\r
-0:63 Convert int to float (float)\r
-0:63 'i' (int)\r
-0:63 Convert int to float (float)\r
-0:63 'i' (int)\r
-0:64 add second child into first child (3-component vector of float)\r
-0:64 'f3' (3-component vector of float)\r
-0:64 add (3-component vector of float)\r
-0:64 Construct vec3 (3-component vector of float)\r
-0:64 'f' (float)\r
-0:64 Convert int to float (float)\r
-0:64 'i' (int)\r
-0:64 'f' (float)\r
-0:64 Convert int to float (float)\r
-0:64 'i' (int)\r
-0:65 add second child into first child (4-component vector of float)\r
-0:65 'f4' (4-component vector of float)\r
-0:65 subtract (4-component vector of float)\r
-0:65 Convert int to float (float)\r
-0:65 'i' (int)\r
-0:65 Construct vec4 (4-component vector of float)\r
-0:65 Convert bool to float (float)\r
-0:65 'b' (bool)\r
-0:65 Convert int to float (float)\r
-0:65 'i' (int)\r
-0:65 'f' (float)\r
-0:65 Convert int to float (float)\r
-0:65 'i' (int)\r
-0:67 add second child into first child (2-component vector of int)\r
-0:67 'i2' (2-component vector of int)\r
-0:67 Construct ivec2 (2-component vector of int)\r
-0:67 Convert float to int (int)\r
-0:67 'f' (float)\r
-0:67 'i' (int)\r
-0:68 add second child into first child (3-component vector of int)\r
-0:68 'i3' (3-component vector of int)\r
-0:68 Construct ivec3 (3-component vector of int)\r
-0:68 Convert float to int (int)\r
-0:68 'f' (float)\r
-0:68 'i' (int)\r
-0:68 Convert float to int (int)\r
-0:68 'f' (float)\r
-0:69 add second child into first child (4-component vector of int)\r
-0:69 'i4' (4-component vector of int)\r
-0:69 Construct ivec4 (4-component vector of int)\r
-0:69 Convert bool to int (int)\r
-0:69 'b' (bool)\r
-0:69 'i' (int)\r
-0:69 Convert float to int (int)\r
-0:69 'f' (float)\r
-0:69 'i' (int)\r
-0:71 Test condition and select (void)\r
+0:58 add second child into first child (temp float)\r
+0:58 'f' (temp float)\r
+0:58 subtract (temp float)\r
+0:58 'f' (temp float)\r
+0:58 Convert int to float (temp float)\r
+0:58 'i' (temp int)\r
+0:59 add second child into first child (temp 2-component vector of float)\r
+0:59 'f2' (temp 2-component vector of float)\r
+0:59 add (temp 2-component vector of float)\r
+0:59 Construct vec2 (temp 2-component vector of float)\r
+0:59 'f' (temp float)\r
+0:59 Convert int to float (temp float)\r
+0:59 'i' (temp int)\r
+0:59 Convert int to float (temp 2-component vector of float)\r
+0:59 'i2' (temp 2-component vector of int)\r
+0:60 add second child into first child (temp 3-component vector of float)\r
+0:60 'f3' (temp 3-component vector of float)\r
+0:60 add (temp 3-component vector of float)\r
+0:60 Convert int to float (temp 3-component vector of float)\r
+0:60 'i3' (temp 3-component vector of int)\r
+0:60 Construct vec3 (temp 3-component vector of float)\r
+0:60 'f' (temp float)\r
+0:60 Convert int to float (temp float)\r
+0:60 'i' (temp int)\r
+0:60 'f' (temp float)\r
+0:61 add second child into first child (temp 4-component vector of float)\r
+0:61 'f4' (temp 4-component vector of float)\r
+0:61 add (temp 4-component vector of float)\r
+0:61 Construct vec4 (temp 4-component vector of float)\r
+0:61 Convert bool to float (temp float)\r
+0:61 'b' (temp bool)\r
+0:61 Convert int to float (temp float)\r
+0:61 'i' (temp int)\r
+0:61 'f' (temp float)\r
+0:61 Convert int to float (temp float)\r
+0:61 'i' (temp int)\r
+0:61 Convert int to float (temp 4-component vector of float)\r
+0:61 'i4' (temp 4-component vector of int)\r
+0:63 add second child into first child (temp 2-component vector of float)\r
+0:63 'f2' (temp 2-component vector of float)\r
+0:63 vector-scale (temp 2-component vector of float)\r
+0:63 Construct vec2 (temp 2-component vector of float)\r
+0:63 'f' (temp float)\r
+0:63 Convert int to float (temp float)\r
+0:63 'i' (temp int)\r
+0:63 Convert int to float (temp float)\r
+0:63 'i' (temp int)\r
+0:64 add second child into first child (temp 3-component vector of float)\r
+0:64 'f3' (temp 3-component vector of float)\r
+0:64 add (temp 3-component vector of float)\r
+0:64 Construct vec3 (temp 3-component vector of float)\r
+0:64 'f' (temp float)\r
+0:64 Convert int to float (temp float)\r
+0:64 'i' (temp int)\r
+0:64 'f' (temp float)\r
+0:64 Convert int to float (temp float)\r
+0:64 'i' (temp int)\r
+0:65 add second child into first child (temp 4-component vector of float)\r
+0:65 'f4' (temp 4-component vector of float)\r
+0:65 subtract (temp 4-component vector of float)\r
+0:65 Convert int to float (temp float)\r
+0:65 'i' (temp int)\r
+0:65 Construct vec4 (temp 4-component vector of float)\r
+0:65 Convert bool to float (temp float)\r
+0:65 'b' (temp bool)\r
+0:65 Convert int to float (temp float)\r
+0:65 'i' (temp int)\r
+0:65 'f' (temp float)\r
+0:65 Convert int to float (temp float)\r
+0:65 'i' (temp int)\r
+0:67 add second child into first child (temp 2-component vector of int)\r
+0:67 'i2' (temp 2-component vector of int)\r
+0:67 Construct ivec2 (temp 2-component vector of int)\r
+0:67 Convert float to int (temp int)\r
+0:67 'f' (temp float)\r
+0:67 'i' (temp int)\r
+0:68 add second child into first child (temp 3-component vector of int)\r
+0:68 'i3' (temp 3-component vector of int)\r
+0:68 Construct ivec3 (temp 3-component vector of int)\r
+0:68 Convert float to int (temp int)\r
+0:68 'f' (temp float)\r
+0:68 'i' (temp int)\r
+0:68 Convert float to int (temp int)\r
+0:68 'f' (temp float)\r
+0:69 add second child into first child (temp 4-component vector of int)\r
+0:69 'i4' (temp 4-component vector of int)\r
+0:69 Construct ivec4 (temp 4-component vector of int)\r
+0:69 Convert bool to int (temp int)\r
+0:69 'b' (temp bool)\r
+0:69 'i' (temp int)\r
+0:69 Convert float to int (temp int)\r
+0:69 'f' (temp float)\r
+0:69 'i' (temp int)\r
+0:71 Test condition and select (temp void)\r
0:71 Condition\r
-0:72 logical-or (bool)\r
-0:71 logical-or (bool)\r
-0:71 logical-or (bool)\r
-0:71 Compare Less Than (bool)\r
-0:71 'f' (float)\r
-0:71 Convert int to float (float)\r
-0:71 'i' (int)\r
-0:71 Compare Less Than (bool)\r
-0:71 Convert int to float (float)\r
-0:71 'i' (int)\r
-0:71 'f' (float)\r
-0:72 Compare Equal (bool)\r
-0:72 'f2' (2-component vector of float)\r
-0:72 Convert int to float (2-component vector of float)\r
-0:72 'i2' (2-component vector of int)\r
-0:73 Compare Not Equal (bool)\r
-0:73 Convert int to float (3-component vector of float)\r
-0:73 'i3' (3-component vector of int)\r
-0:73 'f3' (3-component vector of float)\r
+0:72 logical-or (temp bool)\r
+0:71 logical-or (temp bool)\r
+0:71 logical-or (temp bool)\r
+0:71 Compare Less Than (temp bool)\r
+0:71 'f' (temp float)\r
+0:71 Convert int to float (temp float)\r
+0:71 'i' (temp int)\r
+0:71 Compare Less Than (temp bool)\r
+0:71 Convert int to float (temp float)\r
+0:71 'i' (temp int)\r
+0:71 'f' (temp float)\r
+0:72 Compare Equal (temp bool)\r
+0:72 'f2' (temp 2-component vector of float)\r
+0:72 Convert int to float (temp 2-component vector of float)\r
+0:72 'i2' (temp 2-component vector of int)\r
+0:73 Compare Not Equal (temp bool)\r
+0:73 Convert int to float (temp 3-component vector of float)\r
+0:73 'i3' (temp 3-component vector of int)\r
+0:73 'f3' (temp 3-component vector of float)\r
0:71 true case\r
-0:74 move second child to first child (float)\r
-0:74 'f' (float)\r
-0:74 add (float)\r
-0:74 Test condition and select (float)\r
+0:74 move second child to first child (temp float)\r
+0:74 'f' (temp float)\r
+0:74 add (temp float)\r
+0:74 Test condition and select (temp float)\r
0:74 Condition\r
-0:74 'b' (bool)\r
+0:74 'b' (temp bool)\r
0:74 true case\r
-0:74 Convert int to float (float)\r
-0:74 'i' (int)\r
+0:74 Convert int to float (temp float)\r
+0:74 'i' (temp int)\r
0:74 false case\r
-0:74 direct index (float)\r
-0:74 'f2' (2-component vector of float)\r
+0:74 direct index (temp float)\r
+0:74 'f2' (temp 2-component vector of float)\r
0:74 Constant:\r
0:74 0 (const int)\r
-0:74 Test condition and select (float)\r
+0:74 Test condition and select (temp float)\r
0:74 Condition\r
-0:74 direct index (bool)\r
-0:74 'b2' (2-component vector of bool)\r
+0:74 direct index (temp bool)\r
+0:74 'b2' (temp 2-component vector of bool)\r
0:74 Constant:\r
0:74 0 (const int)\r
0:74 true case\r
-0:74 direct index (float)\r
-0:74 'f3' (3-component vector of float)\r
+0:74 direct index (temp float)\r
+0:74 'f3' (temp 3-component vector of float)\r
0:74 Constant:\r
0:74 0 (const int)\r
0:74 false case\r
-0:74 Convert int to float (float)\r
-0:74 direct index (int)\r
-0:74 'i2' (2-component vector of int)\r
+0:74 Convert int to float (temp float)\r
+0:74 direct index (temp int)\r
+0:74 'i2' (temp 2-component vector of int)\r
0:74 Constant:\r
0:74 1 (const int)\r
-0:76 move second child to first child (4-component vector of float)\r
+0:76 move second child to first child (temp 4-component vector of float)\r
0:76 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:86 Test condition and select (4-component vector of float)\r
+0:86 Test condition and select (temp 4-component vector of float)\r
0:86 Condition\r
-0:85 logical-or (bool)\r
-0:84 logical-or (bool)\r
-0:83 logical-or (bool)\r
-0:82 logical-or (bool)\r
-0:81 logical-or (bool)\r
-0:80 logical-or (bool)\r
-0:79 logical-or (bool)\r
-0:78 logical-or (bool)\r
-0:77 logical-or (bool)\r
-0:77 'b' (bool)\r
-0:78 direct index (bool)\r
-0:78 'b2' (2-component vector of bool)\r
+0:85 logical-or (temp bool)\r
+0:84 logical-or (temp bool)\r
+0:83 logical-or (temp bool)\r
+0:82 logical-or (temp bool)\r
+0:81 logical-or (temp bool)\r
+0:80 logical-or (temp bool)\r
+0:79 logical-or (temp bool)\r
+0:78 logical-or (temp bool)\r
+0:77 logical-or (temp bool)\r
+0:77 'b' (temp bool)\r
+0:78 direct index (temp bool)\r
+0:78 'b2' (temp 2-component vector of bool)\r
0:78 Constant:\r
0:78 0 (const int)\r
-0:79 direct index (bool)\r
-0:79 'b2' (2-component vector of bool)\r
+0:79 direct index (temp bool)\r
+0:79 'b2' (temp 2-component vector of bool)\r
0:79 Constant:\r
0:79 1 (const int)\r
-0:80 direct index (bool)\r
-0:80 'b3' (3-component vector of bool)\r
+0:80 direct index (temp bool)\r
+0:80 'b3' (temp 3-component vector of bool)\r
0:80 Constant:\r
0:80 0 (const int)\r
-0:81 direct index (bool)\r
-0:81 'b3' (3-component vector of bool)\r
+0:81 direct index (temp bool)\r
+0:81 'b3' (temp 3-component vector of bool)\r
0:81 Constant:\r
0:81 1 (const int)\r
-0:82 direct index (bool)\r
-0:82 'b3' (3-component vector of bool)\r
+0:82 direct index (temp bool)\r
+0:82 'b3' (temp 3-component vector of bool)\r
0:82 Constant:\r
0:82 2 (const int)\r
-0:83 direct index (bool)\r
-0:83 'b4' (4-component vector of bool)\r
+0:83 direct index (temp bool)\r
+0:83 'b4' (temp 4-component vector of bool)\r
0:83 Constant:\r
0:83 0 (const int)\r
-0:84 direct index (bool)\r
-0:84 'b4' (4-component vector of bool)\r
+0:84 direct index (temp bool)\r
+0:84 'b4' (temp 4-component vector of bool)\r
0:84 Constant:\r
0:84 1 (const int)\r
-0:85 direct index (bool)\r
-0:85 'b4' (4-component vector of bool)\r
+0:85 direct index (temp bool)\r
+0:85 'b4' (temp 4-component vector of bool)\r
0:85 Constant:\r
0:85 2 (const int)\r
-0:86 direct index (bool)\r
-0:86 'b4' (4-component vector of bool)\r
+0:86 direct index (temp bool)\r
+0:86 'b4' (temp 4-component vector of bool)\r
0:86 Constant:\r
0:86 3 (const int)\r
0:86 true case\r
-0:105 Construct vec4 (4-component vector of float)\r
-0:105 add (float)\r
-0:104 add (float)\r
-0:103 add (float)\r
-0:102 add (float)\r
-0:101 add (float)\r
-0:100 add (float)\r
-0:99 add (float)\r
-0:98 add (float)\r
-0:97 add (float)\r
-0:96 add (float)\r
-0:95 Convert int to float (float)\r
-0:95 add (int)\r
-0:94 add (int)\r
-0:93 add (int)\r
-0:92 add (int)\r
-0:91 add (int)\r
-0:90 add (int)\r
-0:89 add (int)\r
-0:88 add (int)\r
-0:87 add (int)\r
-0:87 'i' (int)\r
-0:88 direct index (int)\r
-0:88 'i2' (2-component vector of int)\r
+0:105 Construct vec4 (temp 4-component vector of float)\r
+0:105 add (temp float)\r
+0:104 add (temp float)\r
+0:103 add (temp float)\r
+0:102 add (temp float)\r
+0:101 add (temp float)\r
+0:100 add (temp float)\r
+0:99 add (temp float)\r
+0:98 add (temp float)\r
+0:97 add (temp float)\r
+0:96 add (temp float)\r
+0:95 Convert int to float (temp float)\r
+0:95 add (temp int)\r
+0:94 add (temp int)\r
+0:93 add (temp int)\r
+0:92 add (temp int)\r
+0:91 add (temp int)\r
+0:90 add (temp int)\r
+0:89 add (temp int)\r
+0:88 add (temp int)\r
+0:87 add (temp int)\r
+0:87 'i' (temp int)\r
+0:88 direct index (temp int)\r
+0:88 'i2' (temp 2-component vector of int)\r
0:88 Constant:\r
0:88 0 (const int)\r
-0:89 direct index (int)\r
-0:89 'i2' (2-component vector of int)\r
+0:89 direct index (temp int)\r
+0:89 'i2' (temp 2-component vector of int)\r
0:89 Constant:\r
0:89 1 (const int)\r
-0:90 direct index (int)\r
-0:90 'i3' (3-component vector of int)\r
+0:90 direct index (temp int)\r
+0:90 'i3' (temp 3-component vector of int)\r
0:90 Constant:\r
0:90 0 (const int)\r
-0:91 direct index (int)\r
-0:91 'i3' (3-component vector of int)\r
+0:91 direct index (temp int)\r
+0:91 'i3' (temp 3-component vector of int)\r
0:91 Constant:\r
0:91 1 (const int)\r
-0:92 direct index (int)\r
-0:92 'i3' (3-component vector of int)\r
+0:92 direct index (temp int)\r
+0:92 'i3' (temp 3-component vector of int)\r
0:92 Constant:\r
0:92 2 (const int)\r
-0:93 direct index (int)\r
-0:93 'i4' (4-component vector of int)\r
+0:93 direct index (temp int)\r
+0:93 'i4' (temp 4-component vector of int)\r
0:93 Constant:\r
0:93 0 (const int)\r
-0:94 direct index (int)\r
-0:94 'i4' (4-component vector of int)\r
+0:94 direct index (temp int)\r
+0:94 'i4' (temp 4-component vector of int)\r
0:94 Constant:\r
0:94 1 (const int)\r
-0:95 direct index (int)\r
-0:95 'i4' (4-component vector of int)\r
+0:95 direct index (temp int)\r
+0:95 'i4' (temp 4-component vector of int)\r
0:95 Constant:\r
0:95 2 (const int)\r
-0:96 direct index (int)\r
-0:96 'i4' (4-component vector of int)\r
+0:96 direct index (temp int)\r
+0:96 'i4' (temp 4-component vector of int)\r
0:96 Constant:\r
0:96 3 (const int)\r
-0:97 'f' (float)\r
-0:98 direct index (float)\r
-0:98 'f2' (2-component vector of float)\r
+0:97 'f' (temp float)\r
+0:98 direct index (temp float)\r
+0:98 'f2' (temp 2-component vector of float)\r
0:98 Constant:\r
0:98 0 (const int)\r
-0:99 direct index (float)\r
-0:99 'f2' (2-component vector of float)\r
+0:99 direct index (temp float)\r
+0:99 'f2' (temp 2-component vector of float)\r
0:99 Constant:\r
0:99 1 (const int)\r
-0:100 direct index (float)\r
-0:100 'f3' (3-component vector of float)\r
+0:100 direct index (temp float)\r
+0:100 'f3' (temp 3-component vector of float)\r
0:100 Constant:\r
0:100 0 (const int)\r
-0:101 direct index (float)\r
-0:101 'f3' (3-component vector of float)\r
+0:101 direct index (temp float)\r
+0:101 'f3' (temp 3-component vector of float)\r
0:101 Constant:\r
0:101 1 (const int)\r
-0:102 direct index (float)\r
-0:102 'f3' (3-component vector of float)\r
+0:102 direct index (temp float)\r
+0:102 'f3' (temp 3-component vector of float)\r
0:102 Constant:\r
0:102 2 (const int)\r
-0:103 direct index (float)\r
-0:103 'f4' (4-component vector of float)\r
+0:103 direct index (temp float)\r
+0:103 'f4' (temp 4-component vector of float)\r
0:103 Constant:\r
0:103 0 (const int)\r
-0:104 direct index (float)\r
-0:104 'f4' (4-component vector of float)\r
+0:104 direct index (temp float)\r
+0:104 'f4' (temp 4-component vector of float)\r
0:104 Constant:\r
0:104 1 (const int)\r
-0:105 direct index (float)\r
-0:105 'f4' (4-component vector of float)\r
+0:105 direct index (temp float)\r
+0:105 'f4' (temp 4-component vector of float)\r
0:105 Constant:\r
0:105 2 (const int)\r
-0:106 direct index (float)\r
-0:106 'f4' (4-component vector of float)\r
+0:106 direct index (temp float)\r
+0:106 'f4' (temp 4-component vector of float)\r
0:106 Constant:\r
0:106 3 (const int)\r
0:86 false case\r
0:106 1.000000\r
0:106 1.000000\r
0:109 Sequence\r
-0:109 move second child to first child (4-component vector of int)\r
-0:109 'cv2' (4-component vector of int)\r
+0:109 move second child to first child (temp 4-component vector of int)\r
+0:109 'cv2' (temp 4-component vector of int)\r
0:109 Constant:\r
0:109 1 (const int)\r
0:109 1 (const int)\r
0:109 1 (const int)\r
0:109 1 (const int)\r
0:110 Sequence\r
-0:110 move second child to first child (4-component vector of bool)\r
-0:110 'cv5' (4-component vector of bool)\r
-0:110 Convert int to bool (4-component vector of bool)\r
-0:110 'cv2' (4-component vector of int)\r
-0:111 add second child into first child (4-component vector of float)\r
+0:110 move second child to first child (temp 4-component vector of bool)\r
+0:110 'cv5' (temp 4-component vector of bool)\r
+0:110 Convert int to bool (temp 4-component vector of bool)\r
+0:110 'cv2' (temp 4-component vector of int)\r
+0:111 add second child into first child (temp 4-component vector of float)\r
0:111 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:111 Construct float (float)\r
-0:111 Convert bool to float (4-component vector of float)\r
-0:111 'cv5' (4-component vector of bool)\r
+0:111 Construct float (temp float)\r
+0:111 Convert bool to float (temp 4-component vector of float)\r
+0:111 'cv5' (temp 4-component vector of bool)\r
0:? Linker Objects\r
0:? 'u_b' (uniform bool)\r
0:? 'u_b2' (uniform 2-component vector of bool)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:33 Function Definition: main( (void)\r
+0:33 Function Definition: main( (global void)\r
0:33 Function Parameters: \r
0:35 Sequence\r
0:35 Sequence\r
-0:35 move second child to first child (bool)\r
-0:35 'b' (bool)\r
-0:35 logical-xor (bool)\r
-0:35 Convert int to bool (bool)\r
+0:35 move second child to first child (temp bool)\r
+0:35 'b' (temp bool)\r
+0:35 logical-xor (temp bool)\r
+0:35 Convert int to bool (temp bool)\r
0:35 'u_i' (uniform int)\r
-0:35 Convert float to bool (bool)\r
+0:35 Convert float to bool (temp bool)\r
0:35 'u_f' (uniform float)\r
0:36 Sequence\r
-0:36 move second child to first child (2-component vector of bool)\r
-0:36 'b2' (2-component vector of bool)\r
-0:36 Construct bvec2 (2-component vector of bool)\r
-0:36 Convert int to bool (bool)\r
+0:36 move second child to first child (temp 2-component vector of bool)\r
+0:36 'b2' (temp 2-component vector of bool)\r
+0:36 Construct bvec2 (temp 2-component vector of bool)\r
+0:36 Convert int to bool (temp bool)\r
0:36 'u_i' (uniform int)\r
-0:36 Convert float to bool (bool)\r
+0:36 Convert float to bool (temp bool)\r
0:36 'u_f' (uniform float)\r
0:37 Sequence\r
-0:37 move second child to first child (3-component vector of bool)\r
-0:37 'b3' (3-component vector of bool)\r
-0:37 Construct bvec3 (3-component vector of bool)\r
-0:37 Convert int to bool (bool)\r
+0:37 move second child to first child (temp 3-component vector of bool)\r
+0:37 'b3' (temp 3-component vector of bool)\r
+0:37 Construct bvec3 (temp 3-component vector of bool)\r
+0:37 Convert int to bool (temp bool)\r
0:37 'u_i' (uniform int)\r
-0:37 Convert float to bool (bool)\r
+0:37 Convert float to bool (temp bool)\r
0:37 'u_f' (uniform float)\r
-0:37 Convert int to bool (bool)\r
+0:37 Convert int to bool (temp bool)\r
0:37 'i_i' (flat in int)\r
0:38 Sequence\r
-0:38 move second child to first child (4-component vector of bool)\r
-0:38 'b4' (4-component vector of bool)\r
-0:38 Construct bvec4 (4-component vector of bool)\r
-0:38 Convert int to bool (bool)\r
+0:38 move second child to first child (temp 4-component vector of bool)\r
+0:38 'b4' (temp 4-component vector of bool)\r
+0:38 Construct bvec4 (temp 4-component vector of bool)\r
+0:38 Convert int to bool (temp bool)\r
0:38 'u_i' (uniform int)\r
-0:38 Convert float to bool (bool)\r
+0:38 Convert float to bool (temp bool)\r
0:38 'u_f' (uniform float)\r
-0:38 Convert int to bool (bool)\r
+0:38 Convert int to bool (temp bool)\r
0:38 'i_i' (flat in int)\r
-0:38 Convert float to bool (bool)\r
+0:38 Convert float to bool (temp bool)\r
0:38 'i_f' (smooth in float)\r
0:40 Sequence\r
-0:40 move second child to first child (int)\r
-0:40 'i' (int)\r
-0:40 add (int)\r
-0:40 Convert float to int (int)\r
+0:40 move second child to first child (temp int)\r
+0:40 'i' (temp int)\r
+0:40 add (temp int)\r
+0:40 Convert float to int (temp int)\r
0:40 'u_f' (uniform float)\r
-0:40 Convert bool to int (int)\r
-0:40 'b' (bool)\r
+0:40 Convert bool to int (temp int)\r
+0:40 'b' (temp bool)\r
0:41 Sequence\r
-0:41 move second child to first child (2-component vector of int)\r
-0:41 'i2' (2-component vector of int)\r
-0:41 add (2-component vector of int)\r
-0:41 Convert float to int (2-component vector of int)\r
+0:41 move second child to first child (temp 2-component vector of int)\r
+0:41 'i2' (temp 2-component vector of int)\r
+0:41 add (temp 2-component vector of int)\r
+0:41 Convert float to int (temp 2-component vector of int)\r
0:41 'u_f2' (uniform 2-component vector of float)\r
-0:41 Convert bool to int (2-component vector of int)\r
-0:41 'b2' (2-component vector of bool)\r
+0:41 Convert bool to int (temp 2-component vector of int)\r
+0:41 'b2' (temp 2-component vector of bool)\r
0:42 Sequence\r
-0:42 move second child to first child (3-component vector of int)\r
-0:42 'i3' (3-component vector of int)\r
-0:42 add (3-component vector of int)\r
-0:42 Convert float to int (3-component vector of int)\r
+0:42 move second child to first child (temp 3-component vector of int)\r
+0:42 'i3' (temp 3-component vector of int)\r
+0:42 add (temp 3-component vector of int)\r
+0:42 Convert float to int (temp 3-component vector of int)\r
0:42 'u_f3' (uniform 3-component vector of float)\r
-0:42 Convert bool to int (3-component vector of int)\r
-0:42 'b3' (3-component vector of bool)\r
+0:42 Convert bool to int (temp 3-component vector of int)\r
+0:42 'b3' (temp 3-component vector of bool)\r
0:43 Sequence\r
-0:43 move second child to first child (4-component vector of int)\r
-0:43 'i4' (4-component vector of int)\r
-0:43 add (4-component vector of int)\r
-0:43 Convert float to int (4-component vector of int)\r
+0:43 move second child to first child (temp 4-component vector of int)\r
+0:43 'i4' (temp 4-component vector of int)\r
+0:43 add (temp 4-component vector of int)\r
+0:43 Convert float to int (temp 4-component vector of int)\r
0:43 'u_f4' (uniform 4-component vector of float)\r
-0:43 Convert bool to int (4-component vector of int)\r
-0:43 'b4' (4-component vector of bool)\r
+0:43 Convert bool to int (temp 4-component vector of int)\r
+0:43 'b4' (temp 4-component vector of bool)\r
0:45 Sequence\r
-0:45 move second child to first child (float)\r
-0:45 'f' (float)\r
-0:45 Convert int to float (float)\r
-0:45 'i' (int)\r
+0:45 move second child to first child (temp float)\r
+0:45 'f' (temp float)\r
+0:45 Convert int to float (temp float)\r
+0:45 'i' (temp int)\r
0:46 Sequence\r
-0:46 move second child to first child (2-component vector of float)\r
-0:46 'f2' (2-component vector of float)\r
-0:46 Convert int to float (2-component vector of float)\r
-0:46 'i2' (2-component vector of int)\r
+0:46 move second child to first child (temp 2-component vector of float)\r
+0:46 'f2' (temp 2-component vector of float)\r
+0:46 Convert int to float (temp 2-component vector of float)\r
+0:46 'i2' (temp 2-component vector of int)\r
0:47 Sequence\r
-0:47 move second child to first child (3-component vector of float)\r
-0:47 'f3' (3-component vector of float)\r
-0:47 Convert int to float (3-component vector of float)\r
-0:47 'i3' (3-component vector of int)\r
+0:47 move second child to first child (temp 3-component vector of float)\r
+0:47 'f3' (temp 3-component vector of float)\r
+0:47 Convert int to float (temp 3-component vector of float)\r
+0:47 'i3' (temp 3-component vector of int)\r
0:48 Sequence\r
-0:48 move second child to first child (4-component vector of float)\r
-0:48 'f4' (4-component vector of float)\r
-0:48 Convert int to float (4-component vector of float)\r
-0:48 'i4' (4-component vector of int)\r
-0:50 add second child into first child (float)\r
-0:50 'f' (float)\r
-0:50 add (float)\r
-0:50 Convert int to float (float)\r
-0:50 'i' (int)\r
-0:50 Convert bool to float (float)\r
-0:50 'b' (bool)\r
-0:51 subtract second child into first child (2-component vector of float)\r
-0:51 'f2' (2-component vector of float)\r
-0:51 add (2-component vector of float)\r
-0:51 Convert int to float (2-component vector of float)\r
-0:51 'i2' (2-component vector of int)\r
-0:51 Convert bool to float (2-component vector of float)\r
-0:51 'b2' (2-component vector of bool)\r
-0:52 divide second child into first child (3-component vector of float)\r
-0:52 'f3' (3-component vector of float)\r
-0:52 add (3-component vector of float)\r
-0:52 Convert int to float (3-component vector of float)\r
-0:52 'i3' (3-component vector of int)\r
-0:52 Convert bool to float (3-component vector of float)\r
-0:52 'b3' (3-component vector of bool)\r
-0:53 add second child into first child (4-component vector of float)\r
-0:53 'f4' (4-component vector of float)\r
-0:53 add (4-component vector of float)\r
-0:53 Convert int to float (4-component vector of float)\r
-0:53 'i4' (4-component vector of int)\r
-0:53 Convert bool to float (4-component vector of float)\r
-0:53 'b4' (4-component vector of bool)\r
-0:55 add second child into first child (4-component vector of float)\r
-0:55 'f4' (4-component vector of float)\r
-0:55 Convert bool to float (4-component vector of float)\r
-0:55 Convert int to bool (4-component vector of bool)\r
+0:48 move second child to first child (temp 4-component vector of float)\r
+0:48 'f4' (temp 4-component vector of float)\r
+0:48 Convert int to float (temp 4-component vector of float)\r
+0:48 'i4' (temp 4-component vector of int)\r
+0:50 add second child into first child (temp float)\r
+0:50 'f' (temp float)\r
+0:50 add (temp float)\r
+0:50 Convert int to float (temp float)\r
+0:50 'i' (temp int)\r
+0:50 Convert bool to float (temp float)\r
+0:50 'b' (temp bool)\r
+0:51 subtract second child into first child (temp 2-component vector of float)\r
+0:51 'f2' (temp 2-component vector of float)\r
+0:51 add (temp 2-component vector of float)\r
+0:51 Convert int to float (temp 2-component vector of float)\r
+0:51 'i2' (temp 2-component vector of int)\r
+0:51 Convert bool to float (temp 2-component vector of float)\r
+0:51 'b2' (temp 2-component vector of bool)\r
+0:52 divide second child into first child (temp 3-component vector of float)\r
+0:52 'f3' (temp 3-component vector of float)\r
+0:52 add (temp 3-component vector of float)\r
+0:52 Convert int to float (temp 3-component vector of float)\r
+0:52 'i3' (temp 3-component vector of int)\r
+0:52 Convert bool to float (temp 3-component vector of float)\r
+0:52 'b3' (temp 3-component vector of bool)\r
+0:53 add second child into first child (temp 4-component vector of float)\r
+0:53 'f4' (temp 4-component vector of float)\r
+0:53 add (temp 4-component vector of float)\r
+0:53 Convert int to float (temp 4-component vector of float)\r
+0:53 'i4' (temp 4-component vector of int)\r
+0:53 Convert bool to float (temp 4-component vector of float)\r
+0:53 'b4' (temp 4-component vector of bool)\r
+0:55 add second child into first child (temp 4-component vector of float)\r
+0:55 'f4' (temp 4-component vector of float)\r
+0:55 Convert bool to float (temp 4-component vector of float)\r
+0:55 Convert int to bool (temp 4-component vector of bool)\r
0:55 'i_i4' (flat in 4-component vector of int)\r
-0:56 add second child into first child (4-component vector of float)\r
-0:56 'f4' (4-component vector of float)\r
-0:56 Convert bool to float (4-component vector of float)\r
-0:56 Convert float to bool (4-component vector of bool)\r
+0:56 add second child into first child (temp 4-component vector of float)\r
+0:56 'f4' (temp 4-component vector of float)\r
+0:56 Convert bool to float (temp 4-component vector of float)\r
+0:56 Convert float to bool (temp 4-component vector of bool)\r
0:56 'u_f4' (uniform 4-component vector of float)\r
-0:58 add second child into first child (float)\r
-0:58 'f' (float)\r
-0:58 subtract (float)\r
-0:58 'f' (float)\r
-0:58 Convert int to float (float)\r
-0:58 'i' (int)\r
-0:59 add second child into first child (2-component vector of float)\r
-0:59 'f2' (2-component vector of float)\r
-0:59 add (2-component vector of float)\r
-0:59 Construct vec2 (2-component vector of float)\r
-0:59 'f' (float)\r
-0:59 Convert int to float (float)\r
-0:59 'i' (int)\r
-0:59 Convert int to float (2-component vector of float)\r
-0:59 'i2' (2-component vector of int)\r
-0:60 add second child into first child (3-component vector of float)\r
-0:60 'f3' (3-component vector of float)\r
-0:60 add (3-component vector of float)\r
-0:60 Convert int to float (3-component vector of float)\r
-0:60 'i3' (3-component vector of int)\r
-0:60 Construct vec3 (3-component vector of float)\r
-0:60 'f' (float)\r
-0:60 Convert int to float (float)\r
-0:60 'i' (int)\r
-0:60 'f' (float)\r
-0:61 add second child into first child (4-component vector of float)\r
-0:61 'f4' (4-component vector of float)\r
-0:61 add (4-component vector of float)\r
-0:61 Construct vec4 (4-component vector of float)\r
-0:61 Convert bool to float (float)\r
-0:61 'b' (bool)\r
-0:61 Convert int to float (float)\r
-0:61 'i' (int)\r
-0:61 'f' (float)\r
-0:61 Convert int to float (float)\r
-0:61 'i' (int)\r
-0:61 Convert int to float (4-component vector of float)\r
-0:61 'i4' (4-component vector of int)\r
-0:63 add second child into first child (2-component vector of float)\r
-0:63 'f2' (2-component vector of float)\r
-0:63 vector-scale (2-component vector of float)\r
-0:63 Construct vec2 (2-component vector of float)\r
-0:63 'f' (float)\r
-0:63 Convert int to float (float)\r
-0:63 'i' (int)\r
-0:63 Convert int to float (float)\r
-0:63 'i' (int)\r
-0:64 add second child into first child (3-component vector of float)\r
-0:64 'f3' (3-component vector of float)\r
-0:64 add (3-component vector of float)\r
-0:64 Construct vec3 (3-component vector of float)\r
-0:64 'f' (float)\r
-0:64 Convert int to float (float)\r
-0:64 'i' (int)\r
-0:64 'f' (float)\r
-0:64 Convert int to float (float)\r
-0:64 'i' (int)\r
-0:65 add second child into first child (4-component vector of float)\r
-0:65 'f4' (4-component vector of float)\r
-0:65 subtract (4-component vector of float)\r
-0:65 Convert int to float (float)\r
-0:65 'i' (int)\r
-0:65 Construct vec4 (4-component vector of float)\r
-0:65 Convert bool to float (float)\r
-0:65 'b' (bool)\r
-0:65 Convert int to float (float)\r
-0:65 'i' (int)\r
-0:65 'f' (float)\r
-0:65 Convert int to float (float)\r
-0:65 'i' (int)\r
-0:67 add second child into first child (2-component vector of int)\r
-0:67 'i2' (2-component vector of int)\r
-0:67 Construct ivec2 (2-component vector of int)\r
-0:67 Convert float to int (int)\r
-0:67 'f' (float)\r
-0:67 'i' (int)\r
-0:68 add second child into first child (3-component vector of int)\r
-0:68 'i3' (3-component vector of int)\r
-0:68 Construct ivec3 (3-component vector of int)\r
-0:68 Convert float to int (int)\r
-0:68 'f' (float)\r
-0:68 'i' (int)\r
-0:68 Convert float to int (int)\r
-0:68 'f' (float)\r
-0:69 add second child into first child (4-component vector of int)\r
-0:69 'i4' (4-component vector of int)\r
-0:69 Construct ivec4 (4-component vector of int)\r
-0:69 Convert bool to int (int)\r
-0:69 'b' (bool)\r
-0:69 'i' (int)\r
-0:69 Convert float to int (int)\r
-0:69 'f' (float)\r
-0:69 'i' (int)\r
-0:71 Test condition and select (void)\r
+0:58 add second child into first child (temp float)\r
+0:58 'f' (temp float)\r
+0:58 subtract (temp float)\r
+0:58 'f' (temp float)\r
+0:58 Convert int to float (temp float)\r
+0:58 'i' (temp int)\r
+0:59 add second child into first child (temp 2-component vector of float)\r
+0:59 'f2' (temp 2-component vector of float)\r
+0:59 add (temp 2-component vector of float)\r
+0:59 Construct vec2 (temp 2-component vector of float)\r
+0:59 'f' (temp float)\r
+0:59 Convert int to float (temp float)\r
+0:59 'i' (temp int)\r
+0:59 Convert int to float (temp 2-component vector of float)\r
+0:59 'i2' (temp 2-component vector of int)\r
+0:60 add second child into first child (temp 3-component vector of float)\r
+0:60 'f3' (temp 3-component vector of float)\r
+0:60 add (temp 3-component vector of float)\r
+0:60 Convert int to float (temp 3-component vector of float)\r
+0:60 'i3' (temp 3-component vector of int)\r
+0:60 Construct vec3 (temp 3-component vector of float)\r
+0:60 'f' (temp float)\r
+0:60 Convert int to float (temp float)\r
+0:60 'i' (temp int)\r
+0:60 'f' (temp float)\r
+0:61 add second child into first child (temp 4-component vector of float)\r
+0:61 'f4' (temp 4-component vector of float)\r
+0:61 add (temp 4-component vector of float)\r
+0:61 Construct vec4 (temp 4-component vector of float)\r
+0:61 Convert bool to float (temp float)\r
+0:61 'b' (temp bool)\r
+0:61 Convert int to float (temp float)\r
+0:61 'i' (temp int)\r
+0:61 'f' (temp float)\r
+0:61 Convert int to float (temp float)\r
+0:61 'i' (temp int)\r
+0:61 Convert int to float (temp 4-component vector of float)\r
+0:61 'i4' (temp 4-component vector of int)\r
+0:63 add second child into first child (temp 2-component vector of float)\r
+0:63 'f2' (temp 2-component vector of float)\r
+0:63 vector-scale (temp 2-component vector of float)\r
+0:63 Construct vec2 (temp 2-component vector of float)\r
+0:63 'f' (temp float)\r
+0:63 Convert int to float (temp float)\r
+0:63 'i' (temp int)\r
+0:63 Convert int to float (temp float)\r
+0:63 'i' (temp int)\r
+0:64 add second child into first child (temp 3-component vector of float)\r
+0:64 'f3' (temp 3-component vector of float)\r
+0:64 add (temp 3-component vector of float)\r
+0:64 Construct vec3 (temp 3-component vector of float)\r
+0:64 'f' (temp float)\r
+0:64 Convert int to float (temp float)\r
+0:64 'i' (temp int)\r
+0:64 'f' (temp float)\r
+0:64 Convert int to float (temp float)\r
+0:64 'i' (temp int)\r
+0:65 add second child into first child (temp 4-component vector of float)\r
+0:65 'f4' (temp 4-component vector of float)\r
+0:65 subtract (temp 4-component vector of float)\r
+0:65 Convert int to float (temp float)\r
+0:65 'i' (temp int)\r
+0:65 Construct vec4 (temp 4-component vector of float)\r
+0:65 Convert bool to float (temp float)\r
+0:65 'b' (temp bool)\r
+0:65 Convert int to float (temp float)\r
+0:65 'i' (temp int)\r
+0:65 'f' (temp float)\r
+0:65 Convert int to float (temp float)\r
+0:65 'i' (temp int)\r
+0:67 add second child into first child (temp 2-component vector of int)\r
+0:67 'i2' (temp 2-component vector of int)\r
+0:67 Construct ivec2 (temp 2-component vector of int)\r
+0:67 Convert float to int (temp int)\r
+0:67 'f' (temp float)\r
+0:67 'i' (temp int)\r
+0:68 add second child into first child (temp 3-component vector of int)\r
+0:68 'i3' (temp 3-component vector of int)\r
+0:68 Construct ivec3 (temp 3-component vector of int)\r
+0:68 Convert float to int (temp int)\r
+0:68 'f' (temp float)\r
+0:68 'i' (temp int)\r
+0:68 Convert float to int (temp int)\r
+0:68 'f' (temp float)\r
+0:69 add second child into first child (temp 4-component vector of int)\r
+0:69 'i4' (temp 4-component vector of int)\r
+0:69 Construct ivec4 (temp 4-component vector of int)\r
+0:69 Convert bool to int (temp int)\r
+0:69 'b' (temp bool)\r
+0:69 'i' (temp int)\r
+0:69 Convert float to int (temp int)\r
+0:69 'f' (temp float)\r
+0:69 'i' (temp int)\r
+0:71 Test condition and select (temp void)\r
0:71 Condition\r
-0:72 logical-or (bool)\r
-0:71 logical-or (bool)\r
-0:71 logical-or (bool)\r
-0:71 Compare Less Than (bool)\r
-0:71 'f' (float)\r
-0:71 Convert int to float (float)\r
-0:71 'i' (int)\r
-0:71 Compare Less Than (bool)\r
-0:71 Convert int to float (float)\r
-0:71 'i' (int)\r
-0:71 'f' (float)\r
-0:72 Compare Equal (bool)\r
-0:72 'f2' (2-component vector of float)\r
-0:72 Convert int to float (2-component vector of float)\r
-0:72 'i2' (2-component vector of int)\r
-0:73 Compare Not Equal (bool)\r
-0:73 Convert int to float (3-component vector of float)\r
-0:73 'i3' (3-component vector of int)\r
-0:73 'f3' (3-component vector of float)\r
+0:72 logical-or (temp bool)\r
+0:71 logical-or (temp bool)\r
+0:71 logical-or (temp bool)\r
+0:71 Compare Less Than (temp bool)\r
+0:71 'f' (temp float)\r
+0:71 Convert int to float (temp float)\r
+0:71 'i' (temp int)\r
+0:71 Compare Less Than (temp bool)\r
+0:71 Convert int to float (temp float)\r
+0:71 'i' (temp int)\r
+0:71 'f' (temp float)\r
+0:72 Compare Equal (temp bool)\r
+0:72 'f2' (temp 2-component vector of float)\r
+0:72 Convert int to float (temp 2-component vector of float)\r
+0:72 'i2' (temp 2-component vector of int)\r
+0:73 Compare Not Equal (temp bool)\r
+0:73 Convert int to float (temp 3-component vector of float)\r
+0:73 'i3' (temp 3-component vector of int)\r
+0:73 'f3' (temp 3-component vector of float)\r
0:71 true case\r
-0:74 move second child to first child (float)\r
-0:74 'f' (float)\r
-0:74 add (float)\r
-0:74 Test condition and select (float)\r
+0:74 move second child to first child (temp float)\r
+0:74 'f' (temp float)\r
+0:74 add (temp float)\r
+0:74 Test condition and select (temp float)\r
0:74 Condition\r
-0:74 'b' (bool)\r
+0:74 'b' (temp bool)\r
0:74 true case\r
-0:74 Convert int to float (float)\r
-0:74 'i' (int)\r
+0:74 Convert int to float (temp float)\r
+0:74 'i' (temp int)\r
0:74 false case\r
-0:74 direct index (float)\r
-0:74 'f2' (2-component vector of float)\r
+0:74 direct index (temp float)\r
+0:74 'f2' (temp 2-component vector of float)\r
0:74 Constant:\r
0:74 0 (const int)\r
-0:74 Test condition and select (float)\r
+0:74 Test condition and select (temp float)\r
0:74 Condition\r
-0:74 direct index (bool)\r
-0:74 'b2' (2-component vector of bool)\r
+0:74 direct index (temp bool)\r
+0:74 'b2' (temp 2-component vector of bool)\r
0:74 Constant:\r
0:74 0 (const int)\r
0:74 true case\r
-0:74 direct index (float)\r
-0:74 'f3' (3-component vector of float)\r
+0:74 direct index (temp float)\r
+0:74 'f3' (temp 3-component vector of float)\r
0:74 Constant:\r
0:74 0 (const int)\r
0:74 false case\r
-0:74 Convert int to float (float)\r
-0:74 direct index (int)\r
-0:74 'i2' (2-component vector of int)\r
+0:74 Convert int to float (temp float)\r
+0:74 direct index (temp int)\r
+0:74 'i2' (temp 2-component vector of int)\r
0:74 Constant:\r
0:74 1 (const int)\r
-0:76 move second child to first child (4-component vector of float)\r
+0:76 move second child to first child (temp 4-component vector of float)\r
0:76 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:86 Test condition and select (4-component vector of float)\r
+0:86 Test condition and select (temp 4-component vector of float)\r
0:86 Condition\r
-0:85 logical-or (bool)\r
-0:84 logical-or (bool)\r
-0:83 logical-or (bool)\r
-0:82 logical-or (bool)\r
-0:81 logical-or (bool)\r
-0:80 logical-or (bool)\r
-0:79 logical-or (bool)\r
-0:78 logical-or (bool)\r
-0:77 logical-or (bool)\r
-0:77 'b' (bool)\r
-0:78 direct index (bool)\r
-0:78 'b2' (2-component vector of bool)\r
+0:85 logical-or (temp bool)\r
+0:84 logical-or (temp bool)\r
+0:83 logical-or (temp bool)\r
+0:82 logical-or (temp bool)\r
+0:81 logical-or (temp bool)\r
+0:80 logical-or (temp bool)\r
+0:79 logical-or (temp bool)\r
+0:78 logical-or (temp bool)\r
+0:77 logical-or (temp bool)\r
+0:77 'b' (temp bool)\r
+0:78 direct index (temp bool)\r
+0:78 'b2' (temp 2-component vector of bool)\r
0:78 Constant:\r
0:78 0 (const int)\r
-0:79 direct index (bool)\r
-0:79 'b2' (2-component vector of bool)\r
+0:79 direct index (temp bool)\r
+0:79 'b2' (temp 2-component vector of bool)\r
0:79 Constant:\r
0:79 1 (const int)\r
-0:80 direct index (bool)\r
-0:80 'b3' (3-component vector of bool)\r
+0:80 direct index (temp bool)\r
+0:80 'b3' (temp 3-component vector of bool)\r
0:80 Constant:\r
0:80 0 (const int)\r
-0:81 direct index (bool)\r
-0:81 'b3' (3-component vector of bool)\r
+0:81 direct index (temp bool)\r
+0:81 'b3' (temp 3-component vector of bool)\r
0:81 Constant:\r
0:81 1 (const int)\r
-0:82 direct index (bool)\r
-0:82 'b3' (3-component vector of bool)\r
+0:82 direct index (temp bool)\r
+0:82 'b3' (temp 3-component vector of bool)\r
0:82 Constant:\r
0:82 2 (const int)\r
-0:83 direct index (bool)\r
-0:83 'b4' (4-component vector of bool)\r
+0:83 direct index (temp bool)\r
+0:83 'b4' (temp 4-component vector of bool)\r
0:83 Constant:\r
0:83 0 (const int)\r
-0:84 direct index (bool)\r
-0:84 'b4' (4-component vector of bool)\r
+0:84 direct index (temp bool)\r
+0:84 'b4' (temp 4-component vector of bool)\r
0:84 Constant:\r
0:84 1 (const int)\r
-0:85 direct index (bool)\r
-0:85 'b4' (4-component vector of bool)\r
+0:85 direct index (temp bool)\r
+0:85 'b4' (temp 4-component vector of bool)\r
0:85 Constant:\r
0:85 2 (const int)\r
-0:86 direct index (bool)\r
-0:86 'b4' (4-component vector of bool)\r
+0:86 direct index (temp bool)\r
+0:86 'b4' (temp 4-component vector of bool)\r
0:86 Constant:\r
0:86 3 (const int)\r
0:86 true case\r
-0:105 Construct vec4 (4-component vector of float)\r
-0:105 add (float)\r
-0:104 add (float)\r
-0:103 add (float)\r
-0:102 add (float)\r
-0:101 add (float)\r
-0:100 add (float)\r
-0:99 add (float)\r
-0:98 add (float)\r
-0:97 add (float)\r
-0:96 add (float)\r
-0:95 Convert int to float (float)\r
-0:95 add (int)\r
-0:94 add (int)\r
-0:93 add (int)\r
-0:92 add (int)\r
-0:91 add (int)\r
-0:90 add (int)\r
-0:89 add (int)\r
-0:88 add (int)\r
-0:87 add (int)\r
-0:87 'i' (int)\r
-0:88 direct index (int)\r
-0:88 'i2' (2-component vector of int)\r
+0:105 Construct vec4 (temp 4-component vector of float)\r
+0:105 add (temp float)\r
+0:104 add (temp float)\r
+0:103 add (temp float)\r
+0:102 add (temp float)\r
+0:101 add (temp float)\r
+0:100 add (temp float)\r
+0:99 add (temp float)\r
+0:98 add (temp float)\r
+0:97 add (temp float)\r
+0:96 add (temp float)\r
+0:95 Convert int to float (temp float)\r
+0:95 add (temp int)\r
+0:94 add (temp int)\r
+0:93 add (temp int)\r
+0:92 add (temp int)\r
+0:91 add (temp int)\r
+0:90 add (temp int)\r
+0:89 add (temp int)\r
+0:88 add (temp int)\r
+0:87 add (temp int)\r
+0:87 'i' (temp int)\r
+0:88 direct index (temp int)\r
+0:88 'i2' (temp 2-component vector of int)\r
0:88 Constant:\r
0:88 0 (const int)\r
-0:89 direct index (int)\r
-0:89 'i2' (2-component vector of int)\r
+0:89 direct index (temp int)\r
+0:89 'i2' (temp 2-component vector of int)\r
0:89 Constant:\r
0:89 1 (const int)\r
-0:90 direct index (int)\r
-0:90 'i3' (3-component vector of int)\r
+0:90 direct index (temp int)\r
+0:90 'i3' (temp 3-component vector of int)\r
0:90 Constant:\r
0:90 0 (const int)\r
-0:91 direct index (int)\r
-0:91 'i3' (3-component vector of int)\r
+0:91 direct index (temp int)\r
+0:91 'i3' (temp 3-component vector of int)\r
0:91 Constant:\r
0:91 1 (const int)\r
-0:92 direct index (int)\r
-0:92 'i3' (3-component vector of int)\r
+0:92 direct index (temp int)\r
+0:92 'i3' (temp 3-component vector of int)\r
0:92 Constant:\r
0:92 2 (const int)\r
-0:93 direct index (int)\r
-0:93 'i4' (4-component vector of int)\r
+0:93 direct index (temp int)\r
+0:93 'i4' (temp 4-component vector of int)\r
0:93 Constant:\r
0:93 0 (const int)\r
-0:94 direct index (int)\r
-0:94 'i4' (4-component vector of int)\r
+0:94 direct index (temp int)\r
+0:94 'i4' (temp 4-component vector of int)\r
0:94 Constant:\r
0:94 1 (const int)\r
-0:95 direct index (int)\r
-0:95 'i4' (4-component vector of int)\r
+0:95 direct index (temp int)\r
+0:95 'i4' (temp 4-component vector of int)\r
0:95 Constant:\r
0:95 2 (const int)\r
-0:96 direct index (int)\r
-0:96 'i4' (4-component vector of int)\r
+0:96 direct index (temp int)\r
+0:96 'i4' (temp 4-component vector of int)\r
0:96 Constant:\r
0:96 3 (const int)\r
-0:97 'f' (float)\r
-0:98 direct index (float)\r
-0:98 'f2' (2-component vector of float)\r
+0:97 'f' (temp float)\r
+0:98 direct index (temp float)\r
+0:98 'f2' (temp 2-component vector of float)\r
0:98 Constant:\r
0:98 0 (const int)\r
-0:99 direct index (float)\r
-0:99 'f2' (2-component vector of float)\r
+0:99 direct index (temp float)\r
+0:99 'f2' (temp 2-component vector of float)\r
0:99 Constant:\r
0:99 1 (const int)\r
-0:100 direct index (float)\r
-0:100 'f3' (3-component vector of float)\r
+0:100 direct index (temp float)\r
+0:100 'f3' (temp 3-component vector of float)\r
0:100 Constant:\r
0:100 0 (const int)\r
-0:101 direct index (float)\r
-0:101 'f3' (3-component vector of float)\r
+0:101 direct index (temp float)\r
+0:101 'f3' (temp 3-component vector of float)\r
0:101 Constant:\r
0:101 1 (const int)\r
-0:102 direct index (float)\r
-0:102 'f3' (3-component vector of float)\r
+0:102 direct index (temp float)\r
+0:102 'f3' (temp 3-component vector of float)\r
0:102 Constant:\r
0:102 2 (const int)\r
-0:103 direct index (float)\r
-0:103 'f4' (4-component vector of float)\r
+0:103 direct index (temp float)\r
+0:103 'f4' (temp 4-component vector of float)\r
0:103 Constant:\r
0:103 0 (const int)\r
-0:104 direct index (float)\r
-0:104 'f4' (4-component vector of float)\r
+0:104 direct index (temp float)\r
+0:104 'f4' (temp 4-component vector of float)\r
0:104 Constant:\r
0:104 1 (const int)\r
-0:105 direct index (float)\r
-0:105 'f4' (4-component vector of float)\r
+0:105 direct index (temp float)\r
+0:105 'f4' (temp 4-component vector of float)\r
0:105 Constant:\r
0:105 2 (const int)\r
-0:106 direct index (float)\r
-0:106 'f4' (4-component vector of float)\r
+0:106 direct index (temp float)\r
+0:106 'f4' (temp 4-component vector of float)\r
0:106 Constant:\r
0:106 3 (const int)\r
0:86 false case\r
0:106 1.000000\r
0:106 1.000000\r
0:109 Sequence\r
-0:109 move second child to first child (4-component vector of int)\r
-0:109 'cv2' (4-component vector of int)\r
+0:109 move second child to first child (temp 4-component vector of int)\r
+0:109 'cv2' (temp 4-component vector of int)\r
0:109 Constant:\r
0:109 1 (const int)\r
0:109 1 (const int)\r
0:109 1 (const int)\r
0:109 1 (const int)\r
0:110 Sequence\r
-0:110 move second child to first child (4-component vector of bool)\r
-0:110 'cv5' (4-component vector of bool)\r
-0:110 Convert int to bool (4-component vector of bool)\r
-0:110 'cv2' (4-component vector of int)\r
-0:111 add second child into first child (4-component vector of float)\r
+0:110 move second child to first child (temp 4-component vector of bool)\r
+0:110 'cv5' (temp 4-component vector of bool)\r
+0:110 Convert int to bool (temp 4-component vector of bool)\r
+0:110 'cv2' (temp 4-component vector of int)\r
+0:111 add second child into first child (temp 4-component vector of float)\r
0:111 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:111 Construct float (float)\r
-0:111 Convert bool to float (4-component vector of float)\r
-0:111 'cv5' (4-component vector of bool)\r
+0:111 Construct float (temp float)\r
+0:111 Convert bool to float (temp 4-component vector of float)\r
+0:111 'cv5' (temp 4-component vector of bool)\r
0:? Linker Objects\r
0:? 'u_b' (uniform bool)\r
0:? 'u_b2' (uniform 2-component vector of bool)\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
0:4 Sequence\r
-0:4 move second child to first child (highp float)\r
-0:4 'sum' (highp float)\r
+0:4 move second child to first child (temp highp float)\r
+0:4 'sum' (global highp float)\r
0:4 Constant:\r
0:4 0.000000\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:10 Sequence\r
-0:10 add second child into first child (highp float)\r
-0:10 'sum' (highp float)\r
+0:10 add second child into first child (temp highp float)\r
+0:10 'sum' (global highp float)\r
0:10 Constant:\r
0:10 1.000000\r
-0:15 add second child into first child (highp float)\r
-0:15 'sum' (highp float)\r
+0:15 add second child into first child (temp highp float)\r
+0:15 'sum' (global highp float)\r
0:15 Constant:\r
0:15 20.000000\r
-0:30 add second child into first child (highp float)\r
-0:30 'sum' (highp float)\r
+0:30 add second child into first child (temp highp float)\r
+0:30 'sum' (global highp float)\r
0:30 Constant:\r
0:30 300.000000\r
-0:39 move second child to first child (highp 4-component vector of float)\r
+0:39 move second child to first child (temp highp 4-component vector of float)\r
0:39 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:39 Construct vec4 (highp 4-component vector of float)\r
-0:39 'sum' (highp float)\r
-0:44 Function Definition: foo( (highp float)\r
+0:39 Construct vec4 (temp highp 4-component vector of float)\r
+0:39 'sum' (global highp float)\r
+0:44 Function Definition: foo( (global highp float)\r
0:44 Function Parameters: \r
0:46 Sequence\r
0:46 Branch: Return with expression\r
-0:46 add (highp float)\r
-0:46 add (highp float)\r
-0:46 direct index (highp float)\r
+0:46 add (temp highp float)\r
+0:46 add (temp highp float)\r
+0:46 direct index (temp highp float)\r
0:46 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 3.000000\r
-0:46 add (highp float)\r
-0:46 direct index (highp float)\r
+0:46 add (temp highp float)\r
+0:46 direct index (temp highp float)\r
0:46 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 3.000000\r
0:47 Branch: Return with expression\r
-0:47 add (highp float)\r
-0:47 add (highp float)\r
-0:47 direct index (highp float)\r
+0:47 add (temp highp float)\r
+0:47 add (temp highp float)\r
+0:47 direct index (temp highp float)\r
0:47 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:47 Constant:\r
0:47 1 (const int)\r
0:47 Constant:\r
0:47 3.000000\r
-0:47 add (highp float)\r
-0:47 direct index (highp float)\r
+0:47 add (temp highp float)\r
+0:47 direct index (temp highp float)\r
0:47 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:47 Constant:\r
0:47 1 (const int)\r
0:47 Constant:\r
0:47 3.000000\r
0:97 Sequence\r
-0:97 move second child to first child (highp float)\r
-0:97 'c' (highp float)\r
+0:97 move second child to first child (temp highp float)\r
+0:97 'c' (global highp float)\r
0:98 Constant:\r
0:98 3.300000\r
0:? Linker Objects\r
-0:? 'sum' (highp float)\r
-0:? 'c' (highp float)\r
+0:? 'sum' (global highp float)\r
+0:? 'c' (global highp float)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
0:4 Sequence\r
-0:4 move second child to first child (highp float)\r
-0:4 'sum' (highp float)\r
+0:4 move second child to first child (temp highp float)\r
+0:4 'sum' (global highp float)\r
0:4 Constant:\r
0:4 0.000000\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:10 Sequence\r
-0:10 add second child into first child (highp float)\r
-0:10 'sum' (highp float)\r
+0:10 add second child into first child (temp highp float)\r
+0:10 'sum' (global highp float)\r
0:10 Constant:\r
0:10 1.000000\r
-0:15 add second child into first child (highp float)\r
-0:15 'sum' (highp float)\r
+0:15 add second child into first child (temp highp float)\r
+0:15 'sum' (global highp float)\r
0:15 Constant:\r
0:15 20.000000\r
-0:30 add second child into first child (highp float)\r
-0:30 'sum' (highp float)\r
+0:30 add second child into first child (temp highp float)\r
+0:30 'sum' (global highp float)\r
0:30 Constant:\r
0:30 300.000000\r
-0:39 move second child to first child (highp 4-component vector of float)\r
+0:39 move second child to first child (temp highp 4-component vector of float)\r
0:39 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:39 Construct vec4 (highp 4-component vector of float)\r
-0:39 'sum' (highp float)\r
-0:44 Function Definition: foo( (highp float)\r
+0:39 Construct vec4 (temp highp 4-component vector of float)\r
+0:39 'sum' (global highp float)\r
+0:44 Function Definition: foo( (global highp float)\r
0:44 Function Parameters: \r
0:46 Sequence\r
0:46 Branch: Return with expression\r
-0:46 add (highp float)\r
-0:46 add (highp float)\r
-0:46 direct index (highp float)\r
+0:46 add (temp highp float)\r
+0:46 add (temp highp float)\r
+0:46 direct index (temp highp float)\r
0:46 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 3.000000\r
-0:46 add (highp float)\r
-0:46 direct index (highp float)\r
+0:46 add (temp highp float)\r
+0:46 direct index (temp highp float)\r
0:46 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 3.000000\r
0:47 Branch: Return with expression\r
-0:47 add (highp float)\r
-0:47 add (highp float)\r
-0:47 direct index (highp float)\r
+0:47 add (temp highp float)\r
+0:47 add (temp highp float)\r
+0:47 direct index (temp highp float)\r
0:47 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:47 Constant:\r
0:47 1 (const int)\r
0:47 Constant:\r
0:47 3.000000\r
-0:47 add (highp float)\r
-0:47 direct index (highp float)\r
+0:47 add (temp highp float)\r
+0:47 direct index (temp highp float)\r
0:47 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:47 Constant:\r
0:47 1 (const int)\r
0:47 Constant:\r
0:47 3.000000\r
0:97 Sequence\r
-0:97 move second child to first child (highp float)\r
-0:97 'c' (highp float)\r
+0:97 move second child to first child (temp highp float)\r
+0:97 'c' (global highp float)\r
0:98 Constant:\r
0:98 3.300000\r
0:? Linker Objects\r
-0:? 'sum' (highp float)\r
-0:? 'c' (highp float)\r
+0:? 'sum' (global highp float)\r
+0:? 'c' (global highp float)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
Shader version: 110\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (float)\r
-0:5 'sum' (float)\r
+0:5 move second child to first child (temp float)\r
+0:5 'sum' (global float)\r
0:5 Constant:\r
0:5 0.000000\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:12 Sequence\r
-0:12 add second child into first child (float)\r
-0:12 'sum' (float)\r
+0:12 add second child into first child (temp float)\r
+0:12 'sum' (global float)\r
0:12 Constant:\r
0:12 1.000000\r
-0:22 add second child into first child (float)\r
-0:22 'sum' (float)\r
+0:22 add second child into first child (temp float)\r
+0:22 'sum' (global float)\r
0:22 Constant:\r
0:22 300.000000\r
-0:37 add second child into first child (float)\r
-0:37 'sum' (float)\r
+0:37 add second child into first child (temp float)\r
+0:37 'sum' (global float)\r
0:37 Constant:\r
0:37 600000.000000\r
-0:47 add second child into first child (float)\r
-0:47 'sum' (float)\r
+0:47 add second child into first child (temp float)\r
+0:47 'sum' (global float)\r
0:47 Constant:\r
0:47 80000000.000000\r
-0:52 add second child into first child (float)\r
-0:52 'sum' (float)\r
+0:52 add second child into first child (temp float)\r
+0:52 'sum' (global float)\r
0:52 Constant:\r
0:52 900000000.000000\r
-0:56 move second child to first child (4-component vector of float)\r
+0:56 move second child to first child (temp 4-component vector of float)\r
0:56 'gl_Position' (gl_Position 4-component vector of float)\r
-0:56 Construct vec4 (4-component vector of float)\r
-0:56 'sum' (float)\r
+0:56 Construct vec4 (temp 4-component vector of float)\r
+0:56 'sum' (global float)\r
0:? Linker Objects\r
-0:? 'sum' (float)\r
+0:? 'sum' (global float)\r
\r
\r
Linked vertex stage:\r
Shader version: 110\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (float)\r
-0:5 'sum' (float)\r
+0:5 move second child to first child (temp float)\r
+0:5 'sum' (global float)\r
0:5 Constant:\r
0:5 0.000000\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:12 Sequence\r
-0:12 add second child into first child (float)\r
-0:12 'sum' (float)\r
+0:12 add second child into first child (temp float)\r
+0:12 'sum' (global float)\r
0:12 Constant:\r
0:12 1.000000\r
-0:22 add second child into first child (float)\r
-0:22 'sum' (float)\r
+0:22 add second child into first child (temp float)\r
+0:22 'sum' (global float)\r
0:22 Constant:\r
0:22 300.000000\r
-0:37 add second child into first child (float)\r
-0:37 'sum' (float)\r
+0:37 add second child into first child (temp float)\r
+0:37 'sum' (global float)\r
0:37 Constant:\r
0:37 600000.000000\r
-0:47 add second child into first child (float)\r
-0:47 'sum' (float)\r
+0:47 add second child into first child (temp float)\r
+0:47 'sum' (global float)\r
0:47 Constant:\r
0:47 80000000.000000\r
-0:52 add second child into first child (float)\r
-0:52 'sum' (float)\r
+0:52 add second child into first child (temp float)\r
+0:52 'sum' (global float)\r
0:52 Constant:\r
0:52 900000000.000000\r
-0:56 move second child to first child (4-component vector of float)\r
+0:56 move second child to first child (temp 4-component vector of float)\r
0:56 'gl_Position' (gl_Position 4-component vector of float)\r
-0:56 Construct vec4 (4-component vector of float)\r
-0:56 'sum' (float)\r
+0:56 Construct vec4 (temp 4-component vector of float)\r
+0:56 'sum' (global float)\r
0:? Linker Objects\r
-0:? 'sum' (float)\r
+0:? 'sum' (global float)\r
\r
Shader version: 110\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (float)\r
-0:5 'sum' (float)\r
+0:5 move second child to first child (temp float)\r
+0:5 'sum' (global float)\r
0:5 Constant:\r
0:5 0.000000\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:12 Sequence\r
-0:12 add second child into first child (float)\r
-0:12 'sum' (float)\r
+0:12 add second child into first child (temp float)\r
+0:12 'sum' (global float)\r
0:12 Constant:\r
0:12 1.000000\r
-0:21 add second child into first child (float)\r
-0:21 'sum' (float)\r
+0:21 add second child into first child (temp float)\r
+0:21 'sum' (global float)\r
0:21 Constant:\r
0:21 300.000000\r
-0:61 add second child into first child (float)\r
-0:61 'sum' (float)\r
+0:61 add second child into first child (temp float)\r
+0:61 'sum' (global float)\r
0:61 Constant:\r
0:61 600000.000000\r
-0:65 add second child into first child (float)\r
-0:65 'sum' (float)\r
+0:65 add second child into first child (temp float)\r
+0:65 'sum' (global float)\r
0:65 Constant:\r
0:65 80000000.000000\r
-0:69 add second child into first child (float)\r
-0:69 'sum' (float)\r
+0:69 add second child into first child (temp float)\r
+0:69 'sum' (global float)\r
0:69 Constant:\r
0:69 900000000.000000\r
-0:76 add second child into first child (float)\r
-0:76 'sum' (float)\r
+0:76 add second child into first child (temp float)\r
+0:76 'sum' (global float)\r
0:76 Constant:\r
0:76 7000000.000000\r
-0:86 move second child to first child (4-component vector of float)\r
+0:86 move second child to first child (temp 4-component vector of float)\r
0:86 'gl_Position' (gl_Position 4-component vector of float)\r
-0:86 Construct vec4 (4-component vector of float)\r
-0:86 'sum' (float)\r
+0:86 Construct vec4 (temp 4-component vector of float)\r
+0:86 'sum' (global float)\r
0:103 Sequence\r
-0:103 move second child to first child (int)\r
-0:103 'selected4' (int)\r
+0:103 move second child to first child (temp int)\r
+0:103 'selected4' (global int)\r
0:103 Constant:\r
0:103 4 (const int)\r
0:115 Sequence\r
-0:115 move second child to first child (int)\r
-0:115 'selected2' (int)\r
+0:115 move second child to first child (temp int)\r
+0:115 'selected2' (global int)\r
0:115 Constant:\r
0:115 2 (const int)\r
0:133 Sequence\r
-0:133 move second child to first child (int)\r
-0:133 'selected3' (int)\r
+0:133 move second child to first child (temp int)\r
+0:133 'selected3' (global int)\r
0:133 Constant:\r
0:133 3 (const int)\r
-0:175 Function Definition: foo985( (void)\r
+0:175 Function Definition: foo985( (global void)\r
0:175 Function Parameters: \r
0:175 Sequence\r
-0:175 add (int)\r
+0:175 add (temp int)\r
0:175 Constant:\r
0:175 2 (const int)\r
-0:175 Comma (int)\r
+0:175 Comma (temp int)\r
0:175 Constant:\r
0:175 3 (const int)\r
0:175 Constant:\r
0:175 4 (const int)\r
0:? Linker Objects\r
-0:? 'sum' (float)\r
-0:? 'selected4' (int)\r
-0:? 'selected2' (int)\r
-0:? 'selected3' (int)\r
+0:? 'sum' (global float)\r
+0:? 'selected4' (global int)\r
+0:? 'selected2' (global int)\r
+0:? 'selected3' (global int)\r
\r
\r
Linked vertex stage:\r
Shader version: 110\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (float)\r
-0:5 'sum' (float)\r
+0:5 move second child to first child (temp float)\r
+0:5 'sum' (global float)\r
0:5 Constant:\r
0:5 0.000000\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:12 Sequence\r
-0:12 add second child into first child (float)\r
-0:12 'sum' (float)\r
+0:12 add second child into first child (temp float)\r
+0:12 'sum' (global float)\r
0:12 Constant:\r
0:12 1.000000\r
-0:21 add second child into first child (float)\r
-0:21 'sum' (float)\r
+0:21 add second child into first child (temp float)\r
+0:21 'sum' (global float)\r
0:21 Constant:\r
0:21 300.000000\r
-0:61 add second child into first child (float)\r
-0:61 'sum' (float)\r
+0:61 add second child into first child (temp float)\r
+0:61 'sum' (global float)\r
0:61 Constant:\r
0:61 600000.000000\r
-0:65 add second child into first child (float)\r
-0:65 'sum' (float)\r
+0:65 add second child into first child (temp float)\r
+0:65 'sum' (global float)\r
0:65 Constant:\r
0:65 80000000.000000\r
-0:69 add second child into first child (float)\r
-0:69 'sum' (float)\r
+0:69 add second child into first child (temp float)\r
+0:69 'sum' (global float)\r
0:69 Constant:\r
0:69 900000000.000000\r
-0:76 add second child into first child (float)\r
-0:76 'sum' (float)\r
+0:76 add second child into first child (temp float)\r
+0:76 'sum' (global float)\r
0:76 Constant:\r
0:76 7000000.000000\r
-0:86 move second child to first child (4-component vector of float)\r
+0:86 move second child to first child (temp 4-component vector of float)\r
0:86 'gl_Position' (gl_Position 4-component vector of float)\r
-0:86 Construct vec4 (4-component vector of float)\r
-0:86 'sum' (float)\r
+0:86 Construct vec4 (temp 4-component vector of float)\r
+0:86 'sum' (global float)\r
0:103 Sequence\r
-0:103 move second child to first child (int)\r
-0:103 'selected4' (int)\r
+0:103 move second child to first child (temp int)\r
+0:103 'selected4' (global int)\r
0:103 Constant:\r
0:103 4 (const int)\r
0:115 Sequence\r
-0:115 move second child to first child (int)\r
-0:115 'selected2' (int)\r
+0:115 move second child to first child (temp int)\r
+0:115 'selected2' (global int)\r
0:115 Constant:\r
0:115 2 (const int)\r
0:133 Sequence\r
-0:133 move second child to first child (int)\r
-0:133 'selected3' (int)\r
+0:133 move second child to first child (temp int)\r
+0:133 'selected3' (global int)\r
0:133 Constant:\r
0:133 3 (const int)\r
-0:175 Function Definition: foo985( (void)\r
+0:175 Function Definition: foo985( (global void)\r
0:175 Function Parameters: \r
0:175 Sequence\r
-0:175 add (int)\r
+0:175 add (temp int)\r
0:175 Constant:\r
0:175 2 (const int)\r
-0:175 Comma (int)\r
+0:175 Comma (temp int)\r
0:175 Constant:\r
0:175 3 (const int)\r
0:175 Constant:\r
0:175 4 (const int)\r
0:? Linker Objects\r
-0:? 'sum' (float)\r
-0:? 'selected4' (int)\r
-0:? 'selected2' (int)\r
-0:? 'selected3' (int)\r
+0:? 'sum' (global float)\r
+0:? 'selected4' (global int)\r
+0:? 'selected2' (global int)\r
+0:? 'selected3' (global int)\r
\r
ERROR: 0:135: '""' : string literals not supported \r
ERROR: 0:136: '""' : string literals not supported \r
ERROR: 0:136: 'length' : no matching overloaded function found \r
-ERROR: 0:136: '=' : cannot convert from 'const float' to 'int'\r
+ERROR: 0:136: '=' : cannot convert from 'const float' to 'global int'\r
ERROR: 0:138: ''' : character literals not supported \r
ERROR: 0:138: ''' : character literals not supported \r
ERROR: 0:141: '#define' : names beginning with "GL_" can't be (un)defined: GL_\r
ERROR: 12:9002: '#if' : unexpected tokens following directive \r
ERROR: 12:9014: 'macro expansion' : expected '(' following FOOOM\r
ERROR: 12:9014: 'FOOOM' : undeclared identifier \r
-ERROR: 12:9014: '=' : cannot convert from 'float' to 'int'\r
+ERROR: 12:9014: '=' : cannot convert from 'temp float' to 'global int'\r
ERROR: 12:9015: 'macro expansion' : expected '(' following FOOOM\r
ERROR: 12:9016: 'preprocessor evaluation' : can't evaluate expression \r
ERROR: 12:9016: 'preprocessor evaluation' : bad expression \r
Shader version: 400\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (float)\r
-0:5 'sum' (float)\r
+0:5 move second child to first child (temp float)\r
+0:5 'sum' (global float)\r
0:5 Constant:\r
0:5 0.000000\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:12 Sequence\r
-0:12 add second child into first child (float)\r
-0:12 'sum' (float)\r
+0:12 add second child into first child (temp float)\r
+0:12 'sum' (global float)\r
0:12 Constant:\r
0:12 1.000000\r
-0:22 add second child into first child (float)\r
-0:22 'sum' (float)\r
+0:22 add second child into first child (temp float)\r
+0:22 'sum' (global float)\r
0:22 Constant:\r
0:22 300.000000\r
-0:37 add second child into first child (float)\r
-0:37 'sum' (float)\r
+0:37 add second child into first child (temp float)\r
+0:37 'sum' (global float)\r
0:37 Constant:\r
0:37 600000.000000\r
-0:48 add second child into first child (float)\r
-0:48 'sum' (float)\r
+0:48 add second child into first child (temp float)\r
+0:48 'sum' (global float)\r
0:48 Constant:\r
0:48 7000000.000000\r
-0:53 add second child into first child (float)\r
-0:53 'sum' (float)\r
+0:53 add second child into first child (temp float)\r
+0:53 'sum' (global float)\r
0:53 Constant:\r
0:53 80000000.000000\r
-0:58 add second child into first child (float)\r
-0:58 'sum' (float)\r
+0:58 add second child into first child (temp float)\r
+0:58 'sum' (global float)\r
0:58 Constant:\r
0:58 900000000.000000\r
-0:65 add second child into first child (float)\r
-0:65 'sum' (float)\r
+0:65 add second child into first child (temp float)\r
+0:65 'sum' (global float)\r
0:65 Constant:\r
0:65 0.050000\r
-0:69 move second child to first child (4-component vector of float)\r
+0:69 move second child to first child (temp 4-component vector of float)\r
0:69 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:69 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:69 Constant:\r
0:69 0 (const uint)\r
-0:69 Construct vec4 (4-component vector of float)\r
-0:69 'sum' (float)\r
+0:69 Construct vec4 (temp 4-component vector of float)\r
+0:69 'sum' (global float)\r
0:124 Sequence\r
-0:124 move second child to first child (int)\r
-0:124 'linenumber' (int)\r
+0:124 move second child to first child (temp int)\r
+0:124 'linenumber' (global int)\r
0:124 Constant:\r
0:124 124 (const int)\r
0:125 Sequence\r
-0:125 move second child to first child (int)\r
-0:125 'filenumber' (int)\r
+0:125 move second child to first child (temp int)\r
+0:125 'filenumber' (global int)\r
0:125 Constant:\r
0:125 0 (const int)\r
0:126 Sequence\r
-0:126 move second child to first child (int)\r
-0:126 'version' (int)\r
+0:126 move second child to first child (temp int)\r
+0:126 'version' (global int)\r
0:126 Constant:\r
0:126 400 (const int)\r
0:130 Sequence\r
-0:130 move second child to first child (float)\r
-0:130 'twoPi' (float)\r
+0:130 move second child to first child (temp float)\r
+0:130 'twoPi' (global float)\r
0:130 Constant:\r
0:130 6.280000\r
0:199 Sequence\r
-0:199 move second child to first child (int)\r
-0:199 'n' (int)\r
+0:199 move second child to first child (temp int)\r
+0:199 'n' (global int)\r
0:199 Constant:\r
0:199 15 (const int)\r
0:202 Sequence\r
-0:202 move second child to first child (double)\r
-0:202 'f' (double)\r
+0:202 move second child to first child (temp double)\r
+0:202 'f' (global double)\r
0:202 Constant:\r
0:202 0.000800\r
-12:20031 Function Definition: foo234( (void)\r
+12:20031 Function Definition: foo234( (global void)\r
12:20031 Function Parameters: \r
12:20033 Sequence\r
-12:20033 move second child to first child (4-component vector of float)\r
+12:20033 move second child to first child (temp 4-component vector of float)\r
12:20033 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
12:20033 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
12:20033 Constant:\r
12:20033 6.000000\r
12:20033 6.000000\r
12:9011 Sequence\r
-12:9011 move second child to first child (int)\r
-12:9011 'R1' (int)\r
-12:9011 'RECURSE' (int)\r
+12:9011 move second child to first child (temp int)\r
+12:9011 'R1' (global int)\r
+12:9011 'RECURSE' (global int)\r
0:? Linker Objects\r
-0:? 'sum' (float)\r
+0:? 'sum' (global float)\r
0:? 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
-0:? 'linenumber' (int)\r
-0:? 'filenumber' (int)\r
-0:? 'version' (int)\r
-0:? 'twoPi' (float)\r
-0:? 'a' (int)\r
-0:? 'n' (int)\r
-0:? 'f' (double)\r
-0:? 'RECURSE' (int)\r
-0:? 'R1' (int)\r
-0:? 'aoeua' (int)\r
+0:? 'linenumber' (global int)\r
+0:? 'filenumber' (global int)\r
+0:? 'version' (global int)\r
+0:? 'twoPi' (global float)\r
+0:? 'a' (global int)\r
+0:? 'n' (global int)\r
+0:? 'f' (global double)\r
+0:? 'RECURSE' (global int)\r
+0:? 'R1' (global int)\r
+0:? 'aoeua' (global int)\r
0:? 'gl_VertexID' (gl_VertexId int)\r
0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
Shader version: 400\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (float)\r
-0:5 'sum' (float)\r
+0:5 move second child to first child (temp float)\r
+0:5 'sum' (global float)\r
0:5 Constant:\r
0:5 0.000000\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:12 Sequence\r
-0:12 add second child into first child (float)\r
-0:12 'sum' (float)\r
+0:12 add second child into first child (temp float)\r
+0:12 'sum' (global float)\r
0:12 Constant:\r
0:12 1.000000\r
-0:22 add second child into first child (float)\r
-0:22 'sum' (float)\r
+0:22 add second child into first child (temp float)\r
+0:22 'sum' (global float)\r
0:22 Constant:\r
0:22 300.000000\r
-0:37 add second child into first child (float)\r
-0:37 'sum' (float)\r
+0:37 add second child into first child (temp float)\r
+0:37 'sum' (global float)\r
0:37 Constant:\r
0:37 600000.000000\r
-0:48 add second child into first child (float)\r
-0:48 'sum' (float)\r
+0:48 add second child into first child (temp float)\r
+0:48 'sum' (global float)\r
0:48 Constant:\r
0:48 7000000.000000\r
-0:53 add second child into first child (float)\r
-0:53 'sum' (float)\r
+0:53 add second child into first child (temp float)\r
+0:53 'sum' (global float)\r
0:53 Constant:\r
0:53 80000000.000000\r
-0:58 add second child into first child (float)\r
-0:58 'sum' (float)\r
+0:58 add second child into first child (temp float)\r
+0:58 'sum' (global float)\r
0:58 Constant:\r
0:58 900000000.000000\r
-0:65 add second child into first child (float)\r
-0:65 'sum' (float)\r
+0:65 add second child into first child (temp float)\r
+0:65 'sum' (global float)\r
0:65 Constant:\r
0:65 0.050000\r
-0:69 move second child to first child (4-component vector of float)\r
+0:69 move second child to first child (temp 4-component vector of float)\r
0:69 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:69 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:69 Constant:\r
0:69 0 (const uint)\r
-0:69 Construct vec4 (4-component vector of float)\r
-0:69 'sum' (float)\r
+0:69 Construct vec4 (temp 4-component vector of float)\r
+0:69 'sum' (global float)\r
0:124 Sequence\r
-0:124 move second child to first child (int)\r
-0:124 'linenumber' (int)\r
+0:124 move second child to first child (temp int)\r
+0:124 'linenumber' (global int)\r
0:124 Constant:\r
0:124 124 (const int)\r
0:125 Sequence\r
-0:125 move second child to first child (int)\r
-0:125 'filenumber' (int)\r
+0:125 move second child to first child (temp int)\r
+0:125 'filenumber' (global int)\r
0:125 Constant:\r
0:125 0 (const int)\r
0:126 Sequence\r
-0:126 move second child to first child (int)\r
-0:126 'version' (int)\r
+0:126 move second child to first child (temp int)\r
+0:126 'version' (global int)\r
0:126 Constant:\r
0:126 400 (const int)\r
0:130 Sequence\r
-0:130 move second child to first child (float)\r
-0:130 'twoPi' (float)\r
+0:130 move second child to first child (temp float)\r
+0:130 'twoPi' (global float)\r
0:130 Constant:\r
0:130 6.280000\r
0:199 Sequence\r
-0:199 move second child to first child (int)\r
-0:199 'n' (int)\r
+0:199 move second child to first child (temp int)\r
+0:199 'n' (global int)\r
0:199 Constant:\r
0:199 15 (const int)\r
0:202 Sequence\r
-0:202 move second child to first child (double)\r
-0:202 'f' (double)\r
+0:202 move second child to first child (temp double)\r
+0:202 'f' (global double)\r
0:202 Constant:\r
0:202 0.000800\r
-12:20031 Function Definition: foo234( (void)\r
+12:20031 Function Definition: foo234( (global void)\r
12:20031 Function Parameters: \r
12:20033 Sequence\r
-12:20033 move second child to first child (4-component vector of float)\r
+12:20033 move second child to first child (temp 4-component vector of float)\r
12:20033 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
12:20033 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
12:20033 Constant:\r
12:20033 6.000000\r
12:20033 6.000000\r
12:9011 Sequence\r
-12:9011 move second child to first child (int)\r
-12:9011 'R1' (int)\r
-12:9011 'RECURSE' (int)\r
+12:9011 move second child to first child (temp int)\r
+12:9011 'R1' (global int)\r
+12:9011 'RECURSE' (global int)\r
0:? Linker Objects\r
-0:? 'sum' (float)\r
+0:? 'sum' (global float)\r
0:? 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
-0:? 'linenumber' (int)\r
-0:? 'filenumber' (int)\r
-0:? 'version' (int)\r
-0:? 'twoPi' (float)\r
-0:? 'a' (int)\r
-0:? 'n' (int)\r
-0:? 'f' (double)\r
-0:? 'RECURSE' (int)\r
-0:? 'R1' (int)\r
-0:? 'aoeua' (int)\r
+0:? 'linenumber' (global int)\r
+0:? 'filenumber' (global int)\r
+0:? 'version' (global int)\r
+0:? 'twoPi' (global float)\r
+0:? 'a' (global int)\r
+0:? 'n' (global int)\r
+0:? 'f' (global double)\r
+0:? 'RECURSE' (global int)\r
+0:? 'R1' (global int)\r
+0:? 'aoeua' (global int)\r
0:? 'gl_VertexID' (gl_VertexId int)\r
0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:5 Function Definition: main( (void)\r
+0:5 Function Definition: main( (global void)\r
0:5 Function Parameters: \r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 direct index (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 direct index (temp 4-component vector of float)\r
0:7 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:7 Constant:\r
0:7 1 (const int)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:5 Function Definition: main( (void)\r
+0:5 Function Definition: main( (global void)\r
0:5 Function Parameters: \r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 direct index (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 direct index (temp 4-component vector of float)\r
0:7 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:7 Constant:\r
0:7 1 (const int)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
-0:9 move second child to first child (4-component vector of float)\r
-0:9 indirect index (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
+0:9 indirect index (temp 4-component vector of float)\r
0:9 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:9 'i' (uniform int)\r
0:9 'Color' (smooth in 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
-0:9 move second child to first child (4-component vector of float)\r
-0:9 indirect index (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
+0:9 indirect index (temp 4-component vector of float)\r
0:9 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
0:9 'i' (uniform int)\r
0:9 'Color' (smooth in 4-component vector of float)\r
Shader version: 400\r
0:? Sequence\r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
-0:5 'c' (int)\r
+0:5 move second child to first child (temp int)\r
+0:5 'c' (global int)\r
0:5 Constant:\r
0:5 0 (const int)\r
-0:7 Function Definition: bar( (void)\r
+0:7 Function Definition: bar( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
-0:9 Test condition and select (void)\r
+0:9 Test condition and select (temp void)\r
0:9 Condition\r
0:9 Constant:\r
0:9 false (const bool)\r
0:9 true case\r
-0:10 Pre-Increment (int)\r
-0:10 'c' (int)\r
+0:10 Pre-Increment (temp int)\r
+0:10 'c' (global int)\r
0:9 false case\r
-0:12 Pre-Increment (int)\r
-0:12 'c' (int)\r
-0:14 Test condition and select (int)\r
+0:12 Pre-Increment (temp int)\r
+0:12 'c' (global int)\r
+0:14 Test condition and select (temp int)\r
0:14 Condition\r
0:14 Constant:\r
0:14 false (const bool)\r
0:14 true case\r
-0:14 Pre-Increment (int)\r
-0:14 'c' (int)\r
+0:14 Pre-Increment (temp int)\r
+0:14 'c' (global int)\r
0:14 false case\r
-0:14 Pre-Increment (int)\r
-0:14 'c' (int)\r
+0:14 Pre-Increment (temp int)\r
+0:14 'c' (global int)\r
0:16 switch\r
0:16 condition\r
-0:16 'c' (int)\r
+0:16 'c' (global int)\r
0:16 body\r
0:16 Sequence\r
0:17 case: with expression\r
0:17 Constant:\r
0:17 1 (const int)\r
0:? Sequence\r
-0:18 Pre-Increment (int)\r
-0:18 'c' (int)\r
+0:18 Pre-Increment (temp int)\r
+0:18 'c' (global int)\r
0:19 Branch: Break\r
-0:20 Pre-Increment (int)\r
-0:20 'c' (int)\r
+0:20 Pre-Increment (temp int)\r
+0:20 'c' (global int)\r
0:21 case: with expression\r
0:21 Constant:\r
0:21 2 (const int)\r
0:? Sequence\r
0:22 Branch: Break\r
-0:23 Pre-Increment (int)\r
-0:23 'c' (int)\r
+0:23 Pre-Increment (temp int)\r
+0:23 'c' (global int)\r
0:24 default: \r
0:? Sequence\r
0:25 Branch: Break\r
0:28 Sequence\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'i' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'i' (temp int)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:28 Loop with condition tested first\r
0:28 Loop Condition\r
-0:28 Compare Less Than (bool)\r
-0:28 'i' (int)\r
+0:28 Compare Less Than (temp bool)\r
+0:28 'i' (temp int)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:28 Loop Body\r
-0:29 Pre-Increment (int)\r
-0:29 'c' (int)\r
+0:29 Pre-Increment (temp int)\r
+0:29 'c' (global int)\r
0:28 Loop Terminal Expression\r
-0:28 Pre-Increment (int)\r
-0:28 'i' (int)\r
+0:28 Pre-Increment (temp int)\r
+0:28 'i' (temp int)\r
0:31 Sequence\r
0:31 Sequence\r
-0:31 move second child to first child (int)\r
-0:31 'i' (int)\r
+0:31 move second child to first child (temp int)\r
+0:31 'i' (temp int)\r
0:31 Constant:\r
0:31 0 (const int)\r
0:31 Loop with condition tested first\r
0:31 Loop Condition\r
-0:31 Compare Less Than (bool)\r
-0:31 'i' (int)\r
+0:31 Compare Less Than (temp bool)\r
+0:31 'i' (temp int)\r
0:31 Constant:\r
0:31 10 (const int)\r
0:31 Loop Body\r
0:32 Sequence\r
-0:32 Test condition and select (void)\r
+0:32 Test condition and select (temp void)\r
0:32 Condition\r
-0:32 Compare Less Than (bool)\r
-0:32 'c' (int)\r
+0:32 Compare Less Than (temp bool)\r
+0:32 'c' (global int)\r
0:32 Constant:\r
0:32 3 (const int)\r
0:32 true case\r
0:33 Sequence\r
0:33 Branch: Break\r
-0:34 Pre-Increment (int)\r
-0:34 'c' (int)\r
+0:34 Pre-Increment (temp int)\r
+0:34 'c' (global int)\r
0:32 false case\r
0:36 Sequence\r
0:36 Branch: Continue\r
-0:37 Pre-Increment (int)\r
-0:37 'c' (int)\r
+0:37 Pre-Increment (temp int)\r
+0:37 'c' (global int)\r
0:31 Loop Terminal Expression\r
-0:31 Pre-Increment (int)\r
-0:31 'i' (int)\r
+0:31 Pre-Increment (temp int)\r
+0:31 'i' (temp int)\r
0:41 Branch: Return\r
-0:43 Pre-Increment (int)\r
-0:43 'c' (int)\r
-0:46 Function Definition: foo( (int)\r
+0:43 Pre-Increment (temp int)\r
+0:43 'c' (global int)\r
+0:46 Function Definition: foo( (global int)\r
0:46 Function Parameters: \r
0:48 Sequence\r
-0:48 Test condition and select (void)\r
+0:48 Test condition and select (temp void)\r
0:48 Condition\r
-0:48 Compare Greater Than (bool)\r
-0:48 'c' (int)\r
+0:48 Compare Greater Than (temp bool)\r
+0:48 'c' (global int)\r
0:48 Constant:\r
0:48 4 (const int)\r
0:48 true case\r
0:49 Branch: Return with expression\r
0:49 Constant:\r
0:49 4 (const int)\r
-0:50 Pre-Increment (int)\r
-0:50 'c' (int)\r
+0:50 Pre-Increment (temp int)\r
+0:50 'c' (global int)\r
0:53 Branch: Return with expression\r
0:53 Constant:\r
0:53 5 (const int)\r
-0:55 Pre-Increment (int)\r
-0:55 'c' (int)\r
+0:55 Pre-Increment (temp int)\r
+0:55 'c' (global int)\r
0:? Linker Objects\r
0:? 'flag' (const bool)\r
0:? false (const bool)\r
-0:? 'c' (int)\r
+0:? 'c' (global int)\r
\r
\r
Linked fragment stage:\r
Shader version: 400\r
0:? Sequence\r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
-0:5 'c' (int)\r
+0:5 move second child to first child (temp int)\r
+0:5 'c' (global int)\r
0:5 Constant:\r
0:5 0 (const int)\r
-0:7 Function Definition: bar( (void)\r
+0:7 Function Definition: bar( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
-0:9 Test condition and select (void)\r
+0:9 Test condition and select (temp void)\r
0:9 Condition\r
0:9 Constant:\r
0:9 false (const bool)\r
0:9 true case\r
-0:10 Pre-Increment (int)\r
-0:10 'c' (int)\r
+0:10 Pre-Increment (temp int)\r
+0:10 'c' (global int)\r
0:9 false case\r
-0:12 Pre-Increment (int)\r
-0:12 'c' (int)\r
-0:14 Test condition and select (int)\r
+0:12 Pre-Increment (temp int)\r
+0:12 'c' (global int)\r
+0:14 Test condition and select (temp int)\r
0:14 Condition\r
0:14 Constant:\r
0:14 false (const bool)\r
0:14 true case\r
-0:14 Pre-Increment (int)\r
-0:14 'c' (int)\r
+0:14 Pre-Increment (temp int)\r
+0:14 'c' (global int)\r
0:14 false case\r
-0:14 Pre-Increment (int)\r
-0:14 'c' (int)\r
+0:14 Pre-Increment (temp int)\r
+0:14 'c' (global int)\r
0:16 switch\r
0:16 condition\r
-0:16 'c' (int)\r
+0:16 'c' (global int)\r
0:16 body\r
0:16 Sequence\r
0:17 case: with expression\r
0:17 Constant:\r
0:17 1 (const int)\r
0:? Sequence\r
-0:18 Pre-Increment (int)\r
-0:18 'c' (int)\r
+0:18 Pre-Increment (temp int)\r
+0:18 'c' (global int)\r
0:19 Branch: Break\r
-0:20 Pre-Increment (int)\r
-0:20 'c' (int)\r
+0:20 Pre-Increment (temp int)\r
+0:20 'c' (global int)\r
0:21 case: with expression\r
0:21 Constant:\r
0:21 2 (const int)\r
0:? Sequence\r
0:22 Branch: Break\r
-0:23 Pre-Increment (int)\r
-0:23 'c' (int)\r
+0:23 Pre-Increment (temp int)\r
+0:23 'c' (global int)\r
0:24 default: \r
0:? Sequence\r
0:25 Branch: Break\r
0:28 Sequence\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'i' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'i' (temp int)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:28 Loop with condition tested first\r
0:28 Loop Condition\r
-0:28 Compare Less Than (bool)\r
-0:28 'i' (int)\r
+0:28 Compare Less Than (temp bool)\r
+0:28 'i' (temp int)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:28 Loop Body\r
-0:29 Pre-Increment (int)\r
-0:29 'c' (int)\r
+0:29 Pre-Increment (temp int)\r
+0:29 'c' (global int)\r
0:28 Loop Terminal Expression\r
-0:28 Pre-Increment (int)\r
-0:28 'i' (int)\r
+0:28 Pre-Increment (temp int)\r
+0:28 'i' (temp int)\r
0:31 Sequence\r
0:31 Sequence\r
-0:31 move second child to first child (int)\r
-0:31 'i' (int)\r
+0:31 move second child to first child (temp int)\r
+0:31 'i' (temp int)\r
0:31 Constant:\r
0:31 0 (const int)\r
0:31 Loop with condition tested first\r
0:31 Loop Condition\r
-0:31 Compare Less Than (bool)\r
-0:31 'i' (int)\r
+0:31 Compare Less Than (temp bool)\r
+0:31 'i' (temp int)\r
0:31 Constant:\r
0:31 10 (const int)\r
0:31 Loop Body\r
0:32 Sequence\r
-0:32 Test condition and select (void)\r
+0:32 Test condition and select (temp void)\r
0:32 Condition\r
-0:32 Compare Less Than (bool)\r
-0:32 'c' (int)\r
+0:32 Compare Less Than (temp bool)\r
+0:32 'c' (global int)\r
0:32 Constant:\r
0:32 3 (const int)\r
0:32 true case\r
0:33 Sequence\r
0:33 Branch: Break\r
-0:34 Pre-Increment (int)\r
-0:34 'c' (int)\r
+0:34 Pre-Increment (temp int)\r
+0:34 'c' (global int)\r
0:32 false case\r
0:36 Sequence\r
0:36 Branch: Continue\r
-0:37 Pre-Increment (int)\r
-0:37 'c' (int)\r
+0:37 Pre-Increment (temp int)\r
+0:37 'c' (global int)\r
0:31 Loop Terminal Expression\r
-0:31 Pre-Increment (int)\r
-0:31 'i' (int)\r
+0:31 Pre-Increment (temp int)\r
+0:31 'i' (temp int)\r
0:41 Branch: Return\r
-0:43 Pre-Increment (int)\r
-0:43 'c' (int)\r
-0:46 Function Definition: foo( (int)\r
+0:43 Pre-Increment (temp int)\r
+0:43 'c' (global int)\r
+0:46 Function Definition: foo( (global int)\r
0:46 Function Parameters: \r
0:48 Sequence\r
-0:48 Test condition and select (void)\r
+0:48 Test condition and select (temp void)\r
0:48 Condition\r
-0:48 Compare Greater Than (bool)\r
-0:48 'c' (int)\r
+0:48 Compare Greater Than (temp bool)\r
+0:48 'c' (global int)\r
0:48 Constant:\r
0:48 4 (const int)\r
0:48 true case\r
0:49 Branch: Return with expression\r
0:49 Constant:\r
0:49 4 (const int)\r
-0:50 Pre-Increment (int)\r
-0:50 'c' (int)\r
+0:50 Pre-Increment (temp int)\r
+0:50 'c' (global int)\r
0:53 Branch: Return with expression\r
0:53 Constant:\r
0:53 5 (const int)\r
-0:55 Pre-Increment (int)\r
-0:55 'c' (int)\r
+0:55 Pre-Increment (temp int)\r
+0:55 'c' (global int)\r
0:? Linker Objects\r
0:? 'flag' (const bool)\r
0:? false (const bool)\r
-0:? 'c' (int)\r
+0:? 'c' (global int)\r
\r
Shader version: 120\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
-0:5 'd1' (int)\r
+0:5 move second child to first child (temp int)\r
+0:5 'd1' (global int)\r
0:5 Constant:\r
0:5 1 (const int)\r
0:6 Sequence\r
-0:6 move second child to first child (int)\r
-0:6 'e2' (int)\r
+0:6 move second child to first child (temp int)\r
+0:6 'e2' (global int)\r
0:6 Constant:\r
0:6 2 (const int)\r
0:7 Sequence\r
-0:7 move second child to first child (int)\r
-0:7 'h3' (int)\r
+0:7 move second child to first child (temp int)\r
+0:7 'h3' (global int)\r
0:7 Constant:\r
0:7 3 (const int)\r
0:14 Sequence\r
-0:14 move second child to first child (4-element array of int)\r
-0:14 'ii4' (4-element array of int)\r
+0:14 move second child to first child (temp 4-element array of int)\r
+0:14 'ii4' (global 4-element array of int)\r
0:14 Constant:\r
0:14 1 (const int)\r
0:14 2 (const int)\r
0:14 3 (const int)\r
0:14 4 (const int)\r
0:15 Sequence\r
-0:15 move second child to first child (5-element array of int)\r
-0:15 'ik5' (5-element array of int)\r
+0:15 move second child to first child (temp 5-element array of int)\r
+0:15 'ik5' (global 5-element array of int)\r
0:15 Constant:\r
0:15 5 (const int)\r
0:15 6 (const int)\r
0:15 8 (const int)\r
0:15 9 (const int)\r
0:16 Sequence\r
-0:16 move second child to first child (2-element array of int)\r
-0:16 'im2' (2-element array of int)\r
+0:16 move second child to first child (temp 2-element array of int)\r
+0:16 'im2' (global 2-element array of int)\r
0:16 Constant:\r
0:16 10 (const int)\r
0:16 11 (const int)\r
-0:16 move second child to first child (3-element array of int)\r
-0:16 'im3' (3-element array of int)\r
+0:16 move second child to first child (temp 3-element array of int)\r
+0:16 'im3' (global 3-element array of int)\r
0:16 Constant:\r
0:16 12 (const int)\r
0:16 13 (const int)\r
0:16 14 (const int)\r
0:17 Sequence\r
-0:17 move second child to first child (4-element array of int)\r
-0:17 'in8' (4-element array of int)\r
+0:17 move second child to first child (temp 4-element array of int)\r
+0:17 'in8' (global 4-element array of int)\r
0:17 Constant:\r
0:17 21 (const int)\r
0:17 22 (const int)\r
0:17 23 (const int)\r
0:17 24 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (4-element array of int)\r
-0:34 'gl_vi4' (4-element array of int)\r
+0:34 move second child to first child (temp 4-element array of int)\r
+0:34 'gl_vi4' (global 4-element array of int)\r
0:34 Constant:\r
0:34 1 (const int)\r
0:34 2 (const int)\r
0:34 3 (const int)\r
0:34 4 (const int)\r
0:35 Sequence\r
-0:35 move second child to first child (5-element array of int)\r
-0:35 'gl_vk5' (5-element array of int)\r
+0:35 move second child to first child (temp 5-element array of int)\r
+0:35 'gl_vk5' (global 5-element array of int)\r
0:35 Constant:\r
0:35 5 (const int)\r
0:35 6 (const int)\r
0:35 8 (const int)\r
0:35 9 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (2-element array of int)\r
-0:36 'gl_vm2' (2-element array of int)\r
+0:36 move second child to first child (temp 2-element array of int)\r
+0:36 'gl_vm2' (global 2-element array of int)\r
0:36 Constant:\r
0:36 10 (const int)\r
0:36 11 (const int)\r
-0:36 move second child to first child (3-element array of int)\r
-0:36 'gl_vm3' (3-element array of int)\r
+0:36 move second child to first child (temp 3-element array of int)\r
+0:36 'gl_vm3' (global 3-element array of int)\r
0:36 Constant:\r
0:36 12 (const int)\r
0:36 13 (const int)\r
0:36 14 (const int)\r
0:37 Sequence\r
-0:37 move second child to first child (4-element array of int)\r
-0:37 'gl_vn8' (4-element array of int)\r
+0:37 move second child to first child (temp 4-element array of int)\r
+0:37 'gl_vn8' (global 4-element array of int)\r
0:37 Constant:\r
0:37 21 (const int)\r
0:37 22 (const int)\r
0:37 23 (const int)\r
0:37 24 (const int)\r
-0:39 Function Definition: main( (void)\r
+0:39 Function Definition: main( (global void)\r
0:39 Function Parameters: \r
0:41 Sequence\r
0:41 Loop with condition tested first\r
0:41 Loop Condition\r
-0:41 move second child to first child (bool)\r
-0:41 'cond' (bool)\r
-0:41 Compare Less Than (bool)\r
-0:41 'b' (int)\r
-0:41 'c' (int)\r
+0:41 move second child to first child (temp bool)\r
+0:41 'cond' (temp bool)\r
+0:41 Compare Less Than (temp bool)\r
+0:41 'b' (global int)\r
+0:41 'c' (global int)\r
0:41 No loop body\r
0:42 Loop with condition tested first\r
0:42 Loop Condition\r
-0:42 move second child to first child (int)\r
-0:42 'icond' (int)\r
-0:42 'b' (int)\r
+0:42 move second child to first child (temp int)\r
+0:42 'icond' (temp int)\r
+0:42 'b' (global int)\r
0:42 No loop body\r
0:43 Loop with condition tested first\r
0:43 Loop Condition\r
-0:43 move second child to first child (bool)\r
-0:43 'gl_cond' (bool)\r
-0:43 Compare Less Than (bool)\r
-0:43 'b' (int)\r
-0:43 'c' (int)\r
+0:43 move second child to first child (temp bool)\r
+0:43 'gl_cond' (temp bool)\r
+0:43 Compare Less Than (temp bool)\r
+0:43 'b' (global int)\r
+0:43 'c' (global int)\r
0:43 No loop body\r
0:46 Sequence\r
-0:46 move second child to first child (4-element array of int)\r
-0:46 'foob__vi4' (4-element array of int)\r
+0:46 move second child to first child (temp 4-element array of int)\r
+0:46 'foob__vi4' (global 4-element array of int)\r
0:46 Constant:\r
0:46 1 (const int)\r
0:46 2 (const int)\r
0:46 3 (const int)\r
0:46 4 (const int)\r
0:47 Sequence\r
-0:47 move second child to first child (5-element array of int)\r
-0:47 'foob__vk5' (5-element array of int)\r
+0:47 move second child to first child (temp 5-element array of int)\r
+0:47 'foob__vk5' (global 5-element array of int)\r
0:47 Constant:\r
0:47 5 (const int)\r
0:47 6 (const int)\r
0:47 8 (const int)\r
0:47 9 (const int)\r
0:48 Sequence\r
-0:48 move second child to first child (2-element array of int)\r
-0:48 '__foobvm2' (2-element array of int)\r
+0:48 move second child to first child (temp 2-element array of int)\r
+0:48 '__foobvm2' (global 2-element array of int)\r
0:48 Constant:\r
0:48 10 (const int)\r
0:48 11 (const int)\r
-0:48 move second child to first child (3-element array of int)\r
-0:48 '__foobvm3' (3-element array of int)\r
+0:48 move second child to first child (temp 3-element array of int)\r
+0:48 '__foobvm3' (global 3-element array of int)\r
0:48 Constant:\r
0:48 12 (const int)\r
0:48 13 (const int)\r
0:48 14 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (4-element array of int)\r
-0:49 'foob__vn8' (4-element array of int)\r
+0:49 move second child to first child (temp 4-element array of int)\r
+0:49 'foob__vn8' (global 4-element array of int)\r
0:49 Constant:\r
0:49 21 (const int)\r
0:49 22 (const int)\r
0:49 23 (const int)\r
0:49 24 (const int)\r
0:? Linker Objects\r
-0:? 'a' (int)\r
-0:? 'b' (int)\r
-0:? 'c' (int)\r
-0:? 'd1' (int)\r
-0:? 'e2' (int)\r
-0:? 'f' (int)\r
-0:? 'g' (int)\r
-0:? 'h3' (int)\r
-0:? 'i4' (4-element array of int)\r
-0:? 'j' (int)\r
-0:? 'k5' (5-element array of int)\r
-0:? 'm6' (6-element array of int)\r
-0:? 'm7' (7-element array of int)\r
-0:? 'n8' (8-element array of int)\r
-0:? 'p' (int)\r
-0:? 'ii4' (4-element array of int)\r
-0:? 'ij' (int)\r
-0:? 'ik5' (5-element array of int)\r
-0:? 'im2' (2-element array of int)\r
-0:? 'im3' (3-element array of int)\r
-0:? 'in8' (4-element array of int)\r
-0:? 'ip' (int)\r
+0:? 'a' (global int)\r
+0:? 'b' (global int)\r
+0:? 'c' (global int)\r
+0:? 'd1' (global int)\r
+0:? 'e2' (global int)\r
+0:? 'f' (global int)\r
+0:? 'g' (global int)\r
+0:? 'h3' (global int)\r
+0:? 'i4' (global 4-element array of int)\r
+0:? 'j' (global int)\r
+0:? 'k5' (global 5-element array of int)\r
+0:? 'm6' (global 6-element array of int)\r
+0:? 'm7' (global 7-element array of int)\r
+0:? 'n8' (global 8-element array of int)\r
+0:? 'p' (global int)\r
+0:? 'ii4' (global 4-element array of int)\r
+0:? 'ij' (global int)\r
+0:? 'ik5' (global 5-element array of int)\r
+0:? 'im2' (global 2-element array of int)\r
+0:? 'im3' (global 3-element array of int)\r
+0:? 'in8' (global 4-element array of int)\r
+0:? 'ip' (global int)\r
0:? 'cii4' (const 4-element array of int)\r
0:? 1 (const int)\r
0:? 2 (const int)\r
0:? 3 (const int)\r
0:? 4 (const int)\r
-0:? 'cij' (int)\r
+0:? 'cij' (temp int)\r
0:? 'cik5' (const 5-element array of int)\r
0:? 5 (const int)\r
0:? 6 (const int)\r
0:? 22 (const int)\r
0:? 23 (const int)\r
0:? 24 (const int)\r
-0:? 'cip' (int)\r
+0:? 'cip' (temp int)\r
0:? 'uii4' (uniform 4-element array of int)\r
0:? 1 (const int)\r
0:? 2 (const int)\r
0:? 23 (const int)\r
0:? 24 (const int)\r
0:? 'uip' (uniform int)\r
-0:? 'gl_vi4' (4-element array of int)\r
-0:? 'gl_vj' (int)\r
-0:? 'gl_vk5' (5-element array of int)\r
-0:? 'gl_vm2' (2-element array of int)\r
-0:? 'gl_vm3' (3-element array of int)\r
-0:? 'gl_vn8' (4-element array of int)\r
-0:? 'gl_vp' (int)\r
-0:? 'foob__vi4' (4-element array of int)\r
-0:? 'foob__vj' (int)\r
-0:? 'foob__vk5' (5-element array of int)\r
-0:? '__foobvm2' (2-element array of int)\r
-0:? '__foobvm3' (3-element array of int)\r
-0:? 'foob__vn8' (4-element array of int)\r
-0:? 'foob__vp' (int)\r
+0:? 'gl_vi4' (global 4-element array of int)\r
+0:? 'gl_vj' (global int)\r
+0:? 'gl_vk5' (global 5-element array of int)\r
+0:? 'gl_vm2' (global 2-element array of int)\r
+0:? 'gl_vm3' (global 3-element array of int)\r
+0:? 'gl_vn8' (global 4-element array of int)\r
+0:? 'gl_vp' (global int)\r
+0:? 'foob__vi4' (global 4-element array of int)\r
+0:? 'foob__vj' (global int)\r
+0:? 'foob__vk5' (global 5-element array of int)\r
+0:? '__foobvm2' (global 2-element array of int)\r
+0:? '__foobvm3' (global 3-element array of int)\r
+0:? 'foob__vn8' (global 4-element array of int)\r
+0:? 'foob__vp' (global int)\r
\r
\r
Linked fragment stage:\r
Shader version: 120\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
-0:5 'd1' (int)\r
+0:5 move second child to first child (temp int)\r
+0:5 'd1' (global int)\r
0:5 Constant:\r
0:5 1 (const int)\r
0:6 Sequence\r
-0:6 move second child to first child (int)\r
-0:6 'e2' (int)\r
+0:6 move second child to first child (temp int)\r
+0:6 'e2' (global int)\r
0:6 Constant:\r
0:6 2 (const int)\r
0:7 Sequence\r
-0:7 move second child to first child (int)\r
-0:7 'h3' (int)\r
+0:7 move second child to first child (temp int)\r
+0:7 'h3' (global int)\r
0:7 Constant:\r
0:7 3 (const int)\r
0:14 Sequence\r
-0:14 move second child to first child (4-element array of int)\r
-0:14 'ii4' (4-element array of int)\r
+0:14 move second child to first child (temp 4-element array of int)\r
+0:14 'ii4' (global 4-element array of int)\r
0:14 Constant:\r
0:14 1 (const int)\r
0:14 2 (const int)\r
0:14 3 (const int)\r
0:14 4 (const int)\r
0:15 Sequence\r
-0:15 move second child to first child (5-element array of int)\r
-0:15 'ik5' (5-element array of int)\r
+0:15 move second child to first child (temp 5-element array of int)\r
+0:15 'ik5' (global 5-element array of int)\r
0:15 Constant:\r
0:15 5 (const int)\r
0:15 6 (const int)\r
0:15 8 (const int)\r
0:15 9 (const int)\r
0:16 Sequence\r
-0:16 move second child to first child (2-element array of int)\r
-0:16 'im2' (2-element array of int)\r
+0:16 move second child to first child (temp 2-element array of int)\r
+0:16 'im2' (global 2-element array of int)\r
0:16 Constant:\r
0:16 10 (const int)\r
0:16 11 (const int)\r
-0:16 move second child to first child (3-element array of int)\r
-0:16 'im3' (3-element array of int)\r
+0:16 move second child to first child (temp 3-element array of int)\r
+0:16 'im3' (global 3-element array of int)\r
0:16 Constant:\r
0:16 12 (const int)\r
0:16 13 (const int)\r
0:16 14 (const int)\r
0:17 Sequence\r
-0:17 move second child to first child (4-element array of int)\r
-0:17 'in8' (4-element array of int)\r
+0:17 move second child to first child (temp 4-element array of int)\r
+0:17 'in8' (global 4-element array of int)\r
0:17 Constant:\r
0:17 21 (const int)\r
0:17 22 (const int)\r
0:17 23 (const int)\r
0:17 24 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (4-element array of int)\r
-0:34 'gl_vi4' (4-element array of int)\r
+0:34 move second child to first child (temp 4-element array of int)\r
+0:34 'gl_vi4' (global 4-element array of int)\r
0:34 Constant:\r
0:34 1 (const int)\r
0:34 2 (const int)\r
0:34 3 (const int)\r
0:34 4 (const int)\r
0:35 Sequence\r
-0:35 move second child to first child (5-element array of int)\r
-0:35 'gl_vk5' (5-element array of int)\r
+0:35 move second child to first child (temp 5-element array of int)\r
+0:35 'gl_vk5' (global 5-element array of int)\r
0:35 Constant:\r
0:35 5 (const int)\r
0:35 6 (const int)\r
0:35 8 (const int)\r
0:35 9 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (2-element array of int)\r
-0:36 'gl_vm2' (2-element array of int)\r
+0:36 move second child to first child (temp 2-element array of int)\r
+0:36 'gl_vm2' (global 2-element array of int)\r
0:36 Constant:\r
0:36 10 (const int)\r
0:36 11 (const int)\r
-0:36 move second child to first child (3-element array of int)\r
-0:36 'gl_vm3' (3-element array of int)\r
+0:36 move second child to first child (temp 3-element array of int)\r
+0:36 'gl_vm3' (global 3-element array of int)\r
0:36 Constant:\r
0:36 12 (const int)\r
0:36 13 (const int)\r
0:36 14 (const int)\r
0:37 Sequence\r
-0:37 move second child to first child (4-element array of int)\r
-0:37 'gl_vn8' (4-element array of int)\r
+0:37 move second child to first child (temp 4-element array of int)\r
+0:37 'gl_vn8' (global 4-element array of int)\r
0:37 Constant:\r
0:37 21 (const int)\r
0:37 22 (const int)\r
0:37 23 (const int)\r
0:37 24 (const int)\r
-0:39 Function Definition: main( (void)\r
+0:39 Function Definition: main( (global void)\r
0:39 Function Parameters: \r
0:41 Sequence\r
0:41 Loop with condition tested first\r
0:41 Loop Condition\r
-0:41 move second child to first child (bool)\r
-0:41 'cond' (bool)\r
-0:41 Compare Less Than (bool)\r
-0:41 'b' (int)\r
-0:41 'c' (int)\r
+0:41 move second child to first child (temp bool)\r
+0:41 'cond' (temp bool)\r
+0:41 Compare Less Than (temp bool)\r
+0:41 'b' (global int)\r
+0:41 'c' (global int)\r
0:41 No loop body\r
0:42 Loop with condition tested first\r
0:42 Loop Condition\r
-0:42 move second child to first child (int)\r
-0:42 'icond' (int)\r
-0:42 'b' (int)\r
+0:42 move second child to first child (temp int)\r
+0:42 'icond' (temp int)\r
+0:42 'b' (global int)\r
0:42 No loop body\r
0:43 Loop with condition tested first\r
0:43 Loop Condition\r
-0:43 move second child to first child (bool)\r
-0:43 'gl_cond' (bool)\r
-0:43 Compare Less Than (bool)\r
-0:43 'b' (int)\r
-0:43 'c' (int)\r
+0:43 move second child to first child (temp bool)\r
+0:43 'gl_cond' (temp bool)\r
+0:43 Compare Less Than (temp bool)\r
+0:43 'b' (global int)\r
+0:43 'c' (global int)\r
0:43 No loop body\r
0:46 Sequence\r
-0:46 move second child to first child (4-element array of int)\r
-0:46 'foob__vi4' (4-element array of int)\r
+0:46 move second child to first child (temp 4-element array of int)\r
+0:46 'foob__vi4' (global 4-element array of int)\r
0:46 Constant:\r
0:46 1 (const int)\r
0:46 2 (const int)\r
0:46 3 (const int)\r
0:46 4 (const int)\r
0:47 Sequence\r
-0:47 move second child to first child (5-element array of int)\r
-0:47 'foob__vk5' (5-element array of int)\r
+0:47 move second child to first child (temp 5-element array of int)\r
+0:47 'foob__vk5' (global 5-element array of int)\r
0:47 Constant:\r
0:47 5 (const int)\r
0:47 6 (const int)\r
0:47 8 (const int)\r
0:47 9 (const int)\r
0:48 Sequence\r
-0:48 move second child to first child (2-element array of int)\r
-0:48 '__foobvm2' (2-element array of int)\r
+0:48 move second child to first child (temp 2-element array of int)\r
+0:48 '__foobvm2' (global 2-element array of int)\r
0:48 Constant:\r
0:48 10 (const int)\r
0:48 11 (const int)\r
-0:48 move second child to first child (3-element array of int)\r
-0:48 '__foobvm3' (3-element array of int)\r
+0:48 move second child to first child (temp 3-element array of int)\r
+0:48 '__foobvm3' (global 3-element array of int)\r
0:48 Constant:\r
0:48 12 (const int)\r
0:48 13 (const int)\r
0:48 14 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (4-element array of int)\r
-0:49 'foob__vn8' (4-element array of int)\r
+0:49 move second child to first child (temp 4-element array of int)\r
+0:49 'foob__vn8' (global 4-element array of int)\r
0:49 Constant:\r
0:49 21 (const int)\r
0:49 22 (const int)\r
0:49 23 (const int)\r
0:49 24 (const int)\r
0:? Linker Objects\r
-0:? 'a' (int)\r
-0:? 'b' (int)\r
-0:? 'c' (int)\r
-0:? 'd1' (int)\r
-0:? 'e2' (int)\r
-0:? 'f' (int)\r
-0:? 'g' (int)\r
-0:? 'h3' (int)\r
-0:? 'i4' (4-element array of int)\r
-0:? 'j' (int)\r
-0:? 'k5' (5-element array of int)\r
-0:? 'm6' (6-element array of int)\r
-0:? 'm7' (7-element array of int)\r
-0:? 'n8' (8-element array of int)\r
-0:? 'p' (int)\r
-0:? 'ii4' (4-element array of int)\r
-0:? 'ij' (int)\r
-0:? 'ik5' (5-element array of int)\r
-0:? 'im2' (2-element array of int)\r
-0:? 'im3' (3-element array of int)\r
-0:? 'in8' (4-element array of int)\r
-0:? 'ip' (int)\r
+0:? 'a' (global int)\r
+0:? 'b' (global int)\r
+0:? 'c' (global int)\r
+0:? 'd1' (global int)\r
+0:? 'e2' (global int)\r
+0:? 'f' (global int)\r
+0:? 'g' (global int)\r
+0:? 'h3' (global int)\r
+0:? 'i4' (global 4-element array of int)\r
+0:? 'j' (global int)\r
+0:? 'k5' (global 5-element array of int)\r
+0:? 'm6' (global 6-element array of int)\r
+0:? 'm7' (global 7-element array of int)\r
+0:? 'n8' (global 8-element array of int)\r
+0:? 'p' (global int)\r
+0:? 'ii4' (global 4-element array of int)\r
+0:? 'ij' (global int)\r
+0:? 'ik5' (global 5-element array of int)\r
+0:? 'im2' (global 2-element array of int)\r
+0:? 'im3' (global 3-element array of int)\r
+0:? 'in8' (global 4-element array of int)\r
+0:? 'ip' (global int)\r
0:? 'cii4' (const 4-element array of int)\r
0:? 1 (const int)\r
0:? 2 (const int)\r
0:? 3 (const int)\r
0:? 4 (const int)\r
-0:? 'cij' (int)\r
+0:? 'cij' (temp int)\r
0:? 'cik5' (const 5-element array of int)\r
0:? 5 (const int)\r
0:? 6 (const int)\r
0:? 22 (const int)\r
0:? 23 (const int)\r
0:? 24 (const int)\r
-0:? 'cip' (int)\r
+0:? 'cip' (temp int)\r
0:? 'uii4' (uniform 4-element array of int)\r
0:? 1 (const int)\r
0:? 2 (const int)\r
0:? 23 (const int)\r
0:? 24 (const int)\r
0:? 'uip' (uniform int)\r
-0:? 'gl_vi4' (4-element array of int)\r
-0:? 'gl_vj' (int)\r
-0:? 'gl_vk5' (5-element array of int)\r
-0:? 'gl_vm2' (2-element array of int)\r
-0:? 'gl_vm3' (3-element array of int)\r
-0:? 'gl_vn8' (4-element array of int)\r
-0:? 'gl_vp' (int)\r
-0:? 'foob__vi4' (4-element array of int)\r
-0:? 'foob__vj' (int)\r
-0:? 'foob__vk5' (5-element array of int)\r
-0:? '__foobvm2' (2-element array of int)\r
-0:? '__foobvm3' (3-element array of int)\r
-0:? 'foob__vn8' (4-element array of int)\r
-0:? 'foob__vp' (int)\r
+0:? 'gl_vi4' (global 4-element array of int)\r
+0:? 'gl_vj' (global int)\r
+0:? 'gl_vk5' (global 5-element array of int)\r
+0:? 'gl_vm2' (global 2-element array of int)\r
+0:? 'gl_vm3' (global 3-element array of int)\r
+0:? 'gl_vn8' (global 4-element array of int)\r
+0:? 'gl_vp' (global int)\r
+0:? 'foob__vi4' (global 4-element array of int)\r
+0:? 'foob__vj' (global int)\r
+0:? 'foob__vk5' (global 5-element array of int)\r
+0:? '__foobvm2' (global 2-element array of int)\r
+0:? '__foobvm3' (global 3-element array of int)\r
+0:? 'foob__vn8' (global 4-element array of int)\r
+0:? 'foob__vp' (global int)\r
\r
Shader version: 120\r
0:? Sequence\r
0:5 Sequence\r
-0:5 move second child to first child (4-component vector of float)\r
-0:5 'v1' (4-component vector of float)\r
+0:5 move second child to first child (temp 4-component vector of float)\r
+0:5 'v1' (global 4-component vector of float)\r
0:5 Constant:\r
0:5 2.000000\r
0:5 3.000000\r
0:5 5.000000\r
0:5 7.000000\r
0:6 Sequence\r
-0:6 move second child to first child (4-component vector of float)\r
-0:6 'v2' (4-component vector of float)\r
+0:6 move second child to first child (temp 4-component vector of float)\r
+0:6 'v2' (global 4-component vector of float)\r
0:6 Constant:\r
0:6 11.000000\r
0:6 13.000000\r
0:6 17.000000\r
0:6 19.000000\r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 'v3' (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 'v3' (global 4-component vector of float)\r
0:7 Constant:\r
0:7 23.000000\r
0:7 29.000000\r
0:7 31.000000\r
0:7 37.000000\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'v4' (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'v4' (global 4-component vector of float)\r
0:8 Constant:\r
0:8 41.000000\r
0:8 43.000000\r
0:8 47.000000\r
0:8 53.000000\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:18 Sequence\r
0:18 Sequence\r
-0:18 move second child to first child (4X4 matrix of float)\r
-0:18 'm' (4X4 matrix of float)\r
-0:18 Construct mat4 (4X4 matrix of float)\r
-0:18 'v1' (4-component vector of float)\r
-0:18 'v2' (4-component vector of float)\r
-0:18 'v3' (4-component vector of float)\r
-0:18 'v4' (4-component vector of float)\r
+0:18 move second child to first child (temp 4X4 matrix of float)\r
+0:18 'm' (temp 4X4 matrix of float)\r
+0:18 Construct mat4 (temp 4X4 matrix of float)\r
+0:18 'v1' (global 4-component vector of float)\r
+0:18 'v2' (global 4-component vector of float)\r
+0:18 'v3' (global 4-component vector of float)\r
+0:18 'v4' (global 4-component vector of float)\r
0:20 Sequence\r
-0:20 move second child to first child (4X4 matrix of float)\r
-0:20 'mm' (4X4 matrix of float)\r
-0:20 component-wise multiply (4X4 matrix of float)\r
-0:20 'm' (4X4 matrix of float)\r
-0:20 'm' (4X4 matrix of float)\r
+0:20 move second child to first child (temp 4X4 matrix of float)\r
+0:20 'mm' (temp 4X4 matrix of float)\r
+0:20 component-wise multiply (global 4X4 matrix of float)\r
+0:20 'm' (temp 4X4 matrix of float)\r
+0:20 'm' (temp 4X4 matrix of float)\r
0:21 Sequence\r
-0:21 move second child to first child (float)\r
-0:21 'f' (float)\r
-0:21 direct index (float)\r
-0:21 direct index (4-component vector of float)\r
-0:21 'mm' (4X4 matrix of float)\r
+0:21 move second child to first child (temp float)\r
+0:21 'f' (temp float)\r
+0:21 direct index (temp float)\r
+0:21 direct index (temp 4-component vector of float)\r
+0:21 'mm' (temp 4X4 matrix of float)\r
0:21 Constant:\r
0:21 1 (const int)\r
0:21 Constant:\r
0:21 3 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (float)\r
-0:24 'g' (float)\r
-0:24 direct index (float)\r
-0:24 direct index (4-component vector of float)\r
-0:24 component-wise multiply (4X4 matrix of float)\r
-0:24 'm' (4X4 matrix of float)\r
-0:24 'm' (4X4 matrix of float)\r
+0:24 move second child to first child (temp float)\r
+0:24 'g' (temp float)\r
+0:24 direct index (temp float)\r
+0:24 direct index (temp 4-component vector of float)\r
+0:24 component-wise multiply (global 4X4 matrix of float)\r
+0:24 'm' (temp 4X4 matrix of float)\r
+0:24 'm' (temp 4X4 matrix of float)\r
0:24 Constant:\r
0:24 2 (const int)\r
0:24 Constant:\r
0:24 1 (const int)\r
0:26 Sequence\r
-0:26 move second child to first child (float)\r
-0:26 'h' (float)\r
+0:26 move second child to first child (temp float)\r
+0:26 'h' (temp float)\r
0:26 Constant:\r
0:26 5.000000\r
0:28 Sequence\r
-0:28 move second child to first child (float)\r
-0:28 'i' (float)\r
-0:28 direct index (float)\r
-0:28 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:28 move second child to first child (temp float)\r
+0:28 'i' (temp float)\r
+0:28 direct index (temp float)\r
+0:28 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:28 'sampler' (uniform sampler2D)\r
0:28 Constant:\r
0:28 0.500000\r
0:28 0.500000\r
0:28 Constant:\r
0:28 1 (const int)\r
-0:30 add second child into first child (float)\r
-0:30 'i' (float)\r
-0:30 direct index (float)\r
-0:30 Test condition and select (4-component vector of float)\r
+0:30 add second child into first child (temp float)\r
+0:30 'i' (temp float)\r
+0:30 direct index (temp float)\r
+0:30 Test condition and select (temp 4-component vector of float)\r
0:30 Condition\r
-0:30 Compare Greater Than (bool)\r
-0:30 'i' (float)\r
+0:30 Compare Greater Than (temp bool)\r
+0:30 'i' (temp float)\r
0:30 Constant:\r
0:30 0.100000\r
0:30 true case\r
-0:30 'v1' (4-component vector of float)\r
+0:30 'v1' (global 4-component vector of float)\r
0:30 false case\r
-0:30 'v2' (4-component vector of float)\r
+0:30 'v2' (global 4-component vector of float)\r
0:30 Constant:\r
0:30 3 (const int)\r
-0:33 add second child into first child (float)\r
-0:33 'i' (float)\r
-0:33 direct index (float)\r
-0:33 direct index (2-component vector of float)\r
-0:33 b: direct index for structure (3-element array of 2-component vector of float)\r
-0:33 move second child to first child (structure{int a, 3-element array of 2-component vector of float b, bool c})\r
-0:33 't' (structure{int a, 3-element array of 2-component vector of float b, bool c})\r
+0:33 add second child into first child (temp float)\r
+0:33 'i' (temp float)\r
+0:33 direct index (temp float)\r
+0:33 direct index (temp 2-component vector of float)\r
+0:33 b: direct index for structure (global 3-element array of 2-component vector of float)\r
+0:33 move second child to first child (temp structure{global int a, global 3-element array of 2-component vector of float b, global bool c})\r
+0:33 't' (temp structure{global int a, global 3-element array of 2-component vector of float b, global bool c})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 2.000000\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
-0:35 move second child to first child (4-component vector of float)\r
+0:35 move second child to first child (temp 4-component vector of float)\r
0:35 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:35 Construct vec4 (4-component vector of float)\r
-0:35 'f' (float)\r
-0:35 'g' (float)\r
-0:35 'h' (float)\r
-0:35 'i' (float)\r
+0:35 Construct vec4 (temp 4-component vector of float)\r
+0:35 'f' (temp float)\r
+0:35 'g' (temp float)\r
+0:35 'h' (temp float)\r
+0:35 'i' (temp float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
-0:? 'v1' (4-component vector of float)\r
-0:? 'v2' (4-component vector of float)\r
-0:? 'v3' (4-component vector of float)\r
-0:? 'v4' (4-component vector of float)\r
+0:? 'v1' (global 4-component vector of float)\r
+0:? 'v2' (global 4-component vector of float)\r
+0:? 'v3' (global 4-component vector of float)\r
+0:? 'v4' (global 4-component vector of float)\r
\r
\r
Linked fragment stage:\r
Shader version: 120\r
0:? Sequence\r
0:5 Sequence\r
-0:5 move second child to first child (4-component vector of float)\r
-0:5 'v1' (4-component vector of float)\r
+0:5 move second child to first child (temp 4-component vector of float)\r
+0:5 'v1' (global 4-component vector of float)\r
0:5 Constant:\r
0:5 2.000000\r
0:5 3.000000\r
0:5 5.000000\r
0:5 7.000000\r
0:6 Sequence\r
-0:6 move second child to first child (4-component vector of float)\r
-0:6 'v2' (4-component vector of float)\r
+0:6 move second child to first child (temp 4-component vector of float)\r
+0:6 'v2' (global 4-component vector of float)\r
0:6 Constant:\r
0:6 11.000000\r
0:6 13.000000\r
0:6 17.000000\r
0:6 19.000000\r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 'v3' (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 'v3' (global 4-component vector of float)\r
0:7 Constant:\r
0:7 23.000000\r
0:7 29.000000\r
0:7 31.000000\r
0:7 37.000000\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'v4' (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'v4' (global 4-component vector of float)\r
0:8 Constant:\r
0:8 41.000000\r
0:8 43.000000\r
0:8 47.000000\r
0:8 53.000000\r
-0:16 Function Definition: main( (void)\r
+0:16 Function Definition: main( (global void)\r
0:16 Function Parameters: \r
0:18 Sequence\r
0:18 Sequence\r
-0:18 move second child to first child (4X4 matrix of float)\r
-0:18 'm' (4X4 matrix of float)\r
-0:18 Construct mat4 (4X4 matrix of float)\r
-0:18 'v1' (4-component vector of float)\r
-0:18 'v2' (4-component vector of float)\r
-0:18 'v3' (4-component vector of float)\r
-0:18 'v4' (4-component vector of float)\r
+0:18 move second child to first child (temp 4X4 matrix of float)\r
+0:18 'm' (temp 4X4 matrix of float)\r
+0:18 Construct mat4 (temp 4X4 matrix of float)\r
+0:18 'v1' (global 4-component vector of float)\r
+0:18 'v2' (global 4-component vector of float)\r
+0:18 'v3' (global 4-component vector of float)\r
+0:18 'v4' (global 4-component vector of float)\r
0:20 Sequence\r
-0:20 move second child to first child (4X4 matrix of float)\r
-0:20 'mm' (4X4 matrix of float)\r
-0:20 component-wise multiply (4X4 matrix of float)\r
-0:20 'm' (4X4 matrix of float)\r
-0:20 'm' (4X4 matrix of float)\r
+0:20 move second child to first child (temp 4X4 matrix of float)\r
+0:20 'mm' (temp 4X4 matrix of float)\r
+0:20 component-wise multiply (global 4X4 matrix of float)\r
+0:20 'm' (temp 4X4 matrix of float)\r
+0:20 'm' (temp 4X4 matrix of float)\r
0:21 Sequence\r
-0:21 move second child to first child (float)\r
-0:21 'f' (float)\r
-0:21 direct index (float)\r
-0:21 direct index (4-component vector of float)\r
-0:21 'mm' (4X4 matrix of float)\r
+0:21 move second child to first child (temp float)\r
+0:21 'f' (temp float)\r
+0:21 direct index (temp float)\r
+0:21 direct index (temp 4-component vector of float)\r
+0:21 'mm' (temp 4X4 matrix of float)\r
0:21 Constant:\r
0:21 1 (const int)\r
0:21 Constant:\r
0:21 3 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (float)\r
-0:24 'g' (float)\r
-0:24 direct index (float)\r
-0:24 direct index (4-component vector of float)\r
-0:24 component-wise multiply (4X4 matrix of float)\r
-0:24 'm' (4X4 matrix of float)\r
-0:24 'm' (4X4 matrix of float)\r
+0:24 move second child to first child (temp float)\r
+0:24 'g' (temp float)\r
+0:24 direct index (temp float)\r
+0:24 direct index (temp 4-component vector of float)\r
+0:24 component-wise multiply (global 4X4 matrix of float)\r
+0:24 'm' (temp 4X4 matrix of float)\r
+0:24 'm' (temp 4X4 matrix of float)\r
0:24 Constant:\r
0:24 2 (const int)\r
0:24 Constant:\r
0:24 1 (const int)\r
0:26 Sequence\r
-0:26 move second child to first child (float)\r
-0:26 'h' (float)\r
+0:26 move second child to first child (temp float)\r
+0:26 'h' (temp float)\r
0:26 Constant:\r
0:26 5.000000\r
0:28 Sequence\r
-0:28 move second child to first child (float)\r
-0:28 'i' (float)\r
-0:28 direct index (float)\r
-0:28 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:28 move second child to first child (temp float)\r
+0:28 'i' (temp float)\r
+0:28 direct index (temp float)\r
+0:28 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:28 'sampler' (uniform sampler2D)\r
0:28 Constant:\r
0:28 0.500000\r
0:28 0.500000\r
0:28 Constant:\r
0:28 1 (const int)\r
-0:30 add second child into first child (float)\r
-0:30 'i' (float)\r
-0:30 direct index (float)\r
-0:30 Test condition and select (4-component vector of float)\r
+0:30 add second child into first child (temp float)\r
+0:30 'i' (temp float)\r
+0:30 direct index (temp float)\r
+0:30 Test condition and select (temp 4-component vector of float)\r
0:30 Condition\r
-0:30 Compare Greater Than (bool)\r
-0:30 'i' (float)\r
+0:30 Compare Greater Than (temp bool)\r
+0:30 'i' (temp float)\r
0:30 Constant:\r
0:30 0.100000\r
0:30 true case\r
-0:30 'v1' (4-component vector of float)\r
+0:30 'v1' (global 4-component vector of float)\r
0:30 false case\r
-0:30 'v2' (4-component vector of float)\r
+0:30 'v2' (global 4-component vector of float)\r
0:30 Constant:\r
0:30 3 (const int)\r
-0:33 add second child into first child (float)\r
-0:33 'i' (float)\r
-0:33 direct index (float)\r
-0:33 direct index (2-component vector of float)\r
-0:33 b: direct index for structure (3-element array of 2-component vector of float)\r
-0:33 move second child to first child (structure{int a, 3-element array of 2-component vector of float b, bool c})\r
-0:33 't' (structure{int a, 3-element array of 2-component vector of float b, bool c})\r
+0:33 add second child into first child (temp float)\r
+0:33 'i' (temp float)\r
+0:33 direct index (temp float)\r
+0:33 direct index (temp 2-component vector of float)\r
+0:33 b: direct index for structure (global 3-element array of 2-component vector of float)\r
+0:33 move second child to first child (temp structure{global int a, global 3-element array of 2-component vector of float b, global bool c})\r
+0:33 't' (temp structure{global int a, global 3-element array of 2-component vector of float b, global bool c})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 2.000000\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
-0:35 move second child to first child (4-component vector of float)\r
+0:35 move second child to first child (temp 4-component vector of float)\r
0:35 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:35 Construct vec4 (4-component vector of float)\r
-0:35 'f' (float)\r
-0:35 'g' (float)\r
-0:35 'h' (float)\r
-0:35 'i' (float)\r
+0:35 Construct vec4 (temp 4-component vector of float)\r
+0:35 'f' (temp float)\r
+0:35 'g' (temp float)\r
+0:35 'h' (temp float)\r
+0:35 'i' (temp float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
-0:? 'v1' (4-component vector of float)\r
-0:? 'v2' (4-component vector of float)\r
-0:? 'v3' (4-component vector of float)\r
-0:? 'v4' (4-component vector of float)\r
+0:? 'v1' (global 4-component vector of float)\r
+0:? 'v2' (global 4-component vector of float)\r
+0:? 'v3' (global 4-component vector of float)\r
+0:? 'v4' (global 4-component vector of float)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:8 Sequence\r
-0:8 move second child to first child (float)\r
+0:8 move second child to first child (temp float)\r
0:8 'gl_FragDepth' (gl_FragDepth float)\r
0:8 'Depth' (smooth in float)\r
-0:9 move second child to first child (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
0:9 'gl_FragColor' (fragColor 4-component vector of float)\r
0:9 'Color' (smooth in 4-component vector of float)\r
0:? Linker Objects\r
\r
Shader version: 130\r
0:? Sequence\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:8 Sequence\r
-0:8 move second child to first child (float)\r
+0:8 move second child to first child (temp float)\r
0:8 'gl_FragDepth' (gl_FragDepth float)\r
0:8 'Depth' (smooth in float)\r
-0:9 move second child to first child (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
0:9 'gl_FragColor' (fragColor 4-component vector of float)\r
0:9 'Color' (smooth in 4-component vector of float)\r
0:? Linker Objects\r
\r
Shader version: 110\r
0:? Sequence\r
-0:4 Function Definition: main( (void)\r
+0:4 Function Definition: main( (global void)\r
0:4 Function Parameters: \r
0:6 Sequence\r
0:6 Sequence\r
-0:6 move second child to first child (4-component vector of float)\r
-0:6 'white' (4-component vector of float)\r
+0:6 move second child to first child (temp 4-component vector of float)\r
+0:6 'white' (temp 4-component vector of float)\r
0:6 Constant:\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 'black' (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 'black' (temp 4-component vector of float)\r
0:7 Constant:\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'color' (4-component vector of float)\r
-0:8 'white' (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'color' (temp 4-component vector of float)\r
+0:8 'white' (temp 4-component vector of float)\r
0:11 Sequence\r
-0:11 move second child to first child (float)\r
-0:11 'x' (float)\r
-0:11 subtract (float)\r
-0:11 component-wise multiply (float)\r
-0:11 direct index (float)\r
+0:11 move second child to first child (temp float)\r
+0:11 'x' (temp float)\r
+0:11 subtract (temp float)\r
+0:11 component-wise multiply (temp float)\r
+0:11 direct index (temp float)\r
0:11 'tex_coord' (smooth in 2-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 Constant:\r
0:11 1.000000\r
0:12 Sequence\r
-0:12 move second child to first child (float)\r
-0:12 'y' (float)\r
-0:12 subtract (float)\r
-0:12 component-wise multiply (float)\r
-0:12 direct index (float)\r
+0:12 move second child to first child (temp float)\r
+0:12 'y' (temp float)\r
+0:12 subtract (temp float)\r
+0:12 component-wise multiply (temp float)\r
+0:12 direct index (temp float)\r
0:12 'tex_coord' (smooth in 2-component vector of float)\r
0:12 Constant:\r
0:12 1 (const int)\r
0:12 Constant:\r
0:12 1.000000\r
0:14 Sequence\r
-0:14 move second child to first child (float)\r
-0:14 'radius' (float)\r
-0:14 sqrt (float)\r
-0:14 add (float)\r
-0:14 component-wise multiply (float)\r
-0:14 'x' (float)\r
-0:14 'x' (float)\r
-0:14 component-wise multiply (float)\r
-0:14 'y' (float)\r
-0:14 'y' (float)\r
-0:15 Test condition and select (void)\r
+0:14 move second child to first child (temp float)\r
+0:14 'radius' (temp float)\r
+0:14 sqrt (global float)\r
+0:14 add (temp float)\r
+0:14 component-wise multiply (temp float)\r
+0:14 'x' (temp float)\r
+0:14 'x' (temp float)\r
+0:14 component-wise multiply (temp float)\r
+0:14 'y' (temp float)\r
+0:14 'y' (temp float)\r
+0:15 Test condition and select (temp void)\r
0:15 Condition\r
-0:15 Compare Greater Than (bool)\r
-0:15 'radius' (float)\r
+0:15 Compare Greater Than (temp bool)\r
+0:15 'radius' (temp float)\r
0:15 Constant:\r
0:15 1.000000\r
0:15 true case\r
0:16 Sequence\r
-0:16 Test condition and select (void)\r
+0:16 Test condition and select (temp void)\r
0:16 Condition\r
-0:16 Compare Greater Than (bool)\r
-0:16 'radius' (float)\r
+0:16 Compare Greater Than (temp bool)\r
+0:16 'radius' (temp float)\r
0:16 Constant:\r
0:16 1.100000\r
0:16 true case\r
0:17 Sequence\r
-0:17 Pre-Increment (4-component vector of float)\r
-0:17 'color' (4-component vector of float)\r
-0:20 move second child to first child (4-component vector of float)\r
+0:17 Pre-Increment (temp 4-component vector of float)\r
+0:17 'color' (temp 4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
0:20 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:20 'color' (4-component vector of float)\r
-0:22 Test condition and select (void)\r
+0:20 'color' (temp 4-component vector of float)\r
+0:22 Test condition and select (temp void)\r
0:22 Condition\r
-0:22 Compare Greater Than (bool)\r
-0:22 'radius' (float)\r
+0:22 Compare Greater Than (temp bool)\r
+0:22 'radius' (temp float)\r
0:22 Constant:\r
0:22 1.200000\r
0:22 true case\r
0:23 Sequence\r
-0:23 Pre-Increment (4-component vector of float)\r
-0:23 'color' (4-component vector of float)\r
+0:23 Pre-Increment (temp 4-component vector of float)\r
+0:23 'color' (temp 4-component vector of float)\r
0:26 Branch: Kill\r
-0:30 Test condition and select (void)\r
+0:30 Test condition and select (temp void)\r
0:30 Condition\r
-0:30 Compare Greater Than or Equal (bool)\r
-0:30 'radius' (float)\r
+0:30 Compare Greater Than or Equal (temp bool)\r
+0:30 'radius' (temp float)\r
0:30 Constant:\r
0:30 0.750000\r
0:30 true case\r
-0:31 subtract second child into first child (4-component vector of float)\r
-0:31 'color' (4-component vector of float)\r
-0:31 Absolute value (float)\r
-0:31 divide (float)\r
-0:31 pow (float)\r
-0:31 'radius' (float)\r
+0:31 subtract second child into first child (temp 4-component vector of float)\r
+0:31 'color' (temp 4-component vector of float)\r
+0:31 Absolute value (global float)\r
+0:31 divide (temp float)\r
+0:31 pow (global float)\r
+0:31 'radius' (temp float)\r
0:31 Constant:\r
0:31 16.000000\r
0:31 Constant:\r
0:31 2.000000\r
-0:33 move second child to first child (4-component vector of float)\r
+0:33 move second child to first child (temp 4-component vector of float)\r
0:33 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:33 'color' (4-component vector of float)\r
+0:33 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'tex_coord' (smooth in 2-component vector of float)\r
\r
\r
Shader version: 110\r
0:? Sequence\r
-0:4 Function Definition: main( (void)\r
+0:4 Function Definition: main( (global void)\r
0:4 Function Parameters: \r
0:6 Sequence\r
0:6 Sequence\r
-0:6 move second child to first child (4-component vector of float)\r
-0:6 'white' (4-component vector of float)\r
+0:6 move second child to first child (temp 4-component vector of float)\r
+0:6 'white' (temp 4-component vector of float)\r
0:6 Constant:\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:6 1.000000\r
0:7 Sequence\r
-0:7 move second child to first child (4-component vector of float)\r
-0:7 'black' (4-component vector of float)\r
+0:7 move second child to first child (temp 4-component vector of float)\r
+0:7 'black' (temp 4-component vector of float)\r
0:7 Constant:\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:7 0.200000\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'color' (4-component vector of float)\r
-0:8 'white' (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'color' (temp 4-component vector of float)\r
+0:8 'white' (temp 4-component vector of float)\r
0:11 Sequence\r
-0:11 move second child to first child (float)\r
-0:11 'x' (float)\r
-0:11 subtract (float)\r
-0:11 component-wise multiply (float)\r
-0:11 direct index (float)\r
+0:11 move second child to first child (temp float)\r
+0:11 'x' (temp float)\r
+0:11 subtract (temp float)\r
+0:11 component-wise multiply (temp float)\r
+0:11 direct index (temp float)\r
0:11 'tex_coord' (smooth in 2-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 Constant:\r
0:11 1.000000\r
0:12 Sequence\r
-0:12 move second child to first child (float)\r
-0:12 'y' (float)\r
-0:12 subtract (float)\r
-0:12 component-wise multiply (float)\r
-0:12 direct index (float)\r
+0:12 move second child to first child (temp float)\r
+0:12 'y' (temp float)\r
+0:12 subtract (temp float)\r
+0:12 component-wise multiply (temp float)\r
+0:12 direct index (temp float)\r
0:12 'tex_coord' (smooth in 2-component vector of float)\r
0:12 Constant:\r
0:12 1 (const int)\r
0:12 Constant:\r
0:12 1.000000\r
0:14 Sequence\r
-0:14 move second child to first child (float)\r
-0:14 'radius' (float)\r
-0:14 sqrt (float)\r
-0:14 add (float)\r
-0:14 component-wise multiply (float)\r
-0:14 'x' (float)\r
-0:14 'x' (float)\r
-0:14 component-wise multiply (float)\r
-0:14 'y' (float)\r
-0:14 'y' (float)\r
-0:15 Test condition and select (void)\r
+0:14 move second child to first child (temp float)\r
+0:14 'radius' (temp float)\r
+0:14 sqrt (global float)\r
+0:14 add (temp float)\r
+0:14 component-wise multiply (temp float)\r
+0:14 'x' (temp float)\r
+0:14 'x' (temp float)\r
+0:14 component-wise multiply (temp float)\r
+0:14 'y' (temp float)\r
+0:14 'y' (temp float)\r
+0:15 Test condition and select (temp void)\r
0:15 Condition\r
-0:15 Compare Greater Than (bool)\r
-0:15 'radius' (float)\r
+0:15 Compare Greater Than (temp bool)\r
+0:15 'radius' (temp float)\r
0:15 Constant:\r
0:15 1.000000\r
0:15 true case\r
0:16 Sequence\r
-0:16 Test condition and select (void)\r
+0:16 Test condition and select (temp void)\r
0:16 Condition\r
-0:16 Compare Greater Than (bool)\r
-0:16 'radius' (float)\r
+0:16 Compare Greater Than (temp bool)\r
+0:16 'radius' (temp float)\r
0:16 Constant:\r
0:16 1.100000\r
0:16 true case\r
0:17 Sequence\r
-0:17 Pre-Increment (4-component vector of float)\r
-0:17 'color' (4-component vector of float)\r
-0:20 move second child to first child (4-component vector of float)\r
+0:17 Pre-Increment (temp 4-component vector of float)\r
+0:17 'color' (temp 4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
0:20 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:20 'color' (4-component vector of float)\r
-0:22 Test condition and select (void)\r
+0:20 'color' (temp 4-component vector of float)\r
+0:22 Test condition and select (temp void)\r
0:22 Condition\r
-0:22 Compare Greater Than (bool)\r
-0:22 'radius' (float)\r
+0:22 Compare Greater Than (temp bool)\r
+0:22 'radius' (temp float)\r
0:22 Constant:\r
0:22 1.200000\r
0:22 true case\r
0:23 Sequence\r
-0:23 Pre-Increment (4-component vector of float)\r
-0:23 'color' (4-component vector of float)\r
+0:23 Pre-Increment (temp 4-component vector of float)\r
+0:23 'color' (temp 4-component vector of float)\r
0:26 Branch: Kill\r
-0:30 Test condition and select (void)\r
+0:30 Test condition and select (temp void)\r
0:30 Condition\r
-0:30 Compare Greater Than or Equal (bool)\r
-0:30 'radius' (float)\r
+0:30 Compare Greater Than or Equal (temp bool)\r
+0:30 'radius' (temp float)\r
0:30 Constant:\r
0:30 0.750000\r
0:30 true case\r
-0:31 subtract second child into first child (4-component vector of float)\r
-0:31 'color' (4-component vector of float)\r
-0:31 Absolute value (float)\r
-0:31 divide (float)\r
-0:31 pow (float)\r
-0:31 'radius' (float)\r
+0:31 subtract second child into first child (temp 4-component vector of float)\r
+0:31 'color' (temp 4-component vector of float)\r
+0:31 Absolute value (global float)\r
+0:31 divide (temp float)\r
+0:31 pow (global float)\r
+0:31 'radius' (temp float)\r
0:31 Constant:\r
0:31 16.000000\r
0:31 Constant:\r
0:31 2.000000\r
-0:33 move second child to first child (4-component vector of float)\r
+0:33 move second child to first child (temp 4-component vector of float)\r
0:33 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:33 'color' (4-component vector of float)\r
+0:33 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'tex_coord' (smooth in 2-component vector of float)\r
\r
\r
Shader version: 110\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Sequence\r
-0:9 move second child to first child (4-component vector of float)\r
-0:9 'color' (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
+0:9 'color' (temp 4-component vector of float)\r
0:9 'BaseColor' (smooth in 4-component vector of float)\r
0:13 Loop with condition not tested first\r
0:13 Loop Condition\r
-0:13 Compare Less Than (bool)\r
-0:13 direct index (float)\r
-0:13 'color' (4-component vector of float)\r
+0:13 Compare Less Than (temp bool)\r
+0:13 direct index (temp float)\r
+0:13 'color' (temp 4-component vector of float)\r
0:13 Constant:\r
0:13 0 (const int)\r
0:13 'd' (uniform float)\r
0:13 Loop Body\r
0:12 Sequence\r
-0:12 add second child into first child (4-component vector of float)\r
-0:12 'color' (4-component vector of float)\r
+0:12 add second child into first child (temp 4-component vector of float)\r
+0:12 'color' (temp 4-component vector of float)\r
0:12 'bigColor' (uniform 4-component vector of float)\r
-0:15 move second child to first child (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
0:15 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:15 'color' (4-component vector of float)\r
+0:15 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Sequence\r
-0:9 move second child to first child (4-component vector of float)\r
-0:9 'color' (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
+0:9 'color' (temp 4-component vector of float)\r
0:9 'BaseColor' (smooth in 4-component vector of float)\r
0:13 Loop with condition not tested first\r
0:13 Loop Condition\r
-0:13 Compare Less Than (bool)\r
-0:13 direct index (float)\r
-0:13 'color' (4-component vector of float)\r
+0:13 Compare Less Than (temp bool)\r
+0:13 direct index (temp float)\r
+0:13 'color' (temp 4-component vector of float)\r
0:13 Constant:\r
0:13 0 (const int)\r
0:13 'd' (uniform float)\r
0:13 Loop Body\r
0:12 Sequence\r
-0:12 add second child into first child (4-component vector of float)\r
-0:12 'color' (4-component vector of float)\r
+0:12 add second child into first child (temp 4-component vector of float)\r
+0:12 'color' (temp 4-component vector of float)\r
0:12 'bigColor' (uniform 4-component vector of float)\r
-0:15 move second child to first child (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
0:15 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:15 'color' (4-component vector of float)\r
+0:15 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:19 Function Definition: main( (void)\r
+0:19 Function Definition: main( (global void)\r
0:19 Function Parameters: \r
0:21 Sequence\r
0:21 Sequence\r
-0:21 move second child to first child (4-component vector of float)\r
-0:21 'color' (4-component vector of float)\r
+0:21 move second child to first child (temp 4-component vector of float)\r
+0:21 'color' (temp 4-component vector of float)\r
0:21 'BaseColor' (smooth in 4-component vector of float)\r
-0:24 move second child to first child (4-component vector of float)\r
-0:24 'color2' (4-component vector of float)\r
+0:24 move second child to first child (temp 4-component vector of float)\r
+0:24 'color2' (temp 4-component vector of float)\r
0:24 'otherColor' (uniform 4-component vector of float)\r
-0:26 Test condition and select (void)\r
+0:26 Test condition and select (temp void)\r
0:26 Condition\r
-0:26 Compare Greater Than (bool)\r
+0:26 Compare Greater Than (temp bool)\r
0:26 'c' (smooth in float)\r
0:26 'd' (uniform float)\r
0:26 true case\r
-0:27 add second child into first child (4-component vector of float)\r
-0:27 'color' (4-component vector of float)\r
+0:27 add second child into first child (temp 4-component vector of float)\r
+0:27 'color' (temp 4-component vector of float)\r
0:27 'bigColor' (uniform 4-component vector of float)\r
0:26 false case\r
-0:29 add second child into first child (4-component vector of float)\r
-0:29 'color' (4-component vector of float)\r
+0:29 add second child into first child (temp 4-component vector of float)\r
+0:29 'color' (temp 4-component vector of float)\r
0:29 'smallColor' (uniform 4-component vector of float)\r
-0:31 Test condition and select (void)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
-0:31 Compare Less Than (bool)\r
-0:31 direct index (float)\r
-0:31 'color' (4-component vector of float)\r
+0:31 Compare Less Than (temp bool)\r
+0:31 direct index (temp float)\r
+0:31 'color' (temp 4-component vector of float)\r
0:31 Constant:\r
0:31 2 (const int)\r
0:31 'minimum' (uniform float)\r
0:31 true case\r
0:32 Branch: Return\r
-0:34 Post-Increment (float)\r
-0:34 direct index (float)\r
-0:34 'color' (4-component vector of float)\r
+0:34 Post-Increment (temp float)\r
+0:34 direct index (temp float)\r
+0:34 'color' (temp 4-component vector of float)\r
0:34 Constant:\r
0:34 2 (const int)\r
-0:36 Test condition and select (void)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 Compare Greater Than (bool)\r
-0:36 direct index (float)\r
-0:36 'color' (4-component vector of float)\r
+0:36 Compare Greater Than (temp bool)\r
+0:36 direct index (temp float)\r
+0:36 'color' (temp 4-component vector of float)\r
0:36 Constant:\r
0:36 2 (const int)\r
0:36 'threshhold' (uniform float)\r
0:36 true case\r
0:37 Branch: Kill\r
-0:39 Post-Increment (4-component vector of float)\r
-0:39 'color' (4-component vector of float)\r
-0:42 Test condition and select (void)\r
+0:39 Post-Increment (temp 4-component vector of float)\r
+0:39 'color' (temp 4-component vector of float)\r
+0:42 Test condition and select (temp void)\r
0:42 Condition\r
-0:42 Compare Greater Than (bool)\r
-0:42 direct index (float)\r
-0:42 'color' (4-component vector of float)\r
+0:42 Compare Greater Than (temp bool)\r
+0:42 direct index (temp float)\r
+0:42 'color' (temp 4-component vector of float)\r
0:42 Constant:\r
0:42 3 (const int)\r
0:42 'threshhold2' (uniform float)\r
0:42 true case\r
0:43 Sequence\r
-0:43 Test condition and select (void)\r
+0:43 Test condition and select (temp void)\r
0:43 Condition\r
-0:43 Compare Greater Than (bool)\r
-0:43 direct index (float)\r
-0:43 'color' (4-component vector of float)\r
+0:43 Compare Greater Than (temp bool)\r
+0:43 direct index (temp float)\r
+0:43 'color' (temp 4-component vector of float)\r
0:43 Constant:\r
0:43 2 (const int)\r
0:43 'threshhold2' (uniform float)\r
0:43 true case\r
0:44 Branch: Return\r
0:43 false case\r
-0:45 Test condition and select (void)\r
+0:45 Test condition and select (temp void)\r
0:45 Condition\r
0:45 'b' (uniform bool)\r
0:45 true case\r
-0:46 Post-Increment (float)\r
-0:46 direct index (float)\r
-0:46 'color' (4-component vector of float)\r
+0:46 Post-Increment (temp float)\r
+0:46 direct index (temp float)\r
+0:46 'color' (temp 4-component vector of float)\r
0:46 Constant:\r
0:46 2 (const int)\r
0:45 false case\r
0:48 Sequence\r
-0:48 Test condition and select (void)\r
+0:48 Test condition and select (temp void)\r
0:48 Condition\r
-0:48 Compare Less Than (bool)\r
-0:48 direct index (float)\r
-0:48 'color' (4-component vector of float)\r
+0:48 Compare Less Than (temp bool)\r
+0:48 direct index (temp float)\r
+0:48 'color' (temp 4-component vector of float)\r
0:48 Constant:\r
0:48 0 (const int)\r
0:48 'minimum' (uniform float)\r
0:49 Branch: Kill\r
0:48 false case\r
0:51 Sequence\r
-0:51 Post-Increment (4-component vector of float)\r
-0:51 'color' (4-component vector of float)\r
+0:51 Post-Increment (temp 4-component vector of float)\r
+0:51 'color' (temp 4-component vector of float)\r
0:42 false case\r
0:55 Sequence\r
-0:55 Test condition and select (void)\r
+0:55 Test condition and select (temp void)\r
0:55 Condition\r
0:55 'b' (uniform bool)\r
0:55 true case\r
0:56 Branch: Kill\r
0:55 false case\r
0:58 Branch: Return\r
-0:101 move second child to first child (4-component vector of float)\r
+0:101 move second child to first child (temp 4-component vector of float)\r
0:101 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:101 component-wise multiply (4-component vector of float)\r
-0:101 'color' (4-component vector of float)\r
-0:101 'color2' (4-component vector of float)\r
+0:101 component-wise multiply (temp 4-component vector of float)\r
+0:101 'color' (temp 4-component vector of float)\r
+0:101 'color2' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'd' (uniform float)\r
0:? 'bigColor' (uniform 4-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:19 Function Definition: main( (void)\r
+0:19 Function Definition: main( (global void)\r
0:19 Function Parameters: \r
0:21 Sequence\r
0:21 Sequence\r
-0:21 move second child to first child (4-component vector of float)\r
-0:21 'color' (4-component vector of float)\r
+0:21 move second child to first child (temp 4-component vector of float)\r
+0:21 'color' (temp 4-component vector of float)\r
0:21 'BaseColor' (smooth in 4-component vector of float)\r
-0:24 move second child to first child (4-component vector of float)\r
-0:24 'color2' (4-component vector of float)\r
+0:24 move second child to first child (temp 4-component vector of float)\r
+0:24 'color2' (temp 4-component vector of float)\r
0:24 'otherColor' (uniform 4-component vector of float)\r
-0:26 Test condition and select (void)\r
+0:26 Test condition and select (temp void)\r
0:26 Condition\r
-0:26 Compare Greater Than (bool)\r
+0:26 Compare Greater Than (temp bool)\r
0:26 'c' (smooth in float)\r
0:26 'd' (uniform float)\r
0:26 true case\r
-0:27 add second child into first child (4-component vector of float)\r
-0:27 'color' (4-component vector of float)\r
+0:27 add second child into first child (temp 4-component vector of float)\r
+0:27 'color' (temp 4-component vector of float)\r
0:27 'bigColor' (uniform 4-component vector of float)\r
0:26 false case\r
-0:29 add second child into first child (4-component vector of float)\r
-0:29 'color' (4-component vector of float)\r
+0:29 add second child into first child (temp 4-component vector of float)\r
+0:29 'color' (temp 4-component vector of float)\r
0:29 'smallColor' (uniform 4-component vector of float)\r
-0:31 Test condition and select (void)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
-0:31 Compare Less Than (bool)\r
-0:31 direct index (float)\r
-0:31 'color' (4-component vector of float)\r
+0:31 Compare Less Than (temp bool)\r
+0:31 direct index (temp float)\r
+0:31 'color' (temp 4-component vector of float)\r
0:31 Constant:\r
0:31 2 (const int)\r
0:31 'minimum' (uniform float)\r
0:31 true case\r
0:32 Branch: Return\r
-0:34 Post-Increment (float)\r
-0:34 direct index (float)\r
-0:34 'color' (4-component vector of float)\r
+0:34 Post-Increment (temp float)\r
+0:34 direct index (temp float)\r
+0:34 'color' (temp 4-component vector of float)\r
0:34 Constant:\r
0:34 2 (const int)\r
-0:36 Test condition and select (void)\r
+0:36 Test condition and select (temp void)\r
0:36 Condition\r
-0:36 Compare Greater Than (bool)\r
-0:36 direct index (float)\r
-0:36 'color' (4-component vector of float)\r
+0:36 Compare Greater Than (temp bool)\r
+0:36 direct index (temp float)\r
+0:36 'color' (temp 4-component vector of float)\r
0:36 Constant:\r
0:36 2 (const int)\r
0:36 'threshhold' (uniform float)\r
0:36 true case\r
0:37 Branch: Kill\r
-0:39 Post-Increment (4-component vector of float)\r
-0:39 'color' (4-component vector of float)\r
-0:42 Test condition and select (void)\r
+0:39 Post-Increment (temp 4-component vector of float)\r
+0:39 'color' (temp 4-component vector of float)\r
+0:42 Test condition and select (temp void)\r
0:42 Condition\r
-0:42 Compare Greater Than (bool)\r
-0:42 direct index (float)\r
-0:42 'color' (4-component vector of float)\r
+0:42 Compare Greater Than (temp bool)\r
+0:42 direct index (temp float)\r
+0:42 'color' (temp 4-component vector of float)\r
0:42 Constant:\r
0:42 3 (const int)\r
0:42 'threshhold2' (uniform float)\r
0:42 true case\r
0:43 Sequence\r
-0:43 Test condition and select (void)\r
+0:43 Test condition and select (temp void)\r
0:43 Condition\r
-0:43 Compare Greater Than (bool)\r
-0:43 direct index (float)\r
-0:43 'color' (4-component vector of float)\r
+0:43 Compare Greater Than (temp bool)\r
+0:43 direct index (temp float)\r
+0:43 'color' (temp 4-component vector of float)\r
0:43 Constant:\r
0:43 2 (const int)\r
0:43 'threshhold2' (uniform float)\r
0:43 true case\r
0:44 Branch: Return\r
0:43 false case\r
-0:45 Test condition and select (void)\r
+0:45 Test condition and select (temp void)\r
0:45 Condition\r
0:45 'b' (uniform bool)\r
0:45 true case\r
-0:46 Post-Increment (float)\r
-0:46 direct index (float)\r
-0:46 'color' (4-component vector of float)\r
+0:46 Post-Increment (temp float)\r
+0:46 direct index (temp float)\r
+0:46 'color' (temp 4-component vector of float)\r
0:46 Constant:\r
0:46 2 (const int)\r
0:45 false case\r
0:48 Sequence\r
-0:48 Test condition and select (void)\r
+0:48 Test condition and select (temp void)\r
0:48 Condition\r
-0:48 Compare Less Than (bool)\r
-0:48 direct index (float)\r
-0:48 'color' (4-component vector of float)\r
+0:48 Compare Less Than (temp bool)\r
+0:48 direct index (temp float)\r
+0:48 'color' (temp 4-component vector of float)\r
0:48 Constant:\r
0:48 0 (const int)\r
0:48 'minimum' (uniform float)\r
0:49 Branch: Kill\r
0:48 false case\r
0:51 Sequence\r
-0:51 Post-Increment (4-component vector of float)\r
-0:51 'color' (4-component vector of float)\r
+0:51 Post-Increment (temp 4-component vector of float)\r
+0:51 'color' (temp 4-component vector of float)\r
0:42 false case\r
0:55 Sequence\r
-0:55 Test condition and select (void)\r
+0:55 Test condition and select (temp void)\r
0:55 Condition\r
0:55 'b' (uniform bool)\r
0:55 true case\r
0:56 Branch: Kill\r
0:55 false case\r
0:58 Branch: Return\r
-0:101 move second child to first child (4-component vector of float)\r
+0:101 move second child to first child (temp 4-component vector of float)\r
0:101 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:101 component-wise multiply (4-component vector of float)\r
-0:101 'color' (4-component vector of float)\r
-0:101 'color2' (4-component vector of float)\r
+0:101 component-wise multiply (temp 4-component vector of float)\r
+0:101 'color' (temp 4-component vector of float)\r
+0:101 'color2' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'd' (uniform float)\r
0:? 'bigColor' (uniform 4-component vector of float)\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:1 Function Definition: main(i1; (mediump int)\r
+0:1 Function Definition: main(i1; (global mediump int)\r
0:1 Function Parameters: \r
0:1 'foo' (in mediump int)\r
0:3 Sequence\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:1 Function Definition: main(i1; (mediump int)\r
+0:1 Function Definition: main(i1; (global mediump int)\r
0:1 Function Parameters: \r
0:1 'foo' (in mediump int)\r
0:3 Sequence\r
\r
Shader version: 120\r
0:? Sequence\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Sequence\r
-0:12 move second child to first child (4-component vector of float)\r
-0:12 'color' (4-component vector of float)\r
+0:12 move second child to first child (temp 4-component vector of float)\r
+0:12 'color' (temp 4-component vector of float)\r
0:12 'BaseColor' (smooth in 4-component vector of float)\r
-0:15 move second child to first child (4-component vector of float)\r
-0:15 'color2' (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
+0:15 'color2' (temp 4-component vector of float)\r
0:15 'otherColor' (uniform 4-component vector of float)\r
-0:17 Test condition and select (void)\r
+0:17 Test condition and select (temp void)\r
0:17 Condition\r
-0:17 Compare Greater Than (bool)\r
+0:17 Compare Greater Than (temp bool)\r
0:17 'c' (smooth in float)\r
0:17 'd' (uniform float)\r
0:17 true case\r
-0:18 add second child into first child (4-component vector of float)\r
-0:18 'color' (4-component vector of float)\r
+0:18 add second child into first child (temp 4-component vector of float)\r
+0:18 'color' (temp 4-component vector of float)\r
0:18 'bigColor' (uniform 4-component vector of float)\r
0:17 false case\r
-0:20 add second child into first child (4-component vector of float)\r
-0:20 'color' (4-component vector of float)\r
+0:20 add second child into first child (temp 4-component vector of float)\r
+0:20 'color' (temp 4-component vector of float)\r
0:20 'smallColor' (uniform 4-component vector of float)\r
-0:22 move second child to first child (4-component vector of float)\r
+0:22 move second child to first child (temp 4-component vector of float)\r
0:22 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:22 component-wise multiply (4-component vector of float)\r
-0:22 'color' (4-component vector of float)\r
-0:22 'color2' (4-component vector of float)\r
+0:22 component-wise multiply (temp 4-component vector of float)\r
+0:22 'color' (temp 4-component vector of float)\r
+0:22 'color2' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'd' (uniform float)\r
0:? 'bigColor' (uniform 4-component vector of float)\r
\r
Shader version: 120\r
0:? Sequence\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Sequence\r
-0:12 move second child to first child (4-component vector of float)\r
-0:12 'color' (4-component vector of float)\r
+0:12 move second child to first child (temp 4-component vector of float)\r
+0:12 'color' (temp 4-component vector of float)\r
0:12 'BaseColor' (smooth in 4-component vector of float)\r
-0:15 move second child to first child (4-component vector of float)\r
-0:15 'color2' (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
+0:15 'color2' (temp 4-component vector of float)\r
0:15 'otherColor' (uniform 4-component vector of float)\r
-0:17 Test condition and select (void)\r
+0:17 Test condition and select (temp void)\r
0:17 Condition\r
-0:17 Compare Greater Than (bool)\r
+0:17 Compare Greater Than (temp bool)\r
0:17 'c' (smooth in float)\r
0:17 'd' (uniform float)\r
0:17 true case\r
-0:18 add second child into first child (4-component vector of float)\r
-0:18 'color' (4-component vector of float)\r
+0:18 add second child into first child (temp 4-component vector of float)\r
+0:18 'color' (temp 4-component vector of float)\r
0:18 'bigColor' (uniform 4-component vector of float)\r
0:17 false case\r
-0:20 add second child into first child (4-component vector of float)\r
-0:20 'color' (4-component vector of float)\r
+0:20 add second child into first child (temp 4-component vector of float)\r
+0:20 'color' (temp 4-component vector of float)\r
0:20 'smallColor' (uniform 4-component vector of float)\r
-0:22 move second child to first child (4-component vector of float)\r
+0:22 move second child to first child (temp 4-component vector of float)\r
0:22 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:22 component-wise multiply (4-component vector of float)\r
-0:22 'color' (4-component vector of float)\r
-0:22 'color2' (4-component vector of float)\r
+0:22 component-wise multiply (temp 4-component vector of float)\r
+0:22 'color' (temp 4-component vector of float)\r
+0:22 'color2' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'd' (uniform float)\r
0:? 'bigColor' (uniform 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Sequence\r
-0:12 move second child to first child (4-component vector of float)\r
-0:12 'color' (4-component vector of float)\r
+0:12 move second child to first child (temp 4-component vector of float)\r
+0:12 'color' (temp 4-component vector of float)\r
0:12 'BaseColor' (smooth in 4-component vector of float)\r
0:14 Sequence\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
-0:14 'i' (int)\r
+0:14 move second child to first child (temp int)\r
+0:14 'i' (temp int)\r
0:14 Constant:\r
0:14 0 (const int)\r
0:14 Loop with condition tested first\r
0:14 Loop Condition\r
-0:14 Compare Less Than (bool)\r
-0:14 'i' (int)\r
+0:14 Compare Less Than (temp bool)\r
+0:14 'i' (temp int)\r
0:14 'Count' (uniform int)\r
0:14 Loop Body\r
0:15 Sequence\r
-0:15 add second child into first child (4-component vector of float)\r
-0:15 'color' (4-component vector of float)\r
+0:15 add second child into first child (temp 4-component vector of float)\r
+0:15 'color' (temp 4-component vector of float)\r
0:15 'bigColor' (uniform 4-component vector of float)\r
0:14 Loop Terminal Expression\r
-0:14 Pre-Increment (int)\r
-0:14 'i' (int)\r
-0:18 move second child to first child (4-component vector of float)\r
+0:14 Pre-Increment (temp int)\r
+0:14 'i' (temp int)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
0:18 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:18 'color' (4-component vector of float)\r
+0:18 'color' (temp 4-component vector of float)\r
0:20 Sequence\r
-0:20 move second child to first child (float)\r
-0:20 'sum' (float)\r
+0:20 move second child to first child (temp float)\r
+0:20 'sum' (temp float)\r
0:20 Constant:\r
0:20 0.000000\r
0:21 Sequence\r
0:21 Sequence\r
-0:21 move second child to first child (int)\r
-0:21 'i' (int)\r
+0:21 move second child to first child (temp int)\r
+0:21 'i' (temp int)\r
0:21 Constant:\r
0:21 0 (const int)\r
0:21 Loop with condition tested first\r
0:21 Loop Condition\r
-0:21 Compare Less Than (bool)\r
-0:21 'i' (int)\r
+0:21 Compare Less Than (temp bool)\r
+0:21 'i' (temp int)\r
0:21 Constant:\r
0:21 4 (const int)\r
0:21 Loop Body\r
-0:22 add second child into first child (float)\r
-0:22 'sum' (float)\r
-0:22 Convert uint to float (float)\r
-0:22 indirect index (uint)\r
+0:22 add second child into first child (temp float)\r
+0:22 'sum' (temp float)\r
+0:22 Convert uint to float (temp float)\r
+0:22 indirect index (temp uint)\r
0:22 'v4' (uniform 4-component vector of uint)\r
-0:22 'i' (int)\r
+0:22 'i' (temp int)\r
0:21 Loop Terminal Expression\r
-0:21 Pre-Increment (int)\r
-0:21 'i' (int)\r
+0:21 Pre-Increment (temp int)\r
+0:21 'i' (temp int)\r
0:26 Sequence\r
0:26 Sequence\r
-0:26 move second child to first child (int)\r
-0:26 'i' (int)\r
+0:26 move second child to first child (temp int)\r
+0:26 'i' (temp int)\r
0:26 Constant:\r
0:26 0 (const int)\r
0:26 Loop with condition tested first\r
0:26 Loop Condition\r
-0:26 Compare Less Than (bool)\r
-0:26 'i' (int)\r
+0:26 Compare Less Than (temp bool)\r
+0:26 'i' (temp int)\r
0:26 Constant:\r
0:26 4 (const int)\r
0:26 Loop Body\r
-0:27 move second child to first child (float)\r
-0:27 indirect index (float)\r
-0:27 'tv4' (4-component vector of float)\r
-0:27 'i' (int)\r
-0:27 Convert uint to float (float)\r
-0:27 component-wise multiply (uint)\r
-0:27 indirect index (uint)\r
+0:27 move second child to first child (temp float)\r
+0:27 indirect index (temp float)\r
+0:27 'tv4' (temp 4-component vector of float)\r
+0:27 'i' (temp int)\r
+0:27 Convert uint to float (temp float)\r
+0:27 component-wise multiply (temp uint)\r
+0:27 indirect index (temp uint)\r
0:27 'v4' (uniform 4-component vector of uint)\r
-0:27 'i' (int)\r
+0:27 'i' (temp int)\r
0:27 Constant:\r
0:27 4 (const uint)\r
0:26 Loop Terminal Expression\r
-0:26 Pre-Increment (int)\r
-0:26 'i' (int)\r
-0:29 add second child into first child (4-component vector of float)\r
+0:26 Pre-Increment (temp int)\r
+0:26 'i' (temp int)\r
+0:29 add second child into first child (temp 4-component vector of float)\r
0:29 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:29 add (4-component vector of float)\r
-0:29 Construct vec4 (4-component vector of float)\r
-0:29 'sum' (float)\r
-0:29 'tv4' (4-component vector of float)\r
-0:32 move second child to first child (3-component vector of float)\r
-0:32 vector swizzle (3-component vector of float)\r
-0:32 'r' (4-component vector of float)\r
+0:29 add (temp 4-component vector of float)\r
+0:29 Construct vec4 (temp 4-component vector of float)\r
+0:29 'sum' (temp float)\r
+0:29 'tv4' (temp 4-component vector of float)\r
+0:32 move second child to first child (temp 3-component vector of float)\r
+0:32 vector swizzle (temp 3-component vector of float)\r
+0:32 'r' (temp 4-component vector of float)\r
0:32 Sequence\r
0:32 Constant:\r
0:32 0 (const int)\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 2 (const int)\r
-0:32 vector swizzle (3-component vector of float)\r
+0:32 vector swizzle (temp 3-component vector of float)\r
0:32 'BaseColor' (smooth in 4-component vector of float)\r
0:32 Sequence\r
0:32 Constant:\r
0:32 2 (const int)\r
0:34 Sequence\r
0:34 Sequence\r
-0:34 move second child to first child (int)\r
-0:34 'i' (int)\r
+0:34 move second child to first child (temp int)\r
+0:34 'i' (temp int)\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 Loop with condition tested first\r
0:34 Loop Condition\r
-0:34 Compare Less Than (bool)\r
-0:34 'i' (int)\r
+0:34 Compare Less Than (temp bool)\r
+0:34 'i' (temp int)\r
0:34 'Count' (uniform int)\r
0:34 Loop Body\r
-0:35 move second child to first child (float)\r
-0:35 direct index (float)\r
-0:35 'r' (4-component vector of float)\r
+0:35 move second child to first child (temp float)\r
+0:35 direct index (temp float)\r
+0:35 'r' (temp 4-component vector of float)\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 'f' (smooth in float)\r
0:34 Loop Terminal Expression\r
-0:34 Pre-Increment (int)\r
-0:34 'i' (int)\r
-0:37 add second child into first child (3-component vector of float)\r
-0:37 vector swizzle (3-component vector of float)\r
+0:34 Pre-Increment (temp int)\r
+0:34 'i' (temp int)\r
+0:37 add second child into first child (temp 3-component vector of float)\r
+0:37 vector swizzle (temp 3-component vector of float)\r
0:37 'gl_FragColor' (fragColor 4-component vector of float)\r
0:37 Sequence\r
0:37 Constant:\r
0:37 1 (const int)\r
0:37 Constant:\r
0:37 2 (const int)\r
-0:37 vector swizzle (3-component vector of float)\r
-0:37 'r' (4-component vector of float)\r
+0:37 vector swizzle (temp 3-component vector of float)\r
+0:37 'r' (temp 4-component vector of float)\r
0:37 Sequence\r
0:37 Constant:\r
0:37 0 (const int)\r
0:37 2 (const int)\r
0:39 Sequence\r
0:39 Sequence\r
-0:39 move second child to first child (int)\r
-0:39 'i' (int)\r
+0:39 move second child to first child (temp int)\r
+0:39 'i' (temp int)\r
0:39 Constant:\r
0:39 0 (const int)\r
0:39 Loop with condition tested first\r
0:39 Loop Condition\r
-0:39 Compare Less Than (bool)\r
-0:39 'i' (int)\r
+0:39 Compare Less Than (temp bool)\r
+0:39 'i' (temp int)\r
0:39 Constant:\r
0:39 16 (const int)\r
0:39 Loop Body\r
-0:40 vector scale second child into first child (4-component vector of float)\r
+0:40 vector scale second child into first child (temp 4-component vector of float)\r
0:40 'gl_FragColor' (fragColor 4-component vector of float)\r
0:40 'f' (smooth in float)\r
0:39 Loop Terminal Expression\r
-0:39 add second child into first child (int)\r
-0:39 'i' (int)\r
+0:39 add second child into first child (temp int)\r
+0:39 'i' (temp int)\r
0:39 Constant:\r
0:39 4 (const int)\r
0:? Linker Objects\r
\r
Shader version: 130\r
0:? Sequence\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Sequence\r
-0:12 move second child to first child (4-component vector of float)\r
-0:12 'color' (4-component vector of float)\r
+0:12 move second child to first child (temp 4-component vector of float)\r
+0:12 'color' (temp 4-component vector of float)\r
0:12 'BaseColor' (smooth in 4-component vector of float)\r
0:14 Sequence\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
-0:14 'i' (int)\r
+0:14 move second child to first child (temp int)\r
+0:14 'i' (temp int)\r
0:14 Constant:\r
0:14 0 (const int)\r
0:14 Loop with condition tested first\r
0:14 Loop Condition\r
-0:14 Compare Less Than (bool)\r
-0:14 'i' (int)\r
+0:14 Compare Less Than (temp bool)\r
+0:14 'i' (temp int)\r
0:14 'Count' (uniform int)\r
0:14 Loop Body\r
0:15 Sequence\r
-0:15 add second child into first child (4-component vector of float)\r
-0:15 'color' (4-component vector of float)\r
+0:15 add second child into first child (temp 4-component vector of float)\r
+0:15 'color' (temp 4-component vector of float)\r
0:15 'bigColor' (uniform 4-component vector of float)\r
0:14 Loop Terminal Expression\r
-0:14 Pre-Increment (int)\r
-0:14 'i' (int)\r
-0:18 move second child to first child (4-component vector of float)\r
+0:14 Pre-Increment (temp int)\r
+0:14 'i' (temp int)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
0:18 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:18 'color' (4-component vector of float)\r
+0:18 'color' (temp 4-component vector of float)\r
0:20 Sequence\r
-0:20 move second child to first child (float)\r
-0:20 'sum' (float)\r
+0:20 move second child to first child (temp float)\r
+0:20 'sum' (temp float)\r
0:20 Constant:\r
0:20 0.000000\r
0:21 Sequence\r
0:21 Sequence\r
-0:21 move second child to first child (int)\r
-0:21 'i' (int)\r
+0:21 move second child to first child (temp int)\r
+0:21 'i' (temp int)\r
0:21 Constant:\r
0:21 0 (const int)\r
0:21 Loop with condition tested first\r
0:21 Loop Condition\r
-0:21 Compare Less Than (bool)\r
-0:21 'i' (int)\r
+0:21 Compare Less Than (temp bool)\r
+0:21 'i' (temp int)\r
0:21 Constant:\r
0:21 4 (const int)\r
0:21 Loop Body\r
-0:22 add second child into first child (float)\r
-0:22 'sum' (float)\r
-0:22 Convert uint to float (float)\r
-0:22 indirect index (uint)\r
+0:22 add second child into first child (temp float)\r
+0:22 'sum' (temp float)\r
+0:22 Convert uint to float (temp float)\r
+0:22 indirect index (temp uint)\r
0:22 'v4' (uniform 4-component vector of uint)\r
-0:22 'i' (int)\r
+0:22 'i' (temp int)\r
0:21 Loop Terminal Expression\r
-0:21 Pre-Increment (int)\r
-0:21 'i' (int)\r
+0:21 Pre-Increment (temp int)\r
+0:21 'i' (temp int)\r
0:26 Sequence\r
0:26 Sequence\r
-0:26 move second child to first child (int)\r
-0:26 'i' (int)\r
+0:26 move second child to first child (temp int)\r
+0:26 'i' (temp int)\r
0:26 Constant:\r
0:26 0 (const int)\r
0:26 Loop with condition tested first\r
0:26 Loop Condition\r
-0:26 Compare Less Than (bool)\r
-0:26 'i' (int)\r
+0:26 Compare Less Than (temp bool)\r
+0:26 'i' (temp int)\r
0:26 Constant:\r
0:26 4 (const int)\r
0:26 Loop Body\r
-0:27 move second child to first child (float)\r
-0:27 indirect index (float)\r
-0:27 'tv4' (4-component vector of float)\r
-0:27 'i' (int)\r
-0:27 Convert uint to float (float)\r
-0:27 component-wise multiply (uint)\r
-0:27 indirect index (uint)\r
+0:27 move second child to first child (temp float)\r
+0:27 indirect index (temp float)\r
+0:27 'tv4' (temp 4-component vector of float)\r
+0:27 'i' (temp int)\r
+0:27 Convert uint to float (temp float)\r
+0:27 component-wise multiply (temp uint)\r
+0:27 indirect index (temp uint)\r
0:27 'v4' (uniform 4-component vector of uint)\r
-0:27 'i' (int)\r
+0:27 'i' (temp int)\r
0:27 Constant:\r
0:27 4 (const uint)\r
0:26 Loop Terminal Expression\r
-0:26 Pre-Increment (int)\r
-0:26 'i' (int)\r
-0:29 add second child into first child (4-component vector of float)\r
+0:26 Pre-Increment (temp int)\r
+0:26 'i' (temp int)\r
+0:29 add second child into first child (temp 4-component vector of float)\r
0:29 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:29 add (4-component vector of float)\r
-0:29 Construct vec4 (4-component vector of float)\r
-0:29 'sum' (float)\r
-0:29 'tv4' (4-component vector of float)\r
-0:32 move second child to first child (3-component vector of float)\r
-0:32 vector swizzle (3-component vector of float)\r
-0:32 'r' (4-component vector of float)\r
+0:29 add (temp 4-component vector of float)\r
+0:29 Construct vec4 (temp 4-component vector of float)\r
+0:29 'sum' (temp float)\r
+0:29 'tv4' (temp 4-component vector of float)\r
+0:32 move second child to first child (temp 3-component vector of float)\r
+0:32 vector swizzle (temp 3-component vector of float)\r
+0:32 'r' (temp 4-component vector of float)\r
0:32 Sequence\r
0:32 Constant:\r
0:32 0 (const int)\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 2 (const int)\r
-0:32 vector swizzle (3-component vector of float)\r
+0:32 vector swizzle (temp 3-component vector of float)\r
0:32 'BaseColor' (smooth in 4-component vector of float)\r
0:32 Sequence\r
0:32 Constant:\r
0:32 2 (const int)\r
0:34 Sequence\r
0:34 Sequence\r
-0:34 move second child to first child (int)\r
-0:34 'i' (int)\r
+0:34 move second child to first child (temp int)\r
+0:34 'i' (temp int)\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 Loop with condition tested first\r
0:34 Loop Condition\r
-0:34 Compare Less Than (bool)\r
-0:34 'i' (int)\r
+0:34 Compare Less Than (temp bool)\r
+0:34 'i' (temp int)\r
0:34 'Count' (uniform int)\r
0:34 Loop Body\r
-0:35 move second child to first child (float)\r
-0:35 direct index (float)\r
-0:35 'r' (4-component vector of float)\r
+0:35 move second child to first child (temp float)\r
+0:35 direct index (temp float)\r
+0:35 'r' (temp 4-component vector of float)\r
0:35 Constant:\r
0:35 3 (const int)\r
0:35 'f' (smooth in float)\r
0:34 Loop Terminal Expression\r
-0:34 Pre-Increment (int)\r
-0:34 'i' (int)\r
-0:37 add second child into first child (3-component vector of float)\r
-0:37 vector swizzle (3-component vector of float)\r
+0:34 Pre-Increment (temp int)\r
+0:34 'i' (temp int)\r
+0:37 add second child into first child (temp 3-component vector of float)\r
+0:37 vector swizzle (temp 3-component vector of float)\r
0:37 'gl_FragColor' (fragColor 4-component vector of float)\r
0:37 Sequence\r
0:37 Constant:\r
0:37 1 (const int)\r
0:37 Constant:\r
0:37 2 (const int)\r
-0:37 vector swizzle (3-component vector of float)\r
-0:37 'r' (4-component vector of float)\r
+0:37 vector swizzle (temp 3-component vector of float)\r
+0:37 'r' (temp 4-component vector of float)\r
0:37 Sequence\r
0:37 Constant:\r
0:37 0 (const int)\r
0:37 2 (const int)\r
0:39 Sequence\r
0:39 Sequence\r
-0:39 move second child to first child (int)\r
-0:39 'i' (int)\r
+0:39 move second child to first child (temp int)\r
+0:39 'i' (temp int)\r
0:39 Constant:\r
0:39 0 (const int)\r
0:39 Loop with condition tested first\r
0:39 Loop Condition\r
-0:39 Compare Less Than (bool)\r
-0:39 'i' (int)\r
+0:39 Compare Less Than (temp bool)\r
+0:39 'i' (temp int)\r
0:39 Constant:\r
0:39 16 (const int)\r
0:39 Loop Body\r
-0:40 vector scale second child into first child (4-component vector of float)\r
+0:40 vector scale second child into first child (temp 4-component vector of float)\r
0:40 'gl_FragColor' (fragColor 4-component vector of float)\r
0:40 'f' (smooth in float)\r
0:39 Loop Terminal Expression\r
-0:39 add second child into first child (int)\r
-0:39 'i' (int)\r
+0:39 add second child into first child (temp int)\r
+0:39 'i' (temp int)\r
0:39 Constant:\r
0:39 4 (const int)\r
0:? Linker Objects\r
\r
Shader version: 110\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
0:13 Sequence\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'color' (4-component vector of float)\r
-0:13 Construct vec4 (4-component vector of float)\r
-0:13 Function Call: foo(vf4; (float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'color' (temp 4-component vector of float)\r
+0:13 Construct vec4 (temp 4-component vector of float)\r
+0:13 Function Call: foo(vf4; (global float)\r
0:13 'BaseColor' (smooth in 4-component vector of float)\r
-0:15 Function Call: bar( (void)\r
+0:15 Function Call: bar( (global void)\r
0:16 Sequence\r
-0:16 move second child to first child (float)\r
-0:16 'f' (float)\r
-0:16 Function Call: unreachableReturn( (float)\r
-0:18 move second child to first child (4-component vector of float)\r
+0:16 move second child to first child (temp float)\r
+0:16 'f' (temp float)\r
+0:16 Function Call: unreachableReturn( (global float)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
0:18 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:18 vector-scale (4-component vector of float)\r
-0:18 'color' (4-component vector of float)\r
-0:18 'f' (float)\r
-0:21 Function Definition: bar( (void)\r
+0:18 vector-scale (temp 4-component vector of float)\r
+0:18 'color' (temp 4-component vector of float)\r
+0:18 'f' (temp float)\r
+0:21 Function Definition: bar( (global void)\r
0:21 Function Parameters: \r
-0:25 Function Definition: unreachableReturn( (float)\r
+0:25 Function Definition: unreachableReturn( (global float)\r
0:25 Function Parameters: \r
0:27 Sequence\r
-0:27 Function Call: bar( (void)\r
-0:28 Test condition and select (void)\r
+0:27 Function Call: bar( (global void)\r
+0:28 Test condition and select (temp void)\r
0:28 Condition\r
-0:28 Compare Less Than (bool)\r
+0:28 Compare Less Than (temp bool)\r
0:28 'd' (uniform float)\r
0:28 Constant:\r
0:28 4.200000\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 4.500000\r
-0:34 Function Definition: foo(vf4; (float)\r
+0:34 Function Definition: foo(vf4; (global float)\r
0:34 Function Parameters: \r
0:34 'bar' (in 4-component vector of float)\r
0:36 Sequence\r
0:36 Branch: Return with expression\r
-0:36 add (float)\r
-0:36 direct index (float)\r
+0:36 add (temp float)\r
+0:36 direct index (temp float)\r
0:36 'bar' (in 4-component vector of float)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:36 direct index (float)\r
+0:36 direct index (temp float)\r
0:36 'bar' (in 4-component vector of float)\r
0:36 Constant:\r
0:36 1 (const int)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:13 Sequence\r
0:13 Sequence\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'color' (4-component vector of float)\r
-0:13 Construct vec4 (4-component vector of float)\r
-0:13 Function Call: foo(vf4; (float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'color' (temp 4-component vector of float)\r
+0:13 Construct vec4 (temp 4-component vector of float)\r
+0:13 Function Call: foo(vf4; (global float)\r
0:13 'BaseColor' (smooth in 4-component vector of float)\r
-0:15 Function Call: bar( (void)\r
+0:15 Function Call: bar( (global void)\r
0:16 Sequence\r
-0:16 move second child to first child (float)\r
-0:16 'f' (float)\r
-0:16 Function Call: unreachableReturn( (float)\r
-0:18 move second child to first child (4-component vector of float)\r
+0:16 move second child to first child (temp float)\r
+0:16 'f' (temp float)\r
+0:16 Function Call: unreachableReturn( (global float)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
0:18 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:18 vector-scale (4-component vector of float)\r
-0:18 'color' (4-component vector of float)\r
-0:18 'f' (float)\r
-0:21 Function Definition: bar( (void)\r
+0:18 vector-scale (temp 4-component vector of float)\r
+0:18 'color' (temp 4-component vector of float)\r
+0:18 'f' (temp float)\r
+0:21 Function Definition: bar( (global void)\r
0:21 Function Parameters: \r
-0:25 Function Definition: unreachableReturn( (float)\r
+0:25 Function Definition: unreachableReturn( (global float)\r
0:25 Function Parameters: \r
0:27 Sequence\r
-0:27 Function Call: bar( (void)\r
-0:28 Test condition and select (void)\r
+0:27 Function Call: bar( (global void)\r
+0:28 Test condition and select (temp void)\r
0:28 Condition\r
-0:28 Compare Less Than (bool)\r
+0:28 Compare Less Than (temp bool)\r
0:28 'd' (uniform float)\r
0:28 Constant:\r
0:28 4.200000\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 4.500000\r
-0:34 Function Definition: foo(vf4; (float)\r
+0:34 Function Definition: foo(vf4; (global float)\r
0:34 Function Parameters: \r
0:34 'bar' (in 4-component vector of float)\r
0:36 Sequence\r
0:36 Branch: Return with expression\r
-0:36 add (float)\r
-0:36 direct index (float)\r
+0:36 add (temp float)\r
+0:36 direct index (temp float)\r
0:36 'bar' (in 4-component vector of float)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:36 direct index (float)\r
+0:36 direct index (temp float)\r
0:36 'bar' (in 4-component vector of float)\r
0:36 Constant:\r
0:36 1 (const int)\r
Shader version: 130\r
0:? Sequence\r
0:7 Sequence\r
-0:7 move second child to first child (float)\r
-0:7 'h' (float)\r
+0:7 move second child to first child (temp float)\r
+0:7 'h' (global float)\r
0:7 Constant:\r
0:7 0.000000\r
-0:9 Function Definition: foo(vf4; (float)\r
+0:9 Function Definition: foo(vf4; (global float)\r
0:9 Function Parameters: \r
0:9 'bar' (in 4-component vector of float)\r
0:11 Sequence\r
0:11 Branch: Return with expression\r
-0:11 add (float)\r
-0:11 direct index (float)\r
+0:11 add (temp float)\r
+0:11 direct index (temp float)\r
0:11 'bar' (in 4-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
-0:11 direct index (float)\r
+0:11 direct index (temp float)\r
0:11 'bar' (in 4-component vector of float)\r
0:11 Constant:\r
0:11 1 (const int)\r
-0:14 Function Definition: bar( (void)\r
+0:14 Function Definition: bar( (global void)\r
0:14 Function Parameters: \r
-0:18 Function Definition: unreachableReturn( (float)\r
+0:18 Function Definition: unreachableReturn( (global float)\r
0:18 Function Parameters: \r
0:20 Sequence\r
-0:20 Test condition and select (void)\r
+0:20 Test condition and select (temp void)\r
0:20 Condition\r
-0:20 Compare Less Than (bool)\r
+0:20 Compare Less Than (temp bool)\r
0:20 'd' (uniform float)\r
0:20 Constant:\r
0:20 4.200000\r
0:23 Branch: Return with expression\r
0:23 Constant:\r
0:23 4.500000\r
-0:27 Function Definition: missingReturn( (float)\r
+0:27 Function Definition: missingReturn( (global float)\r
0:27 Function Parameters: \r
0:29 Sequence\r
-0:29 Test condition and select (void)\r
+0:29 Test condition and select (temp void)\r
0:29 Condition\r
-0:29 Compare Less Than (bool)\r
+0:29 Compare Less Than (temp bool)\r
0:29 'd' (uniform float)\r
0:29 Constant:\r
0:29 4.500000\r
0:29 true case\r
0:30 Sequence\r
-0:30 move second child to first child (float)\r
-0:30 'h' (float)\r
+0:30 move second child to first child (temp float)\r
+0:30 'h' (global float)\r
0:30 'd' (uniform float)\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 3.900000\r
-0:35 Function Definition: main( (void)\r
+0:35 Function Definition: main( (global void)\r
0:35 Function Parameters: \r
0:37 Sequence\r
0:37 Sequence\r
-0:37 move second child to first child (4-component vector of float)\r
-0:37 'color' (4-component vector of float)\r
-0:37 Construct vec4 (4-component vector of float)\r
-0:37 Function Call: foo(vf4; (float)\r
+0:37 move second child to first child (temp 4-component vector of float)\r
+0:37 'color' (temp 4-component vector of float)\r
+0:37 Construct vec4 (temp 4-component vector of float)\r
+0:37 Function Call: foo(vf4; (global float)\r
0:37 'BaseColor' (smooth in 4-component vector of float)\r
-0:39 Function Call: bar( (void)\r
+0:39 Function Call: bar( (global void)\r
0:40 Sequence\r
-0:40 move second child to first child (float)\r
-0:40 'f' (float)\r
-0:40 Function Call: unreachableReturn( (float)\r
+0:40 move second child to first child (temp float)\r
+0:40 'f' (temp float)\r
+0:40 Function Call: unreachableReturn( (global float)\r
0:41 Sequence\r
-0:41 move second child to first child (float)\r
-0:41 'g' (float)\r
-0:41 Function Call: missingReturn( (float)\r
-0:43 move second child to first child (4-component vector of float)\r
+0:41 move second child to first child (temp float)\r
+0:41 'g' (temp float)\r
+0:41 Function Call: missingReturn( (global float)\r
+0:43 move second child to first child (temp 4-component vector of float)\r
0:43 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:43 vector-scale (4-component vector of float)\r
-0:43 vector-scale (4-component vector of float)\r
-0:43 'color' (4-component vector of float)\r
-0:43 'f' (float)\r
-0:43 'h' (float)\r
+0:43 vector-scale (temp 4-component vector of float)\r
+0:43 vector-scale (temp 4-component vector of float)\r
+0:43 'color' (temp 4-component vector of float)\r
+0:43 'f' (temp float)\r
+0:43 'h' (global float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
0:? 'd' (uniform float)\r
-0:? 'h' (float)\r
+0:? 'h' (global float)\r
\r
\r
Linked fragment stage:\r
Shader version: 130\r
0:? Sequence\r
0:7 Sequence\r
-0:7 move second child to first child (float)\r
-0:7 'h' (float)\r
+0:7 move second child to first child (temp float)\r
+0:7 'h' (global float)\r
0:7 Constant:\r
0:7 0.000000\r
-0:9 Function Definition: foo(vf4; (float)\r
+0:9 Function Definition: foo(vf4; (global float)\r
0:9 Function Parameters: \r
0:9 'bar' (in 4-component vector of float)\r
0:11 Sequence\r
0:11 Branch: Return with expression\r
-0:11 add (float)\r
-0:11 direct index (float)\r
+0:11 add (temp float)\r
+0:11 direct index (temp float)\r
0:11 'bar' (in 4-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
-0:11 direct index (float)\r
+0:11 direct index (temp float)\r
0:11 'bar' (in 4-component vector of float)\r
0:11 Constant:\r
0:11 1 (const int)\r
-0:14 Function Definition: bar( (void)\r
+0:14 Function Definition: bar( (global void)\r
0:14 Function Parameters: \r
-0:18 Function Definition: unreachableReturn( (float)\r
+0:18 Function Definition: unreachableReturn( (global float)\r
0:18 Function Parameters: \r
0:20 Sequence\r
-0:20 Test condition and select (void)\r
+0:20 Test condition and select (temp void)\r
0:20 Condition\r
-0:20 Compare Less Than (bool)\r
+0:20 Compare Less Than (temp bool)\r
0:20 'd' (uniform float)\r
0:20 Constant:\r
0:20 4.200000\r
0:23 Branch: Return with expression\r
0:23 Constant:\r
0:23 4.500000\r
-0:27 Function Definition: missingReturn( (float)\r
+0:27 Function Definition: missingReturn( (global float)\r
0:27 Function Parameters: \r
0:29 Sequence\r
-0:29 Test condition and select (void)\r
+0:29 Test condition and select (temp void)\r
0:29 Condition\r
-0:29 Compare Less Than (bool)\r
+0:29 Compare Less Than (temp bool)\r
0:29 'd' (uniform float)\r
0:29 Constant:\r
0:29 4.500000\r
0:29 true case\r
0:30 Sequence\r
-0:30 move second child to first child (float)\r
-0:30 'h' (float)\r
+0:30 move second child to first child (temp float)\r
+0:30 'h' (global float)\r
0:30 'd' (uniform float)\r
0:31 Branch: Return with expression\r
0:31 Constant:\r
0:31 3.900000\r
-0:35 Function Definition: main( (void)\r
+0:35 Function Definition: main( (global void)\r
0:35 Function Parameters: \r
0:37 Sequence\r
0:37 Sequence\r
-0:37 move second child to first child (4-component vector of float)\r
-0:37 'color' (4-component vector of float)\r
-0:37 Construct vec4 (4-component vector of float)\r
-0:37 Function Call: foo(vf4; (float)\r
+0:37 move second child to first child (temp 4-component vector of float)\r
+0:37 'color' (temp 4-component vector of float)\r
+0:37 Construct vec4 (temp 4-component vector of float)\r
+0:37 Function Call: foo(vf4; (global float)\r
0:37 'BaseColor' (smooth in 4-component vector of float)\r
-0:39 Function Call: bar( (void)\r
+0:39 Function Call: bar( (global void)\r
0:40 Sequence\r
-0:40 move second child to first child (float)\r
-0:40 'f' (float)\r
-0:40 Function Call: unreachableReturn( (float)\r
+0:40 move second child to first child (temp float)\r
+0:40 'f' (temp float)\r
+0:40 Function Call: unreachableReturn( (global float)\r
0:41 Sequence\r
-0:41 move second child to first child (float)\r
-0:41 'g' (float)\r
-0:41 Function Call: missingReturn( (float)\r
-0:43 move second child to first child (4-component vector of float)\r
+0:41 move second child to first child (temp float)\r
+0:41 'g' (temp float)\r
+0:41 Function Call: missingReturn( (global float)\r
+0:43 move second child to first child (temp 4-component vector of float)\r
0:43 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:43 vector-scale (4-component vector of float)\r
-0:43 vector-scale (4-component vector of float)\r
-0:43 'color' (4-component vector of float)\r
-0:43 'f' (float)\r
-0:43 'h' (float)\r
+0:43 vector-scale (temp 4-component vector of float)\r
+0:43 vector-scale (temp 4-component vector of float)\r
+0:43 'color' (temp 4-component vector of float)\r
+0:43 'f' (temp float)\r
+0:43 'h' (global float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
0:? 'd' (uniform float)\r
-0:? 'h' (float)\r
+0:? 'h' (global float)\r
\r
\r
Shader version: 400\r
0:? Sequence\r
-0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; (int)\r
+0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; (global int)\r
0:5 Function Parameters: \r
0:5 'a' (in int)\r
0:5 'b' (const (read only) int)\r
0:5 'f' (inout int)\r
0:7 Sequence\r
0:7 Sequence\r
-0:7 move second child to first child (int)\r
-0:7 'sum' (int)\r
-0:7 add (int)\r
-0:7 add (int)\r
-0:7 add (int)\r
-0:7 add (int)\r
+0:7 move second child to first child (temp int)\r
+0:7 'sum' (temp int)\r
+0:7 add (temp int)\r
+0:7 add (temp int)\r
+0:7 add (temp int)\r
+0:7 add (temp int)\r
0:7 'a' (in int)\r
0:7 'b' (const (read only) int)\r
0:7 'c' (in int)\r
0:7 'd' (const (read only) int)\r
0:7 'f' (inout int)\r
-0:10 multiply second child into first child (int)\r
+0:10 multiply second child into first child (temp int)\r
0:10 'a' (in int)\r
0:10 Constant:\r
0:10 64 (const int)\r
-0:12 multiply second child into first child (int)\r
+0:12 multiply second child into first child (temp int)\r
0:12 'c' (in int)\r
0:12 Constant:\r
0:12 64 (const int)\r
-0:14 move second child to first child (int)\r
+0:14 move second child to first child (temp int)\r
0:14 'e' (out int)\r
0:14 Constant:\r
0:14 1024 (const int)\r
-0:15 multiply second child into first child (int)\r
+0:15 multiply second child into first child (temp int)\r
0:15 'f' (inout int)\r
0:15 Constant:\r
0:15 64 (const int)\r
-0:17 add second child into first child (int)\r
-0:17 'sum' (int)\r
-0:17 add (int)\r
-0:17 add (int)\r
-0:17 add (int)\r
-0:17 add (int)\r
-0:17 add (int)\r
+0:17 add second child into first child (temp int)\r
+0:17 'sum' (temp int)\r
+0:17 add (temp int)\r
+0:17 add (temp int)\r
+0:17 add (temp int)\r
+0:17 add (temp int)\r
+0:17 add (temp int)\r
0:17 'a' (in int)\r
-0:17 component-wise multiply (int)\r
+0:17 component-wise multiply (temp int)\r
0:17 Constant:\r
0:17 64 (const int)\r
0:17 'b' (const (read only) int)\r
0:17 'c' (in int)\r
-0:17 component-wise multiply (int)\r
+0:17 component-wise multiply (temp int)\r
0:17 Constant:\r
0:17 64 (const int)\r
0:17 'd' (const (read only) int)\r
0:17 'e' (out int)\r
0:17 'f' (inout int)\r
0:20 Branch: Return with expression\r
-0:20 'sum' (int)\r
-0:23 Function Definition: foo2(f1;vf3;i1; (int)\r
+0:20 'sum' (temp int)\r
+0:23 Function Definition: foo2(f1;vf3;i1; (global int)\r
0:23 Function Parameters: \r
0:23 'a' (in float)\r
0:23 'b' (in 3-component vector of float)\r
0:23 'r' (out int)\r
0:25 Sequence\r
-0:25 move second child to first child (int)\r
+0:25 move second child to first child (temp int)\r
0:25 'r' (out int)\r
-0:25 Convert float to int (int)\r
-0:25 component-wise multiply (float)\r
+0:25 Convert float to int (temp int)\r
+0:25 component-wise multiply (temp float)\r
0:25 Constant:\r
0:25 3.000000\r
0:25 'a' (in float)\r
0:26 Branch: Return with expression\r
-0:26 Convert float to int (int)\r
-0:26 component-wise multiply (float)\r
+0:26 Convert float to int (temp int)\r
+0:26 component-wise multiply (temp float)\r
0:26 Constant:\r
0:26 5.000000\r
-0:26 direct index (float)\r
+0:26 direct index (temp float)\r
0:26 'b' (in 3-component vector of float)\r
0:26 Constant:\r
0:26 1 (const int)\r
-0:29 Function Definition: foo3( (int)\r
+0:29 Function Definition: foo3( (global int)\r
0:29 Function Parameters: \r
0:31 Sequence\r
-0:31 Test condition and select (void)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
-0:31 Compare Greater Than (bool)\r
+0:31 Compare Greater Than (temp bool)\r
0:31 'u' (uniform float)\r
0:31 Constant:\r
0:31 3.200000\r
0:36 Branch: Return with expression\r
0:36 Constant:\r
0:36 2000000 (const int)\r
-0:39 Function Definition: main( (void)\r
+0:39 Function Definition: main( (global void)\r
0:39 Function Parameters: \r
0:? Sequence\r
0:42 Sequence\r
-0:42 move second child to first child (int)\r
-0:42 't' (int)\r
+0:42 move second child to first child (temp int)\r
+0:42 't' (temp int)\r
0:42 Constant:\r
0:42 2 (const int)\r
-0:46 move second child to first child (int)\r
-0:46 direct index (int)\r
-0:46 t: direct index for structure (4-component vector of int)\r
-0:46 'f' (structure{4-component vector of int t})\r
+0:46 move second child to first child (temp int)\r
+0:46 direct index (temp int)\r
+0:46 t: direct index for structure (temp 4-component vector of int)\r
+0:46 'f' (temp structure{temp 4-component vector of int t})\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 Constant:\r
0:46 32 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (int)\r
-0:49 'color' (int)\r
-0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; (int)\r
+0:49 move second child to first child (temp int)\r
+0:49 'color' (temp int)\r
+0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; (global int)\r
0:49 Constant:\r
0:49 1 (const int)\r
0:49 Constant:\r
0:49 2 (const int)\r
-0:49 add (int)\r
-0:49 't' (int)\r
-0:49 't' (int)\r
+0:49 add (temp int)\r
+0:49 't' (temp int)\r
+0:49 't' (temp int)\r
0:49 Constant:\r
0:49 8 (const int)\r
-0:49 'e' (int)\r
-0:49 direct index (int)\r
-0:49 t: direct index for structure (4-component vector of int)\r
-0:49 'f' (structure{4-component vector of int t})\r
+0:49 'e' (temp int)\r
+0:49 direct index (temp int)\r
+0:49 t: direct index for structure (temp 4-component vector of int)\r
+0:49 'f' (temp structure{temp 4-component vector of int t})\r
0:49 Constant:\r
0:49 0 (const int)\r
0:49 Constant:\r
0:49 1 (const int)\r
-0:51 add second child into first child (int)\r
-0:51 'color' (int)\r
-0:51 component-wise multiply (int)\r
+0:51 add second child into first child (temp int)\r
+0:51 'color' (temp int)\r
+0:51 component-wise multiply (temp int)\r
0:51 Constant:\r
0:51 128 (const int)\r
-0:51 add (int)\r
-0:51 'e' (int)\r
-0:51 direct index (int)\r
-0:51 t: direct index for structure (4-component vector of int)\r
-0:51 'f' (structure{4-component vector of int t})\r
+0:51 add (temp int)\r
+0:51 'e' (temp int)\r
+0:51 direct index (temp int)\r
+0:51 t: direct index for structure (temp 4-component vector of int)\r
+0:51 'f' (temp structure{temp 4-component vector of int t})\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Constant:\r
0:51 1 (const int)\r
-0:57 move second child to first child (float)\r
-0:57 'ret' (float)\r
-0:57 Convert int to float (float)\r
-0:57 Comma (int)\r
-0:57 move second child to first child (int)\r
-0:57 'tempReturn' (int)\r
-0:57 Function Call: foo2(f1;vf3;i1; (int)\r
+0:57 move second child to first child (temp float)\r
+0:57 'ret' (temp float)\r
+0:57 Convert int to float (temp float)\r
+0:57 Comma (global int)\r
+0:57 move second child to first child (temp int)\r
+0:57 'tempReturn' (global int)\r
+0:57 Function Call: foo2(f1;vf3;i1; (global int)\r
0:57 Constant:\r
0:57 4.000000\r
0:57 Constant:\r
0:57 1.000000\r
0:57 2.000000\r
0:57 3.000000\r
-0:57 'tempArg' (int)\r
-0:57 move second child to first child (float)\r
-0:57 'arg' (float)\r
-0:57 Convert int to float (float)\r
-0:57 'tempArg' (int)\r
-0:57 'tempReturn' (int)\r
-0:58 add second child into first child (int)\r
-0:58 'color' (int)\r
-0:58 Convert float to int (int)\r
-0:58 add (float)\r
-0:58 'ret' (float)\r
-0:58 'arg' (float)\r
-0:60 add second child into first child (int)\r
-0:60 'color' (int)\r
-0:60 Function Call: foo3( (int)\r
-0:62 move second child to first child (4-component vector of float)\r
+0:57 'tempArg' (temp int)\r
+0:57 move second child to first child (temp float)\r
+0:57 'arg' (temp float)\r
+0:57 Convert int to float (temp float)\r
+0:57 'tempArg' (temp int)\r
+0:57 'tempReturn' (global int)\r
+0:58 add second child into first child (temp int)\r
+0:58 'color' (temp int)\r
+0:58 Convert float to int (temp int)\r
+0:58 add (temp float)\r
+0:58 'ret' (temp float)\r
+0:58 'arg' (temp float)\r
+0:60 add second child into first child (temp int)\r
+0:60 'color' (temp int)\r
+0:60 Function Call: foo3( (global int)\r
+0:62 move second child to first child (temp 4-component vector of float)\r
0:62 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:62 Construct vec4 (4-component vector of float)\r
-0:62 Convert int to float (float)\r
-0:62 'color' (int)\r
+0:62 Construct vec4 (temp 4-component vector of float)\r
+0:62 Convert int to float (temp float)\r
+0:62 'color' (temp int)\r
0:? Linker Objects\r
0:? 'u' (uniform float)\r
\r
\r
Shader version: 400\r
0:? Sequence\r
-0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; (int)\r
+0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; (global int)\r
0:5 Function Parameters: \r
0:5 'a' (in int)\r
0:5 'b' (const (read only) int)\r
0:5 'f' (inout int)\r
0:7 Sequence\r
0:7 Sequence\r
-0:7 move second child to first child (int)\r
-0:7 'sum' (int)\r
-0:7 add (int)\r
-0:7 add (int)\r
-0:7 add (int)\r
-0:7 add (int)\r
+0:7 move second child to first child (temp int)\r
+0:7 'sum' (temp int)\r
+0:7 add (temp int)\r
+0:7 add (temp int)\r
+0:7 add (temp int)\r
+0:7 add (temp int)\r
0:7 'a' (in int)\r
0:7 'b' (const (read only) int)\r
0:7 'c' (in int)\r
0:7 'd' (const (read only) int)\r
0:7 'f' (inout int)\r
-0:10 multiply second child into first child (int)\r
+0:10 multiply second child into first child (temp int)\r
0:10 'a' (in int)\r
0:10 Constant:\r
0:10 64 (const int)\r
-0:12 multiply second child into first child (int)\r
+0:12 multiply second child into first child (temp int)\r
0:12 'c' (in int)\r
0:12 Constant:\r
0:12 64 (const int)\r
-0:14 move second child to first child (int)\r
+0:14 move second child to first child (temp int)\r
0:14 'e' (out int)\r
0:14 Constant:\r
0:14 1024 (const int)\r
-0:15 multiply second child into first child (int)\r
+0:15 multiply second child into first child (temp int)\r
0:15 'f' (inout int)\r
0:15 Constant:\r
0:15 64 (const int)\r
-0:17 add second child into first child (int)\r
-0:17 'sum' (int)\r
-0:17 add (int)\r
-0:17 add (int)\r
-0:17 add (int)\r
-0:17 add (int)\r
-0:17 add (int)\r
+0:17 add second child into first child (temp int)\r
+0:17 'sum' (temp int)\r
+0:17 add (temp int)\r
+0:17 add (temp int)\r
+0:17 add (temp int)\r
+0:17 add (temp int)\r
+0:17 add (temp int)\r
0:17 'a' (in int)\r
-0:17 component-wise multiply (int)\r
+0:17 component-wise multiply (temp int)\r
0:17 Constant:\r
0:17 64 (const int)\r
0:17 'b' (const (read only) int)\r
0:17 'c' (in int)\r
-0:17 component-wise multiply (int)\r
+0:17 component-wise multiply (temp int)\r
0:17 Constant:\r
0:17 64 (const int)\r
0:17 'd' (const (read only) int)\r
0:17 'e' (out int)\r
0:17 'f' (inout int)\r
0:20 Branch: Return with expression\r
-0:20 'sum' (int)\r
-0:23 Function Definition: foo2(f1;vf3;i1; (int)\r
+0:20 'sum' (temp int)\r
+0:23 Function Definition: foo2(f1;vf3;i1; (global int)\r
0:23 Function Parameters: \r
0:23 'a' (in float)\r
0:23 'b' (in 3-component vector of float)\r
0:23 'r' (out int)\r
0:25 Sequence\r
-0:25 move second child to first child (int)\r
+0:25 move second child to first child (temp int)\r
0:25 'r' (out int)\r
-0:25 Convert float to int (int)\r
-0:25 component-wise multiply (float)\r
+0:25 Convert float to int (temp int)\r
+0:25 component-wise multiply (temp float)\r
0:25 Constant:\r
0:25 3.000000\r
0:25 'a' (in float)\r
0:26 Branch: Return with expression\r
-0:26 Convert float to int (int)\r
-0:26 component-wise multiply (float)\r
+0:26 Convert float to int (temp int)\r
+0:26 component-wise multiply (temp float)\r
0:26 Constant:\r
0:26 5.000000\r
-0:26 direct index (float)\r
+0:26 direct index (temp float)\r
0:26 'b' (in 3-component vector of float)\r
0:26 Constant:\r
0:26 1 (const int)\r
-0:29 Function Definition: foo3( (int)\r
+0:29 Function Definition: foo3( (global int)\r
0:29 Function Parameters: \r
0:31 Sequence\r
-0:31 Test condition and select (void)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
-0:31 Compare Greater Than (bool)\r
+0:31 Compare Greater Than (temp bool)\r
0:31 'u' (uniform float)\r
0:31 Constant:\r
0:31 3.200000\r
0:36 Branch: Return with expression\r
0:36 Constant:\r
0:36 2000000 (const int)\r
-0:39 Function Definition: main( (void)\r
+0:39 Function Definition: main( (global void)\r
0:39 Function Parameters: \r
0:? Sequence\r
0:42 Sequence\r
-0:42 move second child to first child (int)\r
-0:42 't' (int)\r
+0:42 move second child to first child (temp int)\r
+0:42 't' (temp int)\r
0:42 Constant:\r
0:42 2 (const int)\r
-0:46 move second child to first child (int)\r
-0:46 direct index (int)\r
-0:46 t: direct index for structure (4-component vector of int)\r
-0:46 'f' (structure{4-component vector of int t})\r
+0:46 move second child to first child (temp int)\r
+0:46 direct index (temp int)\r
+0:46 t: direct index for structure (temp 4-component vector of int)\r
+0:46 'f' (temp structure{temp 4-component vector of int t})\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 Constant:\r
0:46 32 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (int)\r
-0:49 'color' (int)\r
-0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; (int)\r
+0:49 move second child to first child (temp int)\r
+0:49 'color' (temp int)\r
+0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; (global int)\r
0:49 Constant:\r
0:49 1 (const int)\r
0:49 Constant:\r
0:49 2 (const int)\r
-0:49 add (int)\r
-0:49 't' (int)\r
-0:49 't' (int)\r
+0:49 add (temp int)\r
+0:49 't' (temp int)\r
+0:49 't' (temp int)\r
0:49 Constant:\r
0:49 8 (const int)\r
-0:49 'e' (int)\r
-0:49 direct index (int)\r
-0:49 t: direct index for structure (4-component vector of int)\r
-0:49 'f' (structure{4-component vector of int t})\r
+0:49 'e' (temp int)\r
+0:49 direct index (temp int)\r
+0:49 t: direct index for structure (temp 4-component vector of int)\r
+0:49 'f' (temp structure{temp 4-component vector of int t})\r
0:49 Constant:\r
0:49 0 (const int)\r
0:49 Constant:\r
0:49 1 (const int)\r
-0:51 add second child into first child (int)\r
-0:51 'color' (int)\r
-0:51 component-wise multiply (int)\r
+0:51 add second child into first child (temp int)\r
+0:51 'color' (temp int)\r
+0:51 component-wise multiply (temp int)\r
0:51 Constant:\r
0:51 128 (const int)\r
-0:51 add (int)\r
-0:51 'e' (int)\r
-0:51 direct index (int)\r
-0:51 t: direct index for structure (4-component vector of int)\r
-0:51 'f' (structure{4-component vector of int t})\r
+0:51 add (temp int)\r
+0:51 'e' (temp int)\r
+0:51 direct index (temp int)\r
+0:51 t: direct index for structure (temp 4-component vector of int)\r
+0:51 'f' (temp structure{temp 4-component vector of int t})\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Constant:\r
0:51 1 (const int)\r
-0:57 move second child to first child (float)\r
-0:57 'ret' (float)\r
-0:57 Convert int to float (float)\r
-0:57 Comma (int)\r
-0:57 move second child to first child (int)\r
-0:57 'tempReturn' (int)\r
-0:57 Function Call: foo2(f1;vf3;i1; (int)\r
+0:57 move second child to first child (temp float)\r
+0:57 'ret' (temp float)\r
+0:57 Convert int to float (temp float)\r
+0:57 Comma (global int)\r
+0:57 move second child to first child (temp int)\r
+0:57 'tempReturn' (global int)\r
+0:57 Function Call: foo2(f1;vf3;i1; (global int)\r
0:57 Constant:\r
0:57 4.000000\r
0:57 Constant:\r
0:57 1.000000\r
0:57 2.000000\r
0:57 3.000000\r
-0:57 'tempArg' (int)\r
-0:57 move second child to first child (float)\r
-0:57 'arg' (float)\r
-0:57 Convert int to float (float)\r
-0:57 'tempArg' (int)\r
-0:57 'tempReturn' (int)\r
-0:58 add second child into first child (int)\r
-0:58 'color' (int)\r
-0:58 Convert float to int (int)\r
-0:58 add (float)\r
-0:58 'ret' (float)\r
-0:58 'arg' (float)\r
-0:60 add second child into first child (int)\r
-0:60 'color' (int)\r
-0:60 Function Call: foo3( (int)\r
-0:62 move second child to first child (4-component vector of float)\r
+0:57 'tempArg' (temp int)\r
+0:57 move second child to first child (temp float)\r
+0:57 'arg' (temp float)\r
+0:57 Convert int to float (temp float)\r
+0:57 'tempArg' (temp int)\r
+0:57 'tempReturn' (global int)\r
+0:58 add second child into first child (temp int)\r
+0:58 'color' (temp int)\r
+0:58 Convert float to int (temp int)\r
+0:58 add (temp float)\r
+0:58 'ret' (temp float)\r
+0:58 'arg' (temp float)\r
+0:60 add second child into first child (temp int)\r
+0:60 'color' (temp int)\r
+0:60 Function Call: foo3( (global int)\r
+0:62 move second child to first child (temp 4-component vector of float)\r
0:62 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:62 Construct vec4 (4-component vector of float)\r
-0:62 Convert int to float (float)\r
-0:62 'color' (int)\r
+0:62 Construct vec4 (temp 4-component vector of float)\r
+0:62 Convert int to float (temp float)\r
+0:62 'color' (temp int)\r
0:? Linker Objects\r
0:? 'u' (uniform float)\r
\r
\r
Shader version: 120\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:? Sequence\r
0:15 Sequence\r
-0:15 move second child to first child (2-component vector of float)\r
-0:15 't' (2-component vector of float)\r
-0:15 add (2-component vector of float)\r
-0:15 direct index (smooth 2-component vector of float)\r
+0:15 move second child to first child (temp 2-component vector of float)\r
+0:15 't' (temp 2-component vector of float)\r
+0:15 add (temp 2-component vector of float)\r
+0:15 direct index (smooth temp 2-component vector of float)\r
0:15 'v' (smooth in 2-element array of 2-component vector of float)\r
0:15 Constant:\r
0:15 0 (const int)\r
-0:15 direct index (smooth 2-component vector of float)\r
+0:15 direct index (smooth temp 2-component vector of float)\r
0:15 'v' (smooth in 2-element array of 2-component vector of float)\r
0:15 Constant:\r
0:15 1 (const int)\r
-0:17 move second child to first child (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
0:17 'gl_FragColor' (fragColor 4-component vector of float)\r
0:17 Constant:\r
0:17 30.000000\r
\r
Shader version: 120\r
0:? Sequence\r
-0:11 Function Definition: main( (void)\r
+0:11 Function Definition: main( (global void)\r
0:11 Function Parameters: \r
0:? Sequence\r
0:15 Sequence\r
-0:15 move second child to first child (2-component vector of float)\r
-0:15 't' (2-component vector of float)\r
-0:15 add (2-component vector of float)\r
-0:15 direct index (smooth 2-component vector of float)\r
+0:15 move second child to first child (temp 2-component vector of float)\r
+0:15 't' (temp 2-component vector of float)\r
+0:15 add (temp 2-component vector of float)\r
+0:15 direct index (smooth temp 2-component vector of float)\r
0:15 'v' (smooth in 2-element array of 2-component vector of float)\r
0:15 Constant:\r
0:15 0 (const int)\r
-0:15 direct index (smooth 2-component vector of float)\r
+0:15 direct index (smooth temp 2-component vector of float)\r
0:15 'v' (smooth in 2-element array of 2-component vector of float)\r
0:15 Constant:\r
0:15 1 (const int)\r
-0:17 move second child to first child (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
0:17 'gl_FragColor' (fragColor 4-component vector of float)\r
0:17 Constant:\r
0:17 30.000000\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:20 Sequence\r
-0:20 move second child to first child (highp 4-component vector of float)\r
+0:20 move second child to first child (temp highp 4-component vector of float)\r
0:20 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:20 Construct vec4 (highp 4-component vector of float)\r
-0:20 'foo' (highp float)\r
-0:22 Function Definition: foo2(vf4; (highp 4-component vector of float)\r
+0:20 Construct vec4 (temp highp 4-component vector of float)\r
+0:20 'foo' (global highp float)\r
+0:22 Function Definition: foo2(vf4; (global highp 4-component vector of float)\r
0:22 Function Parameters: \r
0:22 'a' (in highp 4-component vector of float)\r
0:24 Sequence\r
0:24 Sequence\r
-0:24 move second child to first child (highp 4-component vector of float)\r
-0:24 'b' (highp 4-component vector of float)\r
+0:24 move second child to first child (temp highp 4-component vector of float)\r
+0:24 'b' (temp highp 4-component vector of float)\r
0:24 'a' (in highp 4-component vector of float)\r
0:25 Branch: Return with expression\r
-0:25 'b' (highp 4-component vector of float)\r
+0:25 'b' (temp highp 4-component vector of float)\r
0:42 Sequence\r
-0:42 move second child to first child (highp int)\r
-0:42 'a1' (highp int)\r
+0:42 move second child to first child (temp highp int)\r
+0:42 'a1' (global highp int)\r
0:42 Constant:\r
0:42 4 (const int)\r
0:43 Sequence\r
-0:43 move second child to first child (highp int)\r
-0:43 'a2' (highp int)\r
+0:43 move second child to first child (temp highp int)\r
+0:43 'a2' (global highp int)\r
0:43 Constant:\r
0:43 3 (const int)\r
0:44 Sequence\r
-0:44 move second child to first child (highp int)\r
-0:44 'a3' (highp int)\r
+0:44 move second child to first child (temp highp int)\r
+0:44 'a3' (global highp int)\r
0:44 Constant:\r
0:44 4 (const int)\r
0:45 Sequence\r
-0:45 move second child to first child (highp int)\r
-0:45 'a4' (highp int)\r
-0:45 'a2' (highp int)\r
+0:45 move second child to first child (temp highp int)\r
+0:45 'a4' (global highp int)\r
+0:45 'a2' (global highp int)\r
0:47 Sequence\r
-0:47 move second child to first child (highp int)\r
-0:47 'q1' (highp int)\r
+0:47 move second child to first child (temp highp int)\r
+0:47 'q1' (global highp int)\r
0:47 Constant:\r
0:47 1 (const int)\r
0:48 Sequence\r
-0:48 move second child to first child (highp int)\r
-0:48 'q2' (highp int)\r
+0:48 move second child to first child (temp highp int)\r
+0:48 'q2' (global highp int)\r
0:48 Constant:\r
0:48 1 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (highp int)\r
-0:49 'q3' (highp int)\r
+0:49 move second child to first child (temp highp int)\r
+0:49 'q3' (global highp int)\r
0:49 Constant:\r
0:49 1 (const int)\r
0:50 Sequence\r
-0:50 move second child to first child (highp int)\r
-0:50 'q4' (highp int)\r
+0:50 move second child to first child (temp highp int)\r
+0:50 'q4' (global highp int)\r
0:50 Constant:\r
0:50 1 (const int)\r
0:65 Sequence\r
-0:65 move second child to first child (highp int)\r
-0:65 'abdece' (highp int)\r
+0:65 move second child to first child (temp highp int)\r
+0:65 'abdece' (global highp int)\r
0:65 Constant:\r
0:65 10 (const int)\r
0:66 Sequence\r
-0:66 move second child to first child (highp int)\r
-0:66 'aoeuntaoehu' (highp int)\r
-0:66 'abdece' (highp int)\r
+0:66 move second child to first child (temp highp int)\r
+0:66 'aoeuntaoehu' (global highp int)\r
+0:66 'abdece' (global highp int)\r
0:74 Sequence\r
-0:74 move second child to first child (highp float)\r
-0:74 'funkyf' (highp float)\r
+0:74 move second child to first child (temp highp float)\r
+0:74 'funkyf' (global highp float)\r
0:75 Constant:\r
0:75 12300000000000000.000000\r
0:85 Sequence\r
-0:84 move second child to first child (highp int)\r
-0:84 'funkyh' (highp int)\r
+0:84 move second child to first child (temp highp int)\r
+0:84 'funkyh' (global highp int)\r
0:86 Constant:\r
0:86 244 (const int)\r
0:91 Sequence\r
-0:91 move second child to first child (highp int)\r
-0:91 'funkyo' (highp int)\r
+0:91 move second child to first child (temp highp int)\r
+0:91 'funkyo' (global highp int)\r
0:92 Constant:\r
0:92 34 (const int)\r
0:96 Sequence\r
-0:96 move second child to first child (highp int)\r
-0:96 'c' (highp int)\r
+0:96 move second child to first child (temp highp int)\r
+0:96 'c' (global highp int)\r
0:97 Constant:\r
0:97 11 (const int)\r
0:98 Sequence\r
-0:98 move second child to first child (highp int)\r
-0:98 'd' (highp int)\r
+0:98 move second child to first child (temp highp int)\r
+0:98 'd' (global highp int)\r
0:98 Constant:\r
0:98 12 (const int)\r
0:107 Sequence\r
-0:107 move second child to first child (highp int)\r
-0:107 'bar103' (highp int)\r
+0:107 move second child to first child (temp highp int)\r
+0:107 'bar103' (global highp int)\r
0:107 Constant:\r
0:107 17 (const int)\r
0:113 Sequence\r
-0:113 move second child to first child (highp int)\r
-0:113 'bar104' (highp int)\r
+0:113 move second child to first child (temp highp int)\r
+0:113 'bar104' (global highp int)\r
0:113 Constant:\r
0:113 19 (const int)\r
0:119 Sequence\r
-0:119 move second child to first child (highp int)\r
-0:119 'bar105' (highp int)\r
+0:119 move second child to first child (temp highp int)\r
+0:119 'bar105' (global highp int)\r
0:119 Constant:\r
0:119 19 (const int)\r
0:122 Sequence\r
-0:122 move second child to first child (highp int)\r
-0:122 'bar106' (highp int)\r
+0:122 move second child to first child (temp highp int)\r
+0:122 'bar106' (global highp int)\r
0:122 Constant:\r
0:122 12 (const int)\r
0:123 Sequence\r
-0:123 move second child to first child (highp int)\r
-0:123 'bar107' (highp int)\r
+0:123 move second child to first child (temp highp int)\r
+0:123 'bar107' (global highp int)\r
0:128 Constant:\r
0:128 5 (const int)\r
-0:131 Function Definition: foo203209409( (void)\r
+0:131 Function Definition: foo203209409( (global void)\r
0:131 Function Parameters: \r
0:134 Sequence\r
-0:134 add second child into first child (highp int)\r
-0:133 'bar107' (highp int)\r
+0:134 add second child into first child (temp highp int)\r
+0:133 'bar107' (global highp int)\r
0:134 Constant:\r
0:134 37 (const int)\r
-0:135 multiply second child into first child (highp int)\r
-0:135 'bar107' (highp int)\r
+0:135 multiply second child into first child (temp highp int)\r
+0:135 'bar107' (global highp int)\r
0:136 Constant:\r
0:136 38 (const int)\r
-0:137 divide second child into first child (highp int)\r
-0:137 'bar107' (highp int)\r
+0:137 divide second child into first child (temp highp int)\r
+0:137 'bar107' (global highp int)\r
0:138 Constant:\r
0:138 39 (const int)\r
-0:139 add (highp int)\r
-0:139 'bar107' (highp int)\r
+0:139 add (temp highp int)\r
+0:139 'bar107' (global highp int)\r
0:140 Constant:\r
0:140 41 (const int)\r
0:? Linker Objects\r
-0:? 'foo' (highp float)\r
-0:? 'goodDecl' (highp int)\r
-0:? 'a1' (highp int)\r
-0:? 'a2' (highp int)\r
-0:? 'a3' (highp int)\r
-0:? 'a4' (highp int)\r
-0:? 'q1' (highp int)\r
-0:? 'q2' (highp int)\r
-0:? 'q3' (highp int)\r
-0:? 'q4' (highp int)\r
-0:? 'abdece' (highp int)\r
-0:? 'aoeuntaoehu' (highp int)\r
-0:? 'funkyf' (highp float)\r
-0:? 'funkyh' (highp int)\r
-0:? 'funkyo' (highp int)\r
-0:? 'c' (highp int)\r
-0:? 'd' (highp int)\r
-0:? 'bar103' (highp int)\r
-0:? 'bar104' (highp int)\r
-0:? 'bar105' (highp int)\r
-0:? 'bar106' (highp int)\r
-0:? 'bar107' (highp int)\r
+0:? 'foo' (global highp float)\r
+0:? 'goodDecl' (global highp int)\r
+0:? 'a1' (global highp int)\r
+0:? 'a2' (global highp int)\r
+0:? 'a3' (global highp int)\r
+0:? 'a4' (global highp int)\r
+0:? 'q1' (global highp int)\r
+0:? 'q2' (global highp int)\r
+0:? 'q3' (global highp int)\r
+0:? 'q4' (global highp int)\r
+0:? 'abdece' (global highp int)\r
+0:? 'aoeuntaoehu' (global highp int)\r
+0:? 'funkyf' (global highp float)\r
+0:? 'funkyh' (global highp int)\r
+0:? 'funkyo' (global highp int)\r
+0:? 'c' (global highp int)\r
+0:? 'd' (global highp int)\r
+0:? 'bar103' (global highp int)\r
+0:? 'bar104' (global highp int)\r
+0:? 'bar105' (global highp int)\r
+0:? 'bar106' (global highp int)\r
+0:? 'bar107' (global highp int)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:20 Sequence\r
-0:20 move second child to first child (highp 4-component vector of float)\r
+0:20 move second child to first child (temp highp 4-component vector of float)\r
0:20 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:20 Construct vec4 (highp 4-component vector of float)\r
-0:20 'foo' (highp float)\r
-0:22 Function Definition: foo2(vf4; (highp 4-component vector of float)\r
+0:20 Construct vec4 (temp highp 4-component vector of float)\r
+0:20 'foo' (global highp float)\r
+0:22 Function Definition: foo2(vf4; (global highp 4-component vector of float)\r
0:22 Function Parameters: \r
0:22 'a' (in highp 4-component vector of float)\r
0:24 Sequence\r
0:24 Sequence\r
-0:24 move second child to first child (highp 4-component vector of float)\r
-0:24 'b' (highp 4-component vector of float)\r
+0:24 move second child to first child (temp highp 4-component vector of float)\r
+0:24 'b' (temp highp 4-component vector of float)\r
0:24 'a' (in highp 4-component vector of float)\r
0:25 Branch: Return with expression\r
-0:25 'b' (highp 4-component vector of float)\r
+0:25 'b' (temp highp 4-component vector of float)\r
0:42 Sequence\r
-0:42 move second child to first child (highp int)\r
-0:42 'a1' (highp int)\r
+0:42 move second child to first child (temp highp int)\r
+0:42 'a1' (global highp int)\r
0:42 Constant:\r
0:42 4 (const int)\r
0:43 Sequence\r
-0:43 move second child to first child (highp int)\r
-0:43 'a2' (highp int)\r
+0:43 move second child to first child (temp highp int)\r
+0:43 'a2' (global highp int)\r
0:43 Constant:\r
0:43 3 (const int)\r
0:44 Sequence\r
-0:44 move second child to first child (highp int)\r
-0:44 'a3' (highp int)\r
+0:44 move second child to first child (temp highp int)\r
+0:44 'a3' (global highp int)\r
0:44 Constant:\r
0:44 4 (const int)\r
0:45 Sequence\r
-0:45 move second child to first child (highp int)\r
-0:45 'a4' (highp int)\r
-0:45 'a2' (highp int)\r
+0:45 move second child to first child (temp highp int)\r
+0:45 'a4' (global highp int)\r
+0:45 'a2' (global highp int)\r
0:47 Sequence\r
-0:47 move second child to first child (highp int)\r
-0:47 'q1' (highp int)\r
+0:47 move second child to first child (temp highp int)\r
+0:47 'q1' (global highp int)\r
0:47 Constant:\r
0:47 1 (const int)\r
0:48 Sequence\r
-0:48 move second child to first child (highp int)\r
-0:48 'q2' (highp int)\r
+0:48 move second child to first child (temp highp int)\r
+0:48 'q2' (global highp int)\r
0:48 Constant:\r
0:48 1 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (highp int)\r
-0:49 'q3' (highp int)\r
+0:49 move second child to first child (temp highp int)\r
+0:49 'q3' (global highp int)\r
0:49 Constant:\r
0:49 1 (const int)\r
0:50 Sequence\r
-0:50 move second child to first child (highp int)\r
-0:50 'q4' (highp int)\r
+0:50 move second child to first child (temp highp int)\r
+0:50 'q4' (global highp int)\r
0:50 Constant:\r
0:50 1 (const int)\r
0:65 Sequence\r
-0:65 move second child to first child (highp int)\r
-0:65 'abdece' (highp int)\r
+0:65 move second child to first child (temp highp int)\r
+0:65 'abdece' (global highp int)\r
0:65 Constant:\r
0:65 10 (const int)\r
0:66 Sequence\r
-0:66 move second child to first child (highp int)\r
-0:66 'aoeuntaoehu' (highp int)\r
-0:66 'abdece' (highp int)\r
+0:66 move second child to first child (temp highp int)\r
+0:66 'aoeuntaoehu' (global highp int)\r
+0:66 'abdece' (global highp int)\r
0:74 Sequence\r
-0:74 move second child to first child (highp float)\r
-0:74 'funkyf' (highp float)\r
+0:74 move second child to first child (temp highp float)\r
+0:74 'funkyf' (global highp float)\r
0:75 Constant:\r
0:75 12300000000000000.000000\r
0:85 Sequence\r
-0:84 move second child to first child (highp int)\r
-0:84 'funkyh' (highp int)\r
+0:84 move second child to first child (temp highp int)\r
+0:84 'funkyh' (global highp int)\r
0:86 Constant:\r
0:86 244 (const int)\r
0:91 Sequence\r
-0:91 move second child to first child (highp int)\r
-0:91 'funkyo' (highp int)\r
+0:91 move second child to first child (temp highp int)\r
+0:91 'funkyo' (global highp int)\r
0:92 Constant:\r
0:92 34 (const int)\r
0:96 Sequence\r
-0:96 move second child to first child (highp int)\r
-0:96 'c' (highp int)\r
+0:96 move second child to first child (temp highp int)\r
+0:96 'c' (global highp int)\r
0:97 Constant:\r
0:97 11 (const int)\r
0:98 Sequence\r
-0:98 move second child to first child (highp int)\r
-0:98 'd' (highp int)\r
+0:98 move second child to first child (temp highp int)\r
+0:98 'd' (global highp int)\r
0:98 Constant:\r
0:98 12 (const int)\r
0:107 Sequence\r
-0:107 move second child to first child (highp int)\r
-0:107 'bar103' (highp int)\r
+0:107 move second child to first child (temp highp int)\r
+0:107 'bar103' (global highp int)\r
0:107 Constant:\r
0:107 17 (const int)\r
0:113 Sequence\r
-0:113 move second child to first child (highp int)\r
-0:113 'bar104' (highp int)\r
+0:113 move second child to first child (temp highp int)\r
+0:113 'bar104' (global highp int)\r
0:113 Constant:\r
0:113 19 (const int)\r
0:119 Sequence\r
-0:119 move second child to first child (highp int)\r
-0:119 'bar105' (highp int)\r
+0:119 move second child to first child (temp highp int)\r
+0:119 'bar105' (global highp int)\r
0:119 Constant:\r
0:119 19 (const int)\r
0:122 Sequence\r
-0:122 move second child to first child (highp int)\r
-0:122 'bar106' (highp int)\r
+0:122 move second child to first child (temp highp int)\r
+0:122 'bar106' (global highp int)\r
0:122 Constant:\r
0:122 12 (const int)\r
0:123 Sequence\r
-0:123 move second child to first child (highp int)\r
-0:123 'bar107' (highp int)\r
+0:123 move second child to first child (temp highp int)\r
+0:123 'bar107' (global highp int)\r
0:128 Constant:\r
0:128 5 (const int)\r
-0:131 Function Definition: foo203209409( (void)\r
+0:131 Function Definition: foo203209409( (global void)\r
0:131 Function Parameters: \r
0:134 Sequence\r
-0:134 add second child into first child (highp int)\r
-0:133 'bar107' (highp int)\r
+0:134 add second child into first child (temp highp int)\r
+0:133 'bar107' (global highp int)\r
0:134 Constant:\r
0:134 37 (const int)\r
-0:135 multiply second child into first child (highp int)\r
-0:135 'bar107' (highp int)\r
+0:135 multiply second child into first child (temp highp int)\r
+0:135 'bar107' (global highp int)\r
0:136 Constant:\r
0:136 38 (const int)\r
-0:137 divide second child into first child (highp int)\r
-0:137 'bar107' (highp int)\r
+0:137 divide second child into first child (temp highp int)\r
+0:137 'bar107' (global highp int)\r
0:138 Constant:\r
0:138 39 (const int)\r
-0:139 add (highp int)\r
-0:139 'bar107' (highp int)\r
+0:139 add (temp highp int)\r
+0:139 'bar107' (global highp int)\r
0:140 Constant:\r
0:140 41 (const int)\r
0:? Linker Objects\r
-0:? 'foo' (highp float)\r
-0:? 'goodDecl' (highp int)\r
-0:? 'a1' (highp int)\r
-0:? 'a2' (highp int)\r
-0:? 'a3' (highp int)\r
-0:? 'a4' (highp int)\r
-0:? 'q1' (highp int)\r
-0:? 'q2' (highp int)\r
-0:? 'q3' (highp int)\r
-0:? 'q4' (highp int)\r
-0:? 'abdece' (highp int)\r
-0:? 'aoeuntaoehu' (highp int)\r
-0:? 'funkyf' (highp float)\r
-0:? 'funkyh' (highp int)\r
-0:? 'funkyo' (highp int)\r
-0:? 'c' (highp int)\r
-0:? 'd' (highp int)\r
-0:? 'bar103' (highp int)\r
-0:? 'bar104' (highp int)\r
-0:? 'bar105' (highp int)\r
-0:? 'bar106' (highp int)\r
-0:? 'bar107' (highp int)\r
+0:? 'foo' (global highp float)\r
+0:? 'goodDecl' (global highp int)\r
+0:? 'a1' (global highp int)\r
+0:? 'a2' (global highp int)\r
+0:? 'a3' (global highp int)\r
+0:? 'a4' (global highp int)\r
+0:? 'q1' (global highp int)\r
+0:? 'q2' (global highp int)\r
+0:? 'q3' (global highp int)\r
+0:? 'q4' (global highp int)\r
+0:? 'abdece' (global highp int)\r
+0:? 'aoeuntaoehu' (global highp int)\r
+0:? 'funkyf' (global highp float)\r
+0:? 'funkyh' (global highp int)\r
+0:? 'funkyo' (global highp int)\r
+0:? 'c' (global highp int)\r
+0:? 'd' (global highp int)\r
+0:? 'bar103' (global highp int)\r
+0:? 'bar104' (global highp int)\r
+0:? 'bar105' (global highp int)\r
+0:? 'bar106' (global highp int)\r
+0:? 'bar107' (global highp int)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:20 Sequence\r
-0:20 move second child to first child (highp 4-component vector of float)\r
+0:20 move second child to first child (temp highp 4-component vector of float)\r
0:20 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:20 Construct vec4 (highp 4-component vector of float)\r
-0:20 'foo' (highp float)\r
-0:22 Function Definition: foo2(vf4; (highp 4-component vector of float)\r
+0:20 Construct vec4 (temp highp 4-component vector of float)\r
+0:20 'foo' (global highp float)\r
+0:22 Function Definition: foo2(vf4; (global highp 4-component vector of float)\r
0:22 Function Parameters: \r
0:22 'a' (in highp 4-component vector of float)\r
0:24 Sequence\r
0:24 Sequence\r
-0:24 move second child to first child (highp 4-component vector of float)\r
-0:24 'b' (highp 4-component vector of float)\r
+0:24 move second child to first child (temp highp 4-component vector of float)\r
+0:24 'b' (temp highp 4-component vector of float)\r
0:24 'a' (in highp 4-component vector of float)\r
0:25 Branch: Return with expression\r
-0:25 'b' (highp 4-component vector of float)\r
+0:25 'b' (temp highp 4-component vector of float)\r
0:40 Sequence\r
-0:40 move second child to first child (highp int)\r
-0:40 'a1' (highp int)\r
+0:40 move second child to first child (temp highp int)\r
+0:40 'a1' (global highp int)\r
0:40 Constant:\r
0:40 4 (const int)\r
0:41 Sequence\r
-0:41 move second child to first child (highp int)\r
-0:41 'a2' (highp int)\r
+0:41 move second child to first child (temp highp int)\r
+0:41 'a2' (global highp int)\r
0:41 Constant:\r
0:41 3 (const int)\r
0:42 Sequence\r
-0:42 move second child to first child (highp int)\r
-0:42 'a3' (highp int)\r
+0:42 move second child to first child (temp highp int)\r
+0:42 'a3' (global highp int)\r
0:42 Constant:\r
0:42 4 (const int)\r
0:43 Sequence\r
-0:43 move second child to first child (highp int)\r
-0:43 'a4' (highp int)\r
-0:43 'a2' (highp int)\r
+0:43 move second child to first child (temp highp int)\r
+0:43 'a4' (global highp int)\r
+0:43 'a2' (global highp int)\r
0:45 Sequence\r
-0:45 move second child to first child (highp int)\r
-0:45 'q1' (highp int)\r
+0:45 move second child to first child (temp highp int)\r
+0:45 'q1' (global highp int)\r
0:45 Constant:\r
0:45 1 (const int)\r
0:46 Sequence\r
-0:46 move second child to first child (highp int)\r
-0:46 'q2' (highp int)\r
+0:46 move second child to first child (temp highp int)\r
+0:46 'q2' (global highp int)\r
0:46 Constant:\r
0:46 1 (const int)\r
0:47 Sequence\r
-0:47 move second child to first child (highp int)\r
-0:47 'q3' (highp int)\r
+0:47 move second child to first child (temp highp int)\r
+0:47 'q3' (global highp int)\r
0:47 Constant:\r
0:47 1 (const int)\r
0:48 Sequence\r
-0:48 move second child to first child (highp int)\r
-0:48 'q4' (highp int)\r
+0:48 move second child to first child (temp highp int)\r
+0:48 'q4' (global highp int)\r
0:48 Constant:\r
0:48 1 (const int)\r
0:? Linker Objects\r
-0:? 'foo' (highp float)\r
-0:? 'a1' (highp int)\r
-0:? 'a2' (highp int)\r
-0:? 'a3' (highp int)\r
-0:? 'a4' (highp int)\r
-0:? 'q1' (highp int)\r
-0:? 'q2' (highp int)\r
-0:? 'q3' (highp int)\r
-0:? 'q4' (highp int)\r
+0:? 'foo' (global highp float)\r
+0:? 'a1' (global highp int)\r
+0:? 'a2' (global highp int)\r
+0:? 'a3' (global highp int)\r
+0:? 'a4' (global highp int)\r
+0:? 'q1' (global highp int)\r
+0:? 'q2' (global highp int)\r
+0:? 'q3' (global highp int)\r
+0:? 'q4' (global highp int)\r
\r
\r
Linked vertex stage:\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:20 Sequence\r
-0:20 move second child to first child (highp 4-component vector of float)\r
+0:20 move second child to first child (temp highp 4-component vector of float)\r
0:20 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:20 Construct vec4 (highp 4-component vector of float)\r
-0:20 'foo' (highp float)\r
-0:22 Function Definition: foo2(vf4; (highp 4-component vector of float)\r
+0:20 Construct vec4 (temp highp 4-component vector of float)\r
+0:20 'foo' (global highp float)\r
+0:22 Function Definition: foo2(vf4; (global highp 4-component vector of float)\r
0:22 Function Parameters: \r
0:22 'a' (in highp 4-component vector of float)\r
0:24 Sequence\r
0:24 Sequence\r
-0:24 move second child to first child (highp 4-component vector of float)\r
-0:24 'b' (highp 4-component vector of float)\r
+0:24 move second child to first child (temp highp 4-component vector of float)\r
+0:24 'b' (temp highp 4-component vector of float)\r
0:24 'a' (in highp 4-component vector of float)\r
0:25 Branch: Return with expression\r
-0:25 'b' (highp 4-component vector of float)\r
+0:25 'b' (temp highp 4-component vector of float)\r
0:40 Sequence\r
-0:40 move second child to first child (highp int)\r
-0:40 'a1' (highp int)\r
+0:40 move second child to first child (temp highp int)\r
+0:40 'a1' (global highp int)\r
0:40 Constant:\r
0:40 4 (const int)\r
0:41 Sequence\r
-0:41 move second child to first child (highp int)\r
-0:41 'a2' (highp int)\r
+0:41 move second child to first child (temp highp int)\r
+0:41 'a2' (global highp int)\r
0:41 Constant:\r
0:41 3 (const int)\r
0:42 Sequence\r
-0:42 move second child to first child (highp int)\r
-0:42 'a3' (highp int)\r
+0:42 move second child to first child (temp highp int)\r
+0:42 'a3' (global highp int)\r
0:42 Constant:\r
0:42 4 (const int)\r
0:43 Sequence\r
-0:43 move second child to first child (highp int)\r
-0:43 'a4' (highp int)\r
-0:43 'a2' (highp int)\r
+0:43 move second child to first child (temp highp int)\r
+0:43 'a4' (global highp int)\r
+0:43 'a2' (global highp int)\r
0:45 Sequence\r
-0:45 move second child to first child (highp int)\r
-0:45 'q1' (highp int)\r
+0:45 move second child to first child (temp highp int)\r
+0:45 'q1' (global highp int)\r
0:45 Constant:\r
0:45 1 (const int)\r
0:46 Sequence\r
-0:46 move second child to first child (highp int)\r
-0:46 'q2' (highp int)\r
+0:46 move second child to first child (temp highp int)\r
+0:46 'q2' (global highp int)\r
0:46 Constant:\r
0:46 1 (const int)\r
0:47 Sequence\r
-0:47 move second child to first child (highp int)\r
-0:47 'q3' (highp int)\r
+0:47 move second child to first child (temp highp int)\r
+0:47 'q3' (global highp int)\r
0:47 Constant:\r
0:47 1 (const int)\r
0:48 Sequence\r
-0:48 move second child to first child (highp int)\r
-0:48 'q4' (highp int)\r
+0:48 move second child to first child (temp highp int)\r
+0:48 'q4' (global highp int)\r
0:48 Constant:\r
0:48 1 (const int)\r
0:? Linker Objects\r
-0:? 'foo' (highp float)\r
-0:? 'a1' (highp int)\r
-0:? 'a2' (highp int)\r
-0:? 'a3' (highp int)\r
-0:? 'a4' (highp int)\r
-0:? 'q1' (highp int)\r
-0:? 'q2' (highp int)\r
-0:? 'q3' (highp int)\r
-0:? 'q4' (highp int)\r
+0:? 'foo' (global highp float)\r
+0:? 'a1' (global highp int)\r
+0:? 'a2' (global highp int)\r
+0:? 'a3' (global highp int)\r
+0:? 'a4' (global highp int)\r
+0:? 'q1' (global highp int)\r
+0:? 'q2' (global highp int)\r
+0:? 'q3' (global highp int)\r
+0:? 'q4' (global highp int)\r
\r
Shader version: 130\r
0:? Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'a' (4-component vector of float)\r
-0:8 vector-scale (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'a' (global 4-component vector of float)\r
+0:8 vector-scale (temp 4-component vector of float)\r
0:8 Constant:\r
0:8 8.000000\r
0:8 'uv4' (uniform 4-component vector of float)\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'b' (4-component vector of float)\r
-0:17 vector-scale (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'b' (global 4-component vector of float)\r
+0:17 vector-scale (temp 4-component vector of float)\r
0:17 Constant:\r
0:17 8.000000\r
-0:17 'a' (4-component vector of float)\r
-0:19 Function Definition: foo(mf22; (2-component vector of int)\r
+0:17 'a' (global 4-component vector of float)\r
+0:19 Function Definition: foo(mf22; (global 2-component vector of int)\r
0:19 Function Parameters: \r
0:19 'm' (in 2X2 matrix of float)\r
0:21 Sequence\r
0:21 Branch: Return with expression\r
-0:21 Convert float to int (2-component vector of int)\r
-0:21 direct index (2-component vector of float)\r
+0:21 Convert float to int (temp 2-component vector of int)\r
+0:21 direct index (temp 2-component vector of float)\r
0:21 'm' (in 2X2 matrix of float)\r
0:21 Constant:\r
0:21 0 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (4-component vector of float)\r
-0:24 'c' (4-component vector of float)\r
-0:24 component-wise multiply (4-component vector of float)\r
-0:24 'b' (4-component vector of float)\r
-0:24 'b' (4-component vector of float)\r
+0:24 move second child to first child (temp 4-component vector of float)\r
+0:24 'c' (global 4-component vector of float)\r
+0:24 component-wise multiply (temp 4-component vector of float)\r
+0:24 'b' (global 4-component vector of float)\r
+0:24 'b' (global 4-component vector of float)\r
0:? Linker Objects\r
0:? 'uv4' (uniform 4-component vector of float)\r
0:? 'glass' (uniform 3-component vector of float)\r
0:? 'ci' (const int)\r
0:? 8 (const int)\r
-0:? 'a' (4-component vector of float)\r
+0:? 'a' (global 4-component vector of float)\r
0:? 'iv3' (smooth in 3-component vector of float)\r
0:? 'cup' (smooth in 4-component vector of float)\r
-0:? 'b' (4-component vector of float)\r
-0:? 'c' (4-component vector of float)\r
+0:? 'b' (global 4-component vector of float)\r
+0:? 'c' (global 4-component vector of float)\r
0:? 'cv3' (const 3-component vector of float)\r
0:? 43.000000\r
0:? 0.340000\r
0:? 0.000000\r
0:? 0.000000\r
0:? 4.000000\r
-0:? 's' (uniform structure{int a, float b})\r
+0:? 's' (uniform structure{global int a, global float b})\r
0:? 82 (const int)\r
0:? 3.900000\r
-0:? 'sn' (uniform structure{int a, float b})\r
-0:? 'se' (uniform structure{int a, float b})\r
+0:? 'sn' (uniform structure{global int a, global float b})\r
+0:? 'se' (uniform structure{global int a, global float b})\r
0:? 82 (const int)\r
0:? 3.900000\r
\r
Requested GL_OES_texture_3D\r
0:? Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'd' (4-component vector of float)\r
-0:8 vector-scale (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'd' (global 4-component vector of float)\r
+0:8 vector-scale (temp 4-component vector of float)\r
0:8 Constant:\r
0:8 8.000000\r
0:8 'uv4' (uniform 4-component vector of float)\r
0:13 Sequence\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'e' (4-component vector of float)\r
-0:13 vector-scale (4-component vector of float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'e' (global 4-component vector of float)\r
+0:13 vector-scale (temp 4-component vector of float)\r
0:13 Constant:\r
0:13 8.000000\r
-0:13 'd' (4-component vector of float)\r
-0:15 Function Definition: foo( (2-component vector of int)\r
+0:13 'd' (global 4-component vector of float)\r
+0:15 Function Definition: foo( (global 2-component vector of int)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Branch: Return with expression\r
0:17 2 (const int)\r
0:17 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (4-component vector of float)\r
-0:20 'f' (4-component vector of float)\r
-0:20 component-wise multiply (4-component vector of float)\r
-0:20 'e' (4-component vector of float)\r
-0:20 'e' (4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
+0:20 'f' (global 4-component vector of float)\r
+0:20 component-wise multiply (temp 4-component vector of float)\r
+0:20 'e' (global 4-component vector of float)\r
+0:20 'e' (global 4-component vector of float)\r
0:? Linker Objects\r
0:? 'uv4' (uniform 4-component vector of float)\r
0:? 'glass' (uniform 2-component vector of float)\r
0:? 'ci' (const int)\r
0:? 8 (const int)\r
-0:? 'd' (4-component vector of float)\r
+0:? 'd' (global 4-component vector of float)\r
0:? 'iv3' (smooth in 3-component vector of float)\r
0:? 'cup' (flat in 4-component vector of float)\r
-0:? 'e' (4-component vector of float)\r
-0:? 'f' (4-component vector of float)\r
+0:? 'e' (global 4-component vector of float)\r
+0:? 'f' (global 4-component vector of float)\r
0:? 'cv3' (const 3-component vector of float)\r
0:? 43.000000\r
0:? 0.340000\r
0:? 0.000000\r
0:? 0.000000\r
0:? 3.000000\r
-0:? 's' (uniform structure{int a, float b})\r
+0:? 's' (uniform structure{global int a, global float b})\r
0:? 82 (const int)\r
0:? 3.900000\r
-0:? 'sn' (uniform structure{int a, float b})\r
+0:? 'sn' (uniform structure{global int a, global float b})\r
0:? 82 (const int)\r
0:? 3.900000\r
-0:? 'se' (uniform structure{int a, float b})\r
+0:? 'se' (uniform structure{global int a, global float b})\r
0:? 81 (const int)\r
0:? 3.900000\r
\r
Requested GL_OES_texture_3D\r
0:? Sequence\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'a' (4-component vector of float)\r
-0:8 vector-scale (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'a' (global 4-component vector of float)\r
+0:8 vector-scale (temp 4-component vector of float)\r
0:8 Constant:\r
0:8 8.000000\r
0:8 'uv4' (uniform 4-component vector of float)\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'b' (4-component vector of float)\r
-0:17 vector-scale (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'b' (global 4-component vector of float)\r
+0:17 vector-scale (temp 4-component vector of float)\r
0:17 Constant:\r
0:17 8.000000\r
-0:17 'a' (4-component vector of float)\r
-0:19 Function Definition: foo(mf22; (2-component vector of int)\r
+0:17 'a' (global 4-component vector of float)\r
+0:19 Function Definition: foo(mf22; (global 2-component vector of int)\r
0:19 Function Parameters: \r
0:19 'm' (in 2X2 matrix of float)\r
0:21 Sequence\r
0:21 Branch: Return with expression\r
-0:21 Convert float to int (2-component vector of int)\r
-0:21 direct index (2-component vector of float)\r
+0:21 Convert float to int (temp 2-component vector of int)\r
+0:21 direct index (temp 2-component vector of float)\r
0:21 'm' (in 2X2 matrix of float)\r
0:21 Constant:\r
0:21 0 (const int)\r
0:24 Sequence\r
-0:24 move second child to first child (4-component vector of float)\r
-0:24 'c' (4-component vector of float)\r
-0:24 component-wise multiply (4-component vector of float)\r
-0:24 'b' (4-component vector of float)\r
-0:24 'b' (4-component vector of float)\r
+0:24 move second child to first child (temp 4-component vector of float)\r
+0:24 'c' (global 4-component vector of float)\r
+0:24 component-wise multiply (temp 4-component vector of float)\r
+0:24 'b' (global 4-component vector of float)\r
+0:24 'b' (global 4-component vector of float)\r
0:8 Sequence\r
-0:8 move second child to first child (4-component vector of float)\r
-0:8 'd' (4-component vector of float)\r
-0:8 vector-scale (4-component vector of float)\r
+0:8 move second child to first child (temp 4-component vector of float)\r
+0:8 'd' (global 4-component vector of float)\r
+0:8 vector-scale (temp 4-component vector of float)\r
0:8 Constant:\r
0:8 8.000000\r
0:8 'uv4' (uniform 4-component vector of float)\r
0:13 Sequence\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'e' (4-component vector of float)\r
-0:13 vector-scale (4-component vector of float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'e' (global 4-component vector of float)\r
+0:13 vector-scale (temp 4-component vector of float)\r
0:13 Constant:\r
0:13 8.000000\r
-0:13 'd' (4-component vector of float)\r
-0:15 Function Definition: foo( (2-component vector of int)\r
+0:13 'd' (global 4-component vector of float)\r
+0:15 Function Definition: foo( (global 2-component vector of int)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Branch: Return with expression\r
0:17 2 (const int)\r
0:17 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (4-component vector of float)\r
-0:20 'f' (4-component vector of float)\r
-0:20 component-wise multiply (4-component vector of float)\r
-0:20 'e' (4-component vector of float)\r
-0:20 'e' (4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
+0:20 'f' (global 4-component vector of float)\r
+0:20 component-wise multiply (temp 4-component vector of float)\r
+0:20 'e' (global 4-component vector of float)\r
+0:20 'e' (global 4-component vector of float)\r
0:? Linker Objects\r
0:? 'uv4' (uniform 4-component vector of float)\r
0:? 'glass' (uniform 3-component vector of float)\r
0:? 'ci' (const int)\r
0:? 8 (const int)\r
-0:? 'a' (4-component vector of float)\r
+0:? 'a' (global 4-component vector of float)\r
0:? 'iv3' (smooth in 3-component vector of float)\r
0:? 'cup' (smooth in 4-component vector of float)\r
-0:? 'b' (4-component vector of float)\r
-0:? 'c' (4-component vector of float)\r
+0:? 'b' (global 4-component vector of float)\r
+0:? 'c' (global 4-component vector of float)\r
0:? 'cv3' (const 3-component vector of float)\r
0:? 43.000000\r
0:? 0.340000\r
0:? 0.000000\r
0:? 0.000000\r
0:? 4.000000\r
-0:? 's' (uniform structure{int a, float b})\r
+0:? 's' (uniform structure{global int a, global float b})\r
0:? 82 (const int)\r
0:? 3.900000\r
-0:? 'sn' (uniform structure{int a, float b})\r
+0:? 'sn' (uniform structure{global int a, global float b})\r
0:? 82 (const int)\r
0:? 3.900000\r
-0:? 'se' (uniform structure{int a, float b})\r
+0:? 'se' (uniform structure{global int a, global float b})\r
0:? 82 (const int)\r
0:? 3.900000\r
-0:? 'd' (4-component vector of float)\r
-0:? 'e' (4-component vector of float)\r
-0:? 'f' (4-component vector of float)\r
+0:? 'd' (global 4-component vector of float)\r
+0:? 'e' (global 4-component vector of float)\r
+0:? 'f' (global 4-component vector of float)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:34 Function Definition: main( (void)\r
+0:34 Function Definition: main( (global void)\r
0:34 Function Parameters: \r
0:? Sequence\r
-0:41 move second child to first child (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:41 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:41 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:41 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:41 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:41 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:41 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:41 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:41 Constant:\r
0:41 0 (const int)\r
-0:43 Test condition and select (void)\r
+0:43 Test condition and select (temp void)\r
0:43 Condition\r
-0:43 Compare Greater Than (bool)\r
-0:43 i: direct index for structure (int)\r
-0:43 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:43 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:43 Compare Greater Than (temp bool)\r
+0:43 i: direct index for structure (global int)\r
+0:43 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:43 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:43 Constant:\r
0:43 0 (const int)\r
0:43 Constant:\r
0:43 0 (const int)\r
0:43 true case\r
0:44 Sequence\r
-0:44 move second child to first child (float)\r
-0:44 f: direct index for structure (float)\r
-0:44 s1_1: direct index for structure (structure{int i, float f})\r
-0:44 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:44 move second child to first child (temp float)\r
+0:44 f: direct index for structure (global float)\r
+0:44 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:44 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 1.000000\r
-0:45 move second child to first child (float)\r
-0:45 direct index (float)\r
-0:45 'localFArray' (16-element array of float)\r
+0:45 move second child to first child (temp float)\r
+0:45 direct index (temp float)\r
+0:45 'localFArray' (temp 16-element array of float)\r
0:45 Constant:\r
0:45 4 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'coord' (smooth in 2-component vector of float)\r
0:45 Constant:\r
0:45 0 (const int)\r
-0:46 move second child to first child (int)\r
-0:46 direct index (int)\r
-0:46 'localIArray' (8-element array of int)\r
+0:46 move second child to first child (temp int)\r
+0:46 direct index (temp int)\r
+0:46 'localIArray' (temp 8-element array of int)\r
0:46 Constant:\r
0:46 2 (const int)\r
-0:46 i: direct index for structure (int)\r
-0:46 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:46 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:46 i: direct index for structure (global int)\r
+0:46 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:46 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 0 (const int)\r
0:43 false case\r
0:48 Sequence\r
-0:48 move second child to first child (float)\r
-0:48 f: direct index for structure (float)\r
-0:48 s1_1: direct index for structure (structure{int i, float f})\r
-0:48 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:48 move second child to first child (temp float)\r
+0:48 f: direct index for structure (global float)\r
+0:48 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:48 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:48 Constant:\r
0:48 2 (const int)\r
0:48 Constant:\r
0:48 1 (const int)\r
-0:48 direct index (float)\r
+0:48 direct index (temp float)\r
0:48 'coord' (smooth in 2-component vector of float)\r
0:48 Constant:\r
0:48 0 (const int)\r
-0:49 move second child to first child (float)\r
-0:49 direct index (float)\r
-0:49 'localFArray' (16-element array of float)\r
+0:49 move second child to first child (temp float)\r
+0:49 direct index (temp float)\r
+0:49 'localFArray' (temp 16-element array of float)\r
0:49 Constant:\r
0:49 4 (const int)\r
0:49 Constant:\r
0:49 1.000000\r
-0:50 move second child to first child (int)\r
-0:50 direct index (int)\r
-0:50 'localIArray' (8-element array of int)\r
+0:50 move second child to first child (temp int)\r
+0:50 direct index (temp int)\r
+0:50 'localIArray' (temp 8-element array of int)\r
0:50 Constant:\r
0:50 2 (const int)\r
0:50 Constant:\r
0:50 0 (const int)\r
-0:53 Test condition and select (void)\r
+0:53 Test condition and select (temp void)\r
0:53 Condition\r
-0:53 Compare Equal (bool)\r
-0:53 direct index (int)\r
-0:53 'localIArray' (8-element array of int)\r
+0:53 Compare Equal (temp bool)\r
+0:53 direct index (temp int)\r
+0:53 'localIArray' (temp 8-element array of int)\r
0:53 Constant:\r
0:53 2 (const int)\r
0:53 Constant:\r
0:53 0 (const int)\r
0:53 true case\r
-0:54 Pre-Increment (float)\r
-0:54 direct index (float)\r
-0:54 'localFArray' (16-element array of float)\r
+0:54 Pre-Increment (temp float)\r
+0:54 direct index (temp float)\r
+0:54 'localFArray' (temp 16-element array of float)\r
0:54 Constant:\r
0:54 4 (const int)\r
0:57 Sequence\r
-0:57 move second child to first child (int)\r
-0:57 'x' (int)\r
+0:57 move second child to first child (temp int)\r
+0:57 'x' (temp int)\r
0:57 Constant:\r
0:57 5 (const int)\r
-0:58 move second child to first child (float)\r
-0:58 indirect index (float)\r
-0:58 'localArray' (16-element array of float)\r
-0:58 'x' (int)\r
-0:58 direct index (float)\r
+0:58 move second child to first child (temp float)\r
+0:58 indirect index (temp float)\r
+0:58 'localArray' (temp 16-element array of float)\r
+0:58 'x' (temp int)\r
+0:58 direct index (temp float)\r
0:58 'coord' (smooth in 2-component vector of float)\r
0:58 Constant:\r
0:58 0 (const int)\r
0:62 Sequence\r
0:62 Sequence\r
-0:62 move second child to first child (int)\r
-0:62 'i' (int)\r
+0:62 move second child to first child (temp int)\r
+0:62 'i' (temp int)\r
0:62 Constant:\r
0:62 0 (const int)\r
0:62 Loop with condition tested first\r
0:62 Loop Condition\r
-0:62 Compare Less Than (bool)\r
-0:62 'i' (int)\r
+0:62 Compare Less Than (temp bool)\r
+0:62 'i' (temp int)\r
0:62 Constant:\r
0:62 16 (const int)\r
0:62 Loop Body\r
-0:63 move second child to first child (float)\r
-0:63 indirect index (float)\r
-0:63 'a' (16-element array of float)\r
-0:63 'i' (int)\r
+0:63 move second child to first child (temp float)\r
+0:63 indirect index (temp float)\r
+0:63 'a' (temp 16-element array of float)\r
+0:63 'i' (temp int)\r
0:63 Constant:\r
0:63 0.000000\r
0:62 Loop Terminal Expression\r
-0:62 Post-Increment (int)\r
-0:62 'i' (int)\r
-0:65 Test condition and select (void)\r
+0:62 Post-Increment (temp int)\r
+0:62 'i' (temp int)\r
+0:65 Test condition and select (temp void)\r
0:65 Condition\r
-0:65 Compare Equal (bool)\r
+0:65 Compare Equal (temp bool)\r
0:65 'condition' (uniform int)\r
0:65 Constant:\r
0:65 1 (const int)\r
0:65 true case\r
-0:66 move second child to first child (16-element array of float)\r
-0:66 'a' (16-element array of float)\r
-0:66 'localArray' (16-element array of float)\r
-0:68 move second child to first child (4-component vector of float)\r
-0:68 bleh: direct index for structure (4-component vector of float)\r
-0:68 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:66 move second child to first child (temp 16-element array of float)\r
+0:66 'a' (temp 16-element array of float)\r
+0:66 'localArray' (temp 16-element array of float)\r
+0:68 move second child to first child (temp 4-component vector of float)\r
+0:68 bleh: direct index for structure (global 4-component vector of float)\r
+0:68 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:68 Constant:\r
0:68 3 (const int)\r
0:68 'color' (smooth in 4-component vector of float)\r
-0:69 move second child to first child (float)\r
-0:69 direct index (float)\r
-0:69 bleh: direct index for structure (4-component vector of float)\r
-0:69 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:69 move second child to first child (temp float)\r
+0:69 direct index (temp float)\r
+0:69 bleh: direct index for structure (global 4-component vector of float)\r
+0:69 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:69 Constant:\r
0:69 3 (const int)\r
0:69 Constant:\r
0:69 2 (const int)\r
-0:69 direct index (float)\r
+0:69 direct index (temp float)\r
0:69 'coord' (smooth in 2-component vector of float)\r
0:69 Constant:\r
0:69 1 (const int)\r
-0:71 move second child to first child (4-component vector of float)\r
+0:71 move second child to first child (temp 4-component vector of float)\r
0:71 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:71 component-wise multiply (4-component vector of float)\r
-0:71 vector-scale (4-component vector of float)\r
-0:71 bleh: direct index for structure (4-component vector of float)\r
-0:71 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:71 component-wise multiply (temp 4-component vector of float)\r
+0:71 vector-scale (temp 4-component vector of float)\r
+0:71 bleh: direct index for structure (global 4-component vector of float)\r
+0:71 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:71 Constant:\r
0:71 3 (const int)\r
-0:71 add (float)\r
-0:71 add (float)\r
-0:71 add (float)\r
-0:71 direct index (float)\r
-0:71 'localFArray' (16-element array of float)\r
+0:71 add (temp float)\r
+0:71 add (temp float)\r
+0:71 add (temp float)\r
+0:71 direct index (temp float)\r
+0:71 'localFArray' (temp 16-element array of float)\r
0:71 Constant:\r
0:71 4 (const int)\r
-0:71 f: direct index for structure (float)\r
-0:71 s1_1: direct index for structure (structure{int i, float f})\r
-0:71 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:71 f: direct index for structure (global float)\r
+0:71 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:71 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:71 Constant:\r
0:71 2 (const int)\r
0:71 Constant:\r
0:71 1 (const int)\r
-0:71 indirect index (float)\r
-0:71 'localArray' (16-element array of float)\r
-0:71 'x' (int)\r
-0:71 indirect index (float)\r
-0:71 'a' (16-element array of float)\r
-0:71 'x' (int)\r
-0:71 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:71 indirect index (temp float)\r
+0:71 'localArray' (temp 16-element array of float)\r
+0:71 'x' (temp int)\r
+0:71 indirect index (temp float)\r
+0:71 'a' (temp 16-element array of float)\r
+0:71 'x' (temp int)\r
+0:71 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:71 'sampler' (uniform sampler2D)\r
0:71 'coord' (smooth in 2-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
0:? 'color' (smooth in 4-component vector of float)\r
-0:? 'foo' (uniform structure{int i, float f})\r
-0:? 'foo2' (uniform structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:? 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:? 'foo' (uniform structure{global int i, global float f})\r
+0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:? 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:? 'uFloatArray' (uniform 16-element array of float)\r
0:? 'condition' (uniform int)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:34 Function Definition: main( (void)\r
+0:34 Function Definition: main( (global void)\r
0:34 Function Parameters: \r
0:? Sequence\r
-0:41 move second child to first child (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:41 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:41 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:41 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:41 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:41 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:41 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:41 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:41 Constant:\r
0:41 0 (const int)\r
-0:43 Test condition and select (void)\r
+0:43 Test condition and select (temp void)\r
0:43 Condition\r
-0:43 Compare Greater Than (bool)\r
-0:43 i: direct index for structure (int)\r
-0:43 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:43 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:43 Compare Greater Than (temp bool)\r
+0:43 i: direct index for structure (global int)\r
+0:43 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:43 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:43 Constant:\r
0:43 0 (const int)\r
0:43 Constant:\r
0:43 0 (const int)\r
0:43 true case\r
0:44 Sequence\r
-0:44 move second child to first child (float)\r
-0:44 f: direct index for structure (float)\r
-0:44 s1_1: direct index for structure (structure{int i, float f})\r
-0:44 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:44 move second child to first child (temp float)\r
+0:44 f: direct index for structure (global float)\r
+0:44 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:44 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:44 Constant:\r
0:44 1.000000\r
-0:45 move second child to first child (float)\r
-0:45 direct index (float)\r
-0:45 'localFArray' (16-element array of float)\r
+0:45 move second child to first child (temp float)\r
+0:45 direct index (temp float)\r
+0:45 'localFArray' (temp 16-element array of float)\r
0:45 Constant:\r
0:45 4 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'coord' (smooth in 2-component vector of float)\r
0:45 Constant:\r
0:45 0 (const int)\r
-0:46 move second child to first child (int)\r
-0:46 direct index (int)\r
-0:46 'localIArray' (8-element array of int)\r
+0:46 move second child to first child (temp int)\r
+0:46 direct index (temp int)\r
+0:46 'localIArray' (temp 8-element array of int)\r
0:46 Constant:\r
0:46 2 (const int)\r
-0:46 i: direct index for structure (int)\r
-0:46 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:46 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:46 i: direct index for structure (global int)\r
+0:46 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:46 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 0 (const int)\r
0:43 false case\r
0:48 Sequence\r
-0:48 move second child to first child (float)\r
-0:48 f: direct index for structure (float)\r
-0:48 s1_1: direct index for structure (structure{int i, float f})\r
-0:48 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:48 move second child to first child (temp float)\r
+0:48 f: direct index for structure (global float)\r
+0:48 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:48 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:48 Constant:\r
0:48 2 (const int)\r
0:48 Constant:\r
0:48 1 (const int)\r
-0:48 direct index (float)\r
+0:48 direct index (temp float)\r
0:48 'coord' (smooth in 2-component vector of float)\r
0:48 Constant:\r
0:48 0 (const int)\r
-0:49 move second child to first child (float)\r
-0:49 direct index (float)\r
-0:49 'localFArray' (16-element array of float)\r
+0:49 move second child to first child (temp float)\r
+0:49 direct index (temp float)\r
+0:49 'localFArray' (temp 16-element array of float)\r
0:49 Constant:\r
0:49 4 (const int)\r
0:49 Constant:\r
0:49 1.000000\r
-0:50 move second child to first child (int)\r
-0:50 direct index (int)\r
-0:50 'localIArray' (8-element array of int)\r
+0:50 move second child to first child (temp int)\r
+0:50 direct index (temp int)\r
+0:50 'localIArray' (temp 8-element array of int)\r
0:50 Constant:\r
0:50 2 (const int)\r
0:50 Constant:\r
0:50 0 (const int)\r
-0:53 Test condition and select (void)\r
+0:53 Test condition and select (temp void)\r
0:53 Condition\r
-0:53 Compare Equal (bool)\r
-0:53 direct index (int)\r
-0:53 'localIArray' (8-element array of int)\r
+0:53 Compare Equal (temp bool)\r
+0:53 direct index (temp int)\r
+0:53 'localIArray' (temp 8-element array of int)\r
0:53 Constant:\r
0:53 2 (const int)\r
0:53 Constant:\r
0:53 0 (const int)\r
0:53 true case\r
-0:54 Pre-Increment (float)\r
-0:54 direct index (float)\r
-0:54 'localFArray' (16-element array of float)\r
+0:54 Pre-Increment (temp float)\r
+0:54 direct index (temp float)\r
+0:54 'localFArray' (temp 16-element array of float)\r
0:54 Constant:\r
0:54 4 (const int)\r
0:57 Sequence\r
-0:57 move second child to first child (int)\r
-0:57 'x' (int)\r
+0:57 move second child to first child (temp int)\r
+0:57 'x' (temp int)\r
0:57 Constant:\r
0:57 5 (const int)\r
-0:58 move second child to first child (float)\r
-0:58 indirect index (float)\r
-0:58 'localArray' (16-element array of float)\r
-0:58 'x' (int)\r
-0:58 direct index (float)\r
+0:58 move second child to first child (temp float)\r
+0:58 indirect index (temp float)\r
+0:58 'localArray' (temp 16-element array of float)\r
+0:58 'x' (temp int)\r
+0:58 direct index (temp float)\r
0:58 'coord' (smooth in 2-component vector of float)\r
0:58 Constant:\r
0:58 0 (const int)\r
0:62 Sequence\r
0:62 Sequence\r
-0:62 move second child to first child (int)\r
-0:62 'i' (int)\r
+0:62 move second child to first child (temp int)\r
+0:62 'i' (temp int)\r
0:62 Constant:\r
0:62 0 (const int)\r
0:62 Loop with condition tested first\r
0:62 Loop Condition\r
-0:62 Compare Less Than (bool)\r
-0:62 'i' (int)\r
+0:62 Compare Less Than (temp bool)\r
+0:62 'i' (temp int)\r
0:62 Constant:\r
0:62 16 (const int)\r
0:62 Loop Body\r
-0:63 move second child to first child (float)\r
-0:63 indirect index (float)\r
-0:63 'a' (16-element array of float)\r
-0:63 'i' (int)\r
+0:63 move second child to first child (temp float)\r
+0:63 indirect index (temp float)\r
+0:63 'a' (temp 16-element array of float)\r
+0:63 'i' (temp int)\r
0:63 Constant:\r
0:63 0.000000\r
0:62 Loop Terminal Expression\r
-0:62 Post-Increment (int)\r
-0:62 'i' (int)\r
-0:65 Test condition and select (void)\r
+0:62 Post-Increment (temp int)\r
+0:62 'i' (temp int)\r
+0:65 Test condition and select (temp void)\r
0:65 Condition\r
-0:65 Compare Equal (bool)\r
+0:65 Compare Equal (temp bool)\r
0:65 'condition' (uniform int)\r
0:65 Constant:\r
0:65 1 (const int)\r
0:65 true case\r
-0:66 move second child to first child (16-element array of float)\r
-0:66 'a' (16-element array of float)\r
-0:66 'localArray' (16-element array of float)\r
-0:68 move second child to first child (4-component vector of float)\r
-0:68 bleh: direct index for structure (4-component vector of float)\r
-0:68 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:66 move second child to first child (temp 16-element array of float)\r
+0:66 'a' (temp 16-element array of float)\r
+0:66 'localArray' (temp 16-element array of float)\r
+0:68 move second child to first child (temp 4-component vector of float)\r
+0:68 bleh: direct index for structure (global 4-component vector of float)\r
+0:68 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:68 Constant:\r
0:68 3 (const int)\r
0:68 'color' (smooth in 4-component vector of float)\r
-0:69 move second child to first child (float)\r
-0:69 direct index (float)\r
-0:69 bleh: direct index for structure (4-component vector of float)\r
-0:69 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:69 move second child to first child (temp float)\r
+0:69 direct index (temp float)\r
+0:69 bleh: direct index for structure (global 4-component vector of float)\r
+0:69 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:69 Constant:\r
0:69 3 (const int)\r
0:69 Constant:\r
0:69 2 (const int)\r
-0:69 direct index (float)\r
+0:69 direct index (temp float)\r
0:69 'coord' (smooth in 2-component vector of float)\r
0:69 Constant:\r
0:69 1 (const int)\r
-0:71 move second child to first child (4-component vector of float)\r
+0:71 move second child to first child (temp 4-component vector of float)\r
0:71 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:71 component-wise multiply (4-component vector of float)\r
-0:71 vector-scale (4-component vector of float)\r
-0:71 bleh: direct index for structure (4-component vector of float)\r
-0:71 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:71 component-wise multiply (temp 4-component vector of float)\r
+0:71 vector-scale (temp 4-component vector of float)\r
+0:71 bleh: direct index for structure (global 4-component vector of float)\r
+0:71 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:71 Constant:\r
0:71 3 (const int)\r
-0:71 add (float)\r
-0:71 add (float)\r
-0:71 add (float)\r
-0:71 direct index (float)\r
-0:71 'localFArray' (16-element array of float)\r
+0:71 add (temp float)\r
+0:71 add (temp float)\r
+0:71 add (temp float)\r
+0:71 direct index (temp float)\r
+0:71 'localFArray' (temp 16-element array of float)\r
0:71 Constant:\r
0:71 4 (const int)\r
-0:71 f: direct index for structure (float)\r
-0:71 s1_1: direct index for structure (structure{int i, float f})\r
-0:71 'locals2' (structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
+0:71 f: direct index for structure (global float)\r
+0:71 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:71 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
0:71 Constant:\r
0:71 2 (const int)\r
0:71 Constant:\r
0:71 1 (const int)\r
-0:71 indirect index (float)\r
-0:71 'localArray' (16-element array of float)\r
-0:71 'x' (int)\r
-0:71 indirect index (float)\r
-0:71 'a' (16-element array of float)\r
-0:71 'x' (int)\r
-0:71 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:71 indirect index (temp float)\r
+0:71 'localArray' (temp 16-element array of float)\r
+0:71 'x' (temp int)\r
+0:71 indirect index (temp float)\r
+0:71 'a' (temp 16-element array of float)\r
+0:71 'x' (temp int)\r
+0:71 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:71 'sampler' (uniform sampler2D)\r
0:71 'coord' (smooth in 2-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
0:? 'color' (smooth in 4-component vector of float)\r
-0:? 'foo' (uniform structure{int i, float f})\r
-0:? 'foo2' (uniform structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh})\r
-0:? 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1, 4-component vector of float bleh} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:? 'foo' (uniform structure{global int i, global float f})\r
+0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh})\r
+0:? 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:? 'uFloatArray' (uniform 16-element array of float)\r
0:? 'condition' (uniform int)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:53 Function Definition: main( (void)\r
+0:53 Function Definition: main( (global void)\r
0:53 Function Parameters: \r
0:55 Sequence\r
0:55 Sequence\r
-0:55 move second child to first child (4-component vector of float)\r
-0:55 'color' (4-component vector of float)\r
+0:55 move second child to first child (temp 4-component vector of float)\r
+0:55 'color' (temp 4-component vector of float)\r
0:55 'BaseColor' (smooth in 4-component vector of float)\r
0:58 Loop with condition tested first\r
0:58 Loop Condition\r
0:58 true (const bool)\r
0:58 Loop Body\r
0:59 Sequence\r
-0:59 Test condition and select (void)\r
+0:59 Test condition and select (temp void)\r
0:59 Condition\r
-0:59 Compare Less Than (bool)\r
-0:59 direct index (float)\r
-0:59 'color' (4-component vector of float)\r
+0:59 Compare Less Than (temp bool)\r
+0:59 direct index (temp float)\r
+0:59 'color' (temp 4-component vector of float)\r
0:59 Constant:\r
0:59 0 (const int)\r
0:59 Constant:\r
0:59 0.330000\r
0:59 true case\r
0:60 Sequence\r
-0:60 add second child into first child (4-component vector of float)\r
-0:60 'color' (4-component vector of float)\r
+0:60 add second child into first child (temp 4-component vector of float)\r
+0:60 'color' (temp 4-component vector of float)\r
0:60 Constant:\r
0:60 0.330000\r
0:60 0.330000\r
0:60 0.330000\r
0:60 0.330000\r
0:61 Branch: Break\r
-0:63 Test condition and select (void)\r
+0:63 Test condition and select (temp void)\r
0:63 Condition\r
-0:63 Compare Less Than (bool)\r
-0:63 direct index (float)\r
-0:63 'color' (4-component vector of float)\r
+0:63 Compare Less Than (temp bool)\r
+0:63 direct index (temp float)\r
+0:63 'color' (temp 4-component vector of float)\r
0:63 Constant:\r
0:63 0 (const int)\r
0:63 Constant:\r
0:63 0.660000\r
0:63 true case\r
0:64 Sequence\r
-0:64 add second child into first child (4-component vector of float)\r
-0:64 'color' (4-component vector of float)\r
+0:64 add second child into first child (temp 4-component vector of float)\r
+0:64 'color' (temp 4-component vector of float)\r
0:64 Constant:\r
0:64 0.660000\r
0:64 0.660000\r
0:64 0.660000\r
0:64 0.660000\r
0:65 Branch: Break\r
-0:68 add second child into first child (4-component vector of float)\r
-0:68 'color' (4-component vector of float)\r
+0:68 add second child into first child (temp 4-component vector of float)\r
+0:68 'color' (temp 4-component vector of float)\r
0:68 Constant:\r
0:68 0.330000\r
0:68 0.330000\r
0:69 Branch: Break\r
0:73 Loop with condition tested first\r
0:73 Loop Condition\r
-0:73 Compare Less Than (bool)\r
-0:73 direct index (float)\r
-0:73 'color' (4-component vector of float)\r
+0:73 Compare Less Than (temp bool)\r
+0:73 direct index (temp float)\r
+0:73 'color' (temp 4-component vector of float)\r
0:73 Constant:\r
0:73 0 (const int)\r
0:73 'd' (uniform float)\r
0:73 Loop Body\r
0:74 Sequence\r
-0:74 add second child into first child (4-component vector of float)\r
-0:74 'color' (4-component vector of float)\r
+0:74 add second child into first child (temp 4-component vector of float)\r
+0:74 'color' (temp 4-component vector of float)\r
0:74 'bigColor' (uniform 4-component vector of float)\r
0:78 Loop with condition tested first\r
0:78 Loop Condition\r
-0:78 Compare Less Than (bool)\r
-0:78 direct index (float)\r
-0:78 'color' (4-component vector of float)\r
+0:78 Compare Less Than (temp bool)\r
+0:78 direct index (temp float)\r
+0:78 'color' (temp 4-component vector of float)\r
0:78 Constant:\r
0:78 2 (const int)\r
0:78 'd' (uniform float)\r
0:78 Loop Body\r
0:79 Sequence\r
-0:79 add second child into first child (4-component vector of float)\r
-0:79 'color' (4-component vector of float)\r
+0:79 add second child into first child (temp 4-component vector of float)\r
+0:79 'color' (temp 4-component vector of float)\r
0:79 'bigColor1_1' (uniform 4-component vector of float)\r
-0:80 Test condition and select (void)\r
+0:80 Test condition and select (temp void)\r
0:80 Condition\r
-0:80 Compare Less Than (bool)\r
-0:80 direct index (float)\r
-0:80 'color' (4-component vector of float)\r
+0:80 Compare Less Than (temp bool)\r
+0:80 direct index (temp float)\r
+0:80 'color' (temp 4-component vector of float)\r
0:80 Constant:\r
0:80 3 (const int)\r
0:80 'd' (uniform float)\r
0:80 true case\r
0:81 Branch: Continue\r
-0:83 add second child into first child (4-component vector of float)\r
-0:83 'color' (4-component vector of float)\r
+0:83 add second child into first child (temp 4-component vector of float)\r
+0:83 'color' (temp 4-component vector of float)\r
0:83 'bigColor1_1' (uniform 4-component vector of float)\r
0:87 Loop with condition tested first\r
0:87 Loop Condition\r
-0:87 Compare Less Than (bool)\r
-0:87 direct index (float)\r
-0:87 'color' (4-component vector of float)\r
+0:87 Compare Less Than (temp bool)\r
+0:87 direct index (temp float)\r
+0:87 'color' (temp 4-component vector of float)\r
0:87 Constant:\r
0:87 0 (const int)\r
0:87 Constant:\r
0:87 42.000000\r
0:87 Loop Body\r
0:88 Sequence\r
-0:88 Pre-Increment (4-component vector of float)\r
-0:88 'color' (4-component vector of float)\r
+0:88 Pre-Increment (temp 4-component vector of float)\r
+0:88 'color' (temp 4-component vector of float)\r
0:92 Loop with condition tested first\r
0:92 Loop Condition\r
-0:92 logical-and (bool)\r
-0:92 Compare Less Than (bool)\r
-0:92 direct index (float)\r
-0:92 'color' (4-component vector of float)\r
+0:92 logical-and (temp bool)\r
+0:92 Compare Less Than (temp bool)\r
+0:92 direct index (temp float)\r
+0:92 'color' (temp 4-component vector of float)\r
0:92 Constant:\r
0:92 3 (const int)\r
0:92 'd2' (uniform float)\r
-0:92 Compare Less Than (bool)\r
-0:92 direct index (float)\r
-0:92 'color' (4-component vector of float)\r
+0:92 Compare Less Than (temp bool)\r
+0:92 direct index (temp float)\r
+0:92 'color' (temp 4-component vector of float)\r
0:92 Constant:\r
0:92 1 (const int)\r
0:92 'd3' (uniform float)\r
0:92 Loop Body\r
0:93 Sequence\r
-0:93 add second child into first child (4-component vector of float)\r
-0:93 'color' (4-component vector of float)\r
+0:93 add second child into first child (temp 4-component vector of float)\r
+0:93 'color' (temp 4-component vector of float)\r
0:93 'bigColor1_2' (uniform 4-component vector of float)\r
0:97 Loop with condition tested first\r
0:97 Loop Condition\r
-0:97 Compare Less Than (bool)\r
-0:97 direct index (float)\r
-0:97 'color' (4-component vector of float)\r
+0:97 Compare Less Than (temp bool)\r
+0:97 direct index (temp float)\r
+0:97 'color' (temp 4-component vector of float)\r
0:97 Constant:\r
0:97 2 (const int)\r
0:97 'd3' (uniform float)\r
0:97 Loop Body\r
0:98 Sequence\r
-0:98 add second child into first child (4-component vector of float)\r
-0:98 'color' (4-component vector of float)\r
+0:98 add second child into first child (temp 4-component vector of float)\r
+0:98 'color' (temp 4-component vector of float)\r
0:98 'bigColor1_3' (uniform 4-component vector of float)\r
-0:99 Test condition and select (void)\r
+0:99 Test condition and select (temp void)\r
0:99 Condition\r
-0:99 Compare Less Than (bool)\r
-0:99 direct index (float)\r
-0:99 'color' (4-component vector of float)\r
+0:99 Compare Less Than (temp bool)\r
+0:99 direct index (temp float)\r
+0:99 'color' (temp 4-component vector of float)\r
0:99 Constant:\r
0:99 1 (const int)\r
0:99 'd4' (uniform float)\r
0:99 true case\r
0:100 Branch: Break\r
-0:101 add second child into first child (4-component vector of float)\r
-0:101 'color' (4-component vector of float)\r
+0:101 add second child into first child (temp 4-component vector of float)\r
+0:101 'color' (temp 4-component vector of float)\r
0:101 'bigColor1_3' (uniform 4-component vector of float)\r
0:105 Sequence\r
0:105 Sequence\r
-0:105 move second child to first child (int)\r
-0:105 'i' (int)\r
+0:105 move second child to first child (temp int)\r
+0:105 'i' (temp int)\r
0:105 Constant:\r
0:105 0 (const int)\r
0:105 Loop with condition tested first\r
0:105 Loop Condition\r
-0:105 Compare Less Than (bool)\r
-0:105 'i' (int)\r
+0:105 Compare Less Than (temp bool)\r
+0:105 'i' (temp int)\r
0:105 'Count' (uniform int)\r
0:105 Loop Body\r
0:106 Sequence\r
-0:106 add second child into first child (4-component vector of float)\r
-0:106 'color' (4-component vector of float)\r
+0:106 add second child into first child (temp 4-component vector of float)\r
+0:106 'color' (temp 4-component vector of float)\r
0:106 'bigColor2' (uniform 4-component vector of float)\r
0:105 Loop Terminal Expression\r
-0:105 Pre-Increment (int)\r
-0:105 'i' (int)\r
+0:105 Pre-Increment (temp int)\r
+0:105 'i' (temp int)\r
0:112 Loop with condition not tested first\r
0:112 Loop Condition\r
-0:112 Compare Less Than (bool)\r
-0:112 direct index (float)\r
-0:112 'color' (4-component vector of float)\r
+0:112 Compare Less Than (temp bool)\r
+0:112 direct index (temp float)\r
+0:112 'color' (temp 4-component vector of float)\r
0:112 Constant:\r
0:112 0 (const int)\r
0:112 'd2' (uniform float)\r
0:112 Loop Body\r
0:111 Sequence\r
-0:111 add second child into first child (4-component vector of float)\r
-0:111 'color' (4-component vector of float)\r
+0:111 add second child into first child (temp 4-component vector of float)\r
+0:111 'color' (temp 4-component vector of float)\r
0:111 'bigColor3' (uniform 4-component vector of float)\r
0:115 Sequence\r
0:115 Sequence\r
-0:115 move second child to first child (int)\r
-0:115 'i' (int)\r
+0:115 move second child to first child (temp int)\r
+0:115 'i' (temp int)\r
0:115 Constant:\r
0:115 0 (const int)\r
0:115 Loop with condition tested first\r
0:115 Loop Condition\r
-0:115 Compare Less Than (bool)\r
-0:115 'i' (int)\r
+0:115 Compare Less Than (temp bool)\r
+0:115 'i' (temp int)\r
0:115 Constant:\r
0:115 42 (const int)\r
0:115 Loop Body\r
0:116 Sequence\r
-0:116 add second child into first child (float)\r
-0:116 direct index (float)\r
-0:116 'color' (4-component vector of float)\r
+0:116 add second child into first child (temp float)\r
+0:116 direct index (temp float)\r
+0:116 'color' (temp 4-component vector of float)\r
0:116 Constant:\r
0:116 2 (const int)\r
0:116 'd3' (uniform float)\r
0:115 Loop Terminal Expression\r
-0:115 Pre-Increment (int)\r
-0:115 'i' (int)\r
+0:115 Pre-Increment (temp int)\r
+0:115 'i' (temp int)\r
0:120 Sequence\r
0:120 Sequence\r
-0:120 move second child to first child (int)\r
-0:120 'i' (int)\r
+0:120 move second child to first child (temp int)\r
+0:120 'i' (temp int)\r
0:120 Constant:\r
0:120 0 (const int)\r
0:120 Loop with condition tested first\r
0:120 Loop Condition\r
-0:120 Compare Less Than (bool)\r
-0:120 'i' (int)\r
+0:120 Compare Less Than (temp bool)\r
+0:120 'i' (temp int)\r
0:120 Constant:\r
0:120 100 (const int)\r
0:120 Loop Body\r
0:121 Sequence\r
-0:121 Test condition and select (void)\r
+0:121 Test condition and select (temp void)\r
0:121 Condition\r
-0:121 Compare Less Than (bool)\r
-0:121 direct index (float)\r
-0:121 'color' (4-component vector of float)\r
+0:121 Compare Less Than (temp bool)\r
+0:121 direct index (temp float)\r
+0:121 'color' (temp 4-component vector of float)\r
0:121 Constant:\r
0:121 2 (const int)\r
0:121 Constant:\r
0:121 20.000000\r
0:121 true case\r
-0:122 Post-Increment (float)\r
-0:122 direct index (float)\r
-0:122 'color' (4-component vector of float)\r
+0:122 Post-Increment (temp float)\r
+0:122 direct index (temp float)\r
+0:122 'color' (temp 4-component vector of float)\r
0:122 Constant:\r
0:122 0 (const int)\r
0:121 false case\r
-0:124 Post-Increment (float)\r
-0:124 direct index (float)\r
-0:124 'color' (4-component vector of float)\r
+0:124 Post-Increment (temp float)\r
+0:124 direct index (temp float)\r
+0:124 'color' (temp 4-component vector of float)\r
0:124 Constant:\r
0:124 1 (const int)\r
-0:125 Test condition and select (void)\r
+0:125 Test condition and select (temp void)\r
0:125 Condition\r
-0:125 Compare Less Than (bool)\r
-0:125 direct index (float)\r
-0:125 'color' (4-component vector of float)\r
+0:125 Compare Less Than (temp bool)\r
+0:125 direct index (temp float)\r
+0:125 'color' (temp 4-component vector of float)\r
0:125 Constant:\r
0:125 3 (const int)\r
0:125 Constant:\r
0:125 20.000000\r
0:125 true case\r
-0:126 Test condition and select (void)\r
+0:126 Test condition and select (temp void)\r
0:126 Condition\r
-0:126 Compare Greater Than (bool)\r
-0:126 direct index (float)\r
-0:126 'color' (4-component vector of float)\r
+0:126 Compare Greater Than (temp bool)\r
+0:126 direct index (temp float)\r
+0:126 'color' (temp 4-component vector of float)\r
0:126 Constant:\r
0:126 2 (const int)\r
-0:126 direct index (float)\r
-0:126 'color' (4-component vector of float)\r
+0:126 direct index (temp float)\r
+0:126 'color' (temp 4-component vector of float)\r
0:126 Constant:\r
0:126 1 (const int)\r
0:126 true case\r
0:127 Constant:\r
0:127 0 (const int)\r
0:120 Loop Terminal Expression\r
-0:120 Pre-Increment (int)\r
-0:120 'i' (int)\r
+0:120 Pre-Increment (temp int)\r
+0:120 'i' (temp int)\r
0:131 Sequence\r
0:131 Sequence\r
-0:131 move second child to first child (int)\r
-0:131 'i' (int)\r
+0:131 move second child to first child (temp int)\r
+0:131 'i' (temp int)\r
0:131 Constant:\r
0:131 0 (const int)\r
0:131 Loop with condition tested first\r
0:131 Loop Condition\r
-0:131 Compare Less Than (bool)\r
-0:131 'i' (int)\r
+0:131 Compare Less Than (temp bool)\r
+0:131 'i' (temp int)\r
0:131 Constant:\r
0:131 120 (const int)\r
0:131 Loop Body\r
0:132 Sequence\r
-0:132 Test condition and select (void)\r
+0:132 Test condition and select (temp void)\r
0:132 Condition\r
-0:132 Compare Less Than (bool)\r
-0:132 direct index (float)\r
-0:132 'color' (4-component vector of float)\r
+0:132 Compare Less Than (temp bool)\r
+0:132 direct index (temp float)\r
+0:132 'color' (temp 4-component vector of float)\r
0:132 Constant:\r
0:132 2 (const int)\r
0:132 Constant:\r
0:132 20.000000\r
0:132 true case\r
-0:133 Post-Increment (float)\r
-0:133 direct index (float)\r
-0:133 'color' (4-component vector of float)\r
+0:133 Post-Increment (temp float)\r
+0:133 direct index (temp float)\r
+0:133 'color' (temp 4-component vector of float)\r
0:133 Constant:\r
0:133 0 (const int)\r
0:132 false case\r
-0:135 Post-Increment (float)\r
-0:135 direct index (float)\r
-0:135 'color' (4-component vector of float)\r
+0:135 Post-Increment (temp float)\r
+0:135 direct index (temp float)\r
+0:135 'color' (temp 4-component vector of float)\r
0:135 Constant:\r
0:135 1 (const int)\r
0:131 Loop Terminal Expression\r
-0:131 Pre-Increment (int)\r
-0:131 'i' (int)\r
+0:131 Pre-Increment (temp int)\r
+0:131 'i' (temp int)\r
0:139 Sequence\r
0:139 Sequence\r
-0:139 move second child to first child (int)\r
-0:139 'i' (int)\r
+0:139 move second child to first child (temp int)\r
+0:139 'i' (temp int)\r
0:139 Constant:\r
0:139 0 (const int)\r
0:139 Loop with condition tested first\r
0:139 Loop Condition\r
-0:139 Compare Less Than (bool)\r
-0:139 'i' (int)\r
+0:139 Compare Less Than (temp bool)\r
+0:139 'i' (temp int)\r
0:139 Constant:\r
0:139 42 (const int)\r
0:139 Loop Body\r
0:140 Sequence\r
-0:140 add second child into first child (float)\r
-0:140 direct index (float)\r
-0:140 'color' (4-component vector of float)\r
+0:140 add second child into first child (temp float)\r
+0:140 direct index (temp float)\r
+0:140 'color' (temp 4-component vector of float)\r
0:140 Constant:\r
0:140 2 (const int)\r
0:140 'd3' (uniform float)\r
-0:141 Test condition and select (void)\r
+0:141 Test condition and select (temp void)\r
0:141 Condition\r
-0:141 Compare Less Than (bool)\r
-0:141 direct index (float)\r
-0:141 'color' (4-component vector of float)\r
+0:141 Compare Less Than (temp bool)\r
+0:141 direct index (temp float)\r
+0:141 'color' (temp 4-component vector of float)\r
0:141 Constant:\r
0:141 0 (const int)\r
0:141 'd4' (uniform float)\r
0:141 true case\r
0:142 Branch: Continue\r
-0:143 Pre-Increment (float)\r
-0:143 direct index (float)\r
-0:143 'color' (4-component vector of float)\r
+0:143 Pre-Increment (temp float)\r
+0:143 direct index (temp float)\r
+0:143 'color' (temp 4-component vector of float)\r
0:143 Constant:\r
0:143 3 (const int)\r
0:139 Loop Terminal Expression\r
-0:139 Pre-Increment (int)\r
-0:139 'i' (int)\r
+0:139 Pre-Increment (temp int)\r
+0:139 'i' (temp int)\r
0:147 Sequence\r
0:147 Sequence\r
-0:147 move second child to first child (int)\r
-0:147 'i' (int)\r
+0:147 move second child to first child (temp int)\r
+0:147 'i' (temp int)\r
0:147 Constant:\r
0:147 0 (const int)\r
0:147 Loop with condition tested first\r
0:147 Loop Condition\r
-0:147 Compare Less Than (bool)\r
-0:147 'i' (int)\r
+0:147 Compare Less Than (temp bool)\r
+0:147 'i' (temp int)\r
0:147 Constant:\r
0:147 42 (const int)\r
0:147 Loop Body\r
0:148 Sequence\r
-0:148 add second child into first child (float)\r
-0:148 direct index (float)\r
-0:148 'color' (4-component vector of float)\r
+0:148 add second child into first child (temp float)\r
+0:148 direct index (temp float)\r
+0:148 'color' (temp 4-component vector of float)\r
0:148 Constant:\r
0:148 2 (const int)\r
0:148 'd3' (uniform float)\r
-0:149 Test condition and select (void)\r
+0:149 Test condition and select (temp void)\r
0:149 Condition\r
-0:149 Compare Less Than (bool)\r
-0:149 direct index (float)\r
-0:149 'color' (4-component vector of float)\r
+0:149 Compare Less Than (temp bool)\r
+0:149 direct index (temp float)\r
+0:149 'color' (temp 4-component vector of float)\r
0:149 Constant:\r
0:149 0 (const int)\r
0:149 'd4' (uniform float)\r
0:149 true case\r
0:150 Branch: Break\r
-0:151 Pre-Increment (float)\r
-0:151 direct index (float)\r
-0:151 'color' (4-component vector of float)\r
+0:151 Pre-Increment (temp float)\r
+0:151 direct index (temp float)\r
+0:151 'color' (temp 4-component vector of float)\r
0:151 Constant:\r
0:151 3 (const int)\r
0:147 Loop Terminal Expression\r
-0:147 Pre-Increment (int)\r
-0:147 'i' (int)\r
+0:147 Pre-Increment (temp int)\r
+0:147 'i' (temp int)\r
0:163 Loop with condition not tested first\r
0:163 Loop Condition\r
-0:163 Compare Less Than (bool)\r
-0:163 direct index (float)\r
-0:163 'color' (4-component vector of float)\r
+0:163 Compare Less Than (temp bool)\r
+0:163 direct index (temp float)\r
+0:163 'color' (temp 4-component vector of float)\r
0:163 Constant:\r
0:163 2 (const int)\r
0:163 'd4' (uniform float)\r
0:163 Loop Body\r
0:156 Sequence\r
-0:156 add second child into first child (4-component vector of float)\r
-0:156 'color' (4-component vector of float)\r
+0:156 add second child into first child (temp 4-component vector of float)\r
+0:156 'color' (temp 4-component vector of float)\r
0:156 'bigColor4' (uniform 4-component vector of float)\r
-0:157 Test condition and select (void)\r
+0:157 Test condition and select (temp void)\r
0:157 Condition\r
-0:157 Compare Less Than (bool)\r
-0:157 direct index (float)\r
-0:157 'color' (4-component vector of float)\r
+0:157 Compare Less Than (temp bool)\r
+0:157 direct index (temp float)\r
+0:157 'color' (temp 4-component vector of float)\r
0:157 Constant:\r
0:157 0 (const int)\r
0:157 'd4' (uniform float)\r
0:157 true case\r
0:158 Branch: Continue\r
-0:159 Test condition and select (void)\r
+0:159 Test condition and select (temp void)\r
0:159 Condition\r
-0:159 Compare Less Than (bool)\r
-0:159 direct index (float)\r
-0:159 'color' (4-component vector of float)\r
+0:159 Compare Less Than (temp bool)\r
+0:159 direct index (temp float)\r
+0:159 'color' (temp 4-component vector of float)\r
0:159 Constant:\r
0:159 1 (const int)\r
0:159 'd4' (uniform float)\r
0:159 true case\r
-0:160 add second child into first child (float)\r
-0:160 direct index (float)\r
-0:160 'color' (4-component vector of float)\r
+0:160 add second child into first child (temp float)\r
+0:160 direct index (temp float)\r
+0:160 'color' (temp 4-component vector of float)\r
0:160 Constant:\r
0:160 1 (const int)\r
0:160 'd4' (uniform float)\r
0:159 false case\r
-0:162 add second child into first child (float)\r
-0:162 direct index (float)\r
-0:162 'color' (4-component vector of float)\r
+0:162 add second child into first child (temp float)\r
+0:162 direct index (temp float)\r
+0:162 'color' (temp 4-component vector of float)\r
0:162 Constant:\r
0:162 0 (const int)\r
0:162 'd4' (uniform float)\r
0:170 Loop with condition not tested first\r
0:170 Loop Condition\r
-0:170 Compare Less Than (bool)\r
-0:170 direct index (float)\r
-0:170 'color' (4-component vector of float)\r
+0:170 Compare Less Than (temp bool)\r
+0:170 direct index (temp float)\r
+0:170 'color' (temp 4-component vector of float)\r
0:170 Constant:\r
0:170 0 (const int)\r
0:170 'd5' (uniform float)\r
0:170 Loop Body\r
0:167 Sequence\r
-0:167 add second child into first child (4-component vector of float)\r
-0:167 'color' (4-component vector of float)\r
+0:167 add second child into first child (temp 4-component vector of float)\r
+0:167 'color' (temp 4-component vector of float)\r
0:167 'bigColor5' (uniform 4-component vector of float)\r
-0:168 Test condition and select (void)\r
+0:168 Test condition and select (temp void)\r
0:168 Condition\r
-0:168 Compare Less Than (bool)\r
-0:168 direct index (float)\r
-0:168 'color' (4-component vector of float)\r
+0:168 Compare Less Than (temp bool)\r
+0:168 direct index (temp float)\r
+0:168 'color' (temp 4-component vector of float)\r
0:168 Constant:\r
0:168 1 (const int)\r
0:168 'd5' (uniform float)\r
0:168 true case\r
-0:169 add second child into first child (float)\r
-0:169 direct index (float)\r
-0:169 'color' (4-component vector of float)\r
+0:169 add second child into first child (temp float)\r
+0:169 direct index (temp float)\r
+0:169 'color' (temp 4-component vector of float)\r
0:169 Constant:\r
0:169 1 (const int)\r
0:169 'd5' (uniform float)\r
-0:173 Test condition and select (void)\r
+0:173 Test condition and select (temp void)\r
0:173 Condition\r
-0:173 Compare Less Than (bool)\r
-0:173 direct index (float)\r
-0:173 'color' (4-component vector of float)\r
+0:173 Compare Less Than (temp bool)\r
+0:173 direct index (temp float)\r
+0:173 'color' (temp 4-component vector of float)\r
0:173 Constant:\r
0:173 0 (const int)\r
0:173 'd6' (uniform float)\r
0:174 Sequence\r
0:174 Loop with condition tested first\r
0:174 Loop Condition\r
-0:174 Compare Less Than (bool)\r
-0:174 direct index (float)\r
-0:174 'color' (4-component vector of float)\r
+0:174 Compare Less Than (temp bool)\r
+0:174 direct index (temp float)\r
+0:174 'color' (temp 4-component vector of float)\r
0:174 Constant:\r
0:174 1 (const int)\r
0:174 'd6' (uniform float)\r
0:174 Loop Body\r
-0:175 add second child into first child (4-component vector of float)\r
-0:175 'color' (4-component vector of float)\r
+0:175 add second child into first child (temp 4-component vector of float)\r
+0:175 'color' (temp 4-component vector of float)\r
0:175 'bigColor6' (uniform 4-component vector of float)\r
0:173 false case\r
0:177 Sequence\r
0:177 Loop with condition tested first\r
0:177 Loop Condition\r
-0:177 Compare Less Than (bool)\r
-0:177 direct index (float)\r
-0:177 'color' (4-component vector of float)\r
+0:177 Compare Less Than (temp bool)\r
+0:177 direct index (temp float)\r
+0:177 'color' (temp 4-component vector of float)\r
0:177 Constant:\r
0:177 2 (const int)\r
0:177 'd6' (uniform float)\r
0:177 Loop Body\r
-0:178 add second child into first child (float)\r
-0:178 direct index (float)\r
-0:178 'color' (4-component vector of float)\r
+0:178 add second child into first child (temp float)\r
+0:178 direct index (temp float)\r
+0:178 'color' (temp 4-component vector of float)\r
0:178 Constant:\r
0:178 2 (const int)\r
-0:178 direct index (float)\r
+0:178 direct index (temp float)\r
0:178 'bigColor6' (uniform 4-component vector of float)\r
0:178 Constant:\r
0:178 2 (const int)\r
-0:182 Test condition and select (void)\r
+0:182 Test condition and select (temp void)\r
0:182 Condition\r
-0:182 Compare Less Than (bool)\r
-0:182 direct index (float)\r
-0:182 'color' (4-component vector of float)\r
+0:182 Compare Less Than (temp bool)\r
+0:182 direct index (temp float)\r
+0:182 'color' (temp 4-component vector of float)\r
0:182 Constant:\r
0:182 0 (const int)\r
0:182 'd6' (uniform float)\r
0:183 Sequence\r
0:183 Loop with condition tested first\r
0:183 Loop Condition\r
-0:183 Compare Less Than (bool)\r
-0:183 direct index (float)\r
-0:183 'color' (4-component vector of float)\r
+0:183 Compare Less Than (temp bool)\r
+0:183 direct index (temp float)\r
+0:183 'color' (temp 4-component vector of float)\r
0:183 Constant:\r
0:183 1 (const int)\r
0:183 'd6' (uniform float)\r
0:183 Loop Body\r
0:184 Sequence\r
-0:184 add second child into first child (4-component vector of float)\r
-0:184 'color' (4-component vector of float)\r
+0:184 add second child into first child (temp 4-component vector of float)\r
+0:184 'color' (temp 4-component vector of float)\r
0:184 'bigColor6' (uniform 4-component vector of float)\r
-0:185 Test condition and select (void)\r
+0:185 Test condition and select (temp void)\r
0:185 Condition\r
-0:185 Compare Less Than (bool)\r
+0:185 Compare Less Than (temp bool)\r
0:185 'd7' (uniform float)\r
0:185 Constant:\r
0:185 1.000000\r
0:190 Sequence\r
0:190 Loop with condition tested first\r
0:190 Loop Condition\r
-0:190 Compare Less Than (bool)\r
-0:190 direct index (float)\r
-0:190 'color' (4-component vector of float)\r
+0:190 Compare Less Than (temp bool)\r
+0:190 direct index (temp float)\r
+0:190 'color' (temp 4-component vector of float)\r
0:190 Constant:\r
0:190 2 (const int)\r
0:190 'd6' (uniform float)\r
0:190 Loop Body\r
-0:191 add second child into first child (float)\r
-0:191 direct index (float)\r
-0:191 'color' (4-component vector of float)\r
+0:191 add second child into first child (temp float)\r
+0:191 direct index (temp float)\r
+0:191 'color' (temp 4-component vector of float)\r
0:191 Constant:\r
0:191 2 (const int)\r
-0:191 direct index (float)\r
+0:191 direct index (temp float)\r
0:191 'bigColor6' (uniform 4-component vector of float)\r
0:191 Constant:\r
0:191 2 (const int)\r
0:209 true (const bool)\r
0:209 Loop Body\r
0:197 Sequence\r
-0:197 Test condition and select (void)\r
+0:197 Test condition and select (temp void)\r
0:197 Condition\r
-0:197 Compare Less Than (bool)\r
+0:197 Compare Less Than (temp bool)\r
0:197 'd7' (uniform float)\r
0:197 Constant:\r
0:197 0.000000\r
0:197 true case\r
0:198 Branch: Break\r
-0:200 add second child into first child (4-component vector of float)\r
-0:200 'color' (4-component vector of float)\r
+0:200 add second child into first child (temp 4-component vector of float)\r
+0:200 'color' (temp 4-component vector of float)\r
0:200 'bigColor7' (uniform 4-component vector of float)\r
-0:202 Test condition and select (void)\r
+0:202 Test condition and select (temp void)\r
0:202 Condition\r
-0:202 Compare Less Than (bool)\r
+0:202 Compare Less Than (temp bool)\r
0:202 'd7' (uniform float)\r
0:202 Constant:\r
0:202 1.000000\r
0:202 true case\r
0:203 Sequence\r
-0:203 Post-Increment (float)\r
-0:203 direct index (float)\r
-0:203 'color' (4-component vector of float)\r
+0:203 Post-Increment (temp float)\r
+0:203 direct index (temp float)\r
+0:203 'color' (temp 4-component vector of float)\r
0:203 Constant:\r
0:203 2 (const int)\r
0:204 Branch: Break\r
-0:207 add second child into first child (4-component vector of float)\r
-0:207 'color' (4-component vector of float)\r
+0:207 add second child into first child (temp 4-component vector of float)\r
+0:207 'color' (temp 4-component vector of float)\r
0:207 'BaseColor' (smooth in 4-component vector of float)\r
0:234 Loop with condition not tested first\r
0:234 Loop Condition\r
-0:234 Compare Less Than (bool)\r
-0:234 direct index (float)\r
-0:234 'color' (4-component vector of float)\r
+0:234 Compare Less Than (temp bool)\r
+0:234 direct index (temp float)\r
+0:234 'color' (temp 4-component vector of float)\r
0:234 Constant:\r
0:234 2 (const int)\r
0:234 'd8' (uniform float)\r
0:234 Loop Body\r
0:217 Sequence\r
-0:217 Test condition and select (void)\r
+0:217 Test condition and select (temp void)\r
0:217 Condition\r
-0:217 Compare Less Than (bool)\r
+0:217 Compare Less Than (temp bool)\r
0:217 'd8' (uniform float)\r
0:217 Constant:\r
0:217 0.000000\r
0:217 true case\r
0:218 Branch: Break\r
-0:220 add second child into first child (4-component vector of float)\r
-0:220 'color' (4-component vector of float)\r
+0:220 add second child into first child (temp 4-component vector of float)\r
+0:220 'color' (temp 4-component vector of float)\r
0:220 'bigColor7' (uniform 4-component vector of float)\r
-0:222 Test condition and select (void)\r
+0:222 Test condition and select (temp void)\r
0:222 Condition\r
-0:222 Compare Less Than (bool)\r
+0:222 Compare Less Than (temp bool)\r
0:222 'd8' (uniform float)\r
0:222 Constant:\r
0:222 1.000000\r
0:222 true case\r
0:223 Sequence\r
-0:223 Post-Increment (float)\r
-0:223 direct index (float)\r
-0:223 'color' (4-component vector of float)\r
+0:223 Post-Increment (temp float)\r
+0:223 direct index (temp float)\r
+0:223 'color' (temp 4-component vector of float)\r
0:223 Constant:\r
0:223 2 (const int)\r
-0:224 Test condition and select (void)\r
+0:224 Test condition and select (temp void)\r
0:224 Condition\r
-0:224 Compare Less Than (bool)\r
+0:224 Compare Less Than (temp bool)\r
0:224 'd8' (uniform float)\r
0:224 Constant:\r
0:224 2.000000\r
0:224 true case\r
0:225 Sequence\r
-0:225 Post-Increment (float)\r
-0:225 direct index (float)\r
-0:225 'color' (4-component vector of float)\r
+0:225 Post-Increment (temp float)\r
+0:225 direct index (temp float)\r
+0:225 'color' (temp 4-component vector of float)\r
0:225 Constant:\r
0:225 1 (const int)\r
0:224 false case\r
0:227 Sequence\r
-0:227 Post-Increment (float)\r
-0:227 direct index (float)\r
-0:227 'color' (4-component vector of float)\r
+0:227 Post-Increment (temp float)\r
+0:227 direct index (temp float)\r
+0:227 'color' (temp 4-component vector of float)\r
0:227 Constant:\r
0:227 0 (const int)\r
0:229 Branch: Break\r
-0:232 add second child into first child (4-component vector of float)\r
-0:232 'color' (4-component vector of float)\r
+0:232 add second child into first child (temp 4-component vector of float)\r
+0:232 'color' (temp 4-component vector of float)\r
0:232 'BaseColor' (smooth in 4-component vector of float)\r
0:237 Loop with condition tested first\r
0:237 Loop Condition\r
-0:237 Compare Less Than (bool)\r
-0:237 direct index (float)\r
-0:237 'color' (4-component vector of float)\r
+0:237 Compare Less Than (temp bool)\r
+0:237 direct index (temp float)\r
+0:237 'color' (temp 4-component vector of float)\r
0:237 Constant:\r
0:237 3 (const int)\r
0:237 'd9' (uniform float)\r
0:237 Loop Body\r
0:238 Sequence\r
-0:238 Test condition and select (void)\r
+0:238 Test condition and select (temp void)\r
0:238 Condition\r
-0:238 Compare Greater Than (bool)\r
+0:238 Compare Greater Than (temp bool)\r
0:238 'd9' (uniform float)\r
0:238 'd8' (uniform float)\r
0:238 true case\r
0:239 Sequence\r
-0:239 Test condition and select (void)\r
+0:239 Test condition and select (temp void)\r
0:239 Condition\r
-0:239 Compare Less Than or Equal (bool)\r
-0:239 direct index (float)\r
-0:239 'color' (4-component vector of float)\r
+0:239 Compare Less Than or Equal (temp bool)\r
+0:239 direct index (temp float)\r
+0:239 'color' (temp 4-component vector of float)\r
0:239 Constant:\r
0:239 0 (const int)\r
0:239 'd7' (uniform float)\r
0:239 true case\r
0:240 Sequence\r
-0:240 Test condition and select (void)\r
+0:240 Test condition and select (temp void)\r
0:240 Condition\r
-0:240 Compare Equal (bool)\r
-0:240 direct index (float)\r
-0:240 'color' (4-component vector of float)\r
+0:240 Compare Equal (temp bool)\r
+0:240 direct index (temp float)\r
+0:240 'color' (temp 4-component vector of float)\r
0:240 Constant:\r
0:240 2 (const int)\r
0:240 Constant:\r
0:240 5.000000\r
0:240 true case\r
-0:241 Post-Increment (float)\r
-0:241 direct index (float)\r
-0:241 'color' (4-component vector of float)\r
+0:241 Post-Increment (temp float)\r
+0:241 direct index (temp float)\r
+0:241 'color' (temp 4-component vector of float)\r
0:241 Constant:\r
0:241 3 (const int)\r
0:240 false case\r
0:243 Branch: Break\r
0:250 Loop with condition tested first\r
0:250 Loop Condition\r
-0:250 Compare Less Than (bool)\r
-0:250 direct index (float)\r
-0:250 'color' (4-component vector of float)\r
+0:250 Compare Less Than (temp bool)\r
+0:250 direct index (temp float)\r
+0:250 'color' (temp 4-component vector of float)\r
0:250 Constant:\r
0:250 2 (const int)\r
0:250 'd10' (uniform float)\r
0:250 Loop Body\r
0:251 Sequence\r
-0:251 Post-Increment (float)\r
-0:251 direct index (float)\r
-0:251 'color' (4-component vector of float)\r
+0:251 Post-Increment (temp float)\r
+0:251 direct index (temp float)\r
+0:251 'color' (temp 4-component vector of float)\r
0:251 Constant:\r
0:251 1 (const int)\r
-0:252 Test condition and select (void)\r
+0:252 Test condition and select (temp void)\r
0:252 Condition\r
-0:252 Compare Less Than (bool)\r
-0:252 direct index (float)\r
-0:252 'color' (4-component vector of float)\r
+0:252 Compare Less Than (temp bool)\r
+0:252 direct index (temp float)\r
+0:252 'color' (temp 4-component vector of float)\r
0:252 Constant:\r
0:252 1 (const int)\r
0:252 'd11' (uniform float)\r
0:252 true case\r
0:253 Sequence\r
-0:253 Post-Increment (float)\r
-0:253 direct index (float)\r
-0:253 'color' (4-component vector of float)\r
+0:253 Post-Increment (temp float)\r
+0:253 direct index (temp float)\r
+0:253 'color' (temp 4-component vector of float)\r
0:253 Constant:\r
0:253 2 (const int)\r
-0:254 Test condition and select (void)\r
+0:254 Test condition and select (temp void)\r
0:254 Condition\r
-0:254 Compare Less Than (bool)\r
-0:254 direct index (float)\r
-0:254 'color' (4-component vector of float)\r
+0:254 Compare Less Than (temp bool)\r
+0:254 direct index (temp float)\r
+0:254 'color' (temp 4-component vector of float)\r
0:254 Constant:\r
0:254 3 (const int)\r
0:254 'd12' (uniform float)\r
0:254 true case\r
-0:255 Post-Increment (float)\r
-0:255 direct index (float)\r
-0:255 'color' (4-component vector of float)\r
+0:255 Post-Increment (temp float)\r
+0:255 direct index (temp float)\r
+0:255 'color' (temp 4-component vector of float)\r
0:255 Constant:\r
0:255 3 (const int)\r
0:254 false case\r
-0:257 Post-Increment (float)\r
-0:257 direct index (float)\r
-0:257 'color' (4-component vector of float)\r
+0:257 Post-Increment (temp float)\r
+0:257 direct index (temp float)\r
+0:257 'color' (temp 4-component vector of float)\r
0:257 Constant:\r
0:257 0 (const int)\r
0:258 Branch: Continue\r
-0:261 Post-Increment (4-component vector of float)\r
-0:261 'color' (4-component vector of float)\r
+0:261 Post-Increment (temp 4-component vector of float)\r
+0:261 'color' (temp 4-component vector of float)\r
0:262 Branch: Break\r
0:266 Loop with condition tested first\r
0:266 Loop Condition\r
-0:266 Compare Less Than (bool)\r
-0:266 direct index (float)\r
-0:266 'color' (4-component vector of float)\r
+0:266 Compare Less Than (temp bool)\r
+0:266 direct index (temp float)\r
+0:266 'color' (temp 4-component vector of float)\r
0:266 Constant:\r
0:266 0 (const int)\r
0:266 Constant:\r
0:266 10.000000\r
0:266 Loop Body\r
0:267 Sequence\r
-0:267 add second child into first child (4-component vector of float)\r
-0:267 'color' (4-component vector of float)\r
+0:267 add second child into first child (temp 4-component vector of float)\r
+0:267 'color' (temp 4-component vector of float)\r
0:267 'bigColor8' (uniform 4-component vector of float)\r
-0:269 Test condition and select (void)\r
+0:269 Test condition and select (temp void)\r
0:269 Condition\r
-0:269 Compare Less Than (bool)\r
-0:269 direct index (float)\r
-0:269 'color' (4-component vector of float)\r
+0:269 Compare Less Than (temp bool)\r
+0:269 direct index (temp float)\r
+0:269 'color' (temp 4-component vector of float)\r
0:269 Constant:\r
0:269 2 (const int)\r
0:269 'd8' (uniform float)\r
0:269 true case\r
-0:270 Test condition and select (void)\r
+0:270 Test condition and select (temp void)\r
0:270 Condition\r
-0:270 Compare Less Than (bool)\r
-0:270 direct index (float)\r
-0:270 'color' (4-component vector of float)\r
+0:270 Compare Less Than (temp bool)\r
+0:270 direct index (temp float)\r
+0:270 'color' (temp 4-component vector of float)\r
0:270 Constant:\r
0:270 3 (const int)\r
0:270 'd6' (uniform float)\r
0:270 true case\r
0:271 Branch: Continue\r
-0:273 add second child into first child (float)\r
-0:273 direct index (float)\r
-0:273 'color' (4-component vector of float)\r
+0:273 add second child into first child (temp float)\r
+0:273 direct index (temp float)\r
+0:273 'color' (temp 4-component vector of float)\r
0:273 Constant:\r
0:273 1 (const int)\r
-0:273 direct index (float)\r
+0:273 direct index (temp float)\r
0:273 'bigColor8' (uniform 4-component vector of float)\r
0:273 Constant:\r
0:273 0 (const int)\r
-0:276 Post-Increment (4-component vector of float)\r
-0:276 'color' (4-component vector of float)\r
-0:277 move second child to first child (4-component vector of float)\r
+0:276 Post-Increment (temp 4-component vector of float)\r
+0:276 'color' (temp 4-component vector of float)\r
+0:277 move second child to first child (temp 4-component vector of float)\r
0:277 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:277 'color' (4-component vector of float)\r
+0:277 'color' (temp 4-component vector of float)\r
0:280 Loop with condition tested first\r
0:280 Loop Condition\r
-0:280 Compare Less Than (bool)\r
-0:280 direct index (float)\r
-0:280 'color' (4-component vector of float)\r
+0:280 Compare Less Than (temp bool)\r
+0:280 direct index (temp float)\r
+0:280 'color' (temp 4-component vector of float)\r
0:280 Constant:\r
0:280 0 (const int)\r
0:280 'd14' (uniform float)\r
0:280 Loop Body\r
0:281 Sequence\r
-0:281 Test condition and select (void)\r
+0:281 Test condition and select (temp void)\r
0:281 Condition\r
-0:281 Compare Less Than (bool)\r
-0:281 direct index (float)\r
-0:281 'color' (4-component vector of float)\r
+0:281 Compare Less Than (temp bool)\r
+0:281 direct index (temp float)\r
+0:281 'color' (temp 4-component vector of float)\r
0:281 Constant:\r
0:281 1 (const int)\r
0:281 'd15' (uniform float)\r
0:282 Sequence\r
0:282 Branch: Return\r
0:281 false case\r
-0:285 Post-Increment (4-component vector of float)\r
-0:285 'color' (4-component vector of float)\r
-0:288 Post-Increment (4-component vector of float)\r
-0:288 'color' (4-component vector of float)\r
+0:285 Post-Increment (temp 4-component vector of float)\r
+0:285 'color' (temp 4-component vector of float)\r
+0:288 Post-Increment (temp 4-component vector of float)\r
+0:288 'color' (temp 4-component vector of float)\r
0:290 Loop with condition tested first\r
0:290 Loop Condition\r
-0:290 Compare Less Than (bool)\r
-0:290 direct index (float)\r
-0:290 'color' (4-component vector of float)\r
+0:290 Compare Less Than (temp bool)\r
+0:290 direct index (temp float)\r
+0:290 'color' (temp 4-component vector of float)\r
0:290 Constant:\r
0:290 3 (const int)\r
0:290 'd16' (uniform float)\r
0:290 Loop Body\r
0:291 Sequence\r
-0:291 Post-Increment (float)\r
-0:291 direct index (float)\r
-0:291 'color' (4-component vector of float)\r
+0:291 Post-Increment (temp float)\r
+0:291 direct index (temp float)\r
+0:291 'color' (temp 4-component vector of float)\r
0:291 Constant:\r
0:291 3 (const int)\r
0:296 Loop with condition tested first\r
0:296 Loop Condition\r
-0:296 logical-and (bool)\r
-0:296 Compare Less Than (bool)\r
-0:296 direct index (float)\r
-0:296 'color' (4-component vector of float)\r
+0:296 logical-and (temp bool)\r
+0:296 Compare Less Than (temp bool)\r
+0:296 direct index (temp float)\r
+0:296 'color' (temp 4-component vector of float)\r
0:296 Constant:\r
0:296 3 (const int)\r
0:296 'd2' (uniform float)\r
-0:296 Compare Less Than (bool)\r
-0:296 direct index (float)\r
-0:296 'color' (4-component vector of float)\r
+0:296 Compare Less Than (temp bool)\r
+0:296 direct index (temp float)\r
+0:296 'color' (temp 4-component vector of float)\r
0:296 Constant:\r
0:296 1 (const int)\r
0:296 'd3' (uniform float)\r
0:296 Loop Body\r
0:297 Sequence\r
-0:297 add second child into first child (4-component vector of float)\r
-0:297 'color' (4-component vector of float)\r
+0:297 add second child into first child (temp 4-component vector of float)\r
+0:297 'color' (temp 4-component vector of float)\r
0:297 'bigColor1_2' (uniform 4-component vector of float)\r
-0:298 Test condition and select (void)\r
+0:298 Test condition and select (temp void)\r
0:298 Condition\r
-0:298 Compare Less Than (bool)\r
-0:298 direct index (float)\r
-0:298 'color' (4-component vector of float)\r
+0:298 Compare Less Than (temp bool)\r
+0:298 direct index (temp float)\r
+0:298 'color' (temp 4-component vector of float)\r
0:298 Constant:\r
0:298 2 (const int)\r
0:298 'd3' (uniform float)\r
0:299 Branch: Return\r
0:307 Loop with condition not tested first\r
0:307 Loop Condition\r
-0:307 Compare Less Than (bool)\r
-0:307 direct index (float)\r
-0:307 'color' (4-component vector of float)\r
+0:307 Compare Less Than (temp bool)\r
+0:307 direct index (temp float)\r
+0:307 'color' (temp 4-component vector of float)\r
0:307 Constant:\r
0:307 0 (const int)\r
0:307 'd17' (uniform float)\r
0:307 Loop Body\r
0:304 Sequence\r
-0:304 Test condition and select (void)\r
+0:304 Test condition and select (temp void)\r
0:304 Condition\r
-0:304 Compare Less Than (bool)\r
-0:304 direct index (float)\r
-0:304 'color' (4-component vector of float)\r
+0:304 Compare Less Than (temp bool)\r
+0:304 direct index (temp float)\r
+0:304 'color' (temp 4-component vector of float)\r
0:304 Constant:\r
0:304 1 (const int)\r
0:304 'd18' (uniform float)\r
0:304 true case\r
0:305 Branch: Return\r
-0:306 Post-Increment (4-component vector of float)\r
-0:306 'color' (4-component vector of float)\r
+0:306 Post-Increment (temp 4-component vector of float)\r
+0:306 'color' (temp 4-component vector of float)\r
0:310 Loop with condition tested first\r
0:310 Loop Condition\r
-0:310 Compare Less Than (bool)\r
-0:310 direct index (float)\r
-0:310 'color' (4-component vector of float)\r
+0:310 Compare Less Than (temp bool)\r
+0:310 direct index (temp float)\r
+0:310 'color' (temp 4-component vector of float)\r
0:310 Constant:\r
0:310 1 (const int)\r
0:310 'd16' (uniform float)\r
0:310 Loop Body\r
0:311 Sequence\r
-0:311 Test condition and select (void)\r
+0:311 Test condition and select (temp void)\r
0:311 Condition\r
-0:311 Compare Less Than (bool)\r
-0:311 direct index (float)\r
-0:311 'color' (4-component vector of float)\r
+0:311 Compare Less Than (temp bool)\r
+0:311 direct index (temp float)\r
+0:311 'color' (temp 4-component vector of float)\r
0:311 Constant:\r
0:311 3 (const int)\r
0:311 'd16' (uniform float)\r
0:312 Sequence\r
0:312 Branch: Kill\r
0:311 false case\r
-0:314 Post-Increment (4-component vector of float)\r
-0:314 'color' (4-component vector of float)\r
-0:317 Post-Increment (4-component vector of float)\r
-0:317 'color' (4-component vector of float)\r
-0:319 move second child to first child (4-component vector of float)\r
+0:314 Post-Increment (temp 4-component vector of float)\r
+0:314 'color' (temp 4-component vector of float)\r
+0:317 Post-Increment (temp 4-component vector of float)\r
+0:317 'color' (temp 4-component vector of float)\r
+0:319 move second child to first child (temp 4-component vector of float)\r
0:319 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:319 'color' (4-component vector of float)\r
+0:319 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'bigColor1_1' (uniform 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:53 Function Definition: main( (void)\r
+0:53 Function Definition: main( (global void)\r
0:53 Function Parameters: \r
0:55 Sequence\r
0:55 Sequence\r
-0:55 move second child to first child (4-component vector of float)\r
-0:55 'color' (4-component vector of float)\r
+0:55 move second child to first child (temp 4-component vector of float)\r
+0:55 'color' (temp 4-component vector of float)\r
0:55 'BaseColor' (smooth in 4-component vector of float)\r
0:58 Loop with condition tested first\r
0:58 Loop Condition\r
0:58 true (const bool)\r
0:58 Loop Body\r
0:59 Sequence\r
-0:59 Test condition and select (void)\r
+0:59 Test condition and select (temp void)\r
0:59 Condition\r
-0:59 Compare Less Than (bool)\r
-0:59 direct index (float)\r
-0:59 'color' (4-component vector of float)\r
+0:59 Compare Less Than (temp bool)\r
+0:59 direct index (temp float)\r
+0:59 'color' (temp 4-component vector of float)\r
0:59 Constant:\r
0:59 0 (const int)\r
0:59 Constant:\r
0:59 0.330000\r
0:59 true case\r
0:60 Sequence\r
-0:60 add second child into first child (4-component vector of float)\r
-0:60 'color' (4-component vector of float)\r
+0:60 add second child into first child (temp 4-component vector of float)\r
+0:60 'color' (temp 4-component vector of float)\r
0:60 Constant:\r
0:60 0.330000\r
0:60 0.330000\r
0:60 0.330000\r
0:60 0.330000\r
0:61 Branch: Break\r
-0:63 Test condition and select (void)\r
+0:63 Test condition and select (temp void)\r
0:63 Condition\r
-0:63 Compare Less Than (bool)\r
-0:63 direct index (float)\r
-0:63 'color' (4-component vector of float)\r
+0:63 Compare Less Than (temp bool)\r
+0:63 direct index (temp float)\r
+0:63 'color' (temp 4-component vector of float)\r
0:63 Constant:\r
0:63 0 (const int)\r
0:63 Constant:\r
0:63 0.660000\r
0:63 true case\r
0:64 Sequence\r
-0:64 add second child into first child (4-component vector of float)\r
-0:64 'color' (4-component vector of float)\r
+0:64 add second child into first child (temp 4-component vector of float)\r
+0:64 'color' (temp 4-component vector of float)\r
0:64 Constant:\r
0:64 0.660000\r
0:64 0.660000\r
0:64 0.660000\r
0:64 0.660000\r
0:65 Branch: Break\r
-0:68 add second child into first child (4-component vector of float)\r
-0:68 'color' (4-component vector of float)\r
+0:68 add second child into first child (temp 4-component vector of float)\r
+0:68 'color' (temp 4-component vector of float)\r
0:68 Constant:\r
0:68 0.330000\r
0:68 0.330000\r
0:69 Branch: Break\r
0:73 Loop with condition tested first\r
0:73 Loop Condition\r
-0:73 Compare Less Than (bool)\r
-0:73 direct index (float)\r
-0:73 'color' (4-component vector of float)\r
+0:73 Compare Less Than (temp bool)\r
+0:73 direct index (temp float)\r
+0:73 'color' (temp 4-component vector of float)\r
0:73 Constant:\r
0:73 0 (const int)\r
0:73 'd' (uniform float)\r
0:73 Loop Body\r
0:74 Sequence\r
-0:74 add second child into first child (4-component vector of float)\r
-0:74 'color' (4-component vector of float)\r
+0:74 add second child into first child (temp 4-component vector of float)\r
+0:74 'color' (temp 4-component vector of float)\r
0:74 'bigColor' (uniform 4-component vector of float)\r
0:78 Loop with condition tested first\r
0:78 Loop Condition\r
-0:78 Compare Less Than (bool)\r
-0:78 direct index (float)\r
-0:78 'color' (4-component vector of float)\r
+0:78 Compare Less Than (temp bool)\r
+0:78 direct index (temp float)\r
+0:78 'color' (temp 4-component vector of float)\r
0:78 Constant:\r
0:78 2 (const int)\r
0:78 'd' (uniform float)\r
0:78 Loop Body\r
0:79 Sequence\r
-0:79 add second child into first child (4-component vector of float)\r
-0:79 'color' (4-component vector of float)\r
+0:79 add second child into first child (temp 4-component vector of float)\r
+0:79 'color' (temp 4-component vector of float)\r
0:79 'bigColor1_1' (uniform 4-component vector of float)\r
-0:80 Test condition and select (void)\r
+0:80 Test condition and select (temp void)\r
0:80 Condition\r
-0:80 Compare Less Than (bool)\r
-0:80 direct index (float)\r
-0:80 'color' (4-component vector of float)\r
+0:80 Compare Less Than (temp bool)\r
+0:80 direct index (temp float)\r
+0:80 'color' (temp 4-component vector of float)\r
0:80 Constant:\r
0:80 3 (const int)\r
0:80 'd' (uniform float)\r
0:80 true case\r
0:81 Branch: Continue\r
-0:83 add second child into first child (4-component vector of float)\r
-0:83 'color' (4-component vector of float)\r
+0:83 add second child into first child (temp 4-component vector of float)\r
+0:83 'color' (temp 4-component vector of float)\r
0:83 'bigColor1_1' (uniform 4-component vector of float)\r
0:87 Loop with condition tested first\r
0:87 Loop Condition\r
-0:87 Compare Less Than (bool)\r
-0:87 direct index (float)\r
-0:87 'color' (4-component vector of float)\r
+0:87 Compare Less Than (temp bool)\r
+0:87 direct index (temp float)\r
+0:87 'color' (temp 4-component vector of float)\r
0:87 Constant:\r
0:87 0 (const int)\r
0:87 Constant:\r
0:87 42.000000\r
0:87 Loop Body\r
0:88 Sequence\r
-0:88 Pre-Increment (4-component vector of float)\r
-0:88 'color' (4-component vector of float)\r
+0:88 Pre-Increment (temp 4-component vector of float)\r
+0:88 'color' (temp 4-component vector of float)\r
0:92 Loop with condition tested first\r
0:92 Loop Condition\r
-0:92 logical-and (bool)\r
-0:92 Compare Less Than (bool)\r
-0:92 direct index (float)\r
-0:92 'color' (4-component vector of float)\r
+0:92 logical-and (temp bool)\r
+0:92 Compare Less Than (temp bool)\r
+0:92 direct index (temp float)\r
+0:92 'color' (temp 4-component vector of float)\r
0:92 Constant:\r
0:92 3 (const int)\r
0:92 'd2' (uniform float)\r
-0:92 Compare Less Than (bool)\r
-0:92 direct index (float)\r
-0:92 'color' (4-component vector of float)\r
+0:92 Compare Less Than (temp bool)\r
+0:92 direct index (temp float)\r
+0:92 'color' (temp 4-component vector of float)\r
0:92 Constant:\r
0:92 1 (const int)\r
0:92 'd3' (uniform float)\r
0:92 Loop Body\r
0:93 Sequence\r
-0:93 add second child into first child (4-component vector of float)\r
-0:93 'color' (4-component vector of float)\r
+0:93 add second child into first child (temp 4-component vector of float)\r
+0:93 'color' (temp 4-component vector of float)\r
0:93 'bigColor1_2' (uniform 4-component vector of float)\r
0:97 Loop with condition tested first\r
0:97 Loop Condition\r
-0:97 Compare Less Than (bool)\r
-0:97 direct index (float)\r
-0:97 'color' (4-component vector of float)\r
+0:97 Compare Less Than (temp bool)\r
+0:97 direct index (temp float)\r
+0:97 'color' (temp 4-component vector of float)\r
0:97 Constant:\r
0:97 2 (const int)\r
0:97 'd3' (uniform float)\r
0:97 Loop Body\r
0:98 Sequence\r
-0:98 add second child into first child (4-component vector of float)\r
-0:98 'color' (4-component vector of float)\r
+0:98 add second child into first child (temp 4-component vector of float)\r
+0:98 'color' (temp 4-component vector of float)\r
0:98 'bigColor1_3' (uniform 4-component vector of float)\r
-0:99 Test condition and select (void)\r
+0:99 Test condition and select (temp void)\r
0:99 Condition\r
-0:99 Compare Less Than (bool)\r
-0:99 direct index (float)\r
-0:99 'color' (4-component vector of float)\r
+0:99 Compare Less Than (temp bool)\r
+0:99 direct index (temp float)\r
+0:99 'color' (temp 4-component vector of float)\r
0:99 Constant:\r
0:99 1 (const int)\r
0:99 'd4' (uniform float)\r
0:99 true case\r
0:100 Branch: Break\r
-0:101 add second child into first child (4-component vector of float)\r
-0:101 'color' (4-component vector of float)\r
+0:101 add second child into first child (temp 4-component vector of float)\r
+0:101 'color' (temp 4-component vector of float)\r
0:101 'bigColor1_3' (uniform 4-component vector of float)\r
0:105 Sequence\r
0:105 Sequence\r
-0:105 move second child to first child (int)\r
-0:105 'i' (int)\r
+0:105 move second child to first child (temp int)\r
+0:105 'i' (temp int)\r
0:105 Constant:\r
0:105 0 (const int)\r
0:105 Loop with condition tested first\r
0:105 Loop Condition\r
-0:105 Compare Less Than (bool)\r
-0:105 'i' (int)\r
+0:105 Compare Less Than (temp bool)\r
+0:105 'i' (temp int)\r
0:105 'Count' (uniform int)\r
0:105 Loop Body\r
0:106 Sequence\r
-0:106 add second child into first child (4-component vector of float)\r
-0:106 'color' (4-component vector of float)\r
+0:106 add second child into first child (temp 4-component vector of float)\r
+0:106 'color' (temp 4-component vector of float)\r
0:106 'bigColor2' (uniform 4-component vector of float)\r
0:105 Loop Terminal Expression\r
-0:105 Pre-Increment (int)\r
-0:105 'i' (int)\r
+0:105 Pre-Increment (temp int)\r
+0:105 'i' (temp int)\r
0:112 Loop with condition not tested first\r
0:112 Loop Condition\r
-0:112 Compare Less Than (bool)\r
-0:112 direct index (float)\r
-0:112 'color' (4-component vector of float)\r
+0:112 Compare Less Than (temp bool)\r
+0:112 direct index (temp float)\r
+0:112 'color' (temp 4-component vector of float)\r
0:112 Constant:\r
0:112 0 (const int)\r
0:112 'd2' (uniform float)\r
0:112 Loop Body\r
0:111 Sequence\r
-0:111 add second child into first child (4-component vector of float)\r
-0:111 'color' (4-component vector of float)\r
+0:111 add second child into first child (temp 4-component vector of float)\r
+0:111 'color' (temp 4-component vector of float)\r
0:111 'bigColor3' (uniform 4-component vector of float)\r
0:115 Sequence\r
0:115 Sequence\r
-0:115 move second child to first child (int)\r
-0:115 'i' (int)\r
+0:115 move second child to first child (temp int)\r
+0:115 'i' (temp int)\r
0:115 Constant:\r
0:115 0 (const int)\r
0:115 Loop with condition tested first\r
0:115 Loop Condition\r
-0:115 Compare Less Than (bool)\r
-0:115 'i' (int)\r
+0:115 Compare Less Than (temp bool)\r
+0:115 'i' (temp int)\r
0:115 Constant:\r
0:115 42 (const int)\r
0:115 Loop Body\r
0:116 Sequence\r
-0:116 add second child into first child (float)\r
-0:116 direct index (float)\r
-0:116 'color' (4-component vector of float)\r
+0:116 add second child into first child (temp float)\r
+0:116 direct index (temp float)\r
+0:116 'color' (temp 4-component vector of float)\r
0:116 Constant:\r
0:116 2 (const int)\r
0:116 'd3' (uniform float)\r
0:115 Loop Terminal Expression\r
-0:115 Pre-Increment (int)\r
-0:115 'i' (int)\r
+0:115 Pre-Increment (temp int)\r
+0:115 'i' (temp int)\r
0:120 Sequence\r
0:120 Sequence\r
-0:120 move second child to first child (int)\r
-0:120 'i' (int)\r
+0:120 move second child to first child (temp int)\r
+0:120 'i' (temp int)\r
0:120 Constant:\r
0:120 0 (const int)\r
0:120 Loop with condition tested first\r
0:120 Loop Condition\r
-0:120 Compare Less Than (bool)\r
-0:120 'i' (int)\r
+0:120 Compare Less Than (temp bool)\r
+0:120 'i' (temp int)\r
0:120 Constant:\r
0:120 100 (const int)\r
0:120 Loop Body\r
0:121 Sequence\r
-0:121 Test condition and select (void)\r
+0:121 Test condition and select (temp void)\r
0:121 Condition\r
-0:121 Compare Less Than (bool)\r
-0:121 direct index (float)\r
-0:121 'color' (4-component vector of float)\r
+0:121 Compare Less Than (temp bool)\r
+0:121 direct index (temp float)\r
+0:121 'color' (temp 4-component vector of float)\r
0:121 Constant:\r
0:121 2 (const int)\r
0:121 Constant:\r
0:121 20.000000\r
0:121 true case\r
-0:122 Post-Increment (float)\r
-0:122 direct index (float)\r
-0:122 'color' (4-component vector of float)\r
+0:122 Post-Increment (temp float)\r
+0:122 direct index (temp float)\r
+0:122 'color' (temp 4-component vector of float)\r
0:122 Constant:\r
0:122 0 (const int)\r
0:121 false case\r
-0:124 Post-Increment (float)\r
-0:124 direct index (float)\r
-0:124 'color' (4-component vector of float)\r
+0:124 Post-Increment (temp float)\r
+0:124 direct index (temp float)\r
+0:124 'color' (temp 4-component vector of float)\r
0:124 Constant:\r
0:124 1 (const int)\r
-0:125 Test condition and select (void)\r
+0:125 Test condition and select (temp void)\r
0:125 Condition\r
-0:125 Compare Less Than (bool)\r
-0:125 direct index (float)\r
-0:125 'color' (4-component vector of float)\r
+0:125 Compare Less Than (temp bool)\r
+0:125 direct index (temp float)\r
+0:125 'color' (temp 4-component vector of float)\r
0:125 Constant:\r
0:125 3 (const int)\r
0:125 Constant:\r
0:125 20.000000\r
0:125 true case\r
-0:126 Test condition and select (void)\r
+0:126 Test condition and select (temp void)\r
0:126 Condition\r
-0:126 Compare Greater Than (bool)\r
-0:126 direct index (float)\r
-0:126 'color' (4-component vector of float)\r
+0:126 Compare Greater Than (temp bool)\r
+0:126 direct index (temp float)\r
+0:126 'color' (temp 4-component vector of float)\r
0:126 Constant:\r
0:126 2 (const int)\r
-0:126 direct index (float)\r
-0:126 'color' (4-component vector of float)\r
+0:126 direct index (temp float)\r
+0:126 'color' (temp 4-component vector of float)\r
0:126 Constant:\r
0:126 1 (const int)\r
0:126 true case\r
0:127 Constant:\r
0:127 0 (const int)\r
0:120 Loop Terminal Expression\r
-0:120 Pre-Increment (int)\r
-0:120 'i' (int)\r
+0:120 Pre-Increment (temp int)\r
+0:120 'i' (temp int)\r
0:131 Sequence\r
0:131 Sequence\r
-0:131 move second child to first child (int)\r
-0:131 'i' (int)\r
+0:131 move second child to first child (temp int)\r
+0:131 'i' (temp int)\r
0:131 Constant:\r
0:131 0 (const int)\r
0:131 Loop with condition tested first\r
0:131 Loop Condition\r
-0:131 Compare Less Than (bool)\r
-0:131 'i' (int)\r
+0:131 Compare Less Than (temp bool)\r
+0:131 'i' (temp int)\r
0:131 Constant:\r
0:131 120 (const int)\r
0:131 Loop Body\r
0:132 Sequence\r
-0:132 Test condition and select (void)\r
+0:132 Test condition and select (temp void)\r
0:132 Condition\r
-0:132 Compare Less Than (bool)\r
-0:132 direct index (float)\r
-0:132 'color' (4-component vector of float)\r
+0:132 Compare Less Than (temp bool)\r
+0:132 direct index (temp float)\r
+0:132 'color' (temp 4-component vector of float)\r
0:132 Constant:\r
0:132 2 (const int)\r
0:132 Constant:\r
0:132 20.000000\r
0:132 true case\r
-0:133 Post-Increment (float)\r
-0:133 direct index (float)\r
-0:133 'color' (4-component vector of float)\r
+0:133 Post-Increment (temp float)\r
+0:133 direct index (temp float)\r
+0:133 'color' (temp 4-component vector of float)\r
0:133 Constant:\r
0:133 0 (const int)\r
0:132 false case\r
-0:135 Post-Increment (float)\r
-0:135 direct index (float)\r
-0:135 'color' (4-component vector of float)\r
+0:135 Post-Increment (temp float)\r
+0:135 direct index (temp float)\r
+0:135 'color' (temp 4-component vector of float)\r
0:135 Constant:\r
0:135 1 (const int)\r
0:131 Loop Terminal Expression\r
-0:131 Pre-Increment (int)\r
-0:131 'i' (int)\r
+0:131 Pre-Increment (temp int)\r
+0:131 'i' (temp int)\r
0:139 Sequence\r
0:139 Sequence\r
-0:139 move second child to first child (int)\r
-0:139 'i' (int)\r
+0:139 move second child to first child (temp int)\r
+0:139 'i' (temp int)\r
0:139 Constant:\r
0:139 0 (const int)\r
0:139 Loop with condition tested first\r
0:139 Loop Condition\r
-0:139 Compare Less Than (bool)\r
-0:139 'i' (int)\r
+0:139 Compare Less Than (temp bool)\r
+0:139 'i' (temp int)\r
0:139 Constant:\r
0:139 42 (const int)\r
0:139 Loop Body\r
0:140 Sequence\r
-0:140 add second child into first child (float)\r
-0:140 direct index (float)\r
-0:140 'color' (4-component vector of float)\r
+0:140 add second child into first child (temp float)\r
+0:140 direct index (temp float)\r
+0:140 'color' (temp 4-component vector of float)\r
0:140 Constant:\r
0:140 2 (const int)\r
0:140 'd3' (uniform float)\r
-0:141 Test condition and select (void)\r
+0:141 Test condition and select (temp void)\r
0:141 Condition\r
-0:141 Compare Less Than (bool)\r
-0:141 direct index (float)\r
-0:141 'color' (4-component vector of float)\r
+0:141 Compare Less Than (temp bool)\r
+0:141 direct index (temp float)\r
+0:141 'color' (temp 4-component vector of float)\r
0:141 Constant:\r
0:141 0 (const int)\r
0:141 'd4' (uniform float)\r
0:141 true case\r
0:142 Branch: Continue\r
-0:143 Pre-Increment (float)\r
-0:143 direct index (float)\r
-0:143 'color' (4-component vector of float)\r
+0:143 Pre-Increment (temp float)\r
+0:143 direct index (temp float)\r
+0:143 'color' (temp 4-component vector of float)\r
0:143 Constant:\r
0:143 3 (const int)\r
0:139 Loop Terminal Expression\r
-0:139 Pre-Increment (int)\r
-0:139 'i' (int)\r
+0:139 Pre-Increment (temp int)\r
+0:139 'i' (temp int)\r
0:147 Sequence\r
0:147 Sequence\r
-0:147 move second child to first child (int)\r
-0:147 'i' (int)\r
+0:147 move second child to first child (temp int)\r
+0:147 'i' (temp int)\r
0:147 Constant:\r
0:147 0 (const int)\r
0:147 Loop with condition tested first\r
0:147 Loop Condition\r
-0:147 Compare Less Than (bool)\r
-0:147 'i' (int)\r
+0:147 Compare Less Than (temp bool)\r
+0:147 'i' (temp int)\r
0:147 Constant:\r
0:147 42 (const int)\r
0:147 Loop Body\r
0:148 Sequence\r
-0:148 add second child into first child (float)\r
-0:148 direct index (float)\r
-0:148 'color' (4-component vector of float)\r
+0:148 add second child into first child (temp float)\r
+0:148 direct index (temp float)\r
+0:148 'color' (temp 4-component vector of float)\r
0:148 Constant:\r
0:148 2 (const int)\r
0:148 'd3' (uniform float)\r
-0:149 Test condition and select (void)\r
+0:149 Test condition and select (temp void)\r
0:149 Condition\r
-0:149 Compare Less Than (bool)\r
-0:149 direct index (float)\r
-0:149 'color' (4-component vector of float)\r
+0:149 Compare Less Than (temp bool)\r
+0:149 direct index (temp float)\r
+0:149 'color' (temp 4-component vector of float)\r
0:149 Constant:\r
0:149 0 (const int)\r
0:149 'd4' (uniform float)\r
0:149 true case\r
0:150 Branch: Break\r
-0:151 Pre-Increment (float)\r
-0:151 direct index (float)\r
-0:151 'color' (4-component vector of float)\r
+0:151 Pre-Increment (temp float)\r
+0:151 direct index (temp float)\r
+0:151 'color' (temp 4-component vector of float)\r
0:151 Constant:\r
0:151 3 (const int)\r
0:147 Loop Terminal Expression\r
-0:147 Pre-Increment (int)\r
-0:147 'i' (int)\r
+0:147 Pre-Increment (temp int)\r
+0:147 'i' (temp int)\r
0:163 Loop with condition not tested first\r
0:163 Loop Condition\r
-0:163 Compare Less Than (bool)\r
-0:163 direct index (float)\r
-0:163 'color' (4-component vector of float)\r
+0:163 Compare Less Than (temp bool)\r
+0:163 direct index (temp float)\r
+0:163 'color' (temp 4-component vector of float)\r
0:163 Constant:\r
0:163 2 (const int)\r
0:163 'd4' (uniform float)\r
0:163 Loop Body\r
0:156 Sequence\r
-0:156 add second child into first child (4-component vector of float)\r
-0:156 'color' (4-component vector of float)\r
+0:156 add second child into first child (temp 4-component vector of float)\r
+0:156 'color' (temp 4-component vector of float)\r
0:156 'bigColor4' (uniform 4-component vector of float)\r
-0:157 Test condition and select (void)\r
+0:157 Test condition and select (temp void)\r
0:157 Condition\r
-0:157 Compare Less Than (bool)\r
-0:157 direct index (float)\r
-0:157 'color' (4-component vector of float)\r
+0:157 Compare Less Than (temp bool)\r
+0:157 direct index (temp float)\r
+0:157 'color' (temp 4-component vector of float)\r
0:157 Constant:\r
0:157 0 (const int)\r
0:157 'd4' (uniform float)\r
0:157 true case\r
0:158 Branch: Continue\r
-0:159 Test condition and select (void)\r
+0:159 Test condition and select (temp void)\r
0:159 Condition\r
-0:159 Compare Less Than (bool)\r
-0:159 direct index (float)\r
-0:159 'color' (4-component vector of float)\r
+0:159 Compare Less Than (temp bool)\r
+0:159 direct index (temp float)\r
+0:159 'color' (temp 4-component vector of float)\r
0:159 Constant:\r
0:159 1 (const int)\r
0:159 'd4' (uniform float)\r
0:159 true case\r
-0:160 add second child into first child (float)\r
-0:160 direct index (float)\r
-0:160 'color' (4-component vector of float)\r
+0:160 add second child into first child (temp float)\r
+0:160 direct index (temp float)\r
+0:160 'color' (temp 4-component vector of float)\r
0:160 Constant:\r
0:160 1 (const int)\r
0:160 'd4' (uniform float)\r
0:159 false case\r
-0:162 add second child into first child (float)\r
-0:162 direct index (float)\r
-0:162 'color' (4-component vector of float)\r
+0:162 add second child into first child (temp float)\r
+0:162 direct index (temp float)\r
+0:162 'color' (temp 4-component vector of float)\r
0:162 Constant:\r
0:162 0 (const int)\r
0:162 'd4' (uniform float)\r
0:170 Loop with condition not tested first\r
0:170 Loop Condition\r
-0:170 Compare Less Than (bool)\r
-0:170 direct index (float)\r
-0:170 'color' (4-component vector of float)\r
+0:170 Compare Less Than (temp bool)\r
+0:170 direct index (temp float)\r
+0:170 'color' (temp 4-component vector of float)\r
0:170 Constant:\r
0:170 0 (const int)\r
0:170 'd5' (uniform float)\r
0:170 Loop Body\r
0:167 Sequence\r
-0:167 add second child into first child (4-component vector of float)\r
-0:167 'color' (4-component vector of float)\r
+0:167 add second child into first child (temp 4-component vector of float)\r
+0:167 'color' (temp 4-component vector of float)\r
0:167 'bigColor5' (uniform 4-component vector of float)\r
-0:168 Test condition and select (void)\r
+0:168 Test condition and select (temp void)\r
0:168 Condition\r
-0:168 Compare Less Than (bool)\r
-0:168 direct index (float)\r
-0:168 'color' (4-component vector of float)\r
+0:168 Compare Less Than (temp bool)\r
+0:168 direct index (temp float)\r
+0:168 'color' (temp 4-component vector of float)\r
0:168 Constant:\r
0:168 1 (const int)\r
0:168 'd5' (uniform float)\r
0:168 true case\r
-0:169 add second child into first child (float)\r
-0:169 direct index (float)\r
-0:169 'color' (4-component vector of float)\r
+0:169 add second child into first child (temp float)\r
+0:169 direct index (temp float)\r
+0:169 'color' (temp 4-component vector of float)\r
0:169 Constant:\r
0:169 1 (const int)\r
0:169 'd5' (uniform float)\r
-0:173 Test condition and select (void)\r
+0:173 Test condition and select (temp void)\r
0:173 Condition\r
-0:173 Compare Less Than (bool)\r
-0:173 direct index (float)\r
-0:173 'color' (4-component vector of float)\r
+0:173 Compare Less Than (temp bool)\r
+0:173 direct index (temp float)\r
+0:173 'color' (temp 4-component vector of float)\r
0:173 Constant:\r
0:173 0 (const int)\r
0:173 'd6' (uniform float)\r
0:174 Sequence\r
0:174 Loop with condition tested first\r
0:174 Loop Condition\r
-0:174 Compare Less Than (bool)\r
-0:174 direct index (float)\r
-0:174 'color' (4-component vector of float)\r
+0:174 Compare Less Than (temp bool)\r
+0:174 direct index (temp float)\r
+0:174 'color' (temp 4-component vector of float)\r
0:174 Constant:\r
0:174 1 (const int)\r
0:174 'd6' (uniform float)\r
0:174 Loop Body\r
-0:175 add second child into first child (4-component vector of float)\r
-0:175 'color' (4-component vector of float)\r
+0:175 add second child into first child (temp 4-component vector of float)\r
+0:175 'color' (temp 4-component vector of float)\r
0:175 'bigColor6' (uniform 4-component vector of float)\r
0:173 false case\r
0:177 Sequence\r
0:177 Loop with condition tested first\r
0:177 Loop Condition\r
-0:177 Compare Less Than (bool)\r
-0:177 direct index (float)\r
-0:177 'color' (4-component vector of float)\r
+0:177 Compare Less Than (temp bool)\r
+0:177 direct index (temp float)\r
+0:177 'color' (temp 4-component vector of float)\r
0:177 Constant:\r
0:177 2 (const int)\r
0:177 'd6' (uniform float)\r
0:177 Loop Body\r
-0:178 add second child into first child (float)\r
-0:178 direct index (float)\r
-0:178 'color' (4-component vector of float)\r
+0:178 add second child into first child (temp float)\r
+0:178 direct index (temp float)\r
+0:178 'color' (temp 4-component vector of float)\r
0:178 Constant:\r
0:178 2 (const int)\r
-0:178 direct index (float)\r
+0:178 direct index (temp float)\r
0:178 'bigColor6' (uniform 4-component vector of float)\r
0:178 Constant:\r
0:178 2 (const int)\r
-0:182 Test condition and select (void)\r
+0:182 Test condition and select (temp void)\r
0:182 Condition\r
-0:182 Compare Less Than (bool)\r
-0:182 direct index (float)\r
-0:182 'color' (4-component vector of float)\r
+0:182 Compare Less Than (temp bool)\r
+0:182 direct index (temp float)\r
+0:182 'color' (temp 4-component vector of float)\r
0:182 Constant:\r
0:182 0 (const int)\r
0:182 'd6' (uniform float)\r
0:183 Sequence\r
0:183 Loop with condition tested first\r
0:183 Loop Condition\r
-0:183 Compare Less Than (bool)\r
-0:183 direct index (float)\r
-0:183 'color' (4-component vector of float)\r
+0:183 Compare Less Than (temp bool)\r
+0:183 direct index (temp float)\r
+0:183 'color' (temp 4-component vector of float)\r
0:183 Constant:\r
0:183 1 (const int)\r
0:183 'd6' (uniform float)\r
0:183 Loop Body\r
0:184 Sequence\r
-0:184 add second child into first child (4-component vector of float)\r
-0:184 'color' (4-component vector of float)\r
+0:184 add second child into first child (temp 4-component vector of float)\r
+0:184 'color' (temp 4-component vector of float)\r
0:184 'bigColor6' (uniform 4-component vector of float)\r
-0:185 Test condition and select (void)\r
+0:185 Test condition and select (temp void)\r
0:185 Condition\r
-0:185 Compare Less Than (bool)\r
+0:185 Compare Less Than (temp bool)\r
0:185 'd7' (uniform float)\r
0:185 Constant:\r
0:185 1.000000\r
0:190 Sequence\r
0:190 Loop with condition tested first\r
0:190 Loop Condition\r
-0:190 Compare Less Than (bool)\r
-0:190 direct index (float)\r
-0:190 'color' (4-component vector of float)\r
+0:190 Compare Less Than (temp bool)\r
+0:190 direct index (temp float)\r
+0:190 'color' (temp 4-component vector of float)\r
0:190 Constant:\r
0:190 2 (const int)\r
0:190 'd6' (uniform float)\r
0:190 Loop Body\r
-0:191 add second child into first child (float)\r
-0:191 direct index (float)\r
-0:191 'color' (4-component vector of float)\r
+0:191 add second child into first child (temp float)\r
+0:191 direct index (temp float)\r
+0:191 'color' (temp 4-component vector of float)\r
0:191 Constant:\r
0:191 2 (const int)\r
-0:191 direct index (float)\r
+0:191 direct index (temp float)\r
0:191 'bigColor6' (uniform 4-component vector of float)\r
0:191 Constant:\r
0:191 2 (const int)\r
0:209 true (const bool)\r
0:209 Loop Body\r
0:197 Sequence\r
-0:197 Test condition and select (void)\r
+0:197 Test condition and select (temp void)\r
0:197 Condition\r
-0:197 Compare Less Than (bool)\r
+0:197 Compare Less Than (temp bool)\r
0:197 'd7' (uniform float)\r
0:197 Constant:\r
0:197 0.000000\r
0:197 true case\r
0:198 Branch: Break\r
-0:200 add second child into first child (4-component vector of float)\r
-0:200 'color' (4-component vector of float)\r
+0:200 add second child into first child (temp 4-component vector of float)\r
+0:200 'color' (temp 4-component vector of float)\r
0:200 'bigColor7' (uniform 4-component vector of float)\r
-0:202 Test condition and select (void)\r
+0:202 Test condition and select (temp void)\r
0:202 Condition\r
-0:202 Compare Less Than (bool)\r
+0:202 Compare Less Than (temp bool)\r
0:202 'd7' (uniform float)\r
0:202 Constant:\r
0:202 1.000000\r
0:202 true case\r
0:203 Sequence\r
-0:203 Post-Increment (float)\r
-0:203 direct index (float)\r
-0:203 'color' (4-component vector of float)\r
+0:203 Post-Increment (temp float)\r
+0:203 direct index (temp float)\r
+0:203 'color' (temp 4-component vector of float)\r
0:203 Constant:\r
0:203 2 (const int)\r
0:204 Branch: Break\r
-0:207 add second child into first child (4-component vector of float)\r
-0:207 'color' (4-component vector of float)\r
+0:207 add second child into first child (temp 4-component vector of float)\r
+0:207 'color' (temp 4-component vector of float)\r
0:207 'BaseColor' (smooth in 4-component vector of float)\r
0:234 Loop with condition not tested first\r
0:234 Loop Condition\r
-0:234 Compare Less Than (bool)\r
-0:234 direct index (float)\r
-0:234 'color' (4-component vector of float)\r
+0:234 Compare Less Than (temp bool)\r
+0:234 direct index (temp float)\r
+0:234 'color' (temp 4-component vector of float)\r
0:234 Constant:\r
0:234 2 (const int)\r
0:234 'd8' (uniform float)\r
0:234 Loop Body\r
0:217 Sequence\r
-0:217 Test condition and select (void)\r
+0:217 Test condition and select (temp void)\r
0:217 Condition\r
-0:217 Compare Less Than (bool)\r
+0:217 Compare Less Than (temp bool)\r
0:217 'd8' (uniform float)\r
0:217 Constant:\r
0:217 0.000000\r
0:217 true case\r
0:218 Branch: Break\r
-0:220 add second child into first child (4-component vector of float)\r
-0:220 'color' (4-component vector of float)\r
+0:220 add second child into first child (temp 4-component vector of float)\r
+0:220 'color' (temp 4-component vector of float)\r
0:220 'bigColor7' (uniform 4-component vector of float)\r
-0:222 Test condition and select (void)\r
+0:222 Test condition and select (temp void)\r
0:222 Condition\r
-0:222 Compare Less Than (bool)\r
+0:222 Compare Less Than (temp bool)\r
0:222 'd8' (uniform float)\r
0:222 Constant:\r
0:222 1.000000\r
0:222 true case\r
0:223 Sequence\r
-0:223 Post-Increment (float)\r
-0:223 direct index (float)\r
-0:223 'color' (4-component vector of float)\r
+0:223 Post-Increment (temp float)\r
+0:223 direct index (temp float)\r
+0:223 'color' (temp 4-component vector of float)\r
0:223 Constant:\r
0:223 2 (const int)\r
-0:224 Test condition and select (void)\r
+0:224 Test condition and select (temp void)\r
0:224 Condition\r
-0:224 Compare Less Than (bool)\r
+0:224 Compare Less Than (temp bool)\r
0:224 'd8' (uniform float)\r
0:224 Constant:\r
0:224 2.000000\r
0:224 true case\r
0:225 Sequence\r
-0:225 Post-Increment (float)\r
-0:225 direct index (float)\r
-0:225 'color' (4-component vector of float)\r
+0:225 Post-Increment (temp float)\r
+0:225 direct index (temp float)\r
+0:225 'color' (temp 4-component vector of float)\r
0:225 Constant:\r
0:225 1 (const int)\r
0:224 false case\r
0:227 Sequence\r
-0:227 Post-Increment (float)\r
-0:227 direct index (float)\r
-0:227 'color' (4-component vector of float)\r
+0:227 Post-Increment (temp float)\r
+0:227 direct index (temp float)\r
+0:227 'color' (temp 4-component vector of float)\r
0:227 Constant:\r
0:227 0 (const int)\r
0:229 Branch: Break\r
-0:232 add second child into first child (4-component vector of float)\r
-0:232 'color' (4-component vector of float)\r
+0:232 add second child into first child (temp 4-component vector of float)\r
+0:232 'color' (temp 4-component vector of float)\r
0:232 'BaseColor' (smooth in 4-component vector of float)\r
0:237 Loop with condition tested first\r
0:237 Loop Condition\r
-0:237 Compare Less Than (bool)\r
-0:237 direct index (float)\r
-0:237 'color' (4-component vector of float)\r
+0:237 Compare Less Than (temp bool)\r
+0:237 direct index (temp float)\r
+0:237 'color' (temp 4-component vector of float)\r
0:237 Constant:\r
0:237 3 (const int)\r
0:237 'd9' (uniform float)\r
0:237 Loop Body\r
0:238 Sequence\r
-0:238 Test condition and select (void)\r
+0:238 Test condition and select (temp void)\r
0:238 Condition\r
-0:238 Compare Greater Than (bool)\r
+0:238 Compare Greater Than (temp bool)\r
0:238 'd9' (uniform float)\r
0:238 'd8' (uniform float)\r
0:238 true case\r
0:239 Sequence\r
-0:239 Test condition and select (void)\r
+0:239 Test condition and select (temp void)\r
0:239 Condition\r
-0:239 Compare Less Than or Equal (bool)\r
-0:239 direct index (float)\r
-0:239 'color' (4-component vector of float)\r
+0:239 Compare Less Than or Equal (temp bool)\r
+0:239 direct index (temp float)\r
+0:239 'color' (temp 4-component vector of float)\r
0:239 Constant:\r
0:239 0 (const int)\r
0:239 'd7' (uniform float)\r
0:239 true case\r
0:240 Sequence\r
-0:240 Test condition and select (void)\r
+0:240 Test condition and select (temp void)\r
0:240 Condition\r
-0:240 Compare Equal (bool)\r
-0:240 direct index (float)\r
-0:240 'color' (4-component vector of float)\r
+0:240 Compare Equal (temp bool)\r
+0:240 direct index (temp float)\r
+0:240 'color' (temp 4-component vector of float)\r
0:240 Constant:\r
0:240 2 (const int)\r
0:240 Constant:\r
0:240 5.000000\r
0:240 true case\r
-0:241 Post-Increment (float)\r
-0:241 direct index (float)\r
-0:241 'color' (4-component vector of float)\r
+0:241 Post-Increment (temp float)\r
+0:241 direct index (temp float)\r
+0:241 'color' (temp 4-component vector of float)\r
0:241 Constant:\r
0:241 3 (const int)\r
0:240 false case\r
0:243 Branch: Break\r
0:250 Loop with condition tested first\r
0:250 Loop Condition\r
-0:250 Compare Less Than (bool)\r
-0:250 direct index (float)\r
-0:250 'color' (4-component vector of float)\r
+0:250 Compare Less Than (temp bool)\r
+0:250 direct index (temp float)\r
+0:250 'color' (temp 4-component vector of float)\r
0:250 Constant:\r
0:250 2 (const int)\r
0:250 'd10' (uniform float)\r
0:250 Loop Body\r
0:251 Sequence\r
-0:251 Post-Increment (float)\r
-0:251 direct index (float)\r
-0:251 'color' (4-component vector of float)\r
+0:251 Post-Increment (temp float)\r
+0:251 direct index (temp float)\r
+0:251 'color' (temp 4-component vector of float)\r
0:251 Constant:\r
0:251 1 (const int)\r
-0:252 Test condition and select (void)\r
+0:252 Test condition and select (temp void)\r
0:252 Condition\r
-0:252 Compare Less Than (bool)\r
-0:252 direct index (float)\r
-0:252 'color' (4-component vector of float)\r
+0:252 Compare Less Than (temp bool)\r
+0:252 direct index (temp float)\r
+0:252 'color' (temp 4-component vector of float)\r
0:252 Constant:\r
0:252 1 (const int)\r
0:252 'd11' (uniform float)\r
0:252 true case\r
0:253 Sequence\r
-0:253 Post-Increment (float)\r
-0:253 direct index (float)\r
-0:253 'color' (4-component vector of float)\r
+0:253 Post-Increment (temp float)\r
+0:253 direct index (temp float)\r
+0:253 'color' (temp 4-component vector of float)\r
0:253 Constant:\r
0:253 2 (const int)\r
-0:254 Test condition and select (void)\r
+0:254 Test condition and select (temp void)\r
0:254 Condition\r
-0:254 Compare Less Than (bool)\r
-0:254 direct index (float)\r
-0:254 'color' (4-component vector of float)\r
+0:254 Compare Less Than (temp bool)\r
+0:254 direct index (temp float)\r
+0:254 'color' (temp 4-component vector of float)\r
0:254 Constant:\r
0:254 3 (const int)\r
0:254 'd12' (uniform float)\r
0:254 true case\r
-0:255 Post-Increment (float)\r
-0:255 direct index (float)\r
-0:255 'color' (4-component vector of float)\r
+0:255 Post-Increment (temp float)\r
+0:255 direct index (temp float)\r
+0:255 'color' (temp 4-component vector of float)\r
0:255 Constant:\r
0:255 3 (const int)\r
0:254 false case\r
-0:257 Post-Increment (float)\r
-0:257 direct index (float)\r
-0:257 'color' (4-component vector of float)\r
+0:257 Post-Increment (temp float)\r
+0:257 direct index (temp float)\r
+0:257 'color' (temp 4-component vector of float)\r
0:257 Constant:\r
0:257 0 (const int)\r
0:258 Branch: Continue\r
-0:261 Post-Increment (4-component vector of float)\r
-0:261 'color' (4-component vector of float)\r
+0:261 Post-Increment (temp 4-component vector of float)\r
+0:261 'color' (temp 4-component vector of float)\r
0:262 Branch: Break\r
0:266 Loop with condition tested first\r
0:266 Loop Condition\r
-0:266 Compare Less Than (bool)\r
-0:266 direct index (float)\r
-0:266 'color' (4-component vector of float)\r
+0:266 Compare Less Than (temp bool)\r
+0:266 direct index (temp float)\r
+0:266 'color' (temp 4-component vector of float)\r
0:266 Constant:\r
0:266 0 (const int)\r
0:266 Constant:\r
0:266 10.000000\r
0:266 Loop Body\r
0:267 Sequence\r
-0:267 add second child into first child (4-component vector of float)\r
-0:267 'color' (4-component vector of float)\r
+0:267 add second child into first child (temp 4-component vector of float)\r
+0:267 'color' (temp 4-component vector of float)\r
0:267 'bigColor8' (uniform 4-component vector of float)\r
-0:269 Test condition and select (void)\r
+0:269 Test condition and select (temp void)\r
0:269 Condition\r
-0:269 Compare Less Than (bool)\r
-0:269 direct index (float)\r
-0:269 'color' (4-component vector of float)\r
+0:269 Compare Less Than (temp bool)\r
+0:269 direct index (temp float)\r
+0:269 'color' (temp 4-component vector of float)\r
0:269 Constant:\r
0:269 2 (const int)\r
0:269 'd8' (uniform float)\r
0:269 true case\r
-0:270 Test condition and select (void)\r
+0:270 Test condition and select (temp void)\r
0:270 Condition\r
-0:270 Compare Less Than (bool)\r
-0:270 direct index (float)\r
-0:270 'color' (4-component vector of float)\r
+0:270 Compare Less Than (temp bool)\r
+0:270 direct index (temp float)\r
+0:270 'color' (temp 4-component vector of float)\r
0:270 Constant:\r
0:270 3 (const int)\r
0:270 'd6' (uniform float)\r
0:270 true case\r
0:271 Branch: Continue\r
-0:273 add second child into first child (float)\r
-0:273 direct index (float)\r
-0:273 'color' (4-component vector of float)\r
+0:273 add second child into first child (temp float)\r
+0:273 direct index (temp float)\r
+0:273 'color' (temp 4-component vector of float)\r
0:273 Constant:\r
0:273 1 (const int)\r
-0:273 direct index (float)\r
+0:273 direct index (temp float)\r
0:273 'bigColor8' (uniform 4-component vector of float)\r
0:273 Constant:\r
0:273 0 (const int)\r
-0:276 Post-Increment (4-component vector of float)\r
-0:276 'color' (4-component vector of float)\r
-0:277 move second child to first child (4-component vector of float)\r
+0:276 Post-Increment (temp 4-component vector of float)\r
+0:276 'color' (temp 4-component vector of float)\r
+0:277 move second child to first child (temp 4-component vector of float)\r
0:277 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:277 'color' (4-component vector of float)\r
+0:277 'color' (temp 4-component vector of float)\r
0:280 Loop with condition tested first\r
0:280 Loop Condition\r
-0:280 Compare Less Than (bool)\r
-0:280 direct index (float)\r
-0:280 'color' (4-component vector of float)\r
+0:280 Compare Less Than (temp bool)\r
+0:280 direct index (temp float)\r
+0:280 'color' (temp 4-component vector of float)\r
0:280 Constant:\r
0:280 0 (const int)\r
0:280 'd14' (uniform float)\r
0:280 Loop Body\r
0:281 Sequence\r
-0:281 Test condition and select (void)\r
+0:281 Test condition and select (temp void)\r
0:281 Condition\r
-0:281 Compare Less Than (bool)\r
-0:281 direct index (float)\r
-0:281 'color' (4-component vector of float)\r
+0:281 Compare Less Than (temp bool)\r
+0:281 direct index (temp float)\r
+0:281 'color' (temp 4-component vector of float)\r
0:281 Constant:\r
0:281 1 (const int)\r
0:281 'd15' (uniform float)\r
0:282 Sequence\r
0:282 Branch: Return\r
0:281 false case\r
-0:285 Post-Increment (4-component vector of float)\r
-0:285 'color' (4-component vector of float)\r
-0:288 Post-Increment (4-component vector of float)\r
-0:288 'color' (4-component vector of float)\r
+0:285 Post-Increment (temp 4-component vector of float)\r
+0:285 'color' (temp 4-component vector of float)\r
+0:288 Post-Increment (temp 4-component vector of float)\r
+0:288 'color' (temp 4-component vector of float)\r
0:290 Loop with condition tested first\r
0:290 Loop Condition\r
-0:290 Compare Less Than (bool)\r
-0:290 direct index (float)\r
-0:290 'color' (4-component vector of float)\r
+0:290 Compare Less Than (temp bool)\r
+0:290 direct index (temp float)\r
+0:290 'color' (temp 4-component vector of float)\r
0:290 Constant:\r
0:290 3 (const int)\r
0:290 'd16' (uniform float)\r
0:290 Loop Body\r
0:291 Sequence\r
-0:291 Post-Increment (float)\r
-0:291 direct index (float)\r
-0:291 'color' (4-component vector of float)\r
+0:291 Post-Increment (temp float)\r
+0:291 direct index (temp float)\r
+0:291 'color' (temp 4-component vector of float)\r
0:291 Constant:\r
0:291 3 (const int)\r
0:296 Loop with condition tested first\r
0:296 Loop Condition\r
-0:296 logical-and (bool)\r
-0:296 Compare Less Than (bool)\r
-0:296 direct index (float)\r
-0:296 'color' (4-component vector of float)\r
+0:296 logical-and (temp bool)\r
+0:296 Compare Less Than (temp bool)\r
+0:296 direct index (temp float)\r
+0:296 'color' (temp 4-component vector of float)\r
0:296 Constant:\r
0:296 3 (const int)\r
0:296 'd2' (uniform float)\r
-0:296 Compare Less Than (bool)\r
-0:296 direct index (float)\r
-0:296 'color' (4-component vector of float)\r
+0:296 Compare Less Than (temp bool)\r
+0:296 direct index (temp float)\r
+0:296 'color' (temp 4-component vector of float)\r
0:296 Constant:\r
0:296 1 (const int)\r
0:296 'd3' (uniform float)\r
0:296 Loop Body\r
0:297 Sequence\r
-0:297 add second child into first child (4-component vector of float)\r
-0:297 'color' (4-component vector of float)\r
+0:297 add second child into first child (temp 4-component vector of float)\r
+0:297 'color' (temp 4-component vector of float)\r
0:297 'bigColor1_2' (uniform 4-component vector of float)\r
-0:298 Test condition and select (void)\r
+0:298 Test condition and select (temp void)\r
0:298 Condition\r
-0:298 Compare Less Than (bool)\r
-0:298 direct index (float)\r
-0:298 'color' (4-component vector of float)\r
+0:298 Compare Less Than (temp bool)\r
+0:298 direct index (temp float)\r
+0:298 'color' (temp 4-component vector of float)\r
0:298 Constant:\r
0:298 2 (const int)\r
0:298 'd3' (uniform float)\r
0:299 Branch: Return\r
0:307 Loop with condition not tested first\r
0:307 Loop Condition\r
-0:307 Compare Less Than (bool)\r
-0:307 direct index (float)\r
-0:307 'color' (4-component vector of float)\r
+0:307 Compare Less Than (temp bool)\r
+0:307 direct index (temp float)\r
+0:307 'color' (temp 4-component vector of float)\r
0:307 Constant:\r
0:307 0 (const int)\r
0:307 'd17' (uniform float)\r
0:307 Loop Body\r
0:304 Sequence\r
-0:304 Test condition and select (void)\r
+0:304 Test condition and select (temp void)\r
0:304 Condition\r
-0:304 Compare Less Than (bool)\r
-0:304 direct index (float)\r
-0:304 'color' (4-component vector of float)\r
+0:304 Compare Less Than (temp bool)\r
+0:304 direct index (temp float)\r
+0:304 'color' (temp 4-component vector of float)\r
0:304 Constant:\r
0:304 1 (const int)\r
0:304 'd18' (uniform float)\r
0:304 true case\r
0:305 Branch: Return\r
-0:306 Post-Increment (4-component vector of float)\r
-0:306 'color' (4-component vector of float)\r
+0:306 Post-Increment (temp 4-component vector of float)\r
+0:306 'color' (temp 4-component vector of float)\r
0:310 Loop with condition tested first\r
0:310 Loop Condition\r
-0:310 Compare Less Than (bool)\r
-0:310 direct index (float)\r
-0:310 'color' (4-component vector of float)\r
+0:310 Compare Less Than (temp bool)\r
+0:310 direct index (temp float)\r
+0:310 'color' (temp 4-component vector of float)\r
0:310 Constant:\r
0:310 1 (const int)\r
0:310 'd16' (uniform float)\r
0:310 Loop Body\r
0:311 Sequence\r
-0:311 Test condition and select (void)\r
+0:311 Test condition and select (temp void)\r
0:311 Condition\r
-0:311 Compare Less Than (bool)\r
-0:311 direct index (float)\r
-0:311 'color' (4-component vector of float)\r
+0:311 Compare Less Than (temp bool)\r
+0:311 direct index (temp float)\r
+0:311 'color' (temp 4-component vector of float)\r
0:311 Constant:\r
0:311 3 (const int)\r
0:311 'd16' (uniform float)\r
0:312 Sequence\r
0:312 Branch: Kill\r
0:311 false case\r
-0:314 Post-Increment (4-component vector of float)\r
-0:314 'color' (4-component vector of float)\r
-0:317 Post-Increment (4-component vector of float)\r
-0:317 'color' (4-component vector of float)\r
-0:319 move second child to first child (4-component vector of float)\r
+0:314 Post-Increment (temp 4-component vector of float)\r
+0:314 'color' (temp 4-component vector of float)\r
+0:317 Post-Increment (temp 4-component vector of float)\r
+0:317 'color' (temp 4-component vector of float)\r
+0:319 move second child to first child (temp 4-component vector of float)\r
0:319 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:319 'color' (4-component vector of float)\r
+0:319 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'bigColor1_1' (uniform 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:53 Function Definition: main( (void)\r
+0:53 Function Definition: main( (global void)\r
0:53 Function Parameters: \r
0:55 Sequence\r
0:55 Sequence\r
-0:55 move second child to first child (4-component vector of float)\r
-0:55 'color' (4-component vector of float)\r
+0:55 move second child to first child (temp 4-component vector of float)\r
+0:55 'color' (temp 4-component vector of float)\r
0:55 'BaseColor' (smooth in 4-component vector of float)\r
0:71 Loop with condition not tested first\r
0:71 Loop Condition\r
-0:71 Compare Less Than (bool)\r
-0:71 direct index (float)\r
-0:71 'color' (4-component vector of float)\r
+0:71 Compare Less Than (temp bool)\r
+0:71 direct index (temp float)\r
+0:71 'color' (temp 4-component vector of float)\r
0:71 Constant:\r
0:71 2 (const int)\r
0:71 'd4' (uniform float)\r
0:71 Loop Body\r
0:59 Sequence\r
-0:59 add second child into first child (4-component vector of float)\r
-0:59 'color' (4-component vector of float)\r
+0:59 add second child into first child (temp 4-component vector of float)\r
+0:59 'color' (temp 4-component vector of float)\r
0:59 'bigColor4' (uniform 4-component vector of float)\r
-0:60 Test condition and select (void)\r
+0:60 Test condition and select (temp void)\r
0:60 Condition\r
-0:60 Compare Less Than (bool)\r
-0:60 direct index (float)\r
-0:60 'color' (4-component vector of float)\r
+0:60 Compare Less Than (temp bool)\r
+0:60 direct index (temp float)\r
+0:60 'color' (temp 4-component vector of float)\r
0:60 Constant:\r
0:60 0 (const int)\r
0:60 'd4' (uniform float)\r
0:60 true case\r
0:61 Sequence\r
-0:61 add second child into first child (float)\r
-0:61 direct index (float)\r
-0:61 'color' (4-component vector of float)\r
+0:61 add second child into first child (temp float)\r
+0:61 direct index (temp float)\r
+0:61 'color' (temp 4-component vector of float)\r
0:61 Constant:\r
0:61 2 (const int)\r
0:61 Constant:\r
0:61 2.000000\r
-0:62 Test condition and select (void)\r
+0:62 Test condition and select (temp void)\r
0:62 Condition\r
-0:62 Compare Less Than (bool)\r
-0:62 direct index (float)\r
-0:62 'color' (4-component vector of float)\r
+0:62 Compare Less Than (temp bool)\r
+0:62 direct index (temp float)\r
+0:62 'color' (temp 4-component vector of float)\r
0:62 Constant:\r
0:62 2 (const int)\r
0:62 'd4' (uniform float)\r
0:62 true case\r
0:63 Sequence\r
-0:63 Post-Increment (float)\r
-0:63 direct index (float)\r
-0:63 'color' (4-component vector of float)\r
+0:63 Post-Increment (temp float)\r
+0:63 direct index (temp float)\r
+0:63 'color' (temp 4-component vector of float)\r
0:63 Constant:\r
0:63 0 (const int)\r
0:64 Branch: Continue\r
-0:67 Test condition and select (void)\r
+0:67 Test condition and select (temp void)\r
0:67 Condition\r
-0:67 Compare Less Than (bool)\r
-0:67 direct index (float)\r
-0:67 'color' (4-component vector of float)\r
+0:67 Compare Less Than (temp bool)\r
+0:67 direct index (temp float)\r
+0:67 'color' (temp 4-component vector of float)\r
0:67 Constant:\r
0:67 1 (const int)\r
0:67 'd4' (uniform float)\r
0:67 true case\r
-0:68 add second child into first child (float)\r
-0:68 direct index (float)\r
-0:68 'color' (4-component vector of float)\r
+0:68 add second child into first child (temp float)\r
+0:68 direct index (temp float)\r
+0:68 'color' (temp 4-component vector of float)\r
0:68 Constant:\r
0:68 1 (const int)\r
0:68 'd4' (uniform float)\r
0:67 false case\r
-0:70 add second child into first child (float)\r
-0:70 direct index (float)\r
-0:70 'color' (4-component vector of float)\r
+0:70 add second child into first child (temp float)\r
+0:70 direct index (temp float)\r
+0:70 'color' (temp 4-component vector of float)\r
0:70 Constant:\r
0:70 0 (const int)\r
0:70 'd4' (uniform float)\r
0:74 Loop with condition tested first\r
0:74 Loop Condition\r
-0:74 Compare Less Than (bool)\r
-0:74 direct index (float)\r
-0:74 'color' (4-component vector of float)\r
+0:74 Compare Less Than (temp bool)\r
+0:74 direct index (temp float)\r
+0:74 'color' (temp 4-component vector of float)\r
0:74 Constant:\r
0:74 3 (const int)\r
0:74 'd13' (uniform float)\r
0:74 Loop Body\r
0:75 Sequence\r
-0:75 Test condition and select (void)\r
+0:75 Test condition and select (temp void)\r
0:75 Condition\r
-0:75 Compare Less Than (bool)\r
-0:75 direct index (float)\r
-0:75 'color' (4-component vector of float)\r
+0:75 Compare Less Than (temp bool)\r
+0:75 direct index (temp float)\r
+0:75 'color' (temp 4-component vector of float)\r
0:75 Constant:\r
0:75 2 (const int)\r
0:75 'd13' (uniform float)\r
0:75 true case\r
-0:76 Post-Increment (4-component vector of float)\r
-0:76 'color' (4-component vector of float)\r
+0:76 Post-Increment (temp 4-component vector of float)\r
+0:76 'color' (temp 4-component vector of float)\r
0:75 false case\r
-0:78 Post-Decrement (4-component vector of float)\r
-0:78 'color' (4-component vector of float)\r
-0:80 add second child into first child (4-component vector of float)\r
-0:80 'color' (4-component vector of float)\r
+0:78 Post-Decrement (temp 4-component vector of float)\r
+0:78 'color' (temp 4-component vector of float)\r
+0:80 add second child into first child (temp 4-component vector of float)\r
+0:80 'color' (temp 4-component vector of float)\r
0:80 'bigColor4' (uniform 4-component vector of float)\r
-0:81 Test condition and select (void)\r
+0:81 Test condition and select (temp void)\r
0:81 Condition\r
-0:81 Compare Less Than (bool)\r
-0:81 direct index (float)\r
-0:81 'color' (4-component vector of float)\r
+0:81 Compare Less Than (temp bool)\r
+0:81 direct index (temp float)\r
+0:81 'color' (temp 4-component vector of float)\r
0:81 Constant:\r
0:81 0 (const int)\r
0:81 'd4' (uniform float)\r
0:81 true case\r
0:82 Sequence\r
-0:82 add second child into first child (float)\r
-0:82 direct index (float)\r
-0:82 'color' (4-component vector of float)\r
+0:82 add second child into first child (temp float)\r
+0:82 direct index (temp float)\r
+0:82 'color' (temp 4-component vector of float)\r
0:82 Constant:\r
0:82 2 (const int)\r
0:82 Constant:\r
0:82 2.000000\r
-0:83 Test condition and select (void)\r
+0:83 Test condition and select (temp void)\r
0:83 Condition\r
-0:83 Compare Less Than (bool)\r
-0:83 direct index (float)\r
-0:83 'color' (4-component vector of float)\r
+0:83 Compare Less Than (temp bool)\r
+0:83 direct index (temp float)\r
+0:83 'color' (temp 4-component vector of float)\r
0:83 Constant:\r
0:83 2 (const int)\r
0:83 'd4' (uniform float)\r
0:83 true case\r
0:84 Sequence\r
-0:84 Post-Increment (float)\r
-0:84 direct index (float)\r
-0:84 'color' (4-component vector of float)\r
+0:84 Post-Increment (temp float)\r
+0:84 direct index (temp float)\r
+0:84 'color' (temp 4-component vector of float)\r
0:84 Constant:\r
0:84 0 (const int)\r
0:85 Branch: Continue\r
-0:88 Test condition and select (void)\r
+0:88 Test condition and select (temp void)\r
0:88 Condition\r
-0:88 Compare Less Than (bool)\r
-0:88 direct index (float)\r
-0:88 'color' (4-component vector of float)\r
+0:88 Compare Less Than (temp bool)\r
+0:88 direct index (temp float)\r
+0:88 'color' (temp 4-component vector of float)\r
0:88 Constant:\r
0:88 1 (const int)\r
0:88 'd4' (uniform float)\r
0:88 true case\r
-0:89 add second child into first child (float)\r
-0:89 direct index (float)\r
-0:89 'color' (4-component vector of float)\r
+0:89 add second child into first child (temp float)\r
+0:89 direct index (temp float)\r
+0:89 'color' (temp 4-component vector of float)\r
0:89 Constant:\r
0:89 1 (const int)\r
0:89 'd4' (uniform float)\r
0:88 false case\r
-0:91 add second child into first child (float)\r
-0:91 direct index (float)\r
-0:91 'color' (4-component vector of float)\r
+0:91 add second child into first child (temp float)\r
+0:91 direct index (temp float)\r
+0:91 'color' (temp 4-component vector of float)\r
0:91 Constant:\r
0:91 0 (const int)\r
0:91 'd4' (uniform float)\r
-0:94 Post-Increment (4-component vector of float)\r
-0:94 'color' (4-component vector of float)\r
-0:95 move second child to first child (4-component vector of float)\r
+0:94 Post-Increment (temp 4-component vector of float)\r
+0:94 'color' (temp 4-component vector of float)\r
+0:95 move second child to first child (temp 4-component vector of float)\r
0:95 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:95 'color' (4-component vector of float)\r
+0:95 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'bigColor1_1' (uniform 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:53 Function Definition: main( (void)\r
+0:53 Function Definition: main( (global void)\r
0:53 Function Parameters: \r
0:55 Sequence\r
0:55 Sequence\r
-0:55 move second child to first child (4-component vector of float)\r
-0:55 'color' (4-component vector of float)\r
+0:55 move second child to first child (temp 4-component vector of float)\r
+0:55 'color' (temp 4-component vector of float)\r
0:55 'BaseColor' (smooth in 4-component vector of float)\r
0:71 Loop with condition not tested first\r
0:71 Loop Condition\r
-0:71 Compare Less Than (bool)\r
-0:71 direct index (float)\r
-0:71 'color' (4-component vector of float)\r
+0:71 Compare Less Than (temp bool)\r
+0:71 direct index (temp float)\r
+0:71 'color' (temp 4-component vector of float)\r
0:71 Constant:\r
0:71 2 (const int)\r
0:71 'd4' (uniform float)\r
0:71 Loop Body\r
0:59 Sequence\r
-0:59 add second child into first child (4-component vector of float)\r
-0:59 'color' (4-component vector of float)\r
+0:59 add second child into first child (temp 4-component vector of float)\r
+0:59 'color' (temp 4-component vector of float)\r
0:59 'bigColor4' (uniform 4-component vector of float)\r
-0:60 Test condition and select (void)\r
+0:60 Test condition and select (temp void)\r
0:60 Condition\r
-0:60 Compare Less Than (bool)\r
-0:60 direct index (float)\r
-0:60 'color' (4-component vector of float)\r
+0:60 Compare Less Than (temp bool)\r
+0:60 direct index (temp float)\r
+0:60 'color' (temp 4-component vector of float)\r
0:60 Constant:\r
0:60 0 (const int)\r
0:60 'd4' (uniform float)\r
0:60 true case\r
0:61 Sequence\r
-0:61 add second child into first child (float)\r
-0:61 direct index (float)\r
-0:61 'color' (4-component vector of float)\r
+0:61 add second child into first child (temp float)\r
+0:61 direct index (temp float)\r
+0:61 'color' (temp 4-component vector of float)\r
0:61 Constant:\r
0:61 2 (const int)\r
0:61 Constant:\r
0:61 2.000000\r
-0:62 Test condition and select (void)\r
+0:62 Test condition and select (temp void)\r
0:62 Condition\r
-0:62 Compare Less Than (bool)\r
-0:62 direct index (float)\r
-0:62 'color' (4-component vector of float)\r
+0:62 Compare Less Than (temp bool)\r
+0:62 direct index (temp float)\r
+0:62 'color' (temp 4-component vector of float)\r
0:62 Constant:\r
0:62 2 (const int)\r
0:62 'd4' (uniform float)\r
0:62 true case\r
0:63 Sequence\r
-0:63 Post-Increment (float)\r
-0:63 direct index (float)\r
-0:63 'color' (4-component vector of float)\r
+0:63 Post-Increment (temp float)\r
+0:63 direct index (temp float)\r
+0:63 'color' (temp 4-component vector of float)\r
0:63 Constant:\r
0:63 0 (const int)\r
0:64 Branch: Continue\r
-0:67 Test condition and select (void)\r
+0:67 Test condition and select (temp void)\r
0:67 Condition\r
-0:67 Compare Less Than (bool)\r
-0:67 direct index (float)\r
-0:67 'color' (4-component vector of float)\r
+0:67 Compare Less Than (temp bool)\r
+0:67 direct index (temp float)\r
+0:67 'color' (temp 4-component vector of float)\r
0:67 Constant:\r
0:67 1 (const int)\r
0:67 'd4' (uniform float)\r
0:67 true case\r
-0:68 add second child into first child (float)\r
-0:68 direct index (float)\r
-0:68 'color' (4-component vector of float)\r
+0:68 add second child into first child (temp float)\r
+0:68 direct index (temp float)\r
+0:68 'color' (temp 4-component vector of float)\r
0:68 Constant:\r
0:68 1 (const int)\r
0:68 'd4' (uniform float)\r
0:67 false case\r
-0:70 add second child into first child (float)\r
-0:70 direct index (float)\r
-0:70 'color' (4-component vector of float)\r
+0:70 add second child into first child (temp float)\r
+0:70 direct index (temp float)\r
+0:70 'color' (temp 4-component vector of float)\r
0:70 Constant:\r
0:70 0 (const int)\r
0:70 'd4' (uniform float)\r
0:74 Loop with condition tested first\r
0:74 Loop Condition\r
-0:74 Compare Less Than (bool)\r
-0:74 direct index (float)\r
-0:74 'color' (4-component vector of float)\r
+0:74 Compare Less Than (temp bool)\r
+0:74 direct index (temp float)\r
+0:74 'color' (temp 4-component vector of float)\r
0:74 Constant:\r
0:74 3 (const int)\r
0:74 'd13' (uniform float)\r
0:74 Loop Body\r
0:75 Sequence\r
-0:75 Test condition and select (void)\r
+0:75 Test condition and select (temp void)\r
0:75 Condition\r
-0:75 Compare Less Than (bool)\r
-0:75 direct index (float)\r
-0:75 'color' (4-component vector of float)\r
+0:75 Compare Less Than (temp bool)\r
+0:75 direct index (temp float)\r
+0:75 'color' (temp 4-component vector of float)\r
0:75 Constant:\r
0:75 2 (const int)\r
0:75 'd13' (uniform float)\r
0:75 true case\r
-0:76 Post-Increment (4-component vector of float)\r
-0:76 'color' (4-component vector of float)\r
+0:76 Post-Increment (temp 4-component vector of float)\r
+0:76 'color' (temp 4-component vector of float)\r
0:75 false case\r
-0:78 Post-Decrement (4-component vector of float)\r
-0:78 'color' (4-component vector of float)\r
-0:80 add second child into first child (4-component vector of float)\r
-0:80 'color' (4-component vector of float)\r
+0:78 Post-Decrement (temp 4-component vector of float)\r
+0:78 'color' (temp 4-component vector of float)\r
+0:80 add second child into first child (temp 4-component vector of float)\r
+0:80 'color' (temp 4-component vector of float)\r
0:80 'bigColor4' (uniform 4-component vector of float)\r
-0:81 Test condition and select (void)\r
+0:81 Test condition and select (temp void)\r
0:81 Condition\r
-0:81 Compare Less Than (bool)\r
-0:81 direct index (float)\r
-0:81 'color' (4-component vector of float)\r
+0:81 Compare Less Than (temp bool)\r
+0:81 direct index (temp float)\r
+0:81 'color' (temp 4-component vector of float)\r
0:81 Constant:\r
0:81 0 (const int)\r
0:81 'd4' (uniform float)\r
0:81 true case\r
0:82 Sequence\r
-0:82 add second child into first child (float)\r
-0:82 direct index (float)\r
-0:82 'color' (4-component vector of float)\r
+0:82 add second child into first child (temp float)\r
+0:82 direct index (temp float)\r
+0:82 'color' (temp 4-component vector of float)\r
0:82 Constant:\r
0:82 2 (const int)\r
0:82 Constant:\r
0:82 2.000000\r
-0:83 Test condition and select (void)\r
+0:83 Test condition and select (temp void)\r
0:83 Condition\r
-0:83 Compare Less Than (bool)\r
-0:83 direct index (float)\r
-0:83 'color' (4-component vector of float)\r
+0:83 Compare Less Than (temp bool)\r
+0:83 direct index (temp float)\r
+0:83 'color' (temp 4-component vector of float)\r
0:83 Constant:\r
0:83 2 (const int)\r
0:83 'd4' (uniform float)\r
0:83 true case\r
0:84 Sequence\r
-0:84 Post-Increment (float)\r
-0:84 direct index (float)\r
-0:84 'color' (4-component vector of float)\r
+0:84 Post-Increment (temp float)\r
+0:84 direct index (temp float)\r
+0:84 'color' (temp 4-component vector of float)\r
0:84 Constant:\r
0:84 0 (const int)\r
0:85 Branch: Continue\r
-0:88 Test condition and select (void)\r
+0:88 Test condition and select (temp void)\r
0:88 Condition\r
-0:88 Compare Less Than (bool)\r
-0:88 direct index (float)\r
-0:88 'color' (4-component vector of float)\r
+0:88 Compare Less Than (temp bool)\r
+0:88 direct index (temp float)\r
+0:88 'color' (temp 4-component vector of float)\r
0:88 Constant:\r
0:88 1 (const int)\r
0:88 'd4' (uniform float)\r
0:88 true case\r
-0:89 add second child into first child (float)\r
-0:89 direct index (float)\r
-0:89 'color' (4-component vector of float)\r
+0:89 add second child into first child (temp float)\r
+0:89 direct index (temp float)\r
+0:89 'color' (temp 4-component vector of float)\r
0:89 Constant:\r
0:89 1 (const int)\r
0:89 'd4' (uniform float)\r
0:88 false case\r
-0:91 add second child into first child (float)\r
-0:91 direct index (float)\r
-0:91 'color' (4-component vector of float)\r
+0:91 add second child into first child (temp float)\r
+0:91 direct index (temp float)\r
+0:91 'color' (temp 4-component vector of float)\r
0:91 Constant:\r
0:91 0 (const int)\r
0:91 'd4' (uniform float)\r
-0:94 Post-Increment (4-component vector of float)\r
-0:94 'color' (4-component vector of float)\r
-0:95 move second child to first child (4-component vector of float)\r
+0:94 Post-Increment (temp 4-component vector of float)\r
+0:94 'color' (temp 4-component vector of float)\r
+0:95 move second child to first child (temp 4-component vector of float)\r
0:95 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:95 'color' (4-component vector of float)\r
+0:95 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'bigColor1_1' (uniform 4-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:? Linker Objects\r
\r
\r
Shader version: 110\r
0:? Sequence\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:? Linker Objects\r
\r
input primitive = none\r
output primitive = points\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: foo( (void)\r
+0:3 Function Definition: foo( (global void)\r
0:3 Function Parameters: \r
0:? Linker Objects\r
\r
input primitive = none\r
output primitive = line_strip\r
0:? Sequence\r
-0:3 Function Definition: bar( (void)\r
+0:3 Function Definition: bar( (global void)\r
0:3 Function Parameters: \r
0:? Linker Objects\r
\r
input primitive = none\r
output primitive = points\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: foo( (void)\r
+0:3 Function Definition: foo( (global void)\r
0:3 Function Parameters: \r
-0:3 Function Definition: bar( (void)\r
+0:3 Function Definition: bar( (global void)\r
0:3 Function Parameters: \r
0:? Linker Objects\r
Shader version: 110\r
0:? Sequence\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:? Linker Objects\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:25 Function Definition: main( (void)\r
+0:25 Function Definition: main( (global void)\r
0:25 Function Parameters: \r
0:27 Sequence\r
-0:27 move second child to first child (4-component vector of float)\r
+0:27 move second child to first child (temp 4-component vector of float)\r
0:27 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:27 Construct vec4 (4-component vector of float)\r
-0:27 direct index (4-component vector of float)\r
+0:27 Construct vec4 (temp 4-component vector of float)\r
+0:27 direct index (temp 4-component vector of float)\r
0:27 'un34' (uniform 4X4 matrix of float)\r
0:27 Constant:\r
0:27 1 (const int)\r
-0:28 add second child into first child (4-component vector of float)\r
+0:28 add second child into first child (temp 4-component vector of float)\r
0:28 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:28 Construct vec4 (4-component vector of float)\r
-0:28 vector-times-matrix (3-component vector of float)\r
+0:28 Construct vec4 (temp 4-component vector of float)\r
+0:28 vector-times-matrix (temp 3-component vector of float)\r
0:28 'Color' (smooth in 3-component vector of float)\r
0:28 'colorTransform' (uniform 3X3 matrix of float)\r
0:28 Constant:\r
0:28 1.000000\r
-0:30 Test condition and select (void)\r
+0:30 Test condition and select (temp void)\r
0:30 Condition\r
-0:30 Compare Not Equal (bool)\r
+0:30 Compare Not Equal (temp bool)\r
0:30 'm' (uniform 4X4 matrix of float)\r
0:30 'n' (uniform 4X4 matrix of float)\r
0:30 true case\r
-0:31 add second child into first child (4-component vector of float)\r
+0:31 add second child into first child (temp 4-component vector of float)\r
0:31 'gl_FragColor' (fragColor 4-component vector of float)\r
0:31 'v' (smooth in 4-component vector of float)\r
0:30 false case\r
0:33 Sequence\r
-0:33 add second child into first child (4-component vector of float)\r
+0:33 add second child into first child (temp 4-component vector of float)\r
0:33 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:33 matrix-times-vector (4-component vector of float)\r
+0:33 matrix-times-vector (temp 4-component vector of float)\r
0:33 'm' (uniform 4X4 matrix of float)\r
0:33 'v' (smooth in 4-component vector of float)\r
-0:34 add second child into first child (4-component vector of float)\r
+0:34 add second child into first child (temp 4-component vector of float)\r
0:34 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:34 vector-times-matrix (4-component vector of float)\r
+0:34 vector-times-matrix (temp 4-component vector of float)\r
0:34 'v' (smooth in 4-component vector of float)\r
-0:34 subtract (4X4 matrix of float)\r
+0:34 subtract (temp 4X4 matrix of float)\r
0:34 'm' (uniform 4X4 matrix of float)\r
0:34 'n' (uniform 4X4 matrix of float)\r
0:42 Sequence\r
-0:42 move second child to first child (4X4 matrix of float)\r
-0:42 'm34' (4X4 matrix of float)\r
-0:45 Construct mat4 (4X4 matrix of float)\r
-0:42 component-wise multiply (float)\r
-0:42 direct index (float)\r
+0:42 move second child to first child (temp 4X4 matrix of float)\r
+0:42 'm34' (temp 4X4 matrix of float)\r
+0:45 Construct mat4 (temp 4X4 matrix of float)\r
+0:42 component-wise multiply (temp float)\r
+0:42 direct index (temp float)\r
0:42 'v' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
+0:42 direct index (temp float)\r
0:42 'u' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 component-wise multiply (float)\r
-0:42 direct index (float)\r
+0:42 component-wise multiply (temp float)\r
+0:42 direct index (temp float)\r
0:42 'v' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
+0:42 direct index (temp float)\r
0:42 'u' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 1 (const int)\r
-0:42 component-wise multiply (float)\r
-0:42 direct index (float)\r
+0:42 component-wise multiply (temp float)\r
+0:42 direct index (temp float)\r
0:42 'v' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
+0:42 direct index (temp float)\r
0:42 'u' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 2 (const int)\r
-0:42 component-wise multiply (float)\r
-0:42 direct index (float)\r
+0:42 component-wise multiply (temp float)\r
+0:42 direct index (temp float)\r
0:42 'v' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
+0:42 direct index (temp float)\r
0:42 'u' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 3 (const int)\r
-0:43 component-wise multiply (float)\r
-0:43 direct index (float)\r
+0:43 component-wise multiply (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 direct index (float)\r
+0:43 direct index (temp float)\r
0:43 'u' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 0 (const int)\r
-0:43 component-wise multiply (float)\r
-0:43 direct index (float)\r
+0:43 component-wise multiply (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 direct index (float)\r
+0:43 direct index (temp float)\r
0:43 'u' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 component-wise multiply (float)\r
-0:43 direct index (float)\r
+0:43 component-wise multiply (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 direct index (float)\r
+0:43 direct index (temp float)\r
0:43 'u' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 2 (const int)\r
-0:43 component-wise multiply (float)\r
-0:43 direct index (float)\r
+0:43 component-wise multiply (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 direct index (float)\r
+0:43 direct index (temp float)\r
0:43 'u' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 3 (const int)\r
-0:44 component-wise multiply (float)\r
-0:44 direct index (float)\r
+0:44 component-wise multiply (temp float)\r
+0:44 direct index (temp float)\r
0:44 'v' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 direct index (float)\r
+0:44 direct index (temp float)\r
0:44 'u' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 0 (const int)\r
-0:44 component-wise multiply (float)\r
-0:44 direct index (float)\r
+0:44 component-wise multiply (temp float)\r
+0:44 direct index (temp float)\r
0:44 'v' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 direct index (float)\r
+0:44 direct index (temp float)\r
0:44 'u' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 1 (const int)\r
-0:44 component-wise multiply (float)\r
-0:44 direct index (float)\r
+0:44 component-wise multiply (temp float)\r
+0:44 direct index (temp float)\r
0:44 'v' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 direct index (float)\r
+0:44 direct index (temp float)\r
0:44 'u' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 component-wise multiply (float)\r
-0:44 direct index (float)\r
+0:44 component-wise multiply (temp float)\r
+0:44 direct index (temp float)\r
0:44 'v' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 direct index (float)\r
+0:44 direct index (temp float)\r
0:44 'u' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:45 component-wise multiply (float)\r
-0:45 direct index (float)\r
+0:45 component-wise multiply (temp float)\r
+0:45 direct index (temp float)\r
0:45 'v' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'u' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 0 (const int)\r
-0:45 component-wise multiply (float)\r
-0:45 direct index (float)\r
+0:45 component-wise multiply (temp float)\r
+0:45 direct index (temp float)\r
0:45 'v' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'u' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 1 (const int)\r
-0:45 component-wise multiply (float)\r
-0:45 direct index (float)\r
+0:45 component-wise multiply (temp float)\r
+0:45 direct index (temp float)\r
0:45 'v' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'u' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 2 (const int)\r
-0:45 component-wise multiply (float)\r
-0:45 direct index (float)\r
+0:45 component-wise multiply (temp float)\r
+0:45 direct index (temp float)\r
0:45 'v' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'u' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:46 add second child into first child (4X4 matrix of float)\r
-0:46 'm34' (4X4 matrix of float)\r
-0:46 Construct mat4 (4X4 matrix of float)\r
-0:46 direct index (float)\r
+0:46 add second child into first child (temp 4X4 matrix of float)\r
+0:46 'm34' (temp 4X4 matrix of float)\r
+0:46 Construct mat4 (temp 4X4 matrix of float)\r
+0:46 direct index (temp float)\r
0:46 'v' (smooth in 4-component vector of float)\r
0:46 Constant:\r
0:46 0 (const int)\r
-0:47 add second child into first child (4X4 matrix of float)\r
-0:47 'm34' (4X4 matrix of float)\r
-0:47 Construct mat4 (4X4 matrix of float)\r
+0:47 add second child into first child (temp 4X4 matrix of float)\r
+0:47 'm34' (temp 4X4 matrix of float)\r
+0:47 Construct mat4 (temp 4X4 matrix of float)\r
0:47 'u' (smooth in 4-component vector of float)\r
-0:47 direct index (float)\r
+0:47 direct index (temp float)\r
0:47 'u' (smooth in 4-component vector of float)\r
0:47 Constant:\r
0:47 0 (const int)\r
0:47 'u' (smooth in 4-component vector of float)\r
-0:47 direct index (float)\r
+0:47 direct index (temp float)\r
0:47 'u' (smooth in 4-component vector of float)\r
0:47 Constant:\r
0:47 0 (const int)\r
0:47 'u' (smooth in 4-component vector of float)\r
-0:47 direct index (float)\r
+0:47 direct index (temp float)\r
0:47 'u' (smooth in 4-component vector of float)\r
0:47 Constant:\r
0:47 0 (const int)\r
-0:47 direct index (float)\r
+0:47 direct index (temp float)\r
0:47 'u' (smooth in 4-component vector of float)\r
0:47 Constant:\r
0:47 0 (const int)\r
-0:51 Test condition and select (void)\r
+0:51 Test condition and select (temp void)\r
0:51 Condition\r
-0:51 Compare Equal (bool)\r
-0:51 'm34' (4X4 matrix of float)\r
+0:51 Compare Equal (temp bool)\r
+0:51 'm34' (temp 4X4 matrix of float)\r
0:51 'un34' (uniform 4X4 matrix of float)\r
0:51 true case\r
-0:52 add second child into first child (4-component vector of float)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
0:52 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:52 matrix-times-vector (4-component vector of float)\r
-0:52 'm34' (4X4 matrix of float)\r
+0:52 matrix-times-vector (temp 4-component vector of float)\r
+0:52 'm34' (temp 4X4 matrix of float)\r
0:52 'u' (smooth in 4-component vector of float)\r
0:51 false case\r
-0:54 add second child into first child (4-component vector of float)\r
+0:54 add second child into first child (temp 4-component vector of float)\r
0:54 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:54 matrix-times-vector (4-component vector of float)\r
-0:54 matrix-multiply (4X4 matrix of float)\r
+0:54 matrix-times-vector (temp 4-component vector of float)\r
+0:54 matrix-multiply (temp 4X4 matrix of float)\r
0:54 'un34' (uniform 4X4 matrix of float)\r
0:54 'um43' (uniform 4X4 matrix of float)\r
0:54 'v' (smooth in 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:25 Function Definition: main( (void)\r
+0:25 Function Definition: main( (global void)\r
0:25 Function Parameters: \r
0:27 Sequence\r
-0:27 move second child to first child (4-component vector of float)\r
+0:27 move second child to first child (temp 4-component vector of float)\r
0:27 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:27 Construct vec4 (4-component vector of float)\r
-0:27 direct index (4-component vector of float)\r
+0:27 Construct vec4 (temp 4-component vector of float)\r
+0:27 direct index (temp 4-component vector of float)\r
0:27 'un34' (uniform 4X4 matrix of float)\r
0:27 Constant:\r
0:27 1 (const int)\r
-0:28 add second child into first child (4-component vector of float)\r
+0:28 add second child into first child (temp 4-component vector of float)\r
0:28 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:28 Construct vec4 (4-component vector of float)\r
-0:28 vector-times-matrix (3-component vector of float)\r
+0:28 Construct vec4 (temp 4-component vector of float)\r
+0:28 vector-times-matrix (temp 3-component vector of float)\r
0:28 'Color' (smooth in 3-component vector of float)\r
0:28 'colorTransform' (uniform 3X3 matrix of float)\r
0:28 Constant:\r
0:28 1.000000\r
-0:30 Test condition and select (void)\r
+0:30 Test condition and select (temp void)\r
0:30 Condition\r
-0:30 Compare Not Equal (bool)\r
+0:30 Compare Not Equal (temp bool)\r
0:30 'm' (uniform 4X4 matrix of float)\r
0:30 'n' (uniform 4X4 matrix of float)\r
0:30 true case\r
-0:31 add second child into first child (4-component vector of float)\r
+0:31 add second child into first child (temp 4-component vector of float)\r
0:31 'gl_FragColor' (fragColor 4-component vector of float)\r
0:31 'v' (smooth in 4-component vector of float)\r
0:30 false case\r
0:33 Sequence\r
-0:33 add second child into first child (4-component vector of float)\r
+0:33 add second child into first child (temp 4-component vector of float)\r
0:33 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:33 matrix-times-vector (4-component vector of float)\r
+0:33 matrix-times-vector (temp 4-component vector of float)\r
0:33 'm' (uniform 4X4 matrix of float)\r
0:33 'v' (smooth in 4-component vector of float)\r
-0:34 add second child into first child (4-component vector of float)\r
+0:34 add second child into first child (temp 4-component vector of float)\r
0:34 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:34 vector-times-matrix (4-component vector of float)\r
+0:34 vector-times-matrix (temp 4-component vector of float)\r
0:34 'v' (smooth in 4-component vector of float)\r
-0:34 subtract (4X4 matrix of float)\r
+0:34 subtract (temp 4X4 matrix of float)\r
0:34 'm' (uniform 4X4 matrix of float)\r
0:34 'n' (uniform 4X4 matrix of float)\r
0:42 Sequence\r
-0:42 move second child to first child (4X4 matrix of float)\r
-0:42 'm34' (4X4 matrix of float)\r
-0:45 Construct mat4 (4X4 matrix of float)\r
-0:42 component-wise multiply (float)\r
-0:42 direct index (float)\r
+0:42 move second child to first child (temp 4X4 matrix of float)\r
+0:42 'm34' (temp 4X4 matrix of float)\r
+0:45 Construct mat4 (temp 4X4 matrix of float)\r
+0:42 component-wise multiply (temp float)\r
+0:42 direct index (temp float)\r
0:42 'v' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
+0:42 direct index (temp float)\r
0:42 'u' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 component-wise multiply (float)\r
-0:42 direct index (float)\r
+0:42 component-wise multiply (temp float)\r
+0:42 direct index (temp float)\r
0:42 'v' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
+0:42 direct index (temp float)\r
0:42 'u' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 1 (const int)\r
-0:42 component-wise multiply (float)\r
-0:42 direct index (float)\r
+0:42 component-wise multiply (temp float)\r
+0:42 direct index (temp float)\r
0:42 'v' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
+0:42 direct index (temp float)\r
0:42 'u' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 2 (const int)\r
-0:42 component-wise multiply (float)\r
-0:42 direct index (float)\r
+0:42 component-wise multiply (temp float)\r
+0:42 direct index (temp float)\r
0:42 'v' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
+0:42 direct index (temp float)\r
0:42 'u' (smooth in 4-component vector of float)\r
0:42 Constant:\r
0:42 3 (const int)\r
-0:43 component-wise multiply (float)\r
-0:43 direct index (float)\r
+0:43 component-wise multiply (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 direct index (float)\r
+0:43 direct index (temp float)\r
0:43 'u' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 0 (const int)\r
-0:43 component-wise multiply (float)\r
-0:43 direct index (float)\r
+0:43 component-wise multiply (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 direct index (float)\r
+0:43 direct index (temp float)\r
0:43 'u' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 component-wise multiply (float)\r
-0:43 direct index (float)\r
+0:43 component-wise multiply (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 direct index (float)\r
+0:43 direct index (temp float)\r
0:43 'u' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 2 (const int)\r
-0:43 component-wise multiply (float)\r
-0:43 direct index (float)\r
+0:43 component-wise multiply (temp float)\r
+0:43 direct index (temp float)\r
0:43 'v' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 1 (const int)\r
-0:43 direct index (float)\r
+0:43 direct index (temp float)\r
0:43 'u' (smooth in 4-component vector of float)\r
0:43 Constant:\r
0:43 3 (const int)\r
-0:44 component-wise multiply (float)\r
-0:44 direct index (float)\r
+0:44 component-wise multiply (temp float)\r
+0:44 direct index (temp float)\r
0:44 'v' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 direct index (float)\r
+0:44 direct index (temp float)\r
0:44 'u' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 0 (const int)\r
-0:44 component-wise multiply (float)\r
-0:44 direct index (float)\r
+0:44 component-wise multiply (temp float)\r
+0:44 direct index (temp float)\r
0:44 'v' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 direct index (float)\r
+0:44 direct index (temp float)\r
0:44 'u' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 1 (const int)\r
-0:44 component-wise multiply (float)\r
-0:44 direct index (float)\r
+0:44 component-wise multiply (temp float)\r
+0:44 direct index (temp float)\r
0:44 'v' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 direct index (float)\r
+0:44 direct index (temp float)\r
0:44 'u' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 component-wise multiply (float)\r
-0:44 direct index (float)\r
+0:44 component-wise multiply (temp float)\r
+0:44 direct index (temp float)\r
0:44 'v' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
-0:44 direct index (float)\r
+0:44 direct index (temp float)\r
0:44 'u' (smooth in 4-component vector of float)\r
0:44 Constant:\r
0:44 3 (const int)\r
-0:45 component-wise multiply (float)\r
-0:45 direct index (float)\r
+0:45 component-wise multiply (temp float)\r
+0:45 direct index (temp float)\r
0:45 'v' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'u' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 0 (const int)\r
-0:45 component-wise multiply (float)\r
-0:45 direct index (float)\r
+0:45 component-wise multiply (temp float)\r
+0:45 direct index (temp float)\r
0:45 'v' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'u' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 1 (const int)\r
-0:45 component-wise multiply (float)\r
-0:45 direct index (float)\r
+0:45 component-wise multiply (temp float)\r
+0:45 direct index (temp float)\r
0:45 'v' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'u' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 2 (const int)\r
-0:45 component-wise multiply (float)\r
-0:45 direct index (float)\r
+0:45 component-wise multiply (temp float)\r
+0:45 direct index (temp float)\r
0:45 'v' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:45 direct index (float)\r
+0:45 direct index (temp float)\r
0:45 'u' (smooth in 4-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
-0:46 add second child into first child (4X4 matrix of float)\r
-0:46 'm34' (4X4 matrix of float)\r
-0:46 Construct mat4 (4X4 matrix of float)\r
-0:46 direct index (float)\r
+0:46 add second child into first child (temp 4X4 matrix of float)\r
+0:46 'm34' (temp 4X4 matrix of float)\r
+0:46 Construct mat4 (temp 4X4 matrix of float)\r
+0:46 direct index (temp float)\r
0:46 'v' (smooth in 4-component vector of float)\r
0:46 Constant:\r
0:46 0 (const int)\r
-0:47 add second child into first child (4X4 matrix of float)\r
-0:47 'm34' (4X4 matrix of float)\r
-0:47 Construct mat4 (4X4 matrix of float)\r
+0:47 add second child into first child (temp 4X4 matrix of float)\r
+0:47 'm34' (temp 4X4 matrix of float)\r
+0:47 Construct mat4 (temp 4X4 matrix of float)\r
0:47 'u' (smooth in 4-component vector of float)\r
-0:47 direct index (float)\r
+0:47 direct index (temp float)\r
0:47 'u' (smooth in 4-component vector of float)\r
0:47 Constant:\r
0:47 0 (const int)\r
0:47 'u' (smooth in 4-component vector of float)\r
-0:47 direct index (float)\r
+0:47 direct index (temp float)\r
0:47 'u' (smooth in 4-component vector of float)\r
0:47 Constant:\r
0:47 0 (const int)\r
0:47 'u' (smooth in 4-component vector of float)\r
-0:47 direct index (float)\r
+0:47 direct index (temp float)\r
0:47 'u' (smooth in 4-component vector of float)\r
0:47 Constant:\r
0:47 0 (const int)\r
-0:47 direct index (float)\r
+0:47 direct index (temp float)\r
0:47 'u' (smooth in 4-component vector of float)\r
0:47 Constant:\r
0:47 0 (const int)\r
-0:51 Test condition and select (void)\r
+0:51 Test condition and select (temp void)\r
0:51 Condition\r
-0:51 Compare Equal (bool)\r
-0:51 'm34' (4X4 matrix of float)\r
+0:51 Compare Equal (temp bool)\r
+0:51 'm34' (temp 4X4 matrix of float)\r
0:51 'un34' (uniform 4X4 matrix of float)\r
0:51 true case\r
-0:52 add second child into first child (4-component vector of float)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
0:52 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:52 matrix-times-vector (4-component vector of float)\r
-0:52 'm34' (4X4 matrix of float)\r
+0:52 matrix-times-vector (temp 4-component vector of float)\r
+0:52 'm34' (temp 4X4 matrix of float)\r
0:52 'u' (smooth in 4-component vector of float)\r
0:51 false case\r
-0:54 add second child into first child (4-component vector of float)\r
+0:54 add second child into first child (temp 4-component vector of float)\r
0:54 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:54 matrix-times-vector (4-component vector of float)\r
-0:54 matrix-multiply (4X4 matrix of float)\r
+0:54 matrix-times-vector (temp 4-component vector of float)\r
+0:54 matrix-multiply (temp 4X4 matrix of float)\r
0:54 'un34' (uniform 4X4 matrix of float)\r
0:54 'um43' (uniform 4X4 matrix of float)\r
0:54 'v' (smooth in 4-component vector of float)\r
\r
Shader version: 150\r
0:? Sequence\r
-0:19 Function Definition: main( (void)\r
+0:19 Function Definition: main( (global void)\r
0:19 Function Parameters: \r
0:21 Sequence\r
0:21 Sequence\r
-0:21 move second child to first child (3X4 matrix of float)\r
-0:21 'm34' (3X4 matrix of float)\r
-0:21 outer product (3X4 matrix of float)\r
+0:21 move second child to first child (temp 3X4 matrix of float)\r
+0:21 'm34' (temp 3X4 matrix of float)\r
+0:21 outer product (global 3X4 matrix of float)\r
0:21 'v' (smooth in 4-component vector of float)\r
0:21 'u' (smooth in 3-component vector of float)\r
-0:23 add second child into first child (3X4 matrix of float)\r
-0:23 'm34' (3X4 matrix of float)\r
+0:23 add second child into first child (temp 3X4 matrix of float)\r
+0:23 'm34' (temp 3X4 matrix of float)\r
0:23 Constant:\r
0:23 4.300000\r
0:23 0.000000\r
0:23 0.000000\r
0:23 4.300000\r
0:23 0.000000\r
-0:25 move second child to first child (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
0:25 'FragColor' (out 4-component vector of float)\r
-0:25 Construct vec4 (4-component vector of float)\r
+0:25 Construct vec4 (temp 4-component vector of float)\r
0:25 'Color' (smooth in 3-component vector of float)\r
0:25 Constant:\r
0:25 1.000000\r
-0:26 multiply second child into first child (4-component vector of float)\r
+0:26 multiply second child into first child (temp 4-component vector of float)\r
0:26 'FragColor' (out 4-component vector of float)\r
-0:26 Construct vec4 (4-component vector of float)\r
-0:26 vector-times-matrix (3-component vector of float)\r
+0:26 Construct vec4 (temp 4-component vector of float)\r
+0:26 vector-times-matrix (temp 3-component vector of float)\r
0:26 'FragColor' (out 4-component vector of float)\r
-0:26 'm34' (3X4 matrix of float)\r
+0:26 'm34' (temp 3X4 matrix of float)\r
0:26 Constant:\r
0:26 1.000000\r
-0:28 matrix scale second child into first child (3X4 matrix of float)\r
-0:28 'm34' (3X4 matrix of float)\r
-0:28 direct index (float)\r
+0:28 matrix scale second child into first child (temp 3X4 matrix of float)\r
+0:28 'm34' (temp 3X4 matrix of float)\r
+0:28 direct index (temp float)\r
0:28 'v' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:30 Sequence\r
-0:30 move second child to first child (4X4 matrix of float)\r
-0:30 'm44' (4X4 matrix of float)\r
-0:30 Construct mat4 (4X4 matrix of float)\r
+0:30 move second child to first child (temp 4X4 matrix of float)\r
+0:30 'm44' (temp 4X4 matrix of float)\r
+0:30 Construct mat4 (temp 4X4 matrix of float)\r
0:30 'un34' (uniform 3X4 matrix of float)\r
-0:32 add second child into first child (4X4 matrix of float)\r
-0:32 'm44' (4X4 matrix of float)\r
-0:32 matrix-multiply (4X4 matrix of float)\r
-0:32 'm34' (3X4 matrix of float)\r
+0:32 add second child into first child (temp 4X4 matrix of float)\r
+0:32 'm44' (temp 4X4 matrix of float)\r
+0:32 matrix-multiply (temp 4X4 matrix of float)\r
+0:32 'm34' (temp 3X4 matrix of float)\r
0:32 'um43' (uniform 4X3 matrix of float)\r
-0:34 add second child into first child (4-component vector of float)\r
+0:34 add second child into first child (temp 4-component vector of float)\r
0:34 'FragColor' (out 4-component vector of float)\r
-0:34 matrix-times-vector (4-component vector of float)\r
-0:34 Negate value (4X4 matrix of float)\r
-0:34 'm44' (4X4 matrix of float)\r
+0:34 matrix-times-vector (temp 4-component vector of float)\r
+0:34 Negate value (temp 4X4 matrix of float)\r
+0:34 'm44' (temp 4X4 matrix of float)\r
0:34 'v' (smooth in 4-component vector of float)\r
-0:36 matrix mult second child into first child (4-component vector of float)\r
+0:36 matrix mult second child into first child (temp 4-component vector of float)\r
0:36 'FragColor' (out 4-component vector of float)\r
-0:36 component-wise multiply (4X4 matrix of float)\r
-0:36 'm44' (4X4 matrix of float)\r
-0:36 'm44' (4X4 matrix of float)\r
-0:38 move second child to first child (3X4 matrix of float)\r
-0:38 'm34' (3X4 matrix of float)\r
-0:38 transpose (3X4 matrix of float)\r
+0:36 component-wise multiply (global 4X4 matrix of float)\r
+0:36 'm44' (temp 4X4 matrix of float)\r
+0:36 'm44' (temp 4X4 matrix of float)\r
+0:38 move second child to first child (temp 3X4 matrix of float)\r
+0:38 'm34' (temp 3X4 matrix of float)\r
+0:38 transpose (global 3X4 matrix of float)\r
0:38 'um43' (uniform 4X3 matrix of float)\r
-0:39 multiply second child into first child (4-component vector of float)\r
+0:39 multiply second child into first child (temp 4-component vector of float)\r
0:39 'FragColor' (out 4-component vector of float)\r
-0:39 Construct vec4 (4-component vector of float)\r
-0:39 vector-times-matrix (3-component vector of float)\r
+0:39 Construct vec4 (temp 4-component vector of float)\r
+0:39 vector-times-matrix (temp 3-component vector of float)\r
0:39 'FragColor' (out 4-component vector of float)\r
-0:39 'm34' (3X4 matrix of float)\r
+0:39 'm34' (temp 3X4 matrix of float)\r
0:39 Constant:\r
0:39 1.000000\r
-0:40 multiply second child into first child (4-component vector of float)\r
+0:40 multiply second child into first child (temp 4-component vector of float)\r
0:40 'FragColor' (out 4-component vector of float)\r
-0:40 Construct vec4 (4-component vector of float)\r
-0:40 determinant (float)\r
+0:40 Construct vec4 (temp 4-component vector of float)\r
+0:40 determinant (global float)\r
0:40 'um4' (uniform 4X4 matrix of float)\r
0:41 Sequence\r
-0:41 move second child to first child (2X2 matrix of float)\r
-0:41 'inv' (2X2 matrix of float)\r
-0:41 inverse (2X2 matrix of float)\r
+0:41 move second child to first child (temp 2X2 matrix of float)\r
+0:41 'inv' (temp 2X2 matrix of float)\r
+0:41 inverse (global 2X2 matrix of float)\r
0:41 'um2' (uniform 2X2 matrix of float)\r
-0:42 multiply second child into first child (4-component vector of float)\r
+0:42 multiply second child into first child (temp 4-component vector of float)\r
0:42 'FragColor' (out 4-component vector of float)\r
-0:42 Construct vec4 (4-component vector of float)\r
-0:42 direct index (float)\r
-0:42 direct index (2-component vector of float)\r
-0:42 'inv' (2X2 matrix of float)\r
+0:42 Construct vec4 (temp 4-component vector of float)\r
+0:42 direct index (temp float)\r
+0:42 direct index (temp 2-component vector of float)\r
+0:42 'inv' (temp 2X2 matrix of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
-0:42 direct index (2-component vector of float)\r
-0:42 'inv' (2X2 matrix of float)\r
+0:42 direct index (temp float)\r
+0:42 direct index (temp 2-component vector of float)\r
+0:42 'inv' (temp 2X2 matrix of float)\r
0:42 Constant:\r
0:42 1 (const int)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
-0:42 direct index (2-component vector of float)\r
-0:42 'inv' (2X2 matrix of float)\r
+0:42 direct index (temp float)\r
+0:42 direct index (temp 2-component vector of float)\r
+0:42 'inv' (temp 2X2 matrix of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
0:42 Constant:\r
0:42 1 (const int)\r
-0:42 direct index (float)\r
-0:42 direct index (2-component vector of float)\r
-0:42 'inv' (2X2 matrix of float)\r
+0:42 direct index (temp float)\r
+0:42 direct index (temp 2-component vector of float)\r
+0:42 'inv' (temp 2X2 matrix of float)\r
0:42 Constant:\r
0:42 1 (const int)\r
0:42 Constant:\r
0:42 1 (const int)\r
0:43 Sequence\r
-0:43 move second child to first child (3X3 matrix of float)\r
-0:43 'inv3' (3X3 matrix of float)\r
-0:43 inverse (3X3 matrix of float)\r
+0:43 move second child to first child (temp 3X3 matrix of float)\r
+0:43 'inv3' (temp 3X3 matrix of float)\r
+0:43 inverse (global 3X3 matrix of float)\r
0:43 'um3' (uniform 3X3 matrix of float)\r
-0:44 multiply second child into first child (4-component vector of float)\r
+0:44 multiply second child into first child (temp 4-component vector of float)\r
0:44 'FragColor' (out 4-component vector of float)\r
-0:44 Construct vec4 (4-component vector of float)\r
-0:44 direct index (float)\r
-0:44 direct index (3-component vector of float)\r
-0:44 'inv3' (3X3 matrix of float)\r
+0:44 Construct vec4 (temp 4-component vector of float)\r
+0:44 direct index (temp float)\r
+0:44 direct index (temp 3-component vector of float)\r
+0:44 'inv3' (temp 3X3 matrix of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:46 Sequence\r
-0:46 move second child to first child (4X4 matrix of float)\r
-0:46 'inv4' (4X4 matrix of float)\r
-0:46 inverse (4X4 matrix of float)\r
+0:46 move second child to first child (temp 4X4 matrix of float)\r
+0:46 'inv4' (temp 4X4 matrix of float)\r
+0:46 inverse (global 4X4 matrix of float)\r
0:46 'um4' (uniform 4X4 matrix of float)\r
-0:47 matrix mult second child into first child (4-component vector of float)\r
+0:47 matrix mult second child into first child (temp 4-component vector of float)\r
0:47 'FragColor' (out 4-component vector of float)\r
-0:47 'inv4' (4X4 matrix of float)\r
-0:49 move second child to first child (4-component vector of float)\r
+0:47 'inv4' (temp 4X4 matrix of float)\r
+0:49 move second child to first child (temp 4-component vector of float)\r
0:49 'FragColor' (out 4-component vector of float)\r
-0:49 Construct vec4 (4-component vector of float)\r
-0:49 vector-times-matrix (3-component vector of float)\r
+0:49 Construct vec4 (temp 4-component vector of float)\r
+0:49 vector-times-matrix (temp 3-component vector of float)\r
0:49 'FragColor' (out 4-component vector of float)\r
-0:49 component-wise multiply (3X4 matrix of float)\r
+0:49 component-wise multiply (global 3X4 matrix of float)\r
0:49 'un34' (uniform 3X4 matrix of float)\r
0:49 'un34' (uniform 3X4 matrix of float)\r
-0:49 direct index (float)\r
+0:49 direct index (temp float)\r
0:49 'FragColor' (out 4-component vector of float)\r
0:49 Constant:\r
0:49 3 (const int)\r
\r
Shader version: 150\r
0:? Sequence\r
-0:19 Function Definition: main( (void)\r
+0:19 Function Definition: main( (global void)\r
0:19 Function Parameters: \r
0:21 Sequence\r
0:21 Sequence\r
-0:21 move second child to first child (3X4 matrix of float)\r
-0:21 'm34' (3X4 matrix of float)\r
-0:21 outer product (3X4 matrix of float)\r
+0:21 move second child to first child (temp 3X4 matrix of float)\r
+0:21 'm34' (temp 3X4 matrix of float)\r
+0:21 outer product (global 3X4 matrix of float)\r
0:21 'v' (smooth in 4-component vector of float)\r
0:21 'u' (smooth in 3-component vector of float)\r
-0:23 add second child into first child (3X4 matrix of float)\r
-0:23 'm34' (3X4 matrix of float)\r
+0:23 add second child into first child (temp 3X4 matrix of float)\r
+0:23 'm34' (temp 3X4 matrix of float)\r
0:23 Constant:\r
0:23 4.300000\r
0:23 0.000000\r
0:23 0.000000\r
0:23 4.300000\r
0:23 0.000000\r
-0:25 move second child to first child (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
0:25 'FragColor' (out 4-component vector of float)\r
-0:25 Construct vec4 (4-component vector of float)\r
+0:25 Construct vec4 (temp 4-component vector of float)\r
0:25 'Color' (smooth in 3-component vector of float)\r
0:25 Constant:\r
0:25 1.000000\r
-0:26 multiply second child into first child (4-component vector of float)\r
+0:26 multiply second child into first child (temp 4-component vector of float)\r
0:26 'FragColor' (out 4-component vector of float)\r
-0:26 Construct vec4 (4-component vector of float)\r
-0:26 vector-times-matrix (3-component vector of float)\r
+0:26 Construct vec4 (temp 4-component vector of float)\r
+0:26 vector-times-matrix (temp 3-component vector of float)\r
0:26 'FragColor' (out 4-component vector of float)\r
-0:26 'm34' (3X4 matrix of float)\r
+0:26 'm34' (temp 3X4 matrix of float)\r
0:26 Constant:\r
0:26 1.000000\r
-0:28 matrix scale second child into first child (3X4 matrix of float)\r
-0:28 'm34' (3X4 matrix of float)\r
-0:28 direct index (float)\r
+0:28 matrix scale second child into first child (temp 3X4 matrix of float)\r
+0:28 'm34' (temp 3X4 matrix of float)\r
+0:28 direct index (temp float)\r
0:28 'v' (smooth in 4-component vector of float)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:30 Sequence\r
-0:30 move second child to first child (4X4 matrix of float)\r
-0:30 'm44' (4X4 matrix of float)\r
-0:30 Construct mat4 (4X4 matrix of float)\r
+0:30 move second child to first child (temp 4X4 matrix of float)\r
+0:30 'm44' (temp 4X4 matrix of float)\r
+0:30 Construct mat4 (temp 4X4 matrix of float)\r
0:30 'un34' (uniform 3X4 matrix of float)\r
-0:32 add second child into first child (4X4 matrix of float)\r
-0:32 'm44' (4X4 matrix of float)\r
-0:32 matrix-multiply (4X4 matrix of float)\r
-0:32 'm34' (3X4 matrix of float)\r
+0:32 add second child into first child (temp 4X4 matrix of float)\r
+0:32 'm44' (temp 4X4 matrix of float)\r
+0:32 matrix-multiply (temp 4X4 matrix of float)\r
+0:32 'm34' (temp 3X4 matrix of float)\r
0:32 'um43' (uniform 4X3 matrix of float)\r
-0:34 add second child into first child (4-component vector of float)\r
+0:34 add second child into first child (temp 4-component vector of float)\r
0:34 'FragColor' (out 4-component vector of float)\r
-0:34 matrix-times-vector (4-component vector of float)\r
-0:34 Negate value (4X4 matrix of float)\r
-0:34 'm44' (4X4 matrix of float)\r
+0:34 matrix-times-vector (temp 4-component vector of float)\r
+0:34 Negate value (temp 4X4 matrix of float)\r
+0:34 'm44' (temp 4X4 matrix of float)\r
0:34 'v' (smooth in 4-component vector of float)\r
-0:36 matrix mult second child into first child (4-component vector of float)\r
+0:36 matrix mult second child into first child (temp 4-component vector of float)\r
0:36 'FragColor' (out 4-component vector of float)\r
-0:36 component-wise multiply (4X4 matrix of float)\r
-0:36 'm44' (4X4 matrix of float)\r
-0:36 'm44' (4X4 matrix of float)\r
-0:38 move second child to first child (3X4 matrix of float)\r
-0:38 'm34' (3X4 matrix of float)\r
-0:38 transpose (3X4 matrix of float)\r
+0:36 component-wise multiply (global 4X4 matrix of float)\r
+0:36 'm44' (temp 4X4 matrix of float)\r
+0:36 'm44' (temp 4X4 matrix of float)\r
+0:38 move second child to first child (temp 3X4 matrix of float)\r
+0:38 'm34' (temp 3X4 matrix of float)\r
+0:38 transpose (global 3X4 matrix of float)\r
0:38 'um43' (uniform 4X3 matrix of float)\r
-0:39 multiply second child into first child (4-component vector of float)\r
+0:39 multiply second child into first child (temp 4-component vector of float)\r
0:39 'FragColor' (out 4-component vector of float)\r
-0:39 Construct vec4 (4-component vector of float)\r
-0:39 vector-times-matrix (3-component vector of float)\r
+0:39 Construct vec4 (temp 4-component vector of float)\r
+0:39 vector-times-matrix (temp 3-component vector of float)\r
0:39 'FragColor' (out 4-component vector of float)\r
-0:39 'm34' (3X4 matrix of float)\r
+0:39 'm34' (temp 3X4 matrix of float)\r
0:39 Constant:\r
0:39 1.000000\r
-0:40 multiply second child into first child (4-component vector of float)\r
+0:40 multiply second child into first child (temp 4-component vector of float)\r
0:40 'FragColor' (out 4-component vector of float)\r
-0:40 Construct vec4 (4-component vector of float)\r
-0:40 determinant (float)\r
+0:40 Construct vec4 (temp 4-component vector of float)\r
+0:40 determinant (global float)\r
0:40 'um4' (uniform 4X4 matrix of float)\r
0:41 Sequence\r
-0:41 move second child to first child (2X2 matrix of float)\r
-0:41 'inv' (2X2 matrix of float)\r
-0:41 inverse (2X2 matrix of float)\r
+0:41 move second child to first child (temp 2X2 matrix of float)\r
+0:41 'inv' (temp 2X2 matrix of float)\r
+0:41 inverse (global 2X2 matrix of float)\r
0:41 'um2' (uniform 2X2 matrix of float)\r
-0:42 multiply second child into first child (4-component vector of float)\r
+0:42 multiply second child into first child (temp 4-component vector of float)\r
0:42 'FragColor' (out 4-component vector of float)\r
-0:42 Construct vec4 (4-component vector of float)\r
-0:42 direct index (float)\r
-0:42 direct index (2-component vector of float)\r
-0:42 'inv' (2X2 matrix of float)\r
+0:42 Construct vec4 (temp 4-component vector of float)\r
+0:42 direct index (temp float)\r
+0:42 direct index (temp 2-component vector of float)\r
+0:42 'inv' (temp 2X2 matrix of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
-0:42 direct index (2-component vector of float)\r
-0:42 'inv' (2X2 matrix of float)\r
+0:42 direct index (temp float)\r
+0:42 direct index (temp 2-component vector of float)\r
+0:42 'inv' (temp 2X2 matrix of float)\r
0:42 Constant:\r
0:42 1 (const int)\r
0:42 Constant:\r
0:42 0 (const int)\r
-0:42 direct index (float)\r
-0:42 direct index (2-component vector of float)\r
-0:42 'inv' (2X2 matrix of float)\r
+0:42 direct index (temp float)\r
+0:42 direct index (temp 2-component vector of float)\r
+0:42 'inv' (temp 2X2 matrix of float)\r
0:42 Constant:\r
0:42 0 (const int)\r
0:42 Constant:\r
0:42 1 (const int)\r
-0:42 direct index (float)\r
-0:42 direct index (2-component vector of float)\r
-0:42 'inv' (2X2 matrix of float)\r
+0:42 direct index (temp float)\r
+0:42 direct index (temp 2-component vector of float)\r
+0:42 'inv' (temp 2X2 matrix of float)\r
0:42 Constant:\r
0:42 1 (const int)\r
0:42 Constant:\r
0:42 1 (const int)\r
0:43 Sequence\r
-0:43 move second child to first child (3X3 matrix of float)\r
-0:43 'inv3' (3X3 matrix of float)\r
-0:43 inverse (3X3 matrix of float)\r
+0:43 move second child to first child (temp 3X3 matrix of float)\r
+0:43 'inv3' (temp 3X3 matrix of float)\r
+0:43 inverse (global 3X3 matrix of float)\r
0:43 'um3' (uniform 3X3 matrix of float)\r
-0:44 multiply second child into first child (4-component vector of float)\r
+0:44 multiply second child into first child (temp 4-component vector of float)\r
0:44 'FragColor' (out 4-component vector of float)\r
-0:44 Construct vec4 (4-component vector of float)\r
-0:44 direct index (float)\r
-0:44 direct index (3-component vector of float)\r
-0:44 'inv3' (3X3 matrix of float)\r
+0:44 Construct vec4 (temp 4-component vector of float)\r
+0:44 direct index (temp float)\r
+0:44 direct index (temp 3-component vector of float)\r
+0:44 'inv3' (temp 3X3 matrix of float)\r
0:44 Constant:\r
0:44 2 (const int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:46 Sequence\r
-0:46 move second child to first child (4X4 matrix of float)\r
-0:46 'inv4' (4X4 matrix of float)\r
-0:46 inverse (4X4 matrix of float)\r
+0:46 move second child to first child (temp 4X4 matrix of float)\r
+0:46 'inv4' (temp 4X4 matrix of float)\r
+0:46 inverse (global 4X4 matrix of float)\r
0:46 'um4' (uniform 4X4 matrix of float)\r
-0:47 matrix mult second child into first child (4-component vector of float)\r
+0:47 matrix mult second child into first child (temp 4-component vector of float)\r
0:47 'FragColor' (out 4-component vector of float)\r
-0:47 'inv4' (4X4 matrix of float)\r
-0:49 move second child to first child (4-component vector of float)\r
+0:47 'inv4' (temp 4X4 matrix of float)\r
+0:49 move second child to first child (temp 4-component vector of float)\r
0:49 'FragColor' (out 4-component vector of float)\r
-0:49 Construct vec4 (4-component vector of float)\r
-0:49 vector-times-matrix (3-component vector of float)\r
+0:49 Construct vec4 (temp 4-component vector of float)\r
+0:49 vector-times-matrix (temp 3-component vector of float)\r
0:49 'FragColor' (out 4-component vector of float)\r
-0:49 component-wise multiply (3X4 matrix of float)\r
+0:49 component-wise multiply (global 3X4 matrix of float)\r
0:49 'un34' (uniform 3X4 matrix of float)\r
0:49 'un34' (uniform 3X4 matrix of float)\r
-0:49 direct index (float)\r
+0:49 direct index (temp float)\r
0:49 'FragColor' (out 4-component vector of float)\r
0:49 Constant:\r
0:49 3 (const int)\r
matrixError.vert\r
ERROR: 0:10: 'constructor' : too many arguments \r
ERROR: 0:7: 'const' : non-matching or non-convertible constant type for const initializer \r
-ERROR: 0:17: 'assign' : cannot convert from '2-component vector of float' to '3-component vector of float'\r
-ERROR: 0:18: 'assign' : cannot convert from '2-component vector of float' to '3-component vector of float'\r
-ERROR: 0:19: 'xy' : does not apply to this type: 2X3 matrix of float\r
+ERROR: 0:17: 'assign' : cannot convert from 'temp 2-component vector of float' to 'temp 3-component vector of float'\r
+ERROR: 0:18: 'assign' : cannot convert from 'temp 2-component vector of float' to 'temp 3-component vector of float'\r
+ERROR: 0:19: 'xy' : does not apply to this type: temp 2X3 matrix of float\r
ERROR: 0:21: '[' : matrix index out of range '2'\r
ERROR: 0:21: '[' : vector index out of range '4'\r
ERROR: 7 compilation errors. No code generated.\r
\r
Shader version: 120\r
ERROR: node is still EOpNull!\r
-0:12 Function Definition: main( (void)\r
+0:12 Function Definition: main( (global void)\r
0:12 Function Parameters: \r
0:? Sequence\r
-0:17 'a' (3-component vector of float)\r
-0:18 'b' (3-component vector of float)\r
-0:19 'm23' (2X3 matrix of float)\r
-0:21 move second child to first child (4-component vector of float)\r
+0:17 'a' (temp 3-component vector of float)\r
+0:18 'b' (temp 3-component vector of float)\r
+0:19 'm23' (temp 2X3 matrix of float)\r
+0:21 move second child to first child (temp 4-component vector of float)\r
0:21 'gl_Position' (gl_Position 4-component vector of float)\r
-0:21 Construct vec4 (4-component vector of float)\r
-0:21 matrix-times-vector (3-component vector of float)\r
-0:21 matrix-multiply (3X3 matrix of float)\r
-0:21 'm23' (2X3 matrix of float)\r
+0:21 Construct vec4 (temp 4-component vector of float)\r
+0:21 matrix-times-vector (temp 3-component vector of float)\r
+0:21 matrix-multiply (temp 3X3 matrix of float)\r
+0:21 'm23' (temp 2X3 matrix of float)\r
0:21 'm32' (uniform 3X2 matrix of float)\r
0:21 'v3' (in 3-component vector of float)\r
-0:21 direct index (float)\r
-0:21 direct index (4-component vector of float)\r
-0:21 'm24' (2X4 matrix of float)\r
+0:21 direct index (temp float)\r
+0:21 direct index (temp 4-component vector of float)\r
+0:21 'm24' (temp 2X4 matrix of float)\r
0:21 Constant:\r
0:21 2 (const int)\r
0:21 Constant:\r
0:? Linker Objects\r
0:? 'v3' (in 3-component vector of float)\r
0:? 'm32' (uniform 3X2 matrix of float)\r
-0:? 'm24' (2X4 matrix of float)\r
+0:? 'm24' (temp 2X4 matrix of float)\r
\r
\r
Linked vertex stage:\r
\r
Shader version: 120\r
ERROR: node is still EOpNull!\r
-0:12 Function Definition: main( (void)\r
+0:12 Function Definition: main( (global void)\r
0:12 Function Parameters: \r
0:? Sequence\r
-0:17 'a' (3-component vector of float)\r
-0:18 'b' (3-component vector of float)\r
-0:19 'm23' (2X3 matrix of float)\r
-0:21 move second child to first child (4-component vector of float)\r
+0:17 'a' (temp 3-component vector of float)\r
+0:18 'b' (temp 3-component vector of float)\r
+0:19 'm23' (temp 2X3 matrix of float)\r
+0:21 move second child to first child (temp 4-component vector of float)\r
0:21 'gl_Position' (gl_Position 4-component vector of float)\r
-0:21 Construct vec4 (4-component vector of float)\r
-0:21 matrix-times-vector (3-component vector of float)\r
-0:21 matrix-multiply (3X3 matrix of float)\r
-0:21 'm23' (2X3 matrix of float)\r
+0:21 Construct vec4 (temp 4-component vector of float)\r
+0:21 matrix-times-vector (temp 3-component vector of float)\r
+0:21 matrix-multiply (temp 3X3 matrix of float)\r
+0:21 'm23' (temp 2X3 matrix of float)\r
0:21 'm32' (uniform 3X2 matrix of float)\r
0:21 'v3' (in 3-component vector of float)\r
-0:21 direct index (float)\r
-0:21 direct index (4-component vector of float)\r
-0:21 'm24' (2X4 matrix of float)\r
+0:21 direct index (temp float)\r
+0:21 direct index (temp 4-component vector of float)\r
+0:21 'm24' (temp 2X4 matrix of float)\r
0:21 Constant:\r
0:21 2 (const int)\r
0:21 Constant:\r
0:? Linker Objects\r
0:? 'v3' (in 3-component vector of float)\r
0:? 'm32' (uniform 3X2 matrix of float)\r
-0:? 'm24' (2X4 matrix of float)\r
+0:? 'm24' (temp 2X4 matrix of float)\r
\r
\r
Shader version: 430\r
0:? Sequence\r
-0:34 Function Definition: main( (void)\r
+0:34 Function Definition: main( (global void)\r
0:34 Function Parameters: \r
0:36 Sequence\r
0:36 Sequence\r
-0:36 move second child to first child (4-component vector of float)\r
-0:36 'v' (4-component vector of float)\r
-0:36 Function Call: texture(s21;vf2; (4-component vector of float)\r
+0:36 move second child to first child (temp 4-component vector of float)\r
+0:36 'v' (temp 4-component vector of float)\r
+0:36 Function Call: texture(s21;vf2; (global 4-component vector of float)\r
0:36 's2D' (uniform sampler2D)\r
0:36 'c2D' (smooth in 2-component vector of float)\r
-0:37 add second child into first child (4-component vector of float)\r
-0:37 'v' (4-component vector of float)\r
-0:37 Function Call: textureProj(s31;vf4; (4-component vector of float)\r
+0:37 add second child into first child (temp 4-component vector of float)\r
+0:37 'v' (temp 4-component vector of float)\r
+0:37 Function Call: textureProj(s31;vf4; (global 4-component vector of float)\r
0:37 's3D' (uniform sampler3D)\r
0:37 'c4D' (smooth in 4-component vector of float)\r
-0:38 add second child into first child (4-component vector of float)\r
-0:38 'v' (4-component vector of float)\r
-0:38 Function Call: textureLod(sA21;vf3;f1; (4-component vector of float)\r
+0:38 add second child into first child (temp 4-component vector of float)\r
+0:38 'v' (temp 4-component vector of float)\r
+0:38 Function Call: textureLod(sA21;vf3;f1; (global 4-component vector of float)\r
0:38 's2DArray' (uniform sampler2DArray)\r
0:38 'c3D' (smooth in 3-component vector of float)\r
0:38 Constant:\r
0:38 1.200000\r
-0:39 add second child into first child (float)\r
-0:39 direct index (float)\r
-0:39 'v' (4-component vector of float)\r
+0:39 add second child into first child (temp float)\r
+0:39 direct index (temp float)\r
+0:39 'v' (temp 4-component vector of float)\r
0:39 Constant:\r
0:39 1 (const int)\r
-0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (float)\r
+0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (global float)\r
0:39 's2DShadow' (uniform sampler2DShadow)\r
0:39 'c3D' (smooth in 3-component vector of float)\r
0:39 Constant:\r
0:39 3 (const int)\r
0:39 3 (const int)\r
0:39 'c1D' (smooth in float)\r
-0:40 add second child into first child (4-component vector of float)\r
-0:40 'v' (4-component vector of float)\r
-0:40 Function Call: texelFetch(s31;vi3;i1; (4-component vector of float)\r
+0:40 add second child into first child (temp 4-component vector of float)\r
+0:40 'v' (temp 4-component vector of float)\r
+0:40 Function Call: texelFetch(s31;vi3;i1; (global 4-component vector of float)\r
0:40 's3D' (uniform sampler3D)\r
0:40 'ic3D' (flat in 3-component vector of int)\r
0:40 'ic1D' (flat in int)\r
-0:41 add second child into first child (4-component vector of float)\r
-0:41 'v' (4-component vector of float)\r
-0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (4-component vector of float)\r
+0:41 add second child into first child (temp 4-component vector of float)\r
+0:41 'v' (temp 4-component vector of float)\r
+0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global 4-component vector of float)\r
0:41 's2D' (uniform sampler2D)\r
0:41 'ic2D' (flat in 2-component vector of int)\r
0:41 Constant:\r
0:41 4 (const int)\r
0:41 'ic2D' (flat in 2-component vector of int)\r
-0:42 add second child into first child (float)\r
-0:42 direct index (float)\r
-0:42 'v' (4-component vector of float)\r
+0:42 add second child into first child (temp float)\r
+0:42 direct index (temp float)\r
+0:42 'v' (temp 4-component vector of float)\r
0:42 Constant:\r
0:42 1 (const int)\r
-0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (float)\r
+0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float)\r
0:42 's2DShadow' (uniform sampler2DShadow)\r
0:42 'c3D' (smooth in 3-component vector of float)\r
0:42 'c1D' (smooth in float)\r
0:42 Constant:\r
0:42 3 (const int)\r
0:42 3 (const int)\r
-0:43 add second child into first child (4-component vector of float)\r
-0:43 'v' (4-component vector of float)\r
-0:43 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (4-component vector of float)\r
+0:43 add second child into first child (temp 4-component vector of float)\r
+0:43 'v' (temp 4-component vector of float)\r
+0:43 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float)\r
0:43 's2D' (uniform sampler2D)\r
0:43 'c3D' (smooth in 3-component vector of float)\r
0:43 'c1D' (smooth in float)\r
0:43 Constant:\r
0:43 3 (const int)\r
0:43 3 (const int)\r
-0:44 add second child into first child (4-component vector of float)\r
-0:44 'v' (4-component vector of float)\r
-0:44 Function Call: textureGrad(sC1;vf3;vf3;vf3; (4-component vector of float)\r
+0:44 add second child into first child (temp 4-component vector of float)\r
+0:44 'v' (temp 4-component vector of float)\r
+0:44 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float)\r
0:44 'sCube' (uniform samplerCube)\r
0:44 'c3D' (smooth in 3-component vector of float)\r
0:44 'c3D' (smooth in 3-component vector of float)\r
0:44 'c3D' (smooth in 3-component vector of float)\r
-0:45 add second child into first child (float)\r
-0:45 direct index (float)\r
-0:45 'v' (4-component vector of float)\r
+0:45 add second child into first child (temp float)\r
+0:45 direct index (temp float)\r
+0:45 'v' (temp 4-component vector of float)\r
0:45 Constant:\r
0:45 0 (const int)\r
-0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (float)\r
+0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float)\r
0:45 's2DArrayShadow' (uniform sampler2DArrayShadow)\r
0:45 'c4D' (smooth in 4-component vector of float)\r
0:45 'c2D' (smooth in 2-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
0:45 3 (const int)\r
-0:46 add second child into first child (4-component vector of float)\r
-0:46 'v' (4-component vector of float)\r
-0:46 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (4-component vector of float)\r
+0:46 add second child into first child (temp 4-component vector of float)\r
+0:46 'v' (temp 4-component vector of float)\r
+0:46 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float)\r
0:46 's3D' (uniform sampler3D)\r
0:46 'c4D' (smooth in 4-component vector of float)\r
0:46 'c3D' (smooth in 3-component vector of float)\r
0:46 'c3D' (smooth in 3-component vector of float)\r
-0:47 add second child into first child (4-component vector of float)\r
-0:47 'v' (4-component vector of float)\r
-0:47 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (4-component vector of float)\r
+0:47 add second child into first child (temp 4-component vector of float)\r
+0:47 'v' (temp 4-component vector of float)\r
+0:47 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float)\r
0:47 's2D' (uniform sampler2D)\r
0:47 'c3D' (smooth in 3-component vector of float)\r
0:47 'c2D' (smooth in 2-component vector of float)\r
0:47 3 (const int)\r
0:47 3 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (4-component vector of int)\r
-0:49 'iv' (4-component vector of int)\r
-0:49 Function Call: texture(is21;vf2; (4-component vector of int)\r
+0:49 move second child to first child (temp 4-component vector of int)\r
+0:49 'iv' (temp 4-component vector of int)\r
+0:49 Function Call: texture(is21;vf2; (global 4-component vector of int)\r
0:49 'is2D' (uniform isampler2D)\r
0:49 'c2D' (smooth in 2-component vector of float)\r
-0:50 add second child into first child (4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
-0:50 Convert int to float (4-component vector of float)\r
-0:50 'iv' (4-component vector of int)\r
-0:51 move second child to first child (4-component vector of int)\r
-0:51 'iv' (4-component vector of int)\r
-0:51 Function Call: textureProjOffset(is21;vf4;vi2; (4-component vector of int)\r
+0:50 add second child into first child (temp 4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
+0:50 Convert int to float (temp 4-component vector of float)\r
+0:50 'iv' (temp 4-component vector of int)\r
+0:51 move second child to first child (temp 4-component vector of int)\r
+0:51 'iv' (temp 4-component vector of int)\r
+0:51 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int)\r
0:51 'is2D' (uniform isampler2D)\r
0:51 'c4D' (smooth in 4-component vector of float)\r
0:51 Constant:\r
0:51 3 (const int)\r
0:51 3 (const int)\r
-0:52 add second child into first child (4-component vector of float)\r
-0:52 'v' (4-component vector of float)\r
-0:52 Convert int to float (4-component vector of float)\r
-0:52 'iv' (4-component vector of int)\r
-0:53 move second child to first child (4-component vector of int)\r
-0:53 'iv' (4-component vector of int)\r
-0:53 Function Call: textureProjLod(is21;vf3;f1; (4-component vector of int)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
+0:52 'v' (temp 4-component vector of float)\r
+0:52 Convert int to float (temp 4-component vector of float)\r
+0:52 'iv' (temp 4-component vector of int)\r
+0:53 move second child to first child (temp 4-component vector of int)\r
+0:53 'iv' (temp 4-component vector of int)\r
+0:53 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int)\r
0:53 'is2D' (uniform isampler2D)\r
0:53 'c3D' (smooth in 3-component vector of float)\r
0:53 'c1D' (smooth in float)\r
-0:54 add second child into first child (4-component vector of float)\r
-0:54 'v' (4-component vector of float)\r
-0:54 Convert int to float (4-component vector of float)\r
-0:54 'iv' (4-component vector of int)\r
-0:55 move second child to first child (4-component vector of int)\r
-0:55 'iv' (4-component vector of int)\r
-0:55 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (4-component vector of int)\r
+0:54 add second child into first child (temp 4-component vector of float)\r
+0:54 'v' (temp 4-component vector of float)\r
+0:54 Convert int to float (temp 4-component vector of float)\r
+0:54 'iv' (temp 4-component vector of int)\r
+0:55 move second child to first child (temp 4-component vector of int)\r
+0:55 'iv' (temp 4-component vector of int)\r
+0:55 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int)\r
0:55 'is2D' (uniform isampler2D)\r
0:55 'c3D' (smooth in 3-component vector of float)\r
0:55 'c2D' (smooth in 2-component vector of float)\r
0:55 'c2D' (smooth in 2-component vector of float)\r
-0:56 add second child into first child (4-component vector of float)\r
-0:56 'v' (4-component vector of float)\r
-0:56 Convert int to float (4-component vector of float)\r
-0:56 'iv' (4-component vector of int)\r
-0:57 move second child to first child (4-component vector of int)\r
-0:57 'iv' (4-component vector of int)\r
-0:57 Function Call: texture(is31;vf3;f1; (4-component vector of int)\r
+0:56 add second child into first child (temp 4-component vector of float)\r
+0:56 'v' (temp 4-component vector of float)\r
+0:56 Convert int to float (temp 4-component vector of float)\r
+0:56 'iv' (temp 4-component vector of int)\r
+0:57 move second child to first child (temp 4-component vector of int)\r
+0:57 'iv' (temp 4-component vector of int)\r
+0:57 Function Call: texture(is31;vf3;f1; (global 4-component vector of int)\r
0:57 'is3D' (uniform isampler3D)\r
0:57 'c3D' (smooth in 3-component vector of float)\r
0:57 Constant:\r
0:57 4.200000\r
-0:58 add second child into first child (4-component vector of float)\r
-0:58 'v' (4-component vector of float)\r
-0:58 Convert int to float (4-component vector of float)\r
-0:58 'iv' (4-component vector of int)\r
-0:59 move second child to first child (4-component vector of int)\r
-0:59 'iv' (4-component vector of int)\r
-0:59 Function Call: textureLod(isC1;vf3;f1; (4-component vector of int)\r
+0:58 add second child into first child (temp 4-component vector of float)\r
+0:58 'v' (temp 4-component vector of float)\r
+0:58 Convert int to float (temp 4-component vector of float)\r
+0:58 'iv' (temp 4-component vector of int)\r
+0:59 move second child to first child (temp 4-component vector of int)\r
+0:59 'iv' (temp 4-component vector of int)\r
+0:59 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int)\r
0:59 'isCube' (uniform isamplerCube)\r
0:59 'c3D' (smooth in 3-component vector of float)\r
0:59 'c1D' (smooth in float)\r
-0:60 add second child into first child (4-component vector of float)\r
-0:60 'v' (4-component vector of float)\r
-0:60 Convert int to float (4-component vector of float)\r
-0:60 'iv' (4-component vector of int)\r
-0:61 move second child to first child (4-component vector of int)\r
-0:61 'iv' (4-component vector of int)\r
-0:61 Function Call: texelFetch(isA21;vi3;i1; (4-component vector of int)\r
+0:60 add second child into first child (temp 4-component vector of float)\r
+0:60 'v' (temp 4-component vector of float)\r
+0:60 Convert int to float (temp 4-component vector of float)\r
+0:60 'iv' (temp 4-component vector of int)\r
+0:61 move second child to first child (temp 4-component vector of int)\r
+0:61 'iv' (temp 4-component vector of int)\r
+0:61 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int)\r
0:61 'is2DArray' (uniform isampler2DArray)\r
0:61 'ic3D' (flat in 3-component vector of int)\r
0:61 'ic1D' (flat in int)\r
-0:62 add second child into first child (4-component vector of float)\r
-0:62 'v' (4-component vector of float)\r
-0:62 Convert int to float (4-component vector of float)\r
-0:62 'iv' (4-component vector of int)\r
+0:62 add second child into first child (temp 4-component vector of float)\r
+0:62 'v' (temp 4-component vector of float)\r
+0:62 Convert int to float (temp 4-component vector of float)\r
+0:62 'iv' (temp 4-component vector of int)\r
0:64 Sequence\r
-0:64 move second child to first child (2-component vector of int)\r
-0:64 'iv2' (2-component vector of int)\r
-0:64 Function Call: textureSize(sSC1;i1; (2-component vector of int)\r
+0:64 move second child to first child (temp 2-component vector of int)\r
+0:64 'iv2' (temp 2-component vector of int)\r
+0:64 Function Call: textureSize(sSC1;i1; (global 2-component vector of int)\r
0:64 'sCubeShadow' (uniform samplerCubeShadow)\r
0:64 Constant:\r
0:64 2 (const int)\r
-0:67 move second child to first child (4-component vector of float)\r
+0:67 move second child to first child (temp 4-component vector of float)\r
0:67 'FragData' (out 4-component vector of float)\r
-0:67 add (4-component vector of float)\r
-0:67 'v' (4-component vector of float)\r
-0:67 Construct vec4 (4-component vector of float)\r
-0:67 Convert int to float (2-component vector of float)\r
-0:67 'iv2' (2-component vector of int)\r
+0:67 add (temp 4-component vector of float)\r
+0:67 'v' (temp 4-component vector of float)\r
+0:67 Construct vec4 (temp 4-component vector of float)\r
+0:67 Convert int to float (temp 2-component vector of float)\r
+0:67 'iv2' (temp 2-component vector of int)\r
0:67 Constant:\r
0:67 0.000000\r
0:67 Constant:\r
\r
Shader version: 430\r
0:? Sequence\r
-0:34 Function Definition: main( (void)\r
+0:34 Function Definition: main( (global void)\r
0:34 Function Parameters: \r
0:36 Sequence\r
0:36 Sequence\r
-0:36 move second child to first child (4-component vector of float)\r
-0:36 'v' (4-component vector of float)\r
-0:36 Function Call: texture(s21;vf2; (4-component vector of float)\r
+0:36 move second child to first child (temp 4-component vector of float)\r
+0:36 'v' (temp 4-component vector of float)\r
+0:36 Function Call: texture(s21;vf2; (global 4-component vector of float)\r
0:36 's2D' (uniform sampler2D)\r
0:36 'c2D' (smooth in 2-component vector of float)\r
-0:37 add second child into first child (4-component vector of float)\r
-0:37 'v' (4-component vector of float)\r
-0:37 Function Call: textureProj(s31;vf4; (4-component vector of float)\r
+0:37 add second child into first child (temp 4-component vector of float)\r
+0:37 'v' (temp 4-component vector of float)\r
+0:37 Function Call: textureProj(s31;vf4; (global 4-component vector of float)\r
0:37 's3D' (uniform sampler3D)\r
0:37 'c4D' (smooth in 4-component vector of float)\r
-0:38 add second child into first child (4-component vector of float)\r
-0:38 'v' (4-component vector of float)\r
-0:38 Function Call: textureLod(sA21;vf3;f1; (4-component vector of float)\r
+0:38 add second child into first child (temp 4-component vector of float)\r
+0:38 'v' (temp 4-component vector of float)\r
+0:38 Function Call: textureLod(sA21;vf3;f1; (global 4-component vector of float)\r
0:38 's2DArray' (uniform sampler2DArray)\r
0:38 'c3D' (smooth in 3-component vector of float)\r
0:38 Constant:\r
0:38 1.200000\r
-0:39 add second child into first child (float)\r
-0:39 direct index (float)\r
-0:39 'v' (4-component vector of float)\r
+0:39 add second child into first child (temp float)\r
+0:39 direct index (temp float)\r
+0:39 'v' (temp 4-component vector of float)\r
0:39 Constant:\r
0:39 1 (const int)\r
-0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (float)\r
+0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (global float)\r
0:39 's2DShadow' (uniform sampler2DShadow)\r
0:39 'c3D' (smooth in 3-component vector of float)\r
0:39 Constant:\r
0:39 3 (const int)\r
0:39 3 (const int)\r
0:39 'c1D' (smooth in float)\r
-0:40 add second child into first child (4-component vector of float)\r
-0:40 'v' (4-component vector of float)\r
-0:40 Function Call: texelFetch(s31;vi3;i1; (4-component vector of float)\r
+0:40 add second child into first child (temp 4-component vector of float)\r
+0:40 'v' (temp 4-component vector of float)\r
+0:40 Function Call: texelFetch(s31;vi3;i1; (global 4-component vector of float)\r
0:40 's3D' (uniform sampler3D)\r
0:40 'ic3D' (flat in 3-component vector of int)\r
0:40 'ic1D' (flat in int)\r
-0:41 add second child into first child (4-component vector of float)\r
-0:41 'v' (4-component vector of float)\r
-0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (4-component vector of float)\r
+0:41 add second child into first child (temp 4-component vector of float)\r
+0:41 'v' (temp 4-component vector of float)\r
+0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global 4-component vector of float)\r
0:41 's2D' (uniform sampler2D)\r
0:41 'ic2D' (flat in 2-component vector of int)\r
0:41 Constant:\r
0:41 4 (const int)\r
0:41 'ic2D' (flat in 2-component vector of int)\r
-0:42 add second child into first child (float)\r
-0:42 direct index (float)\r
-0:42 'v' (4-component vector of float)\r
+0:42 add second child into first child (temp float)\r
+0:42 direct index (temp float)\r
+0:42 'v' (temp 4-component vector of float)\r
0:42 Constant:\r
0:42 1 (const int)\r
-0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (float)\r
+0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float)\r
0:42 's2DShadow' (uniform sampler2DShadow)\r
0:42 'c3D' (smooth in 3-component vector of float)\r
0:42 'c1D' (smooth in float)\r
0:42 Constant:\r
0:42 3 (const int)\r
0:42 3 (const int)\r
-0:43 add second child into first child (4-component vector of float)\r
-0:43 'v' (4-component vector of float)\r
-0:43 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (4-component vector of float)\r
+0:43 add second child into first child (temp 4-component vector of float)\r
+0:43 'v' (temp 4-component vector of float)\r
+0:43 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float)\r
0:43 's2D' (uniform sampler2D)\r
0:43 'c3D' (smooth in 3-component vector of float)\r
0:43 'c1D' (smooth in float)\r
0:43 Constant:\r
0:43 3 (const int)\r
0:43 3 (const int)\r
-0:44 add second child into first child (4-component vector of float)\r
-0:44 'v' (4-component vector of float)\r
-0:44 Function Call: textureGrad(sC1;vf3;vf3;vf3; (4-component vector of float)\r
+0:44 add second child into first child (temp 4-component vector of float)\r
+0:44 'v' (temp 4-component vector of float)\r
+0:44 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float)\r
0:44 'sCube' (uniform samplerCube)\r
0:44 'c3D' (smooth in 3-component vector of float)\r
0:44 'c3D' (smooth in 3-component vector of float)\r
0:44 'c3D' (smooth in 3-component vector of float)\r
-0:45 add second child into first child (float)\r
-0:45 direct index (float)\r
-0:45 'v' (4-component vector of float)\r
+0:45 add second child into first child (temp float)\r
+0:45 direct index (temp float)\r
+0:45 'v' (temp 4-component vector of float)\r
0:45 Constant:\r
0:45 0 (const int)\r
-0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (float)\r
+0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float)\r
0:45 's2DArrayShadow' (uniform sampler2DArrayShadow)\r
0:45 'c4D' (smooth in 4-component vector of float)\r
0:45 'c2D' (smooth in 2-component vector of float)\r
0:45 Constant:\r
0:45 3 (const int)\r
0:45 3 (const int)\r
-0:46 add second child into first child (4-component vector of float)\r
-0:46 'v' (4-component vector of float)\r
-0:46 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (4-component vector of float)\r
+0:46 add second child into first child (temp 4-component vector of float)\r
+0:46 'v' (temp 4-component vector of float)\r
+0:46 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float)\r
0:46 's3D' (uniform sampler3D)\r
0:46 'c4D' (smooth in 4-component vector of float)\r
0:46 'c3D' (smooth in 3-component vector of float)\r
0:46 'c3D' (smooth in 3-component vector of float)\r
-0:47 add second child into first child (4-component vector of float)\r
-0:47 'v' (4-component vector of float)\r
-0:47 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (4-component vector of float)\r
+0:47 add second child into first child (temp 4-component vector of float)\r
+0:47 'v' (temp 4-component vector of float)\r
+0:47 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float)\r
0:47 's2D' (uniform sampler2D)\r
0:47 'c3D' (smooth in 3-component vector of float)\r
0:47 'c2D' (smooth in 2-component vector of float)\r
0:47 3 (const int)\r
0:47 3 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (4-component vector of int)\r
-0:49 'iv' (4-component vector of int)\r
-0:49 Function Call: texture(is21;vf2; (4-component vector of int)\r
+0:49 move second child to first child (temp 4-component vector of int)\r
+0:49 'iv' (temp 4-component vector of int)\r
+0:49 Function Call: texture(is21;vf2; (global 4-component vector of int)\r
0:49 'is2D' (uniform isampler2D)\r
0:49 'c2D' (smooth in 2-component vector of float)\r
-0:50 add second child into first child (4-component vector of float)\r
-0:50 'v' (4-component vector of float)\r
-0:50 Convert int to float (4-component vector of float)\r
-0:50 'iv' (4-component vector of int)\r
-0:51 move second child to first child (4-component vector of int)\r
-0:51 'iv' (4-component vector of int)\r
-0:51 Function Call: textureProjOffset(is21;vf4;vi2; (4-component vector of int)\r
+0:50 add second child into first child (temp 4-component vector of float)\r
+0:50 'v' (temp 4-component vector of float)\r
+0:50 Convert int to float (temp 4-component vector of float)\r
+0:50 'iv' (temp 4-component vector of int)\r
+0:51 move second child to first child (temp 4-component vector of int)\r
+0:51 'iv' (temp 4-component vector of int)\r
+0:51 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int)\r
0:51 'is2D' (uniform isampler2D)\r
0:51 'c4D' (smooth in 4-component vector of float)\r
0:51 Constant:\r
0:51 3 (const int)\r
0:51 3 (const int)\r
-0:52 add second child into first child (4-component vector of float)\r
-0:52 'v' (4-component vector of float)\r
-0:52 Convert int to float (4-component vector of float)\r
-0:52 'iv' (4-component vector of int)\r
-0:53 move second child to first child (4-component vector of int)\r
-0:53 'iv' (4-component vector of int)\r
-0:53 Function Call: textureProjLod(is21;vf3;f1; (4-component vector of int)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
+0:52 'v' (temp 4-component vector of float)\r
+0:52 Convert int to float (temp 4-component vector of float)\r
+0:52 'iv' (temp 4-component vector of int)\r
+0:53 move second child to first child (temp 4-component vector of int)\r
+0:53 'iv' (temp 4-component vector of int)\r
+0:53 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int)\r
0:53 'is2D' (uniform isampler2D)\r
0:53 'c3D' (smooth in 3-component vector of float)\r
0:53 'c1D' (smooth in float)\r
-0:54 add second child into first child (4-component vector of float)\r
-0:54 'v' (4-component vector of float)\r
-0:54 Convert int to float (4-component vector of float)\r
-0:54 'iv' (4-component vector of int)\r
-0:55 move second child to first child (4-component vector of int)\r
-0:55 'iv' (4-component vector of int)\r
-0:55 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (4-component vector of int)\r
+0:54 add second child into first child (temp 4-component vector of float)\r
+0:54 'v' (temp 4-component vector of float)\r
+0:54 Convert int to float (temp 4-component vector of float)\r
+0:54 'iv' (temp 4-component vector of int)\r
+0:55 move second child to first child (temp 4-component vector of int)\r
+0:55 'iv' (temp 4-component vector of int)\r
+0:55 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int)\r
0:55 'is2D' (uniform isampler2D)\r
0:55 'c3D' (smooth in 3-component vector of float)\r
0:55 'c2D' (smooth in 2-component vector of float)\r
0:55 'c2D' (smooth in 2-component vector of float)\r
-0:56 add second child into first child (4-component vector of float)\r
-0:56 'v' (4-component vector of float)\r
-0:56 Convert int to float (4-component vector of float)\r
-0:56 'iv' (4-component vector of int)\r
-0:57 move second child to first child (4-component vector of int)\r
-0:57 'iv' (4-component vector of int)\r
-0:57 Function Call: texture(is31;vf3;f1; (4-component vector of int)\r
+0:56 add second child into first child (temp 4-component vector of float)\r
+0:56 'v' (temp 4-component vector of float)\r
+0:56 Convert int to float (temp 4-component vector of float)\r
+0:56 'iv' (temp 4-component vector of int)\r
+0:57 move second child to first child (temp 4-component vector of int)\r
+0:57 'iv' (temp 4-component vector of int)\r
+0:57 Function Call: texture(is31;vf3;f1; (global 4-component vector of int)\r
0:57 'is3D' (uniform isampler3D)\r
0:57 'c3D' (smooth in 3-component vector of float)\r
0:57 Constant:\r
0:57 4.200000\r
-0:58 add second child into first child (4-component vector of float)\r
-0:58 'v' (4-component vector of float)\r
-0:58 Convert int to float (4-component vector of float)\r
-0:58 'iv' (4-component vector of int)\r
-0:59 move second child to first child (4-component vector of int)\r
-0:59 'iv' (4-component vector of int)\r
-0:59 Function Call: textureLod(isC1;vf3;f1; (4-component vector of int)\r
+0:58 add second child into first child (temp 4-component vector of float)\r
+0:58 'v' (temp 4-component vector of float)\r
+0:58 Convert int to float (temp 4-component vector of float)\r
+0:58 'iv' (temp 4-component vector of int)\r
+0:59 move second child to first child (temp 4-component vector of int)\r
+0:59 'iv' (temp 4-component vector of int)\r
+0:59 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int)\r
0:59 'isCube' (uniform isamplerCube)\r
0:59 'c3D' (smooth in 3-component vector of float)\r
0:59 'c1D' (smooth in float)\r
-0:60 add second child into first child (4-component vector of float)\r
-0:60 'v' (4-component vector of float)\r
-0:60 Convert int to float (4-component vector of float)\r
-0:60 'iv' (4-component vector of int)\r
-0:61 move second child to first child (4-component vector of int)\r
-0:61 'iv' (4-component vector of int)\r
-0:61 Function Call: texelFetch(isA21;vi3;i1; (4-component vector of int)\r
+0:60 add second child into first child (temp 4-component vector of float)\r
+0:60 'v' (temp 4-component vector of float)\r
+0:60 Convert int to float (temp 4-component vector of float)\r
+0:60 'iv' (temp 4-component vector of int)\r
+0:61 move second child to first child (temp 4-component vector of int)\r
+0:61 'iv' (temp 4-component vector of int)\r
+0:61 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int)\r
0:61 'is2DArray' (uniform isampler2DArray)\r
0:61 'ic3D' (flat in 3-component vector of int)\r
0:61 'ic1D' (flat in int)\r
-0:62 add second child into first child (4-component vector of float)\r
-0:62 'v' (4-component vector of float)\r
-0:62 Convert int to float (4-component vector of float)\r
-0:62 'iv' (4-component vector of int)\r
+0:62 add second child into first child (temp 4-component vector of float)\r
+0:62 'v' (temp 4-component vector of float)\r
+0:62 Convert int to float (temp 4-component vector of float)\r
+0:62 'iv' (temp 4-component vector of int)\r
0:64 Sequence\r
-0:64 move second child to first child (2-component vector of int)\r
-0:64 'iv2' (2-component vector of int)\r
-0:64 Function Call: textureSize(sSC1;i1; (2-component vector of int)\r
+0:64 move second child to first child (temp 2-component vector of int)\r
+0:64 'iv2' (temp 2-component vector of int)\r
+0:64 Function Call: textureSize(sSC1;i1; (global 2-component vector of int)\r
0:64 'sCubeShadow' (uniform samplerCubeShadow)\r
0:64 Constant:\r
0:64 2 (const int)\r
-0:67 move second child to first child (4-component vector of float)\r
+0:67 move second child to first child (temp 4-component vector of float)\r
0:67 'FragData' (out 4-component vector of float)\r
-0:67 add (4-component vector of float)\r
-0:67 'v' (4-component vector of float)\r
-0:67 Construct vec4 (4-component vector of float)\r
-0:67 Convert int to float (2-component vector of float)\r
-0:67 'iv2' (2-component vector of int)\r
+0:67 add (temp 4-component vector of float)\r
+0:67 'v' (temp 4-component vector of float)\r
+0:67 Construct vec4 (temp 4-component vector of float)\r
+0:67 Convert int to float (temp 2-component vector of float)\r
+0:67 'iv2' (temp 2-component vector of int)\r
0:67 Constant:\r
0:67 0.000000\r
0:67 Constant:\r
\r
Shader version: 300\r
0:? Sequence\r
-0:3 Function Definition: foo( (void)\r
+0:3 Function Definition: foo( (global void)\r
0:3 Function Parameters: \r
0:? Linker Objects\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:? Linker Objects\r
\r
\r
Shader version: 300\r
0:? Sequence\r
-0:3 Function Definition: foo( (void)\r
+0:3 Function Definition: foo( (global void)\r
0:3 Function Parameters: \r
0:? Linker Objects\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:? Linker Objects\r
\r
\r
Shader version: 120\r
0:? Sequence\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:? Sequence\r
-0:20 move second child to first child (2-component vector of float)\r
-0:20 'a' (2-component vector of float)\r
-0:20 vector-times-matrix (2-component vector of float)\r
+0:20 move second child to first child (temp 2-component vector of float)\r
+0:20 'a' (temp 2-component vector of float)\r
+0:20 vector-times-matrix (temp 2-component vector of float)\r
0:20 'v3' (in 3-component vector of float)\r
-0:20 'm23' (2X3 matrix of float)\r
-0:21 move second child to first child (2-component vector of float)\r
-0:21 'b' (2-component vector of float)\r
-0:21 matrix-times-vector (2-component vector of float)\r
+0:20 'm23' (temp 2X3 matrix of float)\r
+0:21 move second child to first child (temp 2-component vector of float)\r
+0:21 'b' (temp 2-component vector of float)\r
+0:21 matrix-times-vector (temp 2-component vector of float)\r
0:21 'm32' (uniform 3X2 matrix of float)\r
0:21 'v3' (in 3-component vector of float)\r
-0:23 move second child to first child (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
0:23 'gl_Position' (gl_Position 4-component vector of float)\r
-0:24 add (4-component vector of float)\r
-0:24 add (4-component vector of float)\r
-0:24 add (4-component vector of float)\r
-0:23 add (4-component vector of float)\r
-0:23 Construct vec4 (4-component vector of float)\r
-0:23 matrix-times-vector (3-component vector of float)\r
-0:23 matrix-multiply (3X3 matrix of float)\r
-0:23 'm23' (2X3 matrix of float)\r
+0:24 add (temp 4-component vector of float)\r
+0:24 add (temp 4-component vector of float)\r
+0:24 add (temp 4-component vector of float)\r
+0:23 add (temp 4-component vector of float)\r
+0:23 Construct vec4 (temp 4-component vector of float)\r
+0:23 matrix-times-vector (temp 3-component vector of float)\r
+0:23 matrix-multiply (temp 3X3 matrix of float)\r
+0:23 'm23' (temp 2X3 matrix of float)\r
0:23 'm32' (uniform 3X2 matrix of float)\r
0:23 'v3' (in 3-component vector of float)\r
0:23 Constant:\r
0:23 0.000000\r
-0:24 matrix-times-vector (4-component vector of float)\r
+0:24 matrix-times-vector (temp 4-component vector of float)\r
0:24 Constant:\r
0:24 3.000000\r
0:24 6.000000\r
\r
Shader version: 120\r
0:? Sequence\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:? Sequence\r
-0:20 move second child to first child (2-component vector of float)\r
-0:20 'a' (2-component vector of float)\r
-0:20 vector-times-matrix (2-component vector of float)\r
+0:20 move second child to first child (temp 2-component vector of float)\r
+0:20 'a' (temp 2-component vector of float)\r
+0:20 vector-times-matrix (temp 2-component vector of float)\r
0:20 'v3' (in 3-component vector of float)\r
-0:20 'm23' (2X3 matrix of float)\r
-0:21 move second child to first child (2-component vector of float)\r
-0:21 'b' (2-component vector of float)\r
-0:21 matrix-times-vector (2-component vector of float)\r
+0:20 'm23' (temp 2X3 matrix of float)\r
+0:21 move second child to first child (temp 2-component vector of float)\r
+0:21 'b' (temp 2-component vector of float)\r
+0:21 matrix-times-vector (temp 2-component vector of float)\r
0:21 'm32' (uniform 3X2 matrix of float)\r
0:21 'v3' (in 3-component vector of float)\r
-0:23 move second child to first child (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
0:23 'gl_Position' (gl_Position 4-component vector of float)\r
-0:24 add (4-component vector of float)\r
-0:24 add (4-component vector of float)\r
-0:24 add (4-component vector of float)\r
-0:23 add (4-component vector of float)\r
-0:23 Construct vec4 (4-component vector of float)\r
-0:23 matrix-times-vector (3-component vector of float)\r
-0:23 matrix-multiply (3X3 matrix of float)\r
-0:23 'm23' (2X3 matrix of float)\r
+0:24 add (temp 4-component vector of float)\r
+0:24 add (temp 4-component vector of float)\r
+0:24 add (temp 4-component vector of float)\r
+0:23 add (temp 4-component vector of float)\r
+0:23 Construct vec4 (temp 4-component vector of float)\r
+0:23 matrix-times-vector (temp 3-component vector of float)\r
+0:23 matrix-multiply (temp 3X3 matrix of float)\r
+0:23 'm23' (temp 2X3 matrix of float)\r
0:23 'm32' (uniform 3X2 matrix of float)\r
0:23 'v3' (in 3-component vector of float)\r
0:23 Constant:\r
0:23 0.000000\r
-0:24 matrix-times-vector (4-component vector of float)\r
+0:24 matrix-times-vector (temp 4-component vector of float)\r
0:24 Constant:\r
0:24 3.000000\r
0:24 6.000000\r
\r
Shader version: 400\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:5 Sequence\r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
-0:5 'o00' (int)\r
+0:5 move second child to first child (temp int)\r
+0:5 'o00' (temp int)\r
0:5 Constant:\r
0:5 0 (const int)\r
0:6 Sequence\r
-0:6 move second child to first child (int)\r
-0:6 'o000' (int)\r
+0:6 move second child to first child (temp int)\r
+0:6 'o000' (temp int)\r
0:6 Constant:\r
0:6 0 (const int)\r
0:7 Sequence\r
-0:7 move second child to first child (int)\r
-0:7 'o0000' (int)\r
+0:7 move second child to first child (temp int)\r
+0:7 'o0000' (temp int)\r
0:7 Constant:\r
0:7 0 (const int)\r
0:8 Sequence\r
-0:8 move second child to first child (int)\r
-0:8 'o5' (int)\r
+0:8 move second child to first child (temp int)\r
+0:8 'o5' (temp int)\r
0:8 Constant:\r
0:8 5 (const int)\r
0:9 Sequence\r
-0:9 move second child to first child (int)\r
-0:9 'o05' (int)\r
+0:9 move second child to first child (temp int)\r
+0:9 'o05' (temp int)\r
0:9 Constant:\r
0:9 5 (const int)\r
0:10 Sequence\r
-0:10 move second child to first child (int)\r
-0:10 'o006' (int)\r
+0:10 move second child to first child (temp int)\r
+0:10 'o006' (temp int)\r
0:10 Constant:\r
0:10 6 (const int)\r
0:11 Sequence\r
-0:11 move second child to first child (int)\r
-0:11 'o7' (int)\r
+0:11 move second child to first child (temp int)\r
+0:11 'o7' (temp int)\r
0:11 Constant:\r
0:11 7 (const int)\r
0:12 Sequence\r
-0:12 move second child to first child (int)\r
-0:12 'o58' (int)\r
+0:12 move second child to first child (temp int)\r
+0:12 'o58' (temp int)\r
0:12 Constant:\r
0:12 58 (const int)\r
0:13 Sequence\r
-0:13 move second child to first child (int)\r
-0:13 'omax' (int)\r
+0:13 move second child to first child (temp int)\r
+0:13 'omax' (temp int)\r
0:13 Constant:\r
0:13 -1 (const int)\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
-0:14 'o8' (int)\r
+0:14 move second child to first child (temp int)\r
+0:14 'o8' (temp int)\r
0:14 Constant:\r
0:14 0 (const int)\r
0:15 Sequence\r
-0:15 move second child to first child (int)\r
-0:15 'o08' (int)\r
+0:15 move second child to first child (temp int)\r
+0:15 'o08' (temp int)\r
0:15 Constant:\r
0:15 0 (const int)\r
0:16 Sequence\r
-0:16 move second child to first child (int)\r
-0:16 'o009' (int)\r
+0:16 move second child to first child (temp int)\r
+0:16 'o009' (temp int)\r
0:16 Constant:\r
0:16 0 (const int)\r
0:17 Sequence\r
-0:17 move second child to first child (int)\r
-0:17 'obig' (int)\r
+0:17 move second child to first child (temp int)\r
+0:17 'obig' (temp int)\r
0:17 Constant:\r
0:17 995208915 (const int)\r
0:18 Sequence\r
-0:18 move second child to first child (int)\r
-0:18 'omax1' (int)\r
+0:18 move second child to first child (temp int)\r
+0:18 'omax1' (temp int)\r
0:18 Constant:\r
0:18 536870912 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (uint)\r
-0:20 'uo5' (uint)\r
+0:20 move second child to first child (temp uint)\r
+0:20 'uo5' (temp uint)\r
0:20 Constant:\r
0:20 5 (const uint)\r
0:21 Sequence\r
-0:21 move second child to first child (uint)\r
-0:21 'uo6' (uint)\r
+0:21 move second child to first child (temp uint)\r
+0:21 'uo6' (temp uint)\r
0:21 Constant:\r
0:21 6 (const uint)\r
0:22 Sequence\r
-0:22 move second child to first child (uint)\r
-0:22 'uo7' (uint)\r
+0:22 move second child to first child (temp uint)\r
+0:22 'uo7' (temp uint)\r
0:22 Constant:\r
0:22 7 (const uint)\r
0:23 Sequence\r
-0:23 move second child to first child (uint)\r
-0:23 'uo8' (uint)\r
+0:23 move second child to first child (temp uint)\r
+0:23 'uo8' (temp uint)\r
0:23 Constant:\r
0:23 0 (const uint)\r
0:24 Sequence\r
-0:24 move second child to first child (uint)\r
-0:24 'uo9' (uint)\r
+0:24 move second child to first child (temp uint)\r
+0:24 'uo9' (temp uint)\r
0:24 Constant:\r
0:24 0 (const uint)\r
0:26 Sequence\r
-0:26 move second child to first child (int)\r
-0:26 'h0' (int)\r
+0:26 move second child to first child (temp int)\r
+0:26 'h0' (temp int)\r
0:26 Constant:\r
0:26 0 (const int)\r
0:27 Sequence\r
-0:27 move second child to first child (int)\r
-0:27 'h00' (int)\r
+0:27 move second child to first child (temp int)\r
+0:27 'h00' (temp int)\r
0:27 Constant:\r
0:27 0 (const int)\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'h000' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'h000' (temp int)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:29 Sequence\r
-0:29 move second child to first child (int)\r
-0:29 'h1' (int)\r
+0:29 move second child to first child (temp int)\r
+0:29 'h1' (temp int)\r
0:29 Constant:\r
0:29 1 (const int)\r
0:30 Sequence\r
-0:30 move second child to first child (int)\r
-0:30 'h2' (int)\r
+0:30 move second child to first child (temp int)\r
+0:30 'h2' (temp int)\r
0:30 Constant:\r
0:30 2 (const int)\r
0:31 Sequence\r
-0:31 move second child to first child (int)\r
-0:31 'h300' (int)\r
+0:31 move second child to first child (temp int)\r
+0:31 'h300' (temp int)\r
0:31 Constant:\r
0:31 768 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (int)\r
-0:32 'hABCDEF' (int)\r
+0:32 move second child to first child (temp int)\r
+0:32 'hABCDEF' (temp int)\r
0:32 Constant:\r
0:32 11259375 (const int)\r
0:33 Sequence\r
-0:33 move second child to first child (int)\r
-0:33 'hFFFFFFFF' (int)\r
+0:33 move second child to first child (temp int)\r
+0:33 'hFFFFFFFF' (temp int)\r
0:33 Constant:\r
0:33 -1 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (int)\r
-0:34 'h12345678' (int)\r
+0:34 move second child to first child (temp int)\r
+0:34 'h12345678' (temp int)\r
0:34 Constant:\r
0:34 12345678 (const int)\r
0:35 Sequence\r
-0:35 move second child to first child (int)\r
-0:35 'hToBeOrNotToBe' (int)\r
+0:35 move second child to first child (temp int)\r
+0:35 'hToBeOrNotToBe' (temp int)\r
0:35 Constant:\r
0:35 -1 (const int)\r
0:37 Sequence\r
-0:37 move second child to first child (uint)\r
-0:37 'uh0' (uint)\r
+0:37 move second child to first child (temp uint)\r
+0:37 'uh0' (temp uint)\r
0:37 Constant:\r
0:37 0 (const uint)\r
0:38 Sequence\r
-0:38 move second child to first child (uint)\r
-0:38 'uhg' (uint)\r
+0:38 move second child to first child (temp uint)\r
+0:38 'uhg' (temp uint)\r
0:38 Constant:\r
0:38 12 (const uint)\r
0:39 Sequence\r
-0:39 move second child to first child (uint)\r
-0:39 'uh000' (uint)\r
+0:39 move second child to first child (temp uint)\r
+0:39 'uh000' (temp uint)\r
0:39 Constant:\r
0:39 0 (const uint)\r
0:40 Sequence\r
-0:40 move second child to first child (uint)\r
-0:40 'uh1' (uint)\r
+0:40 move second child to first child (temp uint)\r
+0:40 'uh1' (temp uint)\r
0:40 Constant:\r
0:40 1 (const uint)\r
0:41 Sequence\r
-0:41 move second child to first child (uint)\r
-0:41 'uh2' (uint)\r
+0:41 move second child to first child (temp uint)\r
+0:41 'uh2' (temp uint)\r
0:41 Constant:\r
0:41 2 (const uint)\r
0:42 Sequence\r
-0:42 move second child to first child (uint)\r
-0:42 'uh300' (uint)\r
+0:42 move second child to first child (temp uint)\r
+0:42 'uh300' (temp uint)\r
0:42 Constant:\r
0:42 768 (const uint)\r
0:43 Sequence\r
-0:43 move second child to first child (uint)\r
-0:43 'uhABCDEF' (uint)\r
+0:43 move second child to first child (temp uint)\r
+0:43 'uhABCDEF' (temp uint)\r
0:43 Constant:\r
0:43 11259375 (const uint)\r
0:44 Sequence\r
-0:44 move second child to first child (uint)\r
-0:44 'uhFFFFFFFF' (uint)\r
+0:44 move second child to first child (temp uint)\r
+0:44 'uhFFFFFFFF' (temp uint)\r
0:44 Constant:\r
0:44 4294967295 (const uint)\r
0:45 Sequence\r
-0:45 move second child to first child (uint)\r
-0:45 'uh12345678' (uint)\r
+0:45 move second child to first child (temp uint)\r
+0:45 'uh12345678' (temp uint)\r
0:45 Constant:\r
0:45 12345678 (const uint)\r
0:46 Sequence\r
-0:46 move second child to first child (uint)\r
-0:46 'uhToBeOrNotToBe' (uint)\r
+0:46 move second child to first child (temp uint)\r
+0:46 'uhToBeOrNotToBe' (temp uint)\r
0:46 Constant:\r
0:46 4294967295 (const uint)\r
0:49 Sequence\r
-0:49 move second child to first child (int)\r
-0:49 'he2' (int)\r
+0:49 move second child to first child (temp int)\r
+0:49 'he2' (temp int)\r
0:49 Constant:\r
0:49 0 (const int)\r
0:50 Sequence\r
-0:50 move second child to first child (int)\r
-0:50 'hbig' (int)\r
+0:50 move second child to first child (temp int)\r
+0:50 'hbig' (temp int)\r
0:50 Constant:\r
0:50 -1 (const int)\r
0:52 Sequence\r
-0:52 move second child to first child (float)\r
-0:52 'f1' (float)\r
+0:52 move second child to first child (temp float)\r
+0:52 'f1' (temp float)\r
0:52 Constant:\r
0:52 1.000000\r
0:53 Sequence\r
-0:53 move second child to first child (float)\r
-0:53 'f2' (float)\r
+0:53 move second child to first child (temp float)\r
+0:53 'f2' (temp float)\r
0:53 Constant:\r
0:53 2.000000\r
0:54 Sequence\r
-0:54 move second child to first child (float)\r
-0:54 'f3' (float)\r
+0:54 move second child to first child (temp float)\r
+0:54 'f3' (temp float)\r
0:54 Constant:\r
0:54 3.000000\r
0:55 Sequence\r
-0:55 move second child to first child (float)\r
-0:55 'f4' (float)\r
+0:55 move second child to first child (temp float)\r
+0:55 'f4' (temp float)\r
0:55 Constant:\r
0:55 4.000000\r
0:56 Sequence\r
-0:56 move second child to first child (float)\r
-0:56 'f5' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'f5' (temp float)\r
0:56 Constant:\r
0:56 5.000000\r
0:57 Sequence\r
-0:57 move second child to first child (float)\r
-0:57 'f6' (float)\r
+0:57 move second child to first child (temp float)\r
+0:57 'f6' (temp float)\r
0:57 Constant:\r
0:57 6.000000\r
0:58 Sequence\r
-0:58 move second child to first child (float)\r
-0:58 'f7' (float)\r
+0:58 move second child to first child (temp float)\r
+0:58 'f7' (temp float)\r
0:58 Constant:\r
0:58 7.000000\r
0:59 Sequence\r
-0:59 move second child to first child (float)\r
-0:59 'f8' (float)\r
+0:59 move second child to first child (temp float)\r
+0:59 'f8' (temp float)\r
0:59 Constant:\r
0:59 8.000000\r
0:60 Sequence\r
-0:60 move second child to first child (float)\r
-0:60 'f9' (float)\r
+0:60 move second child to first child (temp float)\r
+0:60 'f9' (temp float)\r
0:60 Constant:\r
0:60 9.000000\r
0:61 Sequence\r
-0:61 move second child to first child (float)\r
-0:61 'f10' (float)\r
+0:61 move second child to first child (temp float)\r
+0:61 'f10' (temp float)\r
0:61 Constant:\r
0:61 10.000000\r
0:62 Sequence\r
-0:62 move second child to first child (float)\r
-0:62 'f11' (float)\r
+0:62 move second child to first child (temp float)\r
+0:62 'f11' (temp float)\r
0:62 Constant:\r
0:62 11.000000\r
0:63 Sequence\r
-0:63 move second child to first child (float)\r
-0:63 'f12' (float)\r
+0:63 move second child to first child (temp float)\r
+0:63 'f12' (temp float)\r
0:63 Constant:\r
0:63 12.000000\r
0:64 Sequence\r
-0:64 move second child to first child (float)\r
-0:64 'f543' (float)\r
+0:64 move second child to first child (temp float)\r
+0:64 'f543' (temp float)\r
0:64 Constant:\r
0:64 543.000000\r
0:65 Sequence\r
-0:65 move second child to first child (float)\r
-0:65 'f6789' (float)\r
+0:65 move second child to first child (temp float)\r
+0:65 'f6789' (temp float)\r
0:65 Constant:\r
0:65 6789.000000\r
0:66 Sequence\r
-0:66 move second child to first child (float)\r
-0:66 'f88' (float)\r
+0:66 move second child to first child (temp float)\r
+0:66 'f88' (temp float)\r
0:66 Constant:\r
0:66 88.000000\r
0:68 Sequence\r
-0:68 move second child to first child (float)\r
-0:68 'g1' (float)\r
+0:68 move second child to first child (temp float)\r
+0:68 'g1' (temp float)\r
0:68 Constant:\r
0:68 53876.000000\r
0:69 Sequence\r
-0:69 move second child to first child (float)\r
-0:69 'g2' (float)\r
+0:69 move second child to first child (temp float)\r
+0:69 'g2' (temp float)\r
0:69 Constant:\r
0:69 0.040000\r
0:70 Sequence\r
-0:70 move second child to first child (float)\r
-0:70 'g3' (float)\r
+0:70 move second child to first child (temp float)\r
+0:70 'g3' (temp float)\r
0:70 Constant:\r
0:70 100000.000000\r
0:71 Sequence\r
-0:71 move second child to first child (float)\r
-0:71 'g4' (float)\r
+0:71 move second child to first child (temp float)\r
+0:71 'g4' (temp float)\r
0:71 Constant:\r
0:71 0.007321\r
0:72 Sequence\r
-0:72 move second child to first child (float)\r
-0:72 'g5' (float)\r
+0:72 move second child to first child (temp float)\r
+0:72 'g5' (temp float)\r
0:72 Constant:\r
0:72 32000.000000\r
0:73 Sequence\r
-0:73 move second child to first child (float)\r
-0:73 'g6' (float)\r
+0:73 move second child to first child (temp float)\r
+0:73 'g6' (temp float)\r
0:73 Constant:\r
0:73 0.000005\r
0:74 Sequence\r
-0:74 move second child to first child (float)\r
-0:74 'g7' (float)\r
+0:74 move second child to first child (temp float)\r
+0:74 'g7' (temp float)\r
0:74 Constant:\r
0:74 0.450000\r
0:75 Sequence\r
-0:75 move second child to first child (float)\r
-0:75 'g8' (float)\r
+0:75 move second child to first child (temp float)\r
+0:75 'g8' (temp float)\r
0:75 Constant:\r
0:75 60000000000.000000\r
0:77 Sequence\r
-0:77 move second child to first child (double)\r
-0:77 'gf1' (double)\r
+0:77 move second child to first child (temp double)\r
+0:77 'gf1' (temp double)\r
0:77 Constant:\r
0:77 1.000000\r
0:78 Sequence\r
-0:78 move second child to first child (double)\r
-0:78 'gf2' (double)\r
+0:78 move second child to first child (temp double)\r
+0:78 'gf2' (temp double)\r
0:78 Constant:\r
0:78 2.000000\r
0:79 Sequence\r
-0:79 move second child to first child (double)\r
-0:79 'gf3' (double)\r
+0:79 move second child to first child (temp double)\r
+0:79 'gf3' (temp double)\r
0:79 Constant:\r
0:79 3.000000\r
0:80 Sequence\r
-0:80 move second child to first child (double)\r
-0:80 'gf4' (double)\r
+0:80 move second child to first child (temp double)\r
+0:80 'gf4' (temp double)\r
0:80 Constant:\r
0:80 4.000000\r
0:81 Sequence\r
-0:81 move second child to first child (float)\r
-0:81 'gf5' (float)\r
+0:81 move second child to first child (temp float)\r
+0:81 'gf5' (temp float)\r
0:81 Constant:\r
0:81 5.000000\r
0:82 Sequence\r
-0:82 move second child to first child (float)\r
-0:82 'gf6' (float)\r
+0:82 move second child to first child (temp float)\r
+0:82 'gf6' (temp float)\r
0:82 Constant:\r
0:82 6.000000\r
0:88 Sequence\r
-0:88 move second child to first child (float)\r
-0:88 'e5' (float)\r
+0:88 move second child to first child (temp float)\r
+0:88 'e5' (temp float)\r
0:88 Constant:\r
0:88 5.000000\r
0:? Linker Objects\r
\r
Shader version: 400\r
ERROR: node is still EOpNull!\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:5 Sequence\r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
-0:5 'o00' (int)\r
+0:5 move second child to first child (temp int)\r
+0:5 'o00' (temp int)\r
0:5 Constant:\r
0:5 0 (const int)\r
0:6 Sequence\r
-0:6 move second child to first child (int)\r
-0:6 'o000' (int)\r
+0:6 move second child to first child (temp int)\r
+0:6 'o000' (temp int)\r
0:6 Constant:\r
0:6 0 (const int)\r
0:7 Sequence\r
-0:7 move second child to first child (int)\r
-0:7 'o0000' (int)\r
+0:7 move second child to first child (temp int)\r
+0:7 'o0000' (temp int)\r
0:7 Constant:\r
0:7 0 (const int)\r
0:8 Sequence\r
-0:8 move second child to first child (int)\r
-0:8 'o5' (int)\r
+0:8 move second child to first child (temp int)\r
+0:8 'o5' (temp int)\r
0:8 Constant:\r
0:8 5 (const int)\r
0:9 Sequence\r
-0:9 move second child to first child (int)\r
-0:9 'o05' (int)\r
+0:9 move second child to first child (temp int)\r
+0:9 'o05' (temp int)\r
0:9 Constant:\r
0:9 5 (const int)\r
0:10 Sequence\r
-0:10 move second child to first child (int)\r
-0:10 'o006' (int)\r
+0:10 move second child to first child (temp int)\r
+0:10 'o006' (temp int)\r
0:10 Constant:\r
0:10 6 (const int)\r
0:11 Sequence\r
-0:11 move second child to first child (int)\r
-0:11 'o7' (int)\r
+0:11 move second child to first child (temp int)\r
+0:11 'o7' (temp int)\r
0:11 Constant:\r
0:11 7 (const int)\r
0:12 Sequence\r
-0:12 move second child to first child (int)\r
-0:12 'o58' (int)\r
+0:12 move second child to first child (temp int)\r
+0:12 'o58' (temp int)\r
0:12 Constant:\r
0:12 58 (const int)\r
0:13 Sequence\r
-0:13 move second child to first child (int)\r
-0:13 'omax' (int)\r
+0:13 move second child to first child (temp int)\r
+0:13 'omax' (temp int)\r
0:13 Constant:\r
0:13 -1 (const int)\r
0:14 Sequence\r
-0:14 move second child to first child (int)\r
-0:14 'o8' (int)\r
+0:14 move second child to first child (temp int)\r
+0:14 'o8' (temp int)\r
0:14 Constant:\r
0:14 0 (const int)\r
0:15 Sequence\r
-0:15 move second child to first child (int)\r
-0:15 'o08' (int)\r
+0:15 move second child to first child (temp int)\r
+0:15 'o08' (temp int)\r
0:15 Constant:\r
0:15 0 (const int)\r
0:16 Sequence\r
-0:16 move second child to first child (int)\r
-0:16 'o009' (int)\r
+0:16 move second child to first child (temp int)\r
+0:16 'o009' (temp int)\r
0:16 Constant:\r
0:16 0 (const int)\r
0:17 Sequence\r
-0:17 move second child to first child (int)\r
-0:17 'obig' (int)\r
+0:17 move second child to first child (temp int)\r
+0:17 'obig' (temp int)\r
0:17 Constant:\r
0:17 995208915 (const int)\r
0:18 Sequence\r
-0:18 move second child to first child (int)\r
-0:18 'omax1' (int)\r
+0:18 move second child to first child (temp int)\r
+0:18 'omax1' (temp int)\r
0:18 Constant:\r
0:18 536870912 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (uint)\r
-0:20 'uo5' (uint)\r
+0:20 move second child to first child (temp uint)\r
+0:20 'uo5' (temp uint)\r
0:20 Constant:\r
0:20 5 (const uint)\r
0:21 Sequence\r
-0:21 move second child to first child (uint)\r
-0:21 'uo6' (uint)\r
+0:21 move second child to first child (temp uint)\r
+0:21 'uo6' (temp uint)\r
0:21 Constant:\r
0:21 6 (const uint)\r
0:22 Sequence\r
-0:22 move second child to first child (uint)\r
-0:22 'uo7' (uint)\r
+0:22 move second child to first child (temp uint)\r
+0:22 'uo7' (temp uint)\r
0:22 Constant:\r
0:22 7 (const uint)\r
0:23 Sequence\r
-0:23 move second child to first child (uint)\r
-0:23 'uo8' (uint)\r
+0:23 move second child to first child (temp uint)\r
+0:23 'uo8' (temp uint)\r
0:23 Constant:\r
0:23 0 (const uint)\r
0:24 Sequence\r
-0:24 move second child to first child (uint)\r
-0:24 'uo9' (uint)\r
+0:24 move second child to first child (temp uint)\r
+0:24 'uo9' (temp uint)\r
0:24 Constant:\r
0:24 0 (const uint)\r
0:26 Sequence\r
-0:26 move second child to first child (int)\r
-0:26 'h0' (int)\r
+0:26 move second child to first child (temp int)\r
+0:26 'h0' (temp int)\r
0:26 Constant:\r
0:26 0 (const int)\r
0:27 Sequence\r
-0:27 move second child to first child (int)\r
-0:27 'h00' (int)\r
+0:27 move second child to first child (temp int)\r
+0:27 'h00' (temp int)\r
0:27 Constant:\r
0:27 0 (const int)\r
0:28 Sequence\r
-0:28 move second child to first child (int)\r
-0:28 'h000' (int)\r
+0:28 move second child to first child (temp int)\r
+0:28 'h000' (temp int)\r
0:28 Constant:\r
0:28 0 (const int)\r
0:29 Sequence\r
-0:29 move second child to first child (int)\r
-0:29 'h1' (int)\r
+0:29 move second child to first child (temp int)\r
+0:29 'h1' (temp int)\r
0:29 Constant:\r
0:29 1 (const int)\r
0:30 Sequence\r
-0:30 move second child to first child (int)\r
-0:30 'h2' (int)\r
+0:30 move second child to first child (temp int)\r
+0:30 'h2' (temp int)\r
0:30 Constant:\r
0:30 2 (const int)\r
0:31 Sequence\r
-0:31 move second child to first child (int)\r
-0:31 'h300' (int)\r
+0:31 move second child to first child (temp int)\r
+0:31 'h300' (temp int)\r
0:31 Constant:\r
0:31 768 (const int)\r
0:32 Sequence\r
-0:32 move second child to first child (int)\r
-0:32 'hABCDEF' (int)\r
+0:32 move second child to first child (temp int)\r
+0:32 'hABCDEF' (temp int)\r
0:32 Constant:\r
0:32 11259375 (const int)\r
0:33 Sequence\r
-0:33 move second child to first child (int)\r
-0:33 'hFFFFFFFF' (int)\r
+0:33 move second child to first child (temp int)\r
+0:33 'hFFFFFFFF' (temp int)\r
0:33 Constant:\r
0:33 -1 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (int)\r
-0:34 'h12345678' (int)\r
+0:34 move second child to first child (temp int)\r
+0:34 'h12345678' (temp int)\r
0:34 Constant:\r
0:34 12345678 (const int)\r
0:35 Sequence\r
-0:35 move second child to first child (int)\r
-0:35 'hToBeOrNotToBe' (int)\r
+0:35 move second child to first child (temp int)\r
+0:35 'hToBeOrNotToBe' (temp int)\r
0:35 Constant:\r
0:35 -1 (const int)\r
0:37 Sequence\r
-0:37 move second child to first child (uint)\r
-0:37 'uh0' (uint)\r
+0:37 move second child to first child (temp uint)\r
+0:37 'uh0' (temp uint)\r
0:37 Constant:\r
0:37 0 (const uint)\r
0:38 Sequence\r
-0:38 move second child to first child (uint)\r
-0:38 'uhg' (uint)\r
+0:38 move second child to first child (temp uint)\r
+0:38 'uhg' (temp uint)\r
0:38 Constant:\r
0:38 12 (const uint)\r
0:39 Sequence\r
-0:39 move second child to first child (uint)\r
-0:39 'uh000' (uint)\r
+0:39 move second child to first child (temp uint)\r
+0:39 'uh000' (temp uint)\r
0:39 Constant:\r
0:39 0 (const uint)\r
0:40 Sequence\r
-0:40 move second child to first child (uint)\r
-0:40 'uh1' (uint)\r
+0:40 move second child to first child (temp uint)\r
+0:40 'uh1' (temp uint)\r
0:40 Constant:\r
0:40 1 (const uint)\r
0:41 Sequence\r
-0:41 move second child to first child (uint)\r
-0:41 'uh2' (uint)\r
+0:41 move second child to first child (temp uint)\r
+0:41 'uh2' (temp uint)\r
0:41 Constant:\r
0:41 2 (const uint)\r
0:42 Sequence\r
-0:42 move second child to first child (uint)\r
-0:42 'uh300' (uint)\r
+0:42 move second child to first child (temp uint)\r
+0:42 'uh300' (temp uint)\r
0:42 Constant:\r
0:42 768 (const uint)\r
0:43 Sequence\r
-0:43 move second child to first child (uint)\r
-0:43 'uhABCDEF' (uint)\r
+0:43 move second child to first child (temp uint)\r
+0:43 'uhABCDEF' (temp uint)\r
0:43 Constant:\r
0:43 11259375 (const uint)\r
0:44 Sequence\r
-0:44 move second child to first child (uint)\r
-0:44 'uhFFFFFFFF' (uint)\r
+0:44 move second child to first child (temp uint)\r
+0:44 'uhFFFFFFFF' (temp uint)\r
0:44 Constant:\r
0:44 4294967295 (const uint)\r
0:45 Sequence\r
-0:45 move second child to first child (uint)\r
-0:45 'uh12345678' (uint)\r
+0:45 move second child to first child (temp uint)\r
+0:45 'uh12345678' (temp uint)\r
0:45 Constant:\r
0:45 12345678 (const uint)\r
0:46 Sequence\r
-0:46 move second child to first child (uint)\r
-0:46 'uhToBeOrNotToBe' (uint)\r
+0:46 move second child to first child (temp uint)\r
+0:46 'uhToBeOrNotToBe' (temp uint)\r
0:46 Constant:\r
0:46 4294967295 (const uint)\r
0:49 Sequence\r
-0:49 move second child to first child (int)\r
-0:49 'he2' (int)\r
+0:49 move second child to first child (temp int)\r
+0:49 'he2' (temp int)\r
0:49 Constant:\r
0:49 0 (const int)\r
0:50 Sequence\r
-0:50 move second child to first child (int)\r
-0:50 'hbig' (int)\r
+0:50 move second child to first child (temp int)\r
+0:50 'hbig' (temp int)\r
0:50 Constant:\r
0:50 -1 (const int)\r
0:52 Sequence\r
-0:52 move second child to first child (float)\r
-0:52 'f1' (float)\r
+0:52 move second child to first child (temp float)\r
+0:52 'f1' (temp float)\r
0:52 Constant:\r
0:52 1.000000\r
0:53 Sequence\r
-0:53 move second child to first child (float)\r
-0:53 'f2' (float)\r
+0:53 move second child to first child (temp float)\r
+0:53 'f2' (temp float)\r
0:53 Constant:\r
0:53 2.000000\r
0:54 Sequence\r
-0:54 move second child to first child (float)\r
-0:54 'f3' (float)\r
+0:54 move second child to first child (temp float)\r
+0:54 'f3' (temp float)\r
0:54 Constant:\r
0:54 3.000000\r
0:55 Sequence\r
-0:55 move second child to first child (float)\r
-0:55 'f4' (float)\r
+0:55 move second child to first child (temp float)\r
+0:55 'f4' (temp float)\r
0:55 Constant:\r
0:55 4.000000\r
0:56 Sequence\r
-0:56 move second child to first child (float)\r
-0:56 'f5' (float)\r
+0:56 move second child to first child (temp float)\r
+0:56 'f5' (temp float)\r
0:56 Constant:\r
0:56 5.000000\r
0:57 Sequence\r
-0:57 move second child to first child (float)\r
-0:57 'f6' (float)\r
+0:57 move second child to first child (temp float)\r
+0:57 'f6' (temp float)\r
0:57 Constant:\r
0:57 6.000000\r
0:58 Sequence\r
-0:58 move second child to first child (float)\r
-0:58 'f7' (float)\r
+0:58 move second child to first child (temp float)\r
+0:58 'f7' (temp float)\r
0:58 Constant:\r
0:58 7.000000\r
0:59 Sequence\r
-0:59 move second child to first child (float)\r
-0:59 'f8' (float)\r
+0:59 move second child to first child (temp float)\r
+0:59 'f8' (temp float)\r
0:59 Constant:\r
0:59 8.000000\r
0:60 Sequence\r
-0:60 move second child to first child (float)\r
-0:60 'f9' (float)\r
+0:60 move second child to first child (temp float)\r
+0:60 'f9' (temp float)\r
0:60 Constant:\r
0:60 9.000000\r
0:61 Sequence\r
-0:61 move second child to first child (float)\r
-0:61 'f10' (float)\r
+0:61 move second child to first child (temp float)\r
+0:61 'f10' (temp float)\r
0:61 Constant:\r
0:61 10.000000\r
0:62 Sequence\r
-0:62 move second child to first child (float)\r
-0:62 'f11' (float)\r
+0:62 move second child to first child (temp float)\r
+0:62 'f11' (temp float)\r
0:62 Constant:\r
0:62 11.000000\r
0:63 Sequence\r
-0:63 move second child to first child (float)\r
-0:63 'f12' (float)\r
+0:63 move second child to first child (temp float)\r
+0:63 'f12' (temp float)\r
0:63 Constant:\r
0:63 12.000000\r
0:64 Sequence\r
-0:64 move second child to first child (float)\r
-0:64 'f543' (float)\r
+0:64 move second child to first child (temp float)\r
+0:64 'f543' (temp float)\r
0:64 Constant:\r
0:64 543.000000\r
0:65 Sequence\r
-0:65 move second child to first child (float)\r
-0:65 'f6789' (float)\r
+0:65 move second child to first child (temp float)\r
+0:65 'f6789' (temp float)\r
0:65 Constant:\r
0:65 6789.000000\r
0:66 Sequence\r
-0:66 move second child to first child (float)\r
-0:66 'f88' (float)\r
+0:66 move second child to first child (temp float)\r
+0:66 'f88' (temp float)\r
0:66 Constant:\r
0:66 88.000000\r
0:68 Sequence\r
-0:68 move second child to first child (float)\r
-0:68 'g1' (float)\r
+0:68 move second child to first child (temp float)\r
+0:68 'g1' (temp float)\r
0:68 Constant:\r
0:68 53876.000000\r
0:69 Sequence\r
-0:69 move second child to first child (float)\r
-0:69 'g2' (float)\r
+0:69 move second child to first child (temp float)\r
+0:69 'g2' (temp float)\r
0:69 Constant:\r
0:69 0.040000\r
0:70 Sequence\r
-0:70 move second child to first child (float)\r
-0:70 'g3' (float)\r
+0:70 move second child to first child (temp float)\r
+0:70 'g3' (temp float)\r
0:70 Constant:\r
0:70 100000.000000\r
0:71 Sequence\r
-0:71 move second child to first child (float)\r
-0:71 'g4' (float)\r
+0:71 move second child to first child (temp float)\r
+0:71 'g4' (temp float)\r
0:71 Constant:\r
0:71 0.007321\r
0:72 Sequence\r
-0:72 move second child to first child (float)\r
-0:72 'g5' (float)\r
+0:72 move second child to first child (temp float)\r
+0:72 'g5' (temp float)\r
0:72 Constant:\r
0:72 32000.000000\r
0:73 Sequence\r
-0:73 move second child to first child (float)\r
-0:73 'g6' (float)\r
+0:73 move second child to first child (temp float)\r
+0:73 'g6' (temp float)\r
0:73 Constant:\r
0:73 0.000005\r
0:74 Sequence\r
-0:74 move second child to first child (float)\r
-0:74 'g7' (float)\r
+0:74 move second child to first child (temp float)\r
+0:74 'g7' (temp float)\r
0:74 Constant:\r
0:74 0.450000\r
0:75 Sequence\r
-0:75 move second child to first child (float)\r
-0:75 'g8' (float)\r
+0:75 move second child to first child (temp float)\r
+0:75 'g8' (temp float)\r
0:75 Constant:\r
0:75 60000000000.000000\r
0:77 Sequence\r
-0:77 move second child to first child (double)\r
-0:77 'gf1' (double)\r
+0:77 move second child to first child (temp double)\r
+0:77 'gf1' (temp double)\r
0:77 Constant:\r
0:77 1.000000\r
0:78 Sequence\r
-0:78 move second child to first child (double)\r
-0:78 'gf2' (double)\r
+0:78 move second child to first child (temp double)\r
+0:78 'gf2' (temp double)\r
0:78 Constant:\r
0:78 2.000000\r
0:79 Sequence\r
-0:79 move second child to first child (double)\r
-0:79 'gf3' (double)\r
+0:79 move second child to first child (temp double)\r
+0:79 'gf3' (temp double)\r
0:79 Constant:\r
0:79 3.000000\r
0:80 Sequence\r
-0:80 move second child to first child (double)\r
-0:80 'gf4' (double)\r
+0:80 move second child to first child (temp double)\r
+0:80 'gf4' (temp double)\r
0:80 Constant:\r
0:80 4.000000\r
0:81 Sequence\r
-0:81 move second child to first child (float)\r
-0:81 'gf5' (float)\r
+0:81 move second child to first child (temp float)\r
+0:81 'gf5' (temp float)\r
0:81 Constant:\r
0:81 5.000000\r
0:82 Sequence\r
-0:82 move second child to first child (float)\r
-0:82 'gf6' (float)\r
+0:82 move second child to first child (temp float)\r
+0:82 'gf6' (temp float)\r
0:82 Constant:\r
0:82 6.000000\r
0:88 Sequence\r
-0:88 move second child to first child (float)\r
-0:88 'e5' (float)\r
+0:88 move second child to first child (temp float)\r
+0:88 'e5' (temp float)\r
0:88 Constant:\r
0:88 5.000000\r
0:? Linker Objects\r
\r
Shader version: 100\r
0:? Sequence\r
-0:5 Function Definition: main( (void)\r
+0:5 Function Definition: main( (global void)\r
0:5 Function Parameters: \r
0:? Sequence\r
-0:9 Test condition and select (void)\r
+0:9 Test condition and select (temp void)\r
0:9 Condition\r
-0:9 Compare Less Than (bool)\r
-0:9 length (mediump float)\r
+0:9 Compare Less Than (temp bool)\r
+0:9 length (global mediump float)\r
0:9 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float)\r
0:9 Constant:\r
0:9 0.300000\r
0:9 true case\r
-0:10 move second child to first child (highp 4-component vector of float)\r
-0:10 'color' (highp 4-component vector of float)\r
-0:10 Function Call: texture2D(s21;vf2; (lowp 4-component vector of float)\r
+0:10 move second child to first child (temp highp 4-component vector of float)\r
+0:10 'color' (temp highp 4-component vector of float)\r
+0:10 Function Call: texture2D(s21;vf2; (global lowp 4-component vector of float)\r
0:10 'sampler' (uniform lowp sampler2D)\r
0:10 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float)\r
0:9 false case\r
-0:12 move second child to first child (highp 4-component vector of float)\r
-0:12 'color' (highp 4-component vector of float)\r
+0:12 move second child to first child (temp highp 4-component vector of float)\r
+0:12 'color' (temp highp 4-component vector of float)\r
0:12 Constant:\r
0:12 0.000000\r
0:12 0.000000\r
0:12 0.000000\r
0:12 0.000000\r
-0:14 move second child to first child (highp 4-component vector of float)\r
+0:14 move second child to first child (temp highp 4-component vector of float)\r
0:14 'gl_FragColor' (fragColor mediump 4-component vector of float)\r
-0:14 'color' (highp 4-component vector of float)\r
+0:14 'color' (temp highp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform lowp sampler2D)\r
\r
\r
Shader version: 100\r
0:? Sequence\r
-0:5 Function Definition: main( (void)\r
+0:5 Function Definition: main( (global void)\r
0:5 Function Parameters: \r
0:? Sequence\r
-0:9 Test condition and select (void)\r
+0:9 Test condition and select (temp void)\r
0:9 Condition\r
-0:9 Compare Less Than (bool)\r
-0:9 length (mediump float)\r
+0:9 Compare Less Than (temp bool)\r
+0:9 length (global mediump float)\r
0:9 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float)\r
0:9 Constant:\r
0:9 0.300000\r
0:9 true case\r
-0:10 move second child to first child (highp 4-component vector of float)\r
-0:10 'color' (highp 4-component vector of float)\r
-0:10 Function Call: texture2D(s21;vf2; (lowp 4-component vector of float)\r
+0:10 move second child to first child (temp highp 4-component vector of float)\r
+0:10 'color' (temp highp 4-component vector of float)\r
+0:10 Function Call: texture2D(s21;vf2; (global lowp 4-component vector of float)\r
0:10 'sampler' (uniform lowp sampler2D)\r
0:10 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float)\r
0:9 false case\r
-0:12 move second child to first child (highp 4-component vector of float)\r
-0:12 'color' (highp 4-component vector of float)\r
+0:12 move second child to first child (temp highp 4-component vector of float)\r
+0:12 'color' (temp highp 4-component vector of float)\r
0:12 Constant:\r
0:12 0.000000\r
0:12 0.000000\r
0:12 0.000000\r
0:12 0.000000\r
-0:14 move second child to first child (highp 4-component vector of float)\r
+0:14 move second child to first child (temp highp 4-component vector of float)\r
0:14 'gl_FragColor' (fragColor mediump 4-component vector of float)\r
-0:14 'color' (highp 4-component vector of float)\r
+0:14 'color' (temp highp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform lowp sampler2D)\r
\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:5 Function Definition: foo(vf3; (lowp 2-component vector of float)\r
+0:5 Function Definition: foo(vf3; (temp lowp 2-component vector of float)\r
0:5 Function Parameters: \r
0:5 'mv3' (in mediump 3-component vector of float)\r
0:? Sequence\r
0:8 Branch: Return with expression\r
-0:8 vector swizzle (highp 2-component vector of float)\r
-0:8 'hv4' (highp 4-component vector of float)\r
+0:8 vector swizzle (temp highp 2-component vector of float)\r
+0:8 'hv4' (temp highp 4-component vector of float)\r
0:8 Sequence\r
0:8 Constant:\r
0:8 0 (const int)\r
0:8 Constant:\r
0:8 1 (const int)\r
-0:25 Function Definition: main( (void)\r
+0:25 Function Definition: main( (global void)\r
0:25 Function Parameters: \r
0:27 Sequence\r
0:27 Sequence\r
-0:27 move second child to first child (highp int)\r
-0:27 'sum' (lowp int)\r
-0:27 add (highp int)\r
-0:27 'global_medium' (mediump int)\r
-0:27 'global_high' (highp int)\r
-0:29 move second child to first child (mediump 4-component vector of float)\r
+0:27 move second child to first child (temp highp int)\r
+0:27 'sum' (temp lowp int)\r
+0:27 add (temp highp int)\r
+0:27 'global_medium' (global mediump int)\r
+0:27 'global_high' (global highp int)\r
+0:29 move second child to first child (temp mediump 4-component vector of float)\r
0:29 'gl_FragColor' (fragColor mediump 4-component vector of float)\r
-0:29 Construct vec4 (mediump 4-component vector of float)\r
+0:29 Construct vec4 (temp mediump 4-component vector of float)\r
0:29 'color' (smooth in mediump 3-component vector of float)\r
0:29 Constant:\r
0:29 1.000000\r
-0:32 add second child into first child (highp int)\r
-0:32 'sum' (lowp int)\r
-0:32 'level1_high' (highp int)\r
-0:36 add second child into first child (lowp int)\r
-0:36 'sum' (lowp int)\r
-0:36 'level1_low' (lowp int)\r
+0:32 add second child into first child (temp highp int)\r
+0:32 'sum' (temp lowp int)\r
+0:32 'level1_high' (temp highp int)\r
+0:36 add second child into first child (temp lowp int)\r
+0:36 'sum' (temp lowp int)\r
+0:36 'level1_low' (temp lowp int)\r
0:41 Sequence\r
-0:41 move second child to first child (mediump float)\r
-0:41 'd' (lowp float)\r
-0:41 distance (mediump float)\r
-0:41 'arg1' (lowp float)\r
-0:41 'arg2' (mediump float)\r
+0:41 move second child to first child (temp mediump float)\r
+0:41 'd' (temp lowp float)\r
+0:41 distance (global mediump float)\r
+0:41 'arg1' (temp lowp float)\r
+0:41 'arg2' (temp mediump float)\r
0:? Sequence\r
-0:45 add second child into first child (lowp int)\r
-0:45 'sum' (lowp int)\r
-0:45 'level2_low' (lowp int)\r
-0:49 add second child into first child (highp int)\r
-0:49 'sum' (lowp int)\r
-0:49 'level2_high' (highp int)\r
+0:45 add second child into first child (temp lowp int)\r
+0:45 'sum' (temp lowp int)\r
+0:45 'level2_low' (temp lowp int)\r
+0:49 add second child into first child (temp highp int)\r
+0:49 'sum' (temp lowp int)\r
+0:49 'level2_high' (temp highp int)\r
0:58 Loop with condition not tested first\r
0:58 Loop Condition\r
0:58 Constant:\r
0:58 true (const bool)\r
0:58 Loop Body\r
0:51 Sequence\r
-0:51 Test condition and select (void)\r
+0:51 Test condition and select (temp void)\r
0:51 Condition\r
0:51 Constant:\r
0:51 true (const bool)\r
0:51 true case\r
0:? Sequence\r
-0:54 add second child into first child (mediump int)\r
-0:54 'sum' (lowp int)\r
-0:54 'level4_medium' (mediump int)\r
-0:57 add second child into first child (highp int)\r
-0:57 'sum' (lowp int)\r
-0:57 'level3_high' (highp int)\r
-0:60 add second child into first child (highp int)\r
-0:60 'sum' (lowp int)\r
-0:60 'level2_high2' (highp int)\r
-0:63 add second child into first child (lowp int)\r
-0:63 'sum' (lowp int)\r
-0:63 'level1_low3' (lowp int)\r
-0:65 add second child into first child (lowp int)\r
-0:65 'sum' (lowp int)\r
-0:65 add (lowp int)\r
+0:54 add second child into first child (temp mediump int)\r
+0:54 'sum' (temp lowp int)\r
+0:54 'level4_medium' (temp mediump int)\r
+0:57 add second child into first child (temp highp int)\r
+0:57 'sum' (temp lowp int)\r
+0:57 'level3_high' (temp highp int)\r
+0:60 add second child into first child (temp highp int)\r
+0:60 'sum' (temp lowp int)\r
+0:60 'level2_high2' (temp highp int)\r
+0:63 add second child into first child (temp lowp int)\r
+0:63 'sum' (temp lowp int)\r
+0:63 'level1_low3' (temp lowp int)\r
+0:65 add second child into first child (temp lowp int)\r
+0:65 'sum' (temp lowp int)\r
+0:65 add (temp lowp int)\r
0:65 Constant:\r
0:65 4 (const int)\r
-0:65 direct index (lowp int)\r
-0:65 add (lowp 2-component vector of int)\r
-0:65 component-wise multiply (lowp 2-component vector of int)\r
-0:65 Construct ivec2 (lowp 2-component vector of int)\r
-0:65 'level1_low3' (lowp int)\r
-0:65 Construct ivec2 (lowp 2-component vector of int)\r
-0:65 'level1_high' (highp int)\r
-0:65 Construct ivec2 (lowp 2-component vector of int)\r
-0:65 Comma (highp int)\r
-0:65 'level1_low3' (lowp int)\r
-0:65 'level1_high' (highp int)\r
+0:65 direct index (temp lowp int)\r
+0:65 add (temp lowp 2-component vector of int)\r
+0:65 component-wise multiply (temp lowp 2-component vector of int)\r
+0:65 Construct ivec2 (temp lowp 2-component vector of int)\r
+0:65 'level1_low3' (temp lowp int)\r
+0:65 Construct ivec2 (temp lowp 2-component vector of int)\r
+0:65 'level1_high' (temp highp int)\r
+0:65 Construct ivec2 (temp lowp 2-component vector of int)\r
+0:65 Comma (temp highp int)\r
+0:65 'level1_low3' (temp lowp int)\r
+0:65 'level1_high' (temp highp int)\r
0:65 Constant:\r
0:65 0 (const int)\r
-0:67 Function Call: texture2D(s21;vf2; (lowp 4-component vector of float)\r
+0:67 Function Call: texture2D(s21;vf2; (global lowp 4-component vector of float)\r
0:67 'samplerLow' (uniform lowp sampler2D)\r
0:67 Constant:\r
0:67 0.100000\r
0:67 0.200000\r
-0:68 Function Call: texture2D(s21;vf2; (mediump 4-component vector of float)\r
+0:68 Function Call: texture2D(s21;vf2; (global mediump 4-component vector of float)\r
0:68 'samplerMed' (uniform mediump sampler2D)\r
0:68 Constant:\r
0:68 0.100000\r
0:68 0.200000\r
-0:69 Function Call: texture2D(s21;vf2; (highp 4-component vector of float)\r
+0:69 Function Call: texture2D(s21;vf2; (global highp 4-component vector of float)\r
0:69 'samplerHigh' (uniform highp sampler2D)\r
0:69 Constant:\r
0:69 0.100000\r
0:69 0.200000\r
0:? Linker Objects\r
0:? 'color' (smooth in mediump 3-component vector of float)\r
-0:? 'global_medium' (mediump int)\r
+0:? 'global_medium' (global mediump int)\r
0:? 'samplerLow' (uniform lowp sampler2D)\r
0:? 'samplerMed' (uniform mediump sampler2D)\r
0:? 'samplerHigh' (uniform highp sampler2D)\r
-0:? 'uint' (mediump 4-component vector of float)\r
-0:? 'global_high' (highp int)\r
-0:? 'b2' (mediump 2-component vector of bool)\r
+0:? 'uint' (global mediump 4-component vector of float)\r
+0:? 'global_high' (global highp int)\r
+0:? 'b2' (temp mediump 2-component vector of bool)\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 100\r
ERROR: node is still EOpNull!\r
-0:5 Function Definition: foo(vf3; (lowp 2-component vector of float)\r
+0:5 Function Definition: foo(vf3; (temp lowp 2-component vector of float)\r
0:5 Function Parameters: \r
0:5 'mv3' (in mediump 3-component vector of float)\r
0:? Sequence\r
0:8 Branch: Return with expression\r
-0:8 vector swizzle (highp 2-component vector of float)\r
-0:8 'hv4' (highp 4-component vector of float)\r
+0:8 vector swizzle (temp highp 2-component vector of float)\r
+0:8 'hv4' (temp highp 4-component vector of float)\r
0:8 Sequence\r
0:8 Constant:\r
0:8 0 (const int)\r
0:8 Constant:\r
0:8 1 (const int)\r
-0:25 Function Definition: main( (void)\r
+0:25 Function Definition: main( (global void)\r
0:25 Function Parameters: \r
0:27 Sequence\r
0:27 Sequence\r
-0:27 move second child to first child (highp int)\r
-0:27 'sum' (lowp int)\r
-0:27 add (highp int)\r
-0:27 'global_medium' (mediump int)\r
-0:27 'global_high' (highp int)\r
-0:29 move second child to first child (mediump 4-component vector of float)\r
+0:27 move second child to first child (temp highp int)\r
+0:27 'sum' (temp lowp int)\r
+0:27 add (temp highp int)\r
+0:27 'global_medium' (global mediump int)\r
+0:27 'global_high' (global highp int)\r
+0:29 move second child to first child (temp mediump 4-component vector of float)\r
0:29 'gl_FragColor' (fragColor mediump 4-component vector of float)\r
-0:29 Construct vec4 (mediump 4-component vector of float)\r
+0:29 Construct vec4 (temp mediump 4-component vector of float)\r
0:29 'color' (smooth in mediump 3-component vector of float)\r
0:29 Constant:\r
0:29 1.000000\r
-0:32 add second child into first child (highp int)\r
-0:32 'sum' (lowp int)\r
-0:32 'level1_high' (highp int)\r
-0:36 add second child into first child (lowp int)\r
-0:36 'sum' (lowp int)\r
-0:36 'level1_low' (lowp int)\r
+0:32 add second child into first child (temp highp int)\r
+0:32 'sum' (temp lowp int)\r
+0:32 'level1_high' (temp highp int)\r
+0:36 add second child into first child (temp lowp int)\r
+0:36 'sum' (temp lowp int)\r
+0:36 'level1_low' (temp lowp int)\r
0:41 Sequence\r
-0:41 move second child to first child (mediump float)\r
-0:41 'd' (lowp float)\r
-0:41 distance (mediump float)\r
-0:41 'arg1' (lowp float)\r
-0:41 'arg2' (mediump float)\r
+0:41 move second child to first child (temp mediump float)\r
+0:41 'd' (temp lowp float)\r
+0:41 distance (global mediump float)\r
+0:41 'arg1' (temp lowp float)\r
+0:41 'arg2' (temp mediump float)\r
0:? Sequence\r
-0:45 add second child into first child (lowp int)\r
-0:45 'sum' (lowp int)\r
-0:45 'level2_low' (lowp int)\r
-0:49 add second child into first child (highp int)\r
-0:49 'sum' (lowp int)\r
-0:49 'level2_high' (highp int)\r
+0:45 add second child into first child (temp lowp int)\r
+0:45 'sum' (temp lowp int)\r
+0:45 'level2_low' (temp lowp int)\r
+0:49 add second child into first child (temp highp int)\r
+0:49 'sum' (temp lowp int)\r
+0:49 'level2_high' (temp highp int)\r
0:58 Loop with condition not tested first\r
0:58 Loop Condition\r
0:58 Constant:\r
0:58 true (const bool)\r
0:58 Loop Body\r
0:51 Sequence\r
-0:51 Test condition and select (void)\r
+0:51 Test condition and select (temp void)\r
0:51 Condition\r
0:51 Constant:\r
0:51 true (const bool)\r
0:51 true case\r
0:? Sequence\r
-0:54 add second child into first child (mediump int)\r
-0:54 'sum' (lowp int)\r
-0:54 'level4_medium' (mediump int)\r
-0:57 add second child into first child (highp int)\r
-0:57 'sum' (lowp int)\r
-0:57 'level3_high' (highp int)\r
-0:60 add second child into first child (highp int)\r
-0:60 'sum' (lowp int)\r
-0:60 'level2_high2' (highp int)\r
-0:63 add second child into first child (lowp int)\r
-0:63 'sum' (lowp int)\r
-0:63 'level1_low3' (lowp int)\r
-0:65 add second child into first child (lowp int)\r
-0:65 'sum' (lowp int)\r
-0:65 add (lowp int)\r
+0:54 add second child into first child (temp mediump int)\r
+0:54 'sum' (temp lowp int)\r
+0:54 'level4_medium' (temp mediump int)\r
+0:57 add second child into first child (temp highp int)\r
+0:57 'sum' (temp lowp int)\r
+0:57 'level3_high' (temp highp int)\r
+0:60 add second child into first child (temp highp int)\r
+0:60 'sum' (temp lowp int)\r
+0:60 'level2_high2' (temp highp int)\r
+0:63 add second child into first child (temp lowp int)\r
+0:63 'sum' (temp lowp int)\r
+0:63 'level1_low3' (temp lowp int)\r
+0:65 add second child into first child (temp lowp int)\r
+0:65 'sum' (temp lowp int)\r
+0:65 add (temp lowp int)\r
0:65 Constant:\r
0:65 4 (const int)\r
-0:65 direct index (lowp int)\r
-0:65 add (lowp 2-component vector of int)\r
-0:65 component-wise multiply (lowp 2-component vector of int)\r
-0:65 Construct ivec2 (lowp 2-component vector of int)\r
-0:65 'level1_low3' (lowp int)\r
-0:65 Construct ivec2 (lowp 2-component vector of int)\r
-0:65 'level1_high' (highp int)\r
-0:65 Construct ivec2 (lowp 2-component vector of int)\r
-0:65 Comma (highp int)\r
-0:65 'level1_low3' (lowp int)\r
-0:65 'level1_high' (highp int)\r
+0:65 direct index (temp lowp int)\r
+0:65 add (temp lowp 2-component vector of int)\r
+0:65 component-wise multiply (temp lowp 2-component vector of int)\r
+0:65 Construct ivec2 (temp lowp 2-component vector of int)\r
+0:65 'level1_low3' (temp lowp int)\r
+0:65 Construct ivec2 (temp lowp 2-component vector of int)\r
+0:65 'level1_high' (temp highp int)\r
+0:65 Construct ivec2 (temp lowp 2-component vector of int)\r
+0:65 Comma (temp highp int)\r
+0:65 'level1_low3' (temp lowp int)\r
+0:65 'level1_high' (temp highp int)\r
0:65 Constant:\r
0:65 0 (const int)\r
-0:67 Function Call: texture2D(s21;vf2; (lowp 4-component vector of float)\r
+0:67 Function Call: texture2D(s21;vf2; (global lowp 4-component vector of float)\r
0:67 'samplerLow' (uniform lowp sampler2D)\r
0:67 Constant:\r
0:67 0.100000\r
0:67 0.200000\r
-0:68 Function Call: texture2D(s21;vf2; (mediump 4-component vector of float)\r
+0:68 Function Call: texture2D(s21;vf2; (global mediump 4-component vector of float)\r
0:68 'samplerMed' (uniform mediump sampler2D)\r
0:68 Constant:\r
0:68 0.100000\r
0:68 0.200000\r
-0:69 Function Call: texture2D(s21;vf2; (highp 4-component vector of float)\r
+0:69 Function Call: texture2D(s21;vf2; (global highp 4-component vector of float)\r
0:69 'samplerHigh' (uniform highp sampler2D)\r
0:69 Constant:\r
0:69 0.100000\r
0:69 0.200000\r
0:? Linker Objects\r
0:? 'color' (smooth in mediump 3-component vector of float)\r
-0:? 'global_medium' (mediump int)\r
+0:? 'global_medium' (global mediump int)\r
0:? 'samplerLow' (uniform lowp sampler2D)\r
0:? 'samplerMed' (uniform mediump sampler2D)\r
0:? 'samplerHigh' (uniform highp sampler2D)\r
-0:? 'uint' (mediump 4-component vector of float)\r
-0:? 'global_high' (highp int)\r
-0:? 'b2' (mediump 2-component vector of bool)\r
+0:? 'uint' (global mediump 4-component vector of float)\r
+0:? 'global_high' (global highp int)\r
+0:? 'b2' (temp mediump 2-component vector of bool)\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:18 Function Definition: main( (void)\r
+0:18 Function Definition: main( (global void)\r
0:18 Function Parameters: \r
0:20 Sequence\r
0:20 Sequence\r
-0:20 move second child to first child (highp 4-component vector of float)\r
-0:20 't' (highp 4-component vector of float)\r
-0:20 Function Call: texture(s21;vf2; (highp 4-component vector of float)\r
+0:20 move second child to first child (temp highp 4-component vector of float)\r
+0:20 't' (temp highp 4-component vector of float)\r
+0:20 Function Call: texture(s21;vf2; (global highp 4-component vector of float)\r
0:20 's2D' (uniform lowp sampler2D)\r
0:20 Constant:\r
0:20 0.100000\r
0:20 0.200000\r
-0:21 add second child into first child (highp 4-component vector of float)\r
-0:21 't' (highp 4-component vector of float)\r
-0:21 Function Call: texture(s21;vf2; (highp 4-component vector of float)\r
+0:21 add second child into first child (temp highp 4-component vector of float)\r
+0:21 't' (temp highp 4-component vector of float)\r
+0:21 Function Call: texture(s21;vf2; (global highp 4-component vector of float)\r
0:21 's2Dhigh' (uniform highp sampler2D)\r
0:21 Constant:\r
0:21 0.100000\r
0:21 0.200000\r
-0:22 add second child into first child (highp 4-component vector of float)\r
-0:22 't' (highp 4-component vector of float)\r
-0:22 Function Call: texture(sAS21;vf4; (highp float)\r
+0:22 add second child into first child (temp highp 4-component vector of float)\r
+0:22 't' (temp highp 4-component vector of float)\r
+0:22 Function Call: texture(sAS21;vf4; (global highp float)\r
0:22 's2dAS' (uniform mediump sampler2DArrayShadow)\r
0:22 Constant:\r
0:22 0.500000\r
0:22 0.500000\r
0:22 0.500000\r
0:22 0.500000\r
-0:24 move second child to first child (highp 4-component vector of float)\r
+0:24 move second child to first child (temp highp 4-component vector of float)\r
0:24 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:24 'pos' (in highp 4-component vector of float)\r
0:? Linker Objects\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:18 Function Definition: main( (void)\r
+0:18 Function Definition: main( (global void)\r
0:18 Function Parameters: \r
0:20 Sequence\r
0:20 Sequence\r
-0:20 move second child to first child (highp 4-component vector of float)\r
-0:20 't' (highp 4-component vector of float)\r
-0:20 Function Call: texture(s21;vf2; (highp 4-component vector of float)\r
+0:20 move second child to first child (temp highp 4-component vector of float)\r
+0:20 't' (temp highp 4-component vector of float)\r
+0:20 Function Call: texture(s21;vf2; (global highp 4-component vector of float)\r
0:20 's2D' (uniform lowp sampler2D)\r
0:20 Constant:\r
0:20 0.100000\r
0:20 0.200000\r
-0:21 add second child into first child (highp 4-component vector of float)\r
-0:21 't' (highp 4-component vector of float)\r
-0:21 Function Call: texture(s21;vf2; (highp 4-component vector of float)\r
+0:21 add second child into first child (temp highp 4-component vector of float)\r
+0:21 't' (temp highp 4-component vector of float)\r
+0:21 Function Call: texture(s21;vf2; (global highp 4-component vector of float)\r
0:21 's2Dhigh' (uniform highp sampler2D)\r
0:21 Constant:\r
0:21 0.100000\r
0:21 0.200000\r
-0:22 add second child into first child (highp 4-component vector of float)\r
-0:22 't' (highp 4-component vector of float)\r
-0:22 Function Call: texture(sAS21;vf4; (highp float)\r
+0:22 add second child into first child (temp highp 4-component vector of float)\r
+0:22 't' (temp highp 4-component vector of float)\r
+0:22 Function Call: texture(sAS21;vf4; (global highp float)\r
0:22 's2dAS' (uniform mediump sampler2DArrayShadow)\r
0:22 Constant:\r
0:22 0.500000\r
0:22 0.500000\r
0:22 0.500000\r
0:22 0.500000\r
-0:24 move second child to first child (highp 4-component vector of float)\r
+0:24 move second child to first child (temp highp 4-component vector of float)\r
0:24 'gl_Position' (gl_Position highp 4-component vector of float)\r
0:24 'pos' (in highp 4-component vector of float)\r
0:? Linker Objects\r
\r
Shader version: 140\r
0:? Sequence\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:? Sequence\r
0:10 Sequence\r
-0:10 move second child to first child (int)\r
-0:10 'index' (int)\r
+0:10 move second child to first child (temp int)\r
+0:10 'index' (temp int)\r
0:10 Constant:\r
0:10 5 (const int)\r
-0:12 move second child to first child (float)\r
-0:12 direct index (float)\r
-0:12 y: direct index for structure (5-element array of float)\r
-0:12 'str' (structure{5-element array of float y})\r
+0:12 move second child to first child (temp float)\r
+0:12 direct index (temp float)\r
+0:12 y: direct index for structure (temp 5-element array of float)\r
+0:12 'str' (temp structure{temp 5-element array of float y})\r
0:12 Constant:\r
0:12 0 (const int)\r
0:12 Constant:\r
0:12 4 (const int)\r
0:12 Constant:\r
0:12 2.000000\r
-0:13 move second child to first child (float)\r
-0:13 't' (float)\r
-0:13 Pre-Increment (float)\r
-0:13 indirect index (float)\r
-0:13 y: direct index for structure (5-element array of float)\r
-0:13 'str' (structure{5-element array of float y})\r
+0:13 move second child to first child (temp float)\r
+0:13 't' (temp float)\r
+0:13 Pre-Increment (temp float)\r
+0:13 indirect index (temp float)\r
+0:13 y: direct index for structure (temp 5-element array of float)\r
+0:13 'str' (temp structure{temp 5-element array of float y})\r
0:13 Constant:\r
0:13 0 (const int)\r
-0:13 Pre-Decrement (int)\r
-0:13 'index' (int)\r
-0:14 add second child into first child (float)\r
-0:14 direct index (float)\r
-0:14 y: direct index for structure (5-element array of float)\r
-0:14 'str' (structure{5-element array of float y})\r
+0:13 Pre-Decrement (temp int)\r
+0:13 'index' (temp int)\r
+0:14 add second child into first child (temp float)\r
+0:14 direct index (temp float)\r
+0:14 y: direct index for structure (temp 5-element array of float)\r
+0:14 'str' (temp structure{temp 5-element array of float y})\r
0:14 Constant:\r
0:14 0 (const int)\r
0:14 Constant:\r
0:14 4 (const int)\r
-0:14 't' (float)\r
-0:15 move second child to first child (float)\r
-0:15 't' (float)\r
-0:15 Post-Decrement (float)\r
-0:15 direct index (float)\r
-0:15 y: direct index for structure (5-element array of float)\r
-0:15 'str' (structure{5-element array of float y})\r
+0:14 't' (temp float)\r
+0:15 move second child to first child (temp float)\r
+0:15 't' (temp float)\r
+0:15 Post-Decrement (temp float)\r
+0:15 direct index (temp float)\r
+0:15 y: direct index for structure (temp 5-element array of float)\r
+0:15 'str' (temp structure{temp 5-element array of float y})\r
0:15 Constant:\r
0:15 0 (const int)\r
0:15 Constant:\r
0:15 4 (const int)\r
-0:16 add second child into first child (float)\r
-0:16 indirect index (float)\r
-0:16 y: direct index for structure (5-element array of float)\r
-0:16 'str' (structure{5-element array of float y})\r
+0:16 add second child into first child (temp float)\r
+0:16 indirect index (temp float)\r
+0:16 y: direct index for structure (temp 5-element array of float)\r
+0:16 'str' (temp structure{temp 5-element array of float y})\r
0:16 Constant:\r
0:16 0 (const int)\r
-0:16 Post-Increment (int)\r
-0:16 'index' (int)\r
-0:16 't' (float)\r
-0:17 Pre-Decrement (float)\r
-0:17 indirect index (float)\r
-0:17 y: direct index for structure (5-element array of float)\r
-0:17 'str' (structure{5-element array of float y})\r
+0:16 Post-Increment (temp int)\r
+0:16 'index' (temp int)\r
+0:16 't' (temp float)\r
+0:17 Pre-Decrement (temp float)\r
+0:17 indirect index (temp float)\r
+0:17 y: direct index for structure (temp 5-element array of float)\r
+0:17 'str' (temp structure{temp 5-element array of float y})\r
0:17 Constant:\r
0:17 0 (const int)\r
-0:17 Pre-Decrement (int)\r
-0:17 'index' (int)\r
+0:17 Pre-Decrement (temp int)\r
+0:17 'index' (temp int)\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'x' (float)\r
-0:19 direct index (float)\r
-0:19 y: direct index for structure (5-element array of float)\r
-0:19 'str' (structure{5-element array of float y})\r
+0:19 move second child to first child (temp float)\r
+0:19 'x' (temp float)\r
+0:19 direct index (temp float)\r
+0:19 y: direct index for structure (temp 5-element array of float)\r
+0:19 'str' (temp structure{temp 5-element array of float y})\r
0:19 Constant:\r
0:19 0 (const int)\r
0:19 Constant:\r
0:19 4 (const int)\r
-0:20 Pre-Increment (float)\r
-0:20 'x' (float)\r
-0:21 Pre-Decrement (float)\r
-0:21 'x' (float)\r
-0:22 Post-Increment (float)\r
-0:22 'x' (float)\r
-0:23 Post-Decrement (float)\r
-0:23 'x' (float)\r
+0:20 Pre-Increment (temp float)\r
+0:20 'x' (temp float)\r
+0:21 Pre-Decrement (temp float)\r
+0:21 'x' (temp float)\r
+0:22 Post-Increment (temp float)\r
+0:22 'x' (temp float)\r
+0:23 Post-Decrement (temp float)\r
+0:23 'x' (temp float)\r
0:27 Sequence\r
-0:27 move second child to first child (float)\r
-0:27 'y' (float)\r
-0:27 component-wise multiply (float)\r
-0:27 'x' (float)\r
-0:27 Pre-Increment (float)\r
-0:27 'x' (float)\r
+0:27 move second child to first child (temp float)\r
+0:27 'y' (temp float)\r
+0:27 component-wise multiply (temp float)\r
+0:27 'x' (temp float)\r
+0:27 Pre-Increment (temp float)\r
+0:27 'x' (temp float)\r
0:28 Sequence\r
-0:28 move second child to first child (float)\r
-0:28 'z' (float)\r
-0:28 component-wise multiply (float)\r
-0:28 'y' (float)\r
-0:28 Post-Decrement (float)\r
-0:28 'x' (float)\r
+0:28 move second child to first child (temp float)\r
+0:28 'z' (temp float)\r
+0:28 component-wise multiply (temp float)\r
+0:28 'y' (temp float)\r
+0:28 Post-Decrement (temp float)\r
+0:28 'x' (temp float)\r
0:33 Sequence\r
-0:33 move second child to first child (4-component vector of float)\r
-0:33 'v' (4-component vector of float)\r
+0:33 move second child to first child (temp 4-component vector of float)\r
+0:33 'v' (temp 4-component vector of float)\r
0:33 Constant:\r
0:33 1.000000\r
0:33 2.000000\r
0:33 3.000000\r
0:33 4.000000\r
-0:34 move second child to first child (float)\r
-0:34 direct index (float)\r
-0:34 'v' (4-component vector of float)\r
+0:34 move second child to first child (temp float)\r
+0:34 direct index (temp float)\r
+0:34 'v' (temp 4-component vector of float)\r
0:34 Constant:\r
0:34 1 (const int)\r
-0:34 Post-Decrement (float)\r
-0:34 direct index (float)\r
-0:34 'v' (4-component vector of float)\r
+0:34 Post-Decrement (temp float)\r
+0:34 direct index (temp float)\r
+0:34 'v' (temp 4-component vector of float)\r
0:34 Constant:\r
0:34 2 (const int)\r
-0:35 move second child to first child (float)\r
-0:35 direct index (float)\r
-0:35 'v' (4-component vector of float)\r
+0:35 move second child to first child (temp float)\r
+0:35 direct index (temp float)\r
+0:35 'v' (temp 4-component vector of float)\r
0:35 Constant:\r
0:35 0 (const int)\r
-0:35 Pre-Decrement (float)\r
-0:35 direct index (float)\r
-0:35 'v' (4-component vector of float)\r
+0:35 Pre-Decrement (temp float)\r
+0:35 direct index (temp float)\r
+0:35 'v' (temp 4-component vector of float)\r
0:35 Constant:\r
0:35 3 (const int)\r
-0:37 move second child to first child (4-component vector of float)\r
+0:37 move second child to first child (temp 4-component vector of float)\r
0:37 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:37 vector-scale (4-component vector of float)\r
-0:37 'z' (float)\r
-0:37 'v' (4-component vector of float)\r
+0:37 vector-scale (temp 4-component vector of float)\r
+0:37 'z' (temp float)\r
+0:37 'v' (temp 4-component vector of float)\r
0:? Linker Objects\r
\r
\r
\r
Shader version: 140\r
0:? Sequence\r
-0:3 Function Definition: main( (void)\r
+0:3 Function Definition: main( (global void)\r
0:3 Function Parameters: \r
0:? Sequence\r
0:10 Sequence\r
-0:10 move second child to first child (int)\r
-0:10 'index' (int)\r
+0:10 move second child to first child (temp int)\r
+0:10 'index' (temp int)\r
0:10 Constant:\r
0:10 5 (const int)\r
-0:12 move second child to first child (float)\r
-0:12 direct index (float)\r
-0:12 y: direct index for structure (5-element array of float)\r
-0:12 'str' (structure{5-element array of float y})\r
+0:12 move second child to first child (temp float)\r
+0:12 direct index (temp float)\r
+0:12 y: direct index for structure (temp 5-element array of float)\r
+0:12 'str' (temp structure{temp 5-element array of float y})\r
0:12 Constant:\r
0:12 0 (const int)\r
0:12 Constant:\r
0:12 4 (const int)\r
0:12 Constant:\r
0:12 2.000000\r
-0:13 move second child to first child (float)\r
-0:13 't' (float)\r
-0:13 Pre-Increment (float)\r
-0:13 indirect index (float)\r
-0:13 y: direct index for structure (5-element array of float)\r
-0:13 'str' (structure{5-element array of float y})\r
+0:13 move second child to first child (temp float)\r
+0:13 't' (temp float)\r
+0:13 Pre-Increment (temp float)\r
+0:13 indirect index (temp float)\r
+0:13 y: direct index for structure (temp 5-element array of float)\r
+0:13 'str' (temp structure{temp 5-element array of float y})\r
0:13 Constant:\r
0:13 0 (const int)\r
-0:13 Pre-Decrement (int)\r
-0:13 'index' (int)\r
-0:14 add second child into first child (float)\r
-0:14 direct index (float)\r
-0:14 y: direct index for structure (5-element array of float)\r
-0:14 'str' (structure{5-element array of float y})\r
+0:13 Pre-Decrement (temp int)\r
+0:13 'index' (temp int)\r
+0:14 add second child into first child (temp float)\r
+0:14 direct index (temp float)\r
+0:14 y: direct index for structure (temp 5-element array of float)\r
+0:14 'str' (temp structure{temp 5-element array of float y})\r
0:14 Constant:\r
0:14 0 (const int)\r
0:14 Constant:\r
0:14 4 (const int)\r
-0:14 't' (float)\r
-0:15 move second child to first child (float)\r
-0:15 't' (float)\r
-0:15 Post-Decrement (float)\r
-0:15 direct index (float)\r
-0:15 y: direct index for structure (5-element array of float)\r
-0:15 'str' (structure{5-element array of float y})\r
+0:14 't' (temp float)\r
+0:15 move second child to first child (temp float)\r
+0:15 't' (temp float)\r
+0:15 Post-Decrement (temp float)\r
+0:15 direct index (temp float)\r
+0:15 y: direct index for structure (temp 5-element array of float)\r
+0:15 'str' (temp structure{temp 5-element array of float y})\r
0:15 Constant:\r
0:15 0 (const int)\r
0:15 Constant:\r
0:15 4 (const int)\r
-0:16 add second child into first child (float)\r
-0:16 indirect index (float)\r
-0:16 y: direct index for structure (5-element array of float)\r
-0:16 'str' (structure{5-element array of float y})\r
+0:16 add second child into first child (temp float)\r
+0:16 indirect index (temp float)\r
+0:16 y: direct index for structure (temp 5-element array of float)\r
+0:16 'str' (temp structure{temp 5-element array of float y})\r
0:16 Constant:\r
0:16 0 (const int)\r
-0:16 Post-Increment (int)\r
-0:16 'index' (int)\r
-0:16 't' (float)\r
-0:17 Pre-Decrement (float)\r
-0:17 indirect index (float)\r
-0:17 y: direct index for structure (5-element array of float)\r
-0:17 'str' (structure{5-element array of float y})\r
+0:16 Post-Increment (temp int)\r
+0:16 'index' (temp int)\r
+0:16 't' (temp float)\r
+0:17 Pre-Decrement (temp float)\r
+0:17 indirect index (temp float)\r
+0:17 y: direct index for structure (temp 5-element array of float)\r
+0:17 'str' (temp structure{temp 5-element array of float y})\r
0:17 Constant:\r
0:17 0 (const int)\r
-0:17 Pre-Decrement (int)\r
-0:17 'index' (int)\r
+0:17 Pre-Decrement (temp int)\r
+0:17 'index' (temp int)\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'x' (float)\r
-0:19 direct index (float)\r
-0:19 y: direct index for structure (5-element array of float)\r
-0:19 'str' (structure{5-element array of float y})\r
+0:19 move second child to first child (temp float)\r
+0:19 'x' (temp float)\r
+0:19 direct index (temp float)\r
+0:19 y: direct index for structure (temp 5-element array of float)\r
+0:19 'str' (temp structure{temp 5-element array of float y})\r
0:19 Constant:\r
0:19 0 (const int)\r
0:19 Constant:\r
0:19 4 (const int)\r
-0:20 Pre-Increment (float)\r
-0:20 'x' (float)\r
-0:21 Pre-Decrement (float)\r
-0:21 'x' (float)\r
-0:22 Post-Increment (float)\r
-0:22 'x' (float)\r
-0:23 Post-Decrement (float)\r
-0:23 'x' (float)\r
+0:20 Pre-Increment (temp float)\r
+0:20 'x' (temp float)\r
+0:21 Pre-Decrement (temp float)\r
+0:21 'x' (temp float)\r
+0:22 Post-Increment (temp float)\r
+0:22 'x' (temp float)\r
+0:23 Post-Decrement (temp float)\r
+0:23 'x' (temp float)\r
0:27 Sequence\r
-0:27 move second child to first child (float)\r
-0:27 'y' (float)\r
-0:27 component-wise multiply (float)\r
-0:27 'x' (float)\r
-0:27 Pre-Increment (float)\r
-0:27 'x' (float)\r
+0:27 move second child to first child (temp float)\r
+0:27 'y' (temp float)\r
+0:27 component-wise multiply (temp float)\r
+0:27 'x' (temp float)\r
+0:27 Pre-Increment (temp float)\r
+0:27 'x' (temp float)\r
0:28 Sequence\r
-0:28 move second child to first child (float)\r
-0:28 'z' (float)\r
-0:28 component-wise multiply (float)\r
-0:28 'y' (float)\r
-0:28 Post-Decrement (float)\r
-0:28 'x' (float)\r
+0:28 move second child to first child (temp float)\r
+0:28 'z' (temp float)\r
+0:28 component-wise multiply (temp float)\r
+0:28 'y' (temp float)\r
+0:28 Post-Decrement (temp float)\r
+0:28 'x' (temp float)\r
0:33 Sequence\r
-0:33 move second child to first child (4-component vector of float)\r
-0:33 'v' (4-component vector of float)\r
+0:33 move second child to first child (temp 4-component vector of float)\r
+0:33 'v' (temp 4-component vector of float)\r
0:33 Constant:\r
0:33 1.000000\r
0:33 2.000000\r
0:33 3.000000\r
0:33 4.000000\r
-0:34 move second child to first child (float)\r
-0:34 direct index (float)\r
-0:34 'v' (4-component vector of float)\r
+0:34 move second child to first child (temp float)\r
+0:34 direct index (temp float)\r
+0:34 'v' (temp 4-component vector of float)\r
0:34 Constant:\r
0:34 1 (const int)\r
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-0:35 'v' (4-component vector of float)\r
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Shader version: 330\r
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0:38 Function Parameters: \r
0:40 Sequence\r
-0:40 move second child to first child (4-component vector of float)\r
+0:40 move second child to first child (temp 4-component vector of float)\r
0:40 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:40 Construct vec4 (4-component vector of float)\r
+0:40 Construct vec4 (temp 4-component vector of float)\r
0:40 'color' (smooth in 3-component vector of float)\r
0:40 Constant:\r
0:40 1.000000\r
\r
Shader version: 110\r
0:? Sequence\r
-0:38 Function Definition: main( (void)\r
+0:38 Function Definition: main( (global void)\r
0:38 Function Parameters: \r
0:40 Sequence\r
-0:40 move second child to first child (3-component vector of float)\r
+0:40 move second child to first child (temp 3-component vector of float)\r
0:40 'color' (smooth out 3-component vector of float)\r
0:40 Constant:\r
0:40 1.000000\r
0:40 1.000000\r
0:40 1.000000\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 'gl_Position' (gl_Position 4-component vector of float)\r
-0:42 matrix-times-vector (4-component vector of float)\r
+0:42 matrix-times-vector (temp 4-component vector of float)\r
0:42 'gl_ModelViewProjectionMatrix' (uniform 4X4 matrix of float)\r
0:42 'gl_Vertex' (in 4-component vector of float)\r
0:? Linker Objects\r
\r
Shader version: 110\r
0:? Sequence\r
-0:38 Function Definition: main( (void)\r
+0:38 Function Definition: main( (global void)\r
0:38 Function Parameters: \r
0:40 Sequence\r
-0:40 move second child to first child (3-component vector of float)\r
+0:40 move second child to first child (temp 3-component vector of float)\r
0:40 'color' (smooth out 3-component vector of float)\r
0:40 Constant:\r
0:40 1.000000\r
0:40 1.000000\r
0:40 1.000000\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 'gl_Position' (gl_Position 4-component vector of float)\r
-0:42 matrix-times-vector (4-component vector of float)\r
+0:42 matrix-times-vector (temp 4-component vector of float)\r
0:42 'gl_ModelViewProjectionMatrix' (uniform 4X4 matrix of float)\r
0:42 'gl_Vertex' (in 4-component vector of float)\r
0:? Linker Objects\r
\r
Shader version: 150\r
0:? Sequence\r
-0:7 Function Definition: foo( (4-component vector of float)\r
+0:7 Function Definition: foo( (global 4-component vector of float)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Branch: Return with expression\r
0:9 'BaseColor' (smooth in 4-component vector of float)\r
-0:12 Function Definition: main( (void)\r
+0:12 Function Definition: main( (global void)\r
0:12 Function Parameters: \r
0:14 Sequence\r
-0:14 move second child to first child (4-component vector of float)\r
+0:14 move second child to first child (temp 4-component vector of float)\r
0:14 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:14 Function Call: foo( (4-component vector of float)\r
+0:14 Function Call: foo( (global 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
\r
Shader version: 150\r
0:? Sequence\r
-0:7 Function Definition: foo( (4-component vector of float)\r
+0:7 Function Definition: foo( (global 4-component vector of float)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Branch: Return with expression\r
0:9 'BaseColor' (smooth in 4-component vector of float)\r
-0:12 Function Definition: main( (void)\r
+0:12 Function Definition: main( (global void)\r
0:12 Function Parameters: \r
0:14 Sequence\r
-0:14 move second child to first child (4-component vector of float)\r
+0:14 move second child to first child (temp 4-component vector of float)\r
0:14 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:14 Function Call: foo( (4-component vector of float)\r
+0:14 Function Call: foo( (global 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
specExamples.frag\r
Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.\r
-ERROR: 0:6: '=' : cannot convert from 'const uint' to 'int'\r
+ERROR: 0:6: '=' : cannot convert from 'const uint' to 'global int'\r
ERROR: 0:20: '' : numeric literal too big \r
ERROR: 0:21: '' : hexidecimal literal too big \r
ERROR: 0:37: 'view' : redefinition \r
ERROR: 0:118: 'redeclaration' : all redeclarations must use the same depth layout on gl_FragDepth\r
ERROR: 0:121: 'redeclaration' : all redeclarations must use the same depth layout on gl_FragDepth\r
ERROR: 0:150: 'constructor' : constructing from a non-dereferenced array \r
-ERROR: 0:150: '=' : cannot convert from 'const float' to '3-element array of 4-component vector of float'\r
-ERROR: 0:152: 'constructor' : cannot convert parameter 1 from 'const 2-element array of 4-component vector of float' to '4-component vector of float'\r
+ERROR: 0:150: '=' : cannot convert from 'const float' to 'temp 3-element array of 4-component vector of float'\r
+ERROR: 0:152: 'constructor' : cannot convert parameter 1 from 'const 2-element array of 4-component vector of float' to 'temp 4-component vector of float'\r
ERROR: 0:172: 'x' : undeclared identifier \r
ERROR: 0:172: '[]' : scalar integer expression required \r
ERROR: 0:175: 'x' : undeclared identifier \r
using depth_greater\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
-0:5 'a' (int)\r
+0:5 move second child to first child (temp int)\r
+0:5 'a' (global int)\r
0:5 Constant:\r
0:5 -1 (const int)\r
0:7 Sequence\r
-0:7 move second child to first child (uint)\r
-0:7 'c' (uint)\r
+0:7 move second child to first child (temp uint)\r
+0:7 'c' (global uint)\r
0:7 Constant:\r
0:7 4294967295 (const uint)\r
0:8 Sequence\r
-0:8 move second child to first child (uint)\r
-0:8 'd' (uint)\r
+0:8 move second child to first child (temp uint)\r
+0:8 'd' (global uint)\r
0:8 Constant:\r
0:8 4294967295 (const uint)\r
0:9 Sequence\r
-0:9 move second child to first child (int)\r
-0:9 'e' (int)\r
+0:9 move second child to first child (temp int)\r
+0:9 'e' (global int)\r
0:9 Constant:\r
0:9 -1 (const int)\r
0:13 Sequence\r
-0:13 move second child to first child (uint)\r
-0:13 'f' (uint)\r
+0:13 move second child to first child (temp uint)\r
+0:13 'f' (global uint)\r
0:13 Constant:\r
0:13 4294967295 (const uint)\r
0:17 Sequence\r
-0:17 move second child to first child (int)\r
-0:17 'g' (int)\r
+0:17 move second child to first child (temp int)\r
+0:17 'g' (global int)\r
0:17 Constant:\r
0:17 -1294967296 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (int)\r
-0:19 'h' (int)\r
+0:19 move second child to first child (temp int)\r
+0:19 'h' (global int)\r
0:19 Constant:\r
0:19 -1610612736 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (int)\r
-0:20 'i' (int)\r
+0:20 move second child to first child (temp int)\r
+0:20 'i' (global int)\r
0:20 Constant:\r
0:20 -1 (const int)\r
0:21 Sequence\r
-0:21 move second child to first child (int)\r
-0:21 'j' (int)\r
+0:21 move second child to first child (temp int)\r
+0:21 'j' (global int)\r
0:21 Constant:\r
0:21 -1 (const int)\r
0:22 Sequence\r
-0:22 move second child to first child (int)\r
-0:22 'k' (int)\r
+0:22 move second child to first child (temp int)\r
+0:22 'k' (global int)\r
0:22 Constant:\r
0:22 -2147483648 (const int)\r
0:23 Sequence\r
-0:23 move second child to first child (int)\r
-0:23 'l' (int)\r
+0:23 move second child to first child (temp int)\r
+0:23 'l' (global int)\r
0:23 Constant:\r
0:23 -2147483648 (const int)\r
0:25 Sequence\r
-0:25 move second child to first child (float)\r
-0:25 'fb' (float)\r
+0:25 move second child to first child (temp float)\r
+0:25 'fb' (global float)\r
0:25 Constant:\r
0:25 1.500000\r
0:26 Sequence\r
-0:26 move second child to first child (double)\r
-0:26 'fd' (double)\r
+0:26 move second child to first child (temp double)\r
+0:26 'fd' (global double)\r
0:26 Constant:\r
0:26 2.000000\r
-0:127 Function Definition: foo(f1[5]; (5-element array of float)\r
+0:127 Function Definition: foo(f1[5]; (global 5-element array of float)\r
0:127 Function Parameters: \r
0:127 '' (in 5-element array of float)\r
0:129 Sequence\r
0:129 5.000000\r
0:129 5.200000\r
0:129 1.100000\r
-0:137 Function Definition: main( (void)\r
+0:137 Function Definition: main( (global void)\r
0:137 Function Parameters: \r
0:140 Sequence\r
0:140 Sequence\r
0:140 Sequence\r
-0:140 move second child to first child (5-element array of float)\r
-0:140 'a' (5-element array of float)\r
+0:140 move second child to first child (temp 5-element array of float)\r
+0:140 'a' (temp 5-element array of float)\r
0:140 Constant:\r
0:140 3.400000\r
0:140 4.200000\r
0:140 1.100000\r
0:143 Sequence\r
0:143 Sequence\r
-0:143 move second child to first child (5-element array of float)\r
-0:143 'a' (5-element array of float)\r
+0:143 move second child to first child (temp 5-element array of float)\r
+0:143 'a' (temp 5-element array of float)\r
0:143 Constant:\r
0:143 3.400000\r
0:143 4.200000\r
0:143 1.100000\r
0:? Sequence\r
0:149 Sequence\r
-0:149 move second child to first child (2-element array of 4-component vector of float)\r
-0:149 'b' (2-element array of 4-component vector of float)\r
+0:149 move second child to first child (temp 2-element array of 4-component vector of float)\r
+0:149 'b' (temp 2-element array of 4-component vector of float)\r
0:149 Constant:\r
0:149 0.000000\r
0:149 0.000000\r
0:? Sequence\r
0:159 Sequence\r
0:159 Sequence\r
-0:159 move second child to first child (5-element array of float)\r
-0:159 'b' (5-element array of float)\r
-0:159 'a' (5-element array of float)\r
+0:159 move second child to first child (temp 5-element array of float)\r
+0:159 'b' (temp 5-element array of float)\r
+0:159 'a' (temp 5-element array of float)\r
0:162 Sequence\r
0:162 Sequence\r
-0:162 move second child to first child (5-element array of float)\r
-0:162 'b' (5-element array of float)\r
-0:162 'a' (5-element array of float)\r
+0:162 move second child to first child (temp 5-element array of float)\r
+0:162 'b' (temp 5-element array of float)\r
+0:162 'a' (temp 5-element array of float)\r
0:165 Sequence\r
0:165 Sequence\r
-0:165 move second child to first child (5-element array of float)\r
-0:165 'b' (5-element array of float)\r
+0:165 move second child to first child (temp 5-element array of float)\r
+0:165 'b' (temp 5-element array of float)\r
0:165 Constant:\r
0:165 1.000000\r
0:165 2.000000\r
0:178 Constant:\r
0:178 0.000000\r
0:193 Sequence\r
-0:193 move second child to first child (structure{float a, int b})\r
-0:193 'e' (structure{float a, int b})\r
+0:193 move second child to first child (temp structure{temp float a, temp int b})\r
+0:193 'e' (temp structure{temp float a, temp int b})\r
0:193 Constant:\r
0:193 1.200000\r
0:193 2 (const int)\r
0:216 Sequence\r
0:216 Sequence\r
-0:216 move second child to first child (5-element array of float)\r
-0:216 'a' (5-element array of float)\r
+0:216 move second child to first child (temp 5-element array of float)\r
+0:216 'a' (temp 5-element array of float)\r
0:216 Constant:\r
0:216 3.400000\r
0:216 4.200000\r
0:216 5.200000\r
0:216 1.100000\r
0:217 Sequence\r
-0:217 move second child to first child (5-element array of float)\r
-0:217 'b' (5-element array of float)\r
+0:217 move second child to first child (temp 5-element array of float)\r
+0:217 'b' (temp 5-element array of float)\r
0:217 Constant:\r
0:217 3.400000\r
0:217 4.200000\r
0:217 5.200000\r
0:217 1.100000\r
0:218 Sequence\r
-0:218 move second child to first child (5-element array of float)\r
-0:218 'c' (5-element array of float)\r
-0:218 'a' (5-element array of float)\r
+0:218 move second child to first child (temp 5-element array of float)\r
+0:218 'c' (temp 5-element array of float)\r
+0:218 'a' (temp 5-element array of float)\r
0:219 Sequence\r
-0:219 move second child to first child (5-element array of float)\r
-0:219 'd' (5-element array of float)\r
-0:219 'b' (5-element array of float)\r
+0:219 move second child to first child (temp 5-element array of float)\r
+0:219 'd' (temp 5-element array of float)\r
+0:219 'b' (temp 5-element array of float)\r
0:? Sequence\r
0:223 Sequence\r
-0:223 move second child to first child (float)\r
+0:223 move second child to first child (temp float)\r
0:223 'ceiling' (const (read only) float)\r
-0:223 Convert int to float (float)\r
-0:223 add (int)\r
-0:223 'a' (int)\r
-0:223 'b' (int)\r
+0:223 Convert int to float (temp float)\r
+0:223 add (temp int)\r
+0:223 'a' (global int)\r
+0:223 'b' (global int)\r
0:? Linker Objects\r
-0:? 'a' (int)\r
-0:? 'b' (int)\r
-0:? 'c' (uint)\r
-0:? 'd' (uint)\r
-0:? 'e' (int)\r
-0:? 'f' (uint)\r
-0:? 'g' (int)\r
-0:? 'h' (int)\r
-0:? 'i' (int)\r
-0:? 'j' (int)\r
-0:? 'k' (int)\r
-0:? 'l' (int)\r
-0:? 'fa' (float)\r
-0:? 'fb' (float)\r
-0:? 'fc' (double)\r
-0:? 'fd' (double)\r
-0:? 'texcoord1' (2-component vector of float)\r
-0:? 'texcoord2' (2-component vector of float)\r
-0:? 'position' (3-component vector of float)\r
-0:? 'myRGBA' (4-component vector of float)\r
-0:? 'textureLookup' (2-component vector of int)\r
-0:? 'less' (3-component vector of bool)\r
-0:? 'mat2D' (2X2 matrix of float)\r
-0:? 'optMatrix' (3X3 matrix of float)\r
-0:? 'view' (4X4 matrix of float)\r
-0:? 'projection' (4X4 matrix of float)\r
-0:? 'm' (3X2 matrix of float)\r
-0:? 'highPrecisionMVP' (4X4 matrix of double)\r
-0:? 'dm' (2X4 matrix of double)\r
-0:? 'lightVar' (structure{float intensity, 3-component vector of float position})\r
-0:? 'frequencies' (3-element array of float)\r
+0:? 'a' (global int)\r
+0:? 'b' (global int)\r
+0:? 'c' (global uint)\r
+0:? 'd' (global uint)\r
+0:? 'e' (global int)\r
+0:? 'f' (global uint)\r
+0:? 'g' (global int)\r
+0:? 'h' (global int)\r
+0:? 'i' (global int)\r
+0:? 'j' (global int)\r
+0:? 'k' (global int)\r
+0:? 'l' (global int)\r
+0:? 'fa' (global float)\r
+0:? 'fb' (global float)\r
+0:? 'fc' (global double)\r
+0:? 'fd' (global double)\r
+0:? 'texcoord1' (global 2-component vector of float)\r
+0:? 'texcoord2' (global 2-component vector of float)\r
+0:? 'position' (global 3-component vector of float)\r
+0:? 'myRGBA' (global 4-component vector of float)\r
+0:? 'textureLookup' (global 2-component vector of int)\r
+0:? 'less' (global 3-component vector of bool)\r
+0:? 'mat2D' (global 2X2 matrix of float)\r
+0:? 'optMatrix' (global 3X3 matrix of float)\r
+0:? 'view' (global 4X4 matrix of float)\r
+0:? 'projection' (global 4X4 matrix of float)\r
+0:? 'm' (global 3X2 matrix of float)\r
+0:? 'highPrecisionMVP' (global 4X4 matrix of double)\r
+0:? 'dm' (global 2X4 matrix of double)\r
+0:? 'lightVar' (global structure{global float intensity, global 3-component vector of float position})\r
+0:? 'frequencies' (global 3-element array of float)\r
0:? 'lightPosition' (uniform 4-element array of 4-component vector of float)\r
-0:? 'lights' (2-element array of structure{float intensity, 3-component vector of float position})\r
+0:? 'lights' (global 2-element array of structure{global float intensity, global 3-component vector of float position})\r
0:? 'numLights' (const int)\r
0:? 2 (const int)\r
0:? 'normal' (smooth in 3-component vector of float)\r
using depth_greater\r
ERROR: node is still EOpNull!\r
0:5 Sequence\r
-0:5 move second child to first child (int)\r
-0:5 'a' (int)\r
+0:5 move second child to first child (temp int)\r
+0:5 'a' (global int)\r
0:5 Constant:\r
0:5 -1 (const int)\r
0:7 Sequence\r
-0:7 move second child to first child (uint)\r
-0:7 'c' (uint)\r
+0:7 move second child to first child (temp uint)\r
+0:7 'c' (global uint)\r
0:7 Constant:\r
0:7 4294967295 (const uint)\r
0:8 Sequence\r
-0:8 move second child to first child (uint)\r
-0:8 'd' (uint)\r
+0:8 move second child to first child (temp uint)\r
+0:8 'd' (global uint)\r
0:8 Constant:\r
0:8 4294967295 (const uint)\r
0:9 Sequence\r
-0:9 move second child to first child (int)\r
-0:9 'e' (int)\r
+0:9 move second child to first child (temp int)\r
+0:9 'e' (global int)\r
0:9 Constant:\r
0:9 -1 (const int)\r
0:13 Sequence\r
-0:13 move second child to first child (uint)\r
-0:13 'f' (uint)\r
+0:13 move second child to first child (temp uint)\r
+0:13 'f' (global uint)\r
0:13 Constant:\r
0:13 4294967295 (const uint)\r
0:17 Sequence\r
-0:17 move second child to first child (int)\r
-0:17 'g' (int)\r
+0:17 move second child to first child (temp int)\r
+0:17 'g' (global int)\r
0:17 Constant:\r
0:17 -1294967296 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (int)\r
-0:19 'h' (int)\r
+0:19 move second child to first child (temp int)\r
+0:19 'h' (global int)\r
0:19 Constant:\r
0:19 -1610612736 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (int)\r
-0:20 'i' (int)\r
+0:20 move second child to first child (temp int)\r
+0:20 'i' (global int)\r
0:20 Constant:\r
0:20 -1 (const int)\r
0:21 Sequence\r
-0:21 move second child to first child (int)\r
-0:21 'j' (int)\r
+0:21 move second child to first child (temp int)\r
+0:21 'j' (global int)\r
0:21 Constant:\r
0:21 -1 (const int)\r
0:22 Sequence\r
-0:22 move second child to first child (int)\r
-0:22 'k' (int)\r
+0:22 move second child to first child (temp int)\r
+0:22 'k' (global int)\r
0:22 Constant:\r
0:22 -2147483648 (const int)\r
0:23 Sequence\r
-0:23 move second child to first child (int)\r
-0:23 'l' (int)\r
+0:23 move second child to first child (temp int)\r
+0:23 'l' (global int)\r
0:23 Constant:\r
0:23 -2147483648 (const int)\r
0:25 Sequence\r
-0:25 move second child to first child (float)\r
-0:25 'fb' (float)\r
+0:25 move second child to first child (temp float)\r
+0:25 'fb' (global float)\r
0:25 Constant:\r
0:25 1.500000\r
0:26 Sequence\r
-0:26 move second child to first child (double)\r
-0:26 'fd' (double)\r
+0:26 move second child to first child (temp double)\r
+0:26 'fd' (global double)\r
0:26 Constant:\r
0:26 2.000000\r
-0:127 Function Definition: foo(f1[5]; (5-element array of float)\r
+0:127 Function Definition: foo(f1[5]; (global 5-element array of float)\r
0:127 Function Parameters: \r
0:127 '' (in 5-element array of float)\r
0:129 Sequence\r
0:129 5.000000\r
0:129 5.200000\r
0:129 1.100000\r
-0:137 Function Definition: main( (void)\r
+0:137 Function Definition: main( (global void)\r
0:137 Function Parameters: \r
0:140 Sequence\r
0:140 Sequence\r
0:140 Sequence\r
-0:140 move second child to first child (5-element array of float)\r
-0:140 'a' (5-element array of float)\r
+0:140 move second child to first child (temp 5-element array of float)\r
+0:140 'a' (temp 5-element array of float)\r
0:140 Constant:\r
0:140 3.400000\r
0:140 4.200000\r
0:140 1.100000\r
0:143 Sequence\r
0:143 Sequence\r
-0:143 move second child to first child (5-element array of float)\r
-0:143 'a' (5-element array of float)\r
+0:143 move second child to first child (temp 5-element array of float)\r
+0:143 'a' (temp 5-element array of float)\r
0:143 Constant:\r
0:143 3.400000\r
0:143 4.200000\r
0:143 1.100000\r
0:? Sequence\r
0:149 Sequence\r
-0:149 move second child to first child (2-element array of 4-component vector of float)\r
-0:149 'b' (2-element array of 4-component vector of float)\r
+0:149 move second child to first child (temp 2-element array of 4-component vector of float)\r
+0:149 'b' (temp 2-element array of 4-component vector of float)\r
0:149 Constant:\r
0:149 0.000000\r
0:149 0.000000\r
0:? Sequence\r
0:159 Sequence\r
0:159 Sequence\r
-0:159 move second child to first child (5-element array of float)\r
-0:159 'b' (5-element array of float)\r
-0:159 'a' (5-element array of float)\r
+0:159 move second child to first child (temp 5-element array of float)\r
+0:159 'b' (temp 5-element array of float)\r
+0:159 'a' (temp 5-element array of float)\r
0:162 Sequence\r
0:162 Sequence\r
-0:162 move second child to first child (5-element array of float)\r
-0:162 'b' (5-element array of float)\r
-0:162 'a' (5-element array of float)\r
+0:162 move second child to first child (temp 5-element array of float)\r
+0:162 'b' (temp 5-element array of float)\r
+0:162 'a' (temp 5-element array of float)\r
0:165 Sequence\r
0:165 Sequence\r
-0:165 move second child to first child (5-element array of float)\r
-0:165 'b' (5-element array of float)\r
+0:165 move second child to first child (temp 5-element array of float)\r
+0:165 'b' (temp 5-element array of float)\r
0:165 Constant:\r
0:165 1.000000\r
0:165 2.000000\r
0:178 Constant:\r
0:178 0.000000\r
0:193 Sequence\r
-0:193 move second child to first child (structure{float a, int b})\r
-0:193 'e' (structure{float a, int b})\r
+0:193 move second child to first child (temp structure{temp float a, temp int b})\r
+0:193 'e' (temp structure{temp float a, temp int b})\r
0:193 Constant:\r
0:193 1.200000\r
0:193 2 (const int)\r
0:216 Sequence\r
0:216 Sequence\r
-0:216 move second child to first child (5-element array of float)\r
-0:216 'a' (5-element array of float)\r
+0:216 move second child to first child (temp 5-element array of float)\r
+0:216 'a' (temp 5-element array of float)\r
0:216 Constant:\r
0:216 3.400000\r
0:216 4.200000\r
0:216 5.200000\r
0:216 1.100000\r
0:217 Sequence\r
-0:217 move second child to first child (5-element array of float)\r
-0:217 'b' (5-element array of float)\r
+0:217 move second child to first child (temp 5-element array of float)\r
+0:217 'b' (temp 5-element array of float)\r
0:217 Constant:\r
0:217 3.400000\r
0:217 4.200000\r
0:217 5.200000\r
0:217 1.100000\r
0:218 Sequence\r
-0:218 move second child to first child (5-element array of float)\r
-0:218 'c' (5-element array of float)\r
-0:218 'a' (5-element array of float)\r
+0:218 move second child to first child (temp 5-element array of float)\r
+0:218 'c' (temp 5-element array of float)\r
+0:218 'a' (temp 5-element array of float)\r
0:219 Sequence\r
-0:219 move second child to first child (5-element array of float)\r
-0:219 'd' (5-element array of float)\r
-0:219 'b' (5-element array of float)\r
+0:219 move second child to first child (temp 5-element array of float)\r
+0:219 'd' (temp 5-element array of float)\r
+0:219 'b' (temp 5-element array of float)\r
0:? Sequence\r
0:223 Sequence\r
-0:223 move second child to first child (float)\r
+0:223 move second child to first child (temp float)\r
0:223 'ceiling' (const (read only) float)\r
-0:223 Convert int to float (float)\r
-0:223 add (int)\r
-0:223 'a' (int)\r
-0:223 'b' (int)\r
+0:223 Convert int to float (temp float)\r
+0:223 add (temp int)\r
+0:223 'a' (global int)\r
+0:223 'b' (global int)\r
0:? Linker Objects\r
-0:? 'a' (int)\r
-0:? 'b' (int)\r
-0:? 'c' (uint)\r
-0:? 'd' (uint)\r
-0:? 'e' (int)\r
-0:? 'f' (uint)\r
-0:? 'g' (int)\r
-0:? 'h' (int)\r
-0:? 'i' (int)\r
-0:? 'j' (int)\r
-0:? 'k' (int)\r
-0:? 'l' (int)\r
-0:? 'fa' (float)\r
-0:? 'fb' (float)\r
-0:? 'fc' (double)\r
-0:? 'fd' (double)\r
-0:? 'texcoord1' (2-component vector of float)\r
-0:? 'texcoord2' (2-component vector of float)\r
-0:? 'position' (3-component vector of float)\r
-0:? 'myRGBA' (4-component vector of float)\r
-0:? 'textureLookup' (2-component vector of int)\r
-0:? 'less' (3-component vector of bool)\r
-0:? 'mat2D' (2X2 matrix of float)\r
-0:? 'optMatrix' (3X3 matrix of float)\r
-0:? 'view' (4X4 matrix of float)\r
-0:? 'projection' (4X4 matrix of float)\r
-0:? 'm' (3X2 matrix of float)\r
-0:? 'highPrecisionMVP' (4X4 matrix of double)\r
-0:? 'dm' (2X4 matrix of double)\r
-0:? 'lightVar' (structure{float intensity, 3-component vector of float position})\r
-0:? 'frequencies' (3-element array of float)\r
+0:? 'a' (global int)\r
+0:? 'b' (global int)\r
+0:? 'c' (global uint)\r
+0:? 'd' (global uint)\r
+0:? 'e' (global int)\r
+0:? 'f' (global uint)\r
+0:? 'g' (global int)\r
+0:? 'h' (global int)\r
+0:? 'i' (global int)\r
+0:? 'j' (global int)\r
+0:? 'k' (global int)\r
+0:? 'l' (global int)\r
+0:? 'fa' (global float)\r
+0:? 'fb' (global float)\r
+0:? 'fc' (global double)\r
+0:? 'fd' (global double)\r
+0:? 'texcoord1' (global 2-component vector of float)\r
+0:? 'texcoord2' (global 2-component vector of float)\r
+0:? 'position' (global 3-component vector of float)\r
+0:? 'myRGBA' (global 4-component vector of float)\r
+0:? 'textureLookup' (global 2-component vector of int)\r
+0:? 'less' (global 3-component vector of bool)\r
+0:? 'mat2D' (global 2X2 matrix of float)\r
+0:? 'optMatrix' (global 3X3 matrix of float)\r
+0:? 'view' (global 4X4 matrix of float)\r
+0:? 'projection' (global 4X4 matrix of float)\r
+0:? 'm' (global 3X2 matrix of float)\r
+0:? 'highPrecisionMVP' (global 4X4 matrix of double)\r
+0:? 'dm' (global 2X4 matrix of double)\r
+0:? 'lightVar' (global structure{global float intensity, global 3-component vector of float position})\r
+0:? 'frequencies' (global 3-element array of float)\r
0:? 'lightPosition' (uniform 4-element array of 4-component vector of float)\r
-0:? 'lights' (2-element array of structure{float intensity, 3-component vector of float position})\r
+0:? 'lights' (global 2-element array of structure{global float intensity, global 3-component vector of float position})\r
0:? 'numLights' (const int)\r
0:? 2 (const int)\r
0:? 'normal' (smooth in 3-component vector of float)\r
Shader version: 430\r
Requested GL_3DL_array_objects\r
ERROR: node is still EOpNull!\r
-0:134 Function Definition: funcA(I21; (4-component vector of float)\r
+0:134 Function Definition: funcA(I21; (global 4-component vector of float)\r
0:134 Function Parameters: \r
0:134 'a' (restrict in image2D)\r
-0:136 Function Definition: funcB(I21; (4-component vector of float)\r
+0:136 Function Definition: funcB(I21; (global 4-component vector of float)\r
0:136 Function Parameters: \r
0:136 'a' (in image2D)\r
-0:140 Function Definition: func(f1;f1;f1;f1; (float)\r
+0:140 Function Definition: func(f1;f1;f1;f1; (global float)\r
0:140 Function Parameters: \r
0:140 'e' (in float)\r
0:140 'f' (in float)\r
0:140 'h' (in float)\r
0:142 Sequence\r
0:142 Branch: Return with expression\r
-0:142 add (float)\r
-0:142 component-wise multiply (float)\r
+0:142 add (temp float)\r
+0:142 component-wise multiply (temp float)\r
0:142 'e' (in float)\r
0:142 'f' (in float)\r
-0:142 component-wise multiply (float)\r
+0:142 component-wise multiply (temp float)\r
0:142 'g' (in float)\r
0:142 'h' (in float)\r
-0:146 Function Definition: func2(f1;f1;f1;f1; (float)\r
+0:146 Function Definition: func2(f1;f1;f1;f1; (global float)\r
0:146 Function Parameters: \r
0:146 'e' (in float)\r
0:146 'f' (in float)\r
0:146 'h' (in float)\r
0:148 Sequence\r
0:148 Sequence\r
-0:148 move second child to first child (float)\r
-0:148 'result' (float)\r
-0:148 add (float)\r
-0:148 component-wise multiply (float)\r
+0:148 move second child to first child (temp float)\r
+0:148 'result' (temp float)\r
+0:148 add (temp float)\r
+0:148 component-wise multiply (temp float)\r
0:148 'e' (in float)\r
0:148 'f' (in float)\r
-0:148 component-wise multiply (float)\r
+0:148 component-wise multiply (temp float)\r
0:148 'g' (in float)\r
0:148 'h' (in float)\r
0:150 Branch: Return with expression\r
-0:150 'result' (float)\r
-0:153 Function Definition: func3(f1;f1;f1; (float)\r
+0:150 'result' (temp float)\r
+0:153 Function Definition: func3(f1;f1;f1; (global float)\r
0:153 Function Parameters: \r
0:153 'i' (in float)\r
0:153 'j' (in float)\r
0:153 'k' (out float)\r
0:155 Sequence\r
-0:155 move second child to first child (float)\r
+0:155 move second child to first child (temp float)\r
0:155 'k' (out float)\r
-0:155 add (float)\r
-0:155 component-wise multiply (float)\r
+0:155 add (temp float)\r
+0:155 component-wise multiply (temp float)\r
0:155 'i' (in float)\r
0:155 'i' (in float)\r
0:155 'j' (in float)\r
-0:158 Function Definition: main( (void)\r
+0:158 Function Definition: main( (global void)\r
0:158 Function Parameters: \r
0:160 Sequence\r
0:160 Sequence\r
-0:160 move second child to first child (3-component vector of float)\r
-0:160 'r' (3-component vector of float)\r
-0:160 Construct vec3 (3-component vector of float)\r
-0:160 component-wise multiply (4-component vector of float)\r
+0:160 move second child to first child (temp 3-component vector of float)\r
+0:160 'r' (temp 3-component vector of float)\r
+0:160 Construct vec3 (temp 3-component vector of float)\r
+0:160 component-wise multiply (temp 4-component vector of float)\r
0:160 'a' (in 4-component vector of float)\r
0:160 'b' (in 4-component vector of float)\r
0:161 Sequence\r
-0:161 move second child to first child (3-component vector of float)\r
-0:161 's' (3-component vector of float)\r
-0:161 Construct vec3 (3-component vector of float)\r
-0:161 component-wise multiply (4-component vector of float)\r
+0:161 move second child to first child (temp 3-component vector of float)\r
+0:161 's' (temp 3-component vector of float)\r
+0:161 Construct vec3 (temp 3-component vector of float)\r
+0:161 component-wise multiply (temp 4-component vector of float)\r
0:161 'c' (in 4-component vector of float)\r
0:161 'd' (in 4-component vector of float)\r
-0:162 move second child to first child (3-component vector of float)\r
-0:162 vector swizzle (3-component vector of float)\r
+0:162 move second child to first child (temp 3-component vector of float)\r
+0:162 vector swizzle (temp 3-component vector of float)\r
0:162 'v' (smooth out 4-component vector of float)\r
0:162 Sequence\r
0:162 Constant:\r
0:162 1 (const int)\r
0:162 Constant:\r
0:162 2 (const int)\r
-0:162 add (3-component vector of float)\r
-0:162 'r' (3-component vector of float)\r
-0:162 's' (3-component vector of float)\r
-0:163 move second child to first child (float)\r
-0:163 direct index (float)\r
+0:162 add (temp 3-component vector of float)\r
+0:162 'r' (temp 3-component vector of float)\r
+0:162 's' (temp 3-component vector of float)\r
+0:163 move second child to first child (temp float)\r
+0:163 direct index (temp float)\r
0:163 'v' (smooth out 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:163 add (float)\r
-0:163 component-wise multiply (float)\r
-0:163 direct index (float)\r
+0:163 add (temp float)\r
+0:163 component-wise multiply (temp float)\r
+0:163 direct index (temp float)\r
0:163 'a' (in 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:163 direct index (float)\r
+0:163 direct index (temp float)\r
0:163 'b' (in 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:163 component-wise multiply (float)\r
-0:163 direct index (float)\r
+0:163 component-wise multiply (temp float)\r
+0:163 direct index (temp float)\r
0:163 'c' (in 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:163 direct index (float)\r
+0:163 direct index (temp float)\r
0:163 'd' (in 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:164 move second child to first child (float)\r
-0:164 direct index (float)\r
+0:164 move second child to first child (temp float)\r
+0:164 direct index (temp float)\r
0:164 'v' (smooth out 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:164 Function Call: func(f1;f1;f1;f1; (float)\r
-0:164 direct index (float)\r
+0:164 Function Call: func(f1;f1;f1;f1; (global float)\r
+0:164 direct index (temp float)\r
0:164 'a' (in 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:164 direct index (float)\r
+0:164 direct index (temp float)\r
0:164 'b' (in 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:164 direct index (float)\r
+0:164 direct index (temp float)\r
0:164 'c' (in 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:164 direct index (float)\r
+0:164 direct index (temp float)\r
0:164 'd' (in 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:166 move second child to first child (float)\r
-0:166 direct index (float)\r
+0:166 move second child to first child (temp float)\r
+0:166 direct index (temp float)\r
0:166 'v' (smooth out 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:166 Function Call: func2(f1;f1;f1;f1; (float)\r
-0:166 direct index (float)\r
+0:166 Function Call: func2(f1;f1;f1;f1; (global float)\r
+0:166 direct index (temp float)\r
0:166 'a' (in 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:166 direct index (float)\r
+0:166 direct index (temp float)\r
0:166 'b' (in 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:166 direct index (float)\r
+0:166 direct index (temp float)\r
0:166 'c' (in 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:166 direct index (float)\r
+0:166 direct index (temp float)\r
0:166 'd' (in 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:167 Function Call: func3(f1;f1;f1; (float)\r
-0:167 component-wise multiply (float)\r
-0:167 direct index (float)\r
+0:167 Function Call: func3(f1;f1;f1; (global float)\r
+0:167 component-wise multiply (temp float)\r
+0:167 direct index (temp float)\r
0:167 'a' (in 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:167 direct index (float)\r
+0:167 direct index (temp float)\r
0:167 'b' (in 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:167 component-wise multiply (float)\r
-0:167 direct index (float)\r
+0:167 component-wise multiply (temp float)\r
+0:167 direct index (temp float)\r
0:167 'c' (in 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:167 direct index (float)\r
+0:167 direct index (temp float)\r
0:167 'd' (in 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:167 direct index (float)\r
+0:167 direct index (temp float)\r
0:167 'v' (smooth out 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:169 Function Call: funcA(I21; (4-component vector of float)\r
+0:169 Function Call: funcA(I21; (global 4-component vector of float)\r
0:169 'img1' (layout(rgba32f ) uniform image2D)\r
-0:170 Function Call: funcB(I21; (4-component vector of float)\r
+0:170 Function Call: funcB(I21; (global 4-component vector of float)\r
0:170 'img2' (layout(rgba32f ) coherent uniform image2D)\r
0:? Sequence\r
0:178 Sequence\r
-0:178 move second child to first child (structure{float intensity, 3-component vector of float position})\r
-0:178 'lightVar' (structure{float intensity, 3-component vector of float position})\r
+0:178 move second child to first child (temp structure{temp float intensity, temp 3-component vector of float position})\r
+0:178 'lightVar' (temp structure{temp float intensity, temp 3-component vector of float position})\r
0:178 Constant:\r
0:178 3.000000\r
0:178 1.000000\r
0:178 3.000000\r
0:? Sequence\r
0:185 Sequence\r
-0:185 move second child to first child (5-element array of float)\r
-0:185 'a' (5-element array of float)\r
-0:185 Construct float (5-element array of float)\r
-0:185 'g' (float)\r
+0:185 move second child to first child (temp 5-element array of float)\r
+0:185 'a' (temp 5-element array of float)\r
+0:185 Construct float (temp 5-element array of float)\r
+0:185 'g' (temp float)\r
0:185 Constant:\r
0:185 1.000000\r
-0:185 'g' (float)\r
+0:185 'g' (temp float)\r
0:185 Constant:\r
0:185 2.300000\r
-0:185 'g' (float)\r
-0:188 move second child to first child (3-element array of float)\r
-0:188 'b' (3-element array of float)\r
-0:188 Construct float (3-element array of float)\r
-0:188 'g' (float)\r
-0:188 add (float)\r
-0:188 'g' (float)\r
+0:185 'g' (temp float)\r
+0:188 move second child to first child (temp 3-element array of float)\r
+0:188 'b' (temp 3-element array of float)\r
+0:188 Construct float (temp 3-element array of float)\r
+0:188 'g' (temp float)\r
+0:188 add (temp float)\r
+0:188 'g' (temp float)\r
0:188 Constant:\r
0:188 1.000000\r
-0:188 add (float)\r
-0:188 'g' (float)\r
+0:188 add (temp float)\r
+0:188 'g' (temp float)\r
0:188 Constant:\r
0:188 2.000000\r
0:191 Sequence\r
0:191 Sequence\r
-0:191 move second child to first child (2-element array of 4-component vector of float)\r
-0:191 'b' (2-element array of 4-component vector of float)\r
+0:191 move second child to first child (temp 2-element array of 4-component vector of float)\r
+0:191 'b' (temp 2-element array of 4-component vector of float)\r
0:191 Constant:\r
0:191 1.000000\r
0:191 1.000000\r
0:? 'transforms' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform 4X4 matrix of float ModelViewMatrix, layout(column_major shared ) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout(column_major shared ) uniform implicitly-sized array of 4-component vector of float a, layout(column_major shared ) uniform float Deformation})\r
0:? 'normal' (layout(location=3 ) in 4-component vector of float)\r
0:? 'colors' (layout(location=6 ) in 3-element array of 4-component vector of float)\r
-0:? 's' (layout(location=3 ) structure{3-component vector of float a1, 2X2 matrix of float b, 2-element array of 4-component vector of float c})\r
+0:? 's' (layout(location=3 ) temp structure{global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c})\r
0:? 'var1' (smooth out 4-component vector of float)\r
0:? 'anon@1' (out block{out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4})\r
0:? 'var5' (smooth out 4-component vector of float)\r
Shader version: 430\r
Requested GL_3DL_array_objects\r
ERROR: node is still EOpNull!\r
-0:134 Function Definition: funcA(I21; (4-component vector of float)\r
+0:134 Function Definition: funcA(I21; (global 4-component vector of float)\r
0:134 Function Parameters: \r
0:134 'a' (restrict in image2D)\r
-0:136 Function Definition: funcB(I21; (4-component vector of float)\r
+0:136 Function Definition: funcB(I21; (global 4-component vector of float)\r
0:136 Function Parameters: \r
0:136 'a' (in image2D)\r
-0:140 Function Definition: func(f1;f1;f1;f1; (float)\r
+0:140 Function Definition: func(f1;f1;f1;f1; (global float)\r
0:140 Function Parameters: \r
0:140 'e' (in float)\r
0:140 'f' (in float)\r
0:140 'h' (in float)\r
0:142 Sequence\r
0:142 Branch: Return with expression\r
-0:142 add (float)\r
-0:142 component-wise multiply (float)\r
+0:142 add (temp float)\r
+0:142 component-wise multiply (temp float)\r
0:142 'e' (in float)\r
0:142 'f' (in float)\r
-0:142 component-wise multiply (float)\r
+0:142 component-wise multiply (temp float)\r
0:142 'g' (in float)\r
0:142 'h' (in float)\r
-0:146 Function Definition: func2(f1;f1;f1;f1; (float)\r
+0:146 Function Definition: func2(f1;f1;f1;f1; (global float)\r
0:146 Function Parameters: \r
0:146 'e' (in float)\r
0:146 'f' (in float)\r
0:146 'h' (in float)\r
0:148 Sequence\r
0:148 Sequence\r
-0:148 move second child to first child (float)\r
-0:148 'result' (float)\r
-0:148 add (float)\r
-0:148 component-wise multiply (float)\r
+0:148 move second child to first child (temp float)\r
+0:148 'result' (temp float)\r
+0:148 add (temp float)\r
+0:148 component-wise multiply (temp float)\r
0:148 'e' (in float)\r
0:148 'f' (in float)\r
-0:148 component-wise multiply (float)\r
+0:148 component-wise multiply (temp float)\r
0:148 'g' (in float)\r
0:148 'h' (in float)\r
0:150 Branch: Return with expression\r
-0:150 'result' (float)\r
-0:153 Function Definition: func3(f1;f1;f1; (float)\r
+0:150 'result' (temp float)\r
+0:153 Function Definition: func3(f1;f1;f1; (global float)\r
0:153 Function Parameters: \r
0:153 'i' (in float)\r
0:153 'j' (in float)\r
0:153 'k' (out float)\r
0:155 Sequence\r
-0:155 move second child to first child (float)\r
+0:155 move second child to first child (temp float)\r
0:155 'k' (out float)\r
-0:155 add (float)\r
-0:155 component-wise multiply (float)\r
+0:155 add (temp float)\r
+0:155 component-wise multiply (temp float)\r
0:155 'i' (in float)\r
0:155 'i' (in float)\r
0:155 'j' (in float)\r
-0:158 Function Definition: main( (void)\r
+0:158 Function Definition: main( (global void)\r
0:158 Function Parameters: \r
0:160 Sequence\r
0:160 Sequence\r
-0:160 move second child to first child (3-component vector of float)\r
-0:160 'r' (3-component vector of float)\r
-0:160 Construct vec3 (3-component vector of float)\r
-0:160 component-wise multiply (4-component vector of float)\r
+0:160 move second child to first child (temp 3-component vector of float)\r
+0:160 'r' (temp 3-component vector of float)\r
+0:160 Construct vec3 (temp 3-component vector of float)\r
+0:160 component-wise multiply (temp 4-component vector of float)\r
0:160 'a' (in 4-component vector of float)\r
0:160 'b' (in 4-component vector of float)\r
0:161 Sequence\r
-0:161 move second child to first child (3-component vector of float)\r
-0:161 's' (3-component vector of float)\r
-0:161 Construct vec3 (3-component vector of float)\r
-0:161 component-wise multiply (4-component vector of float)\r
+0:161 move second child to first child (temp 3-component vector of float)\r
+0:161 's' (temp 3-component vector of float)\r
+0:161 Construct vec3 (temp 3-component vector of float)\r
+0:161 component-wise multiply (temp 4-component vector of float)\r
0:161 'c' (in 4-component vector of float)\r
0:161 'd' (in 4-component vector of float)\r
-0:162 move second child to first child (3-component vector of float)\r
-0:162 vector swizzle (3-component vector of float)\r
+0:162 move second child to first child (temp 3-component vector of float)\r
+0:162 vector swizzle (temp 3-component vector of float)\r
0:162 'v' (smooth out 4-component vector of float)\r
0:162 Sequence\r
0:162 Constant:\r
0:162 1 (const int)\r
0:162 Constant:\r
0:162 2 (const int)\r
-0:162 add (3-component vector of float)\r
-0:162 'r' (3-component vector of float)\r
-0:162 's' (3-component vector of float)\r
-0:163 move second child to first child (float)\r
-0:163 direct index (float)\r
+0:162 add (temp 3-component vector of float)\r
+0:162 'r' (temp 3-component vector of float)\r
+0:162 's' (temp 3-component vector of float)\r
+0:163 move second child to first child (temp float)\r
+0:163 direct index (temp float)\r
0:163 'v' (smooth out 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:163 add (float)\r
-0:163 component-wise multiply (float)\r
-0:163 direct index (float)\r
+0:163 add (temp float)\r
+0:163 component-wise multiply (temp float)\r
+0:163 direct index (temp float)\r
0:163 'a' (in 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:163 direct index (float)\r
+0:163 direct index (temp float)\r
0:163 'b' (in 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:163 component-wise multiply (float)\r
-0:163 direct index (float)\r
+0:163 component-wise multiply (temp float)\r
+0:163 direct index (temp float)\r
0:163 'c' (in 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:163 direct index (float)\r
+0:163 direct index (temp float)\r
0:163 'd' (in 4-component vector of float)\r
0:163 Constant:\r
0:163 3 (const int)\r
-0:164 move second child to first child (float)\r
-0:164 direct index (float)\r
+0:164 move second child to first child (temp float)\r
+0:164 direct index (temp float)\r
0:164 'v' (smooth out 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:164 Function Call: func(f1;f1;f1;f1; (float)\r
-0:164 direct index (float)\r
+0:164 Function Call: func(f1;f1;f1;f1; (global float)\r
+0:164 direct index (temp float)\r
0:164 'a' (in 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:164 direct index (float)\r
+0:164 direct index (temp float)\r
0:164 'b' (in 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:164 direct index (float)\r
+0:164 direct index (temp float)\r
0:164 'c' (in 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:164 direct index (float)\r
+0:164 direct index (temp float)\r
0:164 'd' (in 4-component vector of float)\r
0:164 Constant:\r
0:164 0 (const int)\r
-0:166 move second child to first child (float)\r
-0:166 direct index (float)\r
+0:166 move second child to first child (temp float)\r
+0:166 direct index (temp float)\r
0:166 'v' (smooth out 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:166 Function Call: func2(f1;f1;f1;f1; (float)\r
-0:166 direct index (float)\r
+0:166 Function Call: func2(f1;f1;f1;f1; (global float)\r
+0:166 direct index (temp float)\r
0:166 'a' (in 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:166 direct index (float)\r
+0:166 direct index (temp float)\r
0:166 'b' (in 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:166 direct index (float)\r
+0:166 direct index (temp float)\r
0:166 'c' (in 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:166 direct index (float)\r
+0:166 direct index (temp float)\r
0:166 'd' (in 4-component vector of float)\r
0:166 Constant:\r
0:166 0 (const int)\r
-0:167 Function Call: func3(f1;f1;f1; (float)\r
-0:167 component-wise multiply (float)\r
-0:167 direct index (float)\r
+0:167 Function Call: func3(f1;f1;f1; (global float)\r
+0:167 component-wise multiply (temp float)\r
+0:167 direct index (temp float)\r
0:167 'a' (in 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:167 direct index (float)\r
+0:167 direct index (temp float)\r
0:167 'b' (in 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:167 component-wise multiply (float)\r
-0:167 direct index (float)\r
+0:167 component-wise multiply (temp float)\r
+0:167 direct index (temp float)\r
0:167 'c' (in 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:167 direct index (float)\r
+0:167 direct index (temp float)\r
0:167 'd' (in 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:167 direct index (float)\r
+0:167 direct index (temp float)\r
0:167 'v' (smooth out 4-component vector of float)\r
0:167 Constant:\r
0:167 0 (const int)\r
-0:169 Function Call: funcA(I21; (4-component vector of float)\r
+0:169 Function Call: funcA(I21; (global 4-component vector of float)\r
0:169 'img1' (layout(rgba32f ) uniform image2D)\r
-0:170 Function Call: funcB(I21; (4-component vector of float)\r
+0:170 Function Call: funcB(I21; (global 4-component vector of float)\r
0:170 'img2' (layout(rgba32f ) coherent uniform image2D)\r
0:? Sequence\r
0:178 Sequence\r
-0:178 move second child to first child (structure{float intensity, 3-component vector of float position})\r
-0:178 'lightVar' (structure{float intensity, 3-component vector of float position})\r
+0:178 move second child to first child (temp structure{temp float intensity, temp 3-component vector of float position})\r
+0:178 'lightVar' (temp structure{temp float intensity, temp 3-component vector of float position})\r
0:178 Constant:\r
0:178 3.000000\r
0:178 1.000000\r
0:178 3.000000\r
0:? Sequence\r
0:185 Sequence\r
-0:185 move second child to first child (5-element array of float)\r
-0:185 'a' (5-element array of float)\r
-0:185 Construct float (5-element array of float)\r
-0:185 'g' (float)\r
+0:185 move second child to first child (temp 5-element array of float)\r
+0:185 'a' (temp 5-element array of float)\r
+0:185 Construct float (temp 5-element array of float)\r
+0:185 'g' (temp float)\r
0:185 Constant:\r
0:185 1.000000\r
-0:185 'g' (float)\r
+0:185 'g' (temp float)\r
0:185 Constant:\r
0:185 2.300000\r
-0:185 'g' (float)\r
-0:188 move second child to first child (3-element array of float)\r
-0:188 'b' (3-element array of float)\r
-0:188 Construct float (3-element array of float)\r
-0:188 'g' (float)\r
-0:188 add (float)\r
-0:188 'g' (float)\r
+0:185 'g' (temp float)\r
+0:188 move second child to first child (temp 3-element array of float)\r
+0:188 'b' (temp 3-element array of float)\r
+0:188 Construct float (temp 3-element array of float)\r
+0:188 'g' (temp float)\r
+0:188 add (temp float)\r
+0:188 'g' (temp float)\r
0:188 Constant:\r
0:188 1.000000\r
-0:188 add (float)\r
-0:188 'g' (float)\r
+0:188 add (temp float)\r
+0:188 'g' (temp float)\r
0:188 Constant:\r
0:188 2.000000\r
0:191 Sequence\r
0:191 Sequence\r
-0:191 move second child to first child (2-element array of 4-component vector of float)\r
-0:191 'b' (2-element array of 4-component vector of float)\r
+0:191 move second child to first child (temp 2-element array of 4-component vector of float)\r
+0:191 'b' (temp 2-element array of 4-component vector of float)\r
0:191 Constant:\r
0:191 1.000000\r
0:191 1.000000\r
0:? 'transforms' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform 4X4 matrix of float ModelViewMatrix, layout(column_major shared ) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout(column_major shared ) uniform 1-element array of 4-component vector of float a, layout(column_major shared ) uniform float Deformation})\r
0:? 'normal' (layout(location=3 ) in 4-component vector of float)\r
0:? 'colors' (layout(location=6 ) in 3-element array of 4-component vector of float)\r
-0:? 's' (layout(location=3 ) structure{3-component vector of float a1, 2X2 matrix of float b, 2-element array of 4-component vector of float c})\r
+0:? 's' (layout(location=3 ) temp structure{global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c})\r
0:? 'var1' (smooth out 4-component vector of float)\r
0:? 'anon@1' (out block{out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4})\r
0:? 'var5' (smooth out 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:29 Function Definition: main( (void)\r
+0:29 Function Definition: main( (global void)\r
0:29 Function Parameters: \r
0:? Sequence\r
-0:33 Test condition and select (void)\r
+0:33 Test condition and select (temp void)\r
0:33 Condition\r
-0:33 Compare Greater Than (bool)\r
-0:33 i: direct index for structure (int)\r
-0:33 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:33 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:33 Compare Greater Than (temp bool)\r
+0:33 i: direct index for structure (global int)\r
+0:33 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:33 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:33 Constant:\r
0:33 0 (const int)\r
0:33 Constant:\r
0:33 Constant:\r
0:33 0 (const int)\r
0:33 true case\r
-0:34 move second child to first child (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 'locals2' (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:34 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:34 Constant:\r
0:34 0 (const int)\r
0:33 false case\r
-0:36 move second child to first child (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:36 'locals2' (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:36 'foo2' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
-0:38 move second child to first child (4-component vector of float)\r
+0:36 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:36 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:36 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:38 move second child to first child (temp 4-component vector of float)\r
0:38 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:38 vector-scale (4-component vector of float)\r
-0:38 f: direct index for structure (float)\r
-0:38 s1_1: direct index for structure (structure{int i, float f})\r
-0:38 'locals2' (structure{int i, float f, structure{int i, float f} s1_1})\r
+0:38 vector-scale (temp 4-component vector of float)\r
+0:38 f: direct index for structure (global float)\r
+0:38 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:38 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:38 Constant:\r
0:38 2 (const int)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:38 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:38 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:38 'sampler' (uniform sampler2D)\r
0:38 'coord' (smooth in 2-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
-0:? 'foo' (uniform structure{int i, float f})\r
-0:? 'foo2' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
-0:? 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:? 'foo' (uniform structure{global int i, global float f})\r
+0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:? 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 130\r
0:? Sequence\r
-0:29 Function Definition: main( (void)\r
+0:29 Function Definition: main( (global void)\r
0:29 Function Parameters: \r
0:? Sequence\r
-0:33 Test condition and select (void)\r
+0:33 Test condition and select (temp void)\r
0:33 Condition\r
-0:33 Compare Greater Than (bool)\r
-0:33 i: direct index for structure (int)\r
-0:33 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:33 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:33 Compare Greater Than (temp bool)\r
+0:33 i: direct index for structure (global int)\r
+0:33 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:33 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:33 Constant:\r
0:33 0 (const int)\r
0:33 Constant:\r
0:33 Constant:\r
0:33 0 (const int)\r
0:33 true case\r
-0:34 move second child to first child (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 'locals2' (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 s2_1: direct index for structure (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:34 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:34 Constant:\r
0:34 0 (const int)\r
0:33 false case\r
-0:36 move second child to first child (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:36 'locals2' (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:36 'foo2' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
-0:38 move second child to first child (4-component vector of float)\r
+0:36 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:36 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:36 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:38 move second child to first child (temp 4-component vector of float)\r
0:38 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:38 vector-scale (4-component vector of float)\r
-0:38 f: direct index for structure (float)\r
-0:38 s1_1: direct index for structure (structure{int i, float f})\r
-0:38 'locals2' (structure{int i, float f, structure{int i, float f} s1_1})\r
+0:38 vector-scale (temp 4-component vector of float)\r
+0:38 f: direct index for structure (global float)\r
+0:38 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:38 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:38 Constant:\r
0:38 2 (const int)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:38 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:38 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:38 'sampler' (uniform sampler2D)\r
0:38 'coord' (smooth in 2-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
-0:? 'foo' (uniform structure{int i, float f})\r
-0:? 'foo2' (uniform structure{int i, float f, structure{int i, float f} s1_1})\r
-0:? 'foo3' (uniform structure{structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:? 'foo' (uniform structure{global int i, global float f})\r
+0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:? 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:41 Function Definition: main( (void)\r
+0:41 Function Definition: main( (global void)\r
0:41 Function Parameters: \r
0:? Sequence\r
-0:51 Test condition and select (void)\r
+0:51 Test condition and select (temp void)\r
0:51 Condition\r
-0:51 Compare Greater Than (bool)\r
-0:51 i: direct index for structure (int)\r
-0:51 direct index (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
-0:51 s2_1: direct index for structure (12-element array of structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
-0:51 'foo3' (uniform structure{12-element array of structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1} s2_1, int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:51 Compare Greater Than (temp bool)\r
+0:51 i: direct index for structure (global int)\r
+0:51 direct index (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
+0:51 s2_1: direct index for structure (global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
+0:51 'foo3' (uniform structure{global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 true case\r
0:52 Sequence\r
-0:52 move second child to first child (float)\r
-0:52 f: direct index for structure (float)\r
-0:52 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:52 move second child to first child (temp float)\r
+0:52 f: direct index for structure (global float)\r
+0:52 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:52 Constant:\r
0:52 1 (const int)\r
0:52 Constant:\r
0:52 1.000000\r
-0:53 move second child to first child (structure{int i, float f, structure{int i} s0_1})\r
-0:53 s1_1: direct index for structure (structure{int i, float f, structure{int i} s0_1})\r
-0:53 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:53 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:53 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:53 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:53 Constant:\r
0:53 2 (const int)\r
0:53 Constant:\r
0:53 0 (const int)\r
0:53 1.000000\r
0:53 0 (const int)\r
-0:54 move second child to first child (6-element array of float)\r
-0:54 'fArray' (6-element array of float)\r
+0:54 move second child to first child (temp 6-element array of float)\r
+0:54 'fArray' (temp 6-element array of float)\r
0:54 Constant:\r
0:54 0.000000\r
0:54 0.000000\r
0:54 0.000000\r
0:54 0.000000\r
0:54 0.000000\r
-0:55 move second child to first child (structure{int i, float f, structure{int i} s0_1})\r
-0:55 direct index (structure{int i, float f, structure{int i} s0_1})\r
-0:55 'locals1Array' (10-element array of structure{int i, float f, structure{int i} s0_1})\r
+0:55 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:55 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:55 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1})\r
0:55 Constant:\r
0:55 6 (const int)\r
-0:55 'foo1' (uniform structure{int i, float f, structure{int i} s0_1})\r
-0:56 move second child to first child (structure{int i})\r
-0:56 'locals0' (structure{int i})\r
+0:55 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:56 move second child to first child (temp structure{global int i})\r
+0:56 'locals0' (temp structure{global int i})\r
0:56 Constant:\r
0:56 0 (const int)\r
-0:57 move second child to first child (structure{structure{int i} s0_0})\r
-0:57 'locals00' (structure{structure{int i} s0_0})\r
+0:57 move second child to first child (temp structure{global structure{global int i} s0_0})\r
+0:57 'locals00' (temp structure{global structure{global int i} s0_0})\r
0:57 Constant:\r
0:57 0 (const int)\r
0:51 false case\r
0:59 Sequence\r
-0:59 move second child to first child (float)\r
-0:59 f: direct index for structure (float)\r
-0:59 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:59 move second child to first child (temp float)\r
+0:59 f: direct index for structure (global float)\r
+0:59 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:59 Constant:\r
0:59 1 (const int)\r
-0:59 direct index (float)\r
+0:59 direct index (temp float)\r
0:59 'coord' (smooth in 2-component vector of float)\r
0:59 Constant:\r
0:59 0 (const int)\r
-0:60 move second child to first child (structure{int i, float f, structure{int i} s0_1})\r
-0:60 s1_1: direct index for structure (structure{int i, float f, structure{int i} s0_1})\r
-0:60 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:60 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:60 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:60 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:60 Constant:\r
0:60 2 (const int)\r
-0:60 Construct structure (structure{int i, float f, structure{int i} s0_1})\r
+0:60 Construct structure (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
0:60 Constant:\r
0:60 1 (const int)\r
-0:60 direct index (float)\r
+0:60 direct index (temp float)\r
0:60 'coord' (smooth in 2-component vector of float)\r
0:60 Constant:\r
0:60 1 (const int)\r
-0:60 'foo0' (uniform structure{int i})\r
-0:61 move second child to first child (6-element array of float)\r
-0:61 'fArray' (6-element array of float)\r
+0:60 'foo0' (uniform structure{global int i})\r
+0:61 move second child to first child (temp 6-element array of float)\r
+0:61 'fArray' (temp 6-element array of float)\r
0:61 Constant:\r
0:61 0.000000\r
0:61 1.000000\r
0:61 3.000000\r
0:61 4.000000\r
0:61 5.000000\r
-0:62 move second child to first child (structure{int i, float f, structure{int i} s0_1})\r
-0:62 direct index (structure{int i, float f, structure{int i} s0_1})\r
-0:62 'locals1Array' (10-element array of structure{int i, float f, structure{int i} s0_1})\r
+0:62 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:62 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:62 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1})\r
0:62 Constant:\r
0:62 6 (const int)\r
-0:62 s1_1: direct index for structure (structure{int i, float f, structure{int i} s0_1})\r
-0:62 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:62 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:62 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:62 Constant:\r
0:62 2 (const int)\r
-0:63 move second child to first child (structure{int i})\r
-0:63 'locals0' (structure{int i})\r
-0:63 s0_1: direct index for structure (structure{int i})\r
-0:63 'foo1' (uniform structure{int i, float f, structure{int i} s0_1})\r
+0:63 move second child to first child (temp structure{global int i})\r
+0:63 'locals0' (temp structure{global int i})\r
+0:63 s0_1: direct index for structure (global structure{global int i})\r
+0:63 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1})\r
0:63 Constant:\r
0:63 2 (const int)\r
-0:64 move second child to first child (structure{structure{int i} s0_0})\r
-0:64 'locals00' (structure{structure{int i} s0_0})\r
-0:64 'foo00' (uniform structure{structure{int i} s0_0})\r
-0:67 Test condition and select (void)\r
+0:64 move second child to first child (temp structure{global structure{global int i} s0_0})\r
+0:64 'locals00' (temp structure{global structure{global int i} s0_0})\r
+0:64 'foo00' (uniform structure{global structure{global int i} s0_0})\r
+0:67 Test condition and select (temp void)\r
0:67 Condition\r
-0:67 Compare Greater Than (bool)\r
-0:67 i: direct index for structure (int)\r
-0:67 'locals0' (structure{int i})\r
+0:67 Compare Greater Than (temp bool)\r
+0:67 i: direct index for structure (global int)\r
+0:67 'locals0' (temp structure{global int i})\r
0:67 Constant:\r
0:67 0 (const int)\r
0:67 Constant:\r
0:67 5 (const int)\r
0:67 true case\r
-0:68 move second child to first child (structure{int i})\r
-0:68 'locals0' (structure{int i})\r
-0:68 s0_0: direct index for structure (structure{int i})\r
-0:68 'locals00' (structure{structure{int i} s0_0})\r
+0:68 move second child to first child (temp structure{global int i})\r
+0:68 'locals0' (temp structure{global int i})\r
+0:68 s0_0: direct index for structure (global structure{global int i})\r
+0:68 'locals00' (temp structure{global structure{global int i} s0_0})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:70 move second child to first child (4-component vector of float)\r
+0:70 move second child to first child (temp 4-component vector of float)\r
0:70 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:70 vector-scale (4-component vector of float)\r
-0:70 add (float)\r
-0:70 add (float)\r
-0:70 add (float)\r
-0:70 Convert int to float (float)\r
-0:70 i: direct index for structure (int)\r
-0:70 'locals0' (structure{int i})\r
+0:70 vector-scale (temp 4-component vector of float)\r
+0:70 add (temp float)\r
+0:70 add (temp float)\r
+0:70 add (temp float)\r
+0:70 Convert int to float (temp float)\r
+0:70 i: direct index for structure (global int)\r
+0:70 'locals0' (temp structure{global int i})\r
0:70 Constant:\r
0:70 0 (const int)\r
-0:70 f: direct index for structure (float)\r
-0:70 direct index (structure{int i, float f, structure{int i} s0_1})\r
-0:70 'locals1Array' (10-element array of structure{int i, float f, structure{int i} s0_1})\r
+0:70 f: direct index for structure (global float)\r
+0:70 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:70 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1})\r
0:70 Constant:\r
0:70 6 (const int)\r
0:70 Constant:\r
0:70 1 (const int)\r
-0:70 direct index (float)\r
-0:70 'fArray' (6-element array of float)\r
+0:70 direct index (temp float)\r
+0:70 'fArray' (temp 6-element array of float)\r
0:70 Constant:\r
0:70 3 (const int)\r
-0:70 f: direct index for structure (float)\r
-0:70 s1_1: direct index for structure (structure{int i, float f, structure{int i} s0_1})\r
-0:70 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:70 f: direct index for structure (global float)\r
+0:70 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:70 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:70 Constant:\r
0:70 2 (const int)\r
0:70 Constant:\r
0:70 1 (const int)\r
-0:70 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:70 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:70 'sampler' (uniform sampler2D)\r
0:70 'coord' (smooth in 2-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
-0:? 'foo0' (uniform structure{int i})\r
-0:? 'foo1' (uniform structure{int i, float f, structure{int i} s0_1})\r
-0:? 'foo2' (uniform structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
-0:? 'foo3' (uniform structure{12-element array of structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1} s2_1, int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
-0:? 'foo00' (uniform structure{structure{int i} s0_0})\r
+0:? 'foo0' (uniform structure{global int i})\r
+0:? 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
+0:? 'foo3' (uniform structure{global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
+0:? 'foo00' (uniform structure{global structure{global int i} s0_0})\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 130\r
0:? Sequence\r
-0:41 Function Definition: main( (void)\r
+0:41 Function Definition: main( (global void)\r
0:41 Function Parameters: \r
0:? Sequence\r
-0:51 Test condition and select (void)\r
+0:51 Test condition and select (temp void)\r
0:51 Condition\r
-0:51 Compare Greater Than (bool)\r
-0:51 i: direct index for structure (int)\r
-0:51 direct index (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
-0:51 s2_1: direct index for structure (12-element array of structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
-0:51 'foo3' (uniform structure{12-element array of structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1} s2_1, int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:51 Compare Greater Than (temp bool)\r
+0:51 i: direct index for structure (global int)\r
+0:51 direct index (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
+0:51 s2_1: direct index for structure (global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
+0:51 'foo3' (uniform structure{global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 Constant:\r
0:51 0 (const int)\r
0:51 true case\r
0:52 Sequence\r
-0:52 move second child to first child (float)\r
-0:52 f: direct index for structure (float)\r
-0:52 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:52 move second child to first child (temp float)\r
+0:52 f: direct index for structure (global float)\r
+0:52 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:52 Constant:\r
0:52 1 (const int)\r
0:52 Constant:\r
0:52 1.000000\r
-0:53 move second child to first child (structure{int i, float f, structure{int i} s0_1})\r
-0:53 s1_1: direct index for structure (structure{int i, float f, structure{int i} s0_1})\r
-0:53 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:53 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:53 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:53 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:53 Constant:\r
0:53 2 (const int)\r
0:53 Constant:\r
0:53 0 (const int)\r
0:53 1.000000\r
0:53 0 (const int)\r
-0:54 move second child to first child (6-element array of float)\r
-0:54 'fArray' (6-element array of float)\r
+0:54 move second child to first child (temp 6-element array of float)\r
+0:54 'fArray' (temp 6-element array of float)\r
0:54 Constant:\r
0:54 0.000000\r
0:54 0.000000\r
0:54 0.000000\r
0:54 0.000000\r
0:54 0.000000\r
-0:55 move second child to first child (structure{int i, float f, structure{int i} s0_1})\r
-0:55 direct index (structure{int i, float f, structure{int i} s0_1})\r
-0:55 'locals1Array' (10-element array of structure{int i, float f, structure{int i} s0_1})\r
+0:55 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:55 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:55 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1})\r
0:55 Constant:\r
0:55 6 (const int)\r
-0:55 'foo1' (uniform structure{int i, float f, structure{int i} s0_1})\r
-0:56 move second child to first child (structure{int i})\r
-0:56 'locals0' (structure{int i})\r
+0:55 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:56 move second child to first child (temp structure{global int i})\r
+0:56 'locals0' (temp structure{global int i})\r
0:56 Constant:\r
0:56 0 (const int)\r
-0:57 move second child to first child (structure{structure{int i} s0_0})\r
-0:57 'locals00' (structure{structure{int i} s0_0})\r
+0:57 move second child to first child (temp structure{global structure{global int i} s0_0})\r
+0:57 'locals00' (temp structure{global structure{global int i} s0_0})\r
0:57 Constant:\r
0:57 0 (const int)\r
0:51 false case\r
0:59 Sequence\r
-0:59 move second child to first child (float)\r
-0:59 f: direct index for structure (float)\r
-0:59 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:59 move second child to first child (temp float)\r
+0:59 f: direct index for structure (global float)\r
+0:59 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:59 Constant:\r
0:59 1 (const int)\r
-0:59 direct index (float)\r
+0:59 direct index (temp float)\r
0:59 'coord' (smooth in 2-component vector of float)\r
0:59 Constant:\r
0:59 0 (const int)\r
-0:60 move second child to first child (structure{int i, float f, structure{int i} s0_1})\r
-0:60 s1_1: direct index for structure (structure{int i, float f, structure{int i} s0_1})\r
-0:60 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:60 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:60 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:60 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:60 Constant:\r
0:60 2 (const int)\r
-0:60 Construct structure (structure{int i, float f, structure{int i} s0_1})\r
+0:60 Construct structure (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
0:60 Constant:\r
0:60 1 (const int)\r
-0:60 direct index (float)\r
+0:60 direct index (temp float)\r
0:60 'coord' (smooth in 2-component vector of float)\r
0:60 Constant:\r
0:60 1 (const int)\r
-0:60 'foo0' (uniform structure{int i})\r
-0:61 move second child to first child (6-element array of float)\r
-0:61 'fArray' (6-element array of float)\r
+0:60 'foo0' (uniform structure{global int i})\r
+0:61 move second child to first child (temp 6-element array of float)\r
+0:61 'fArray' (temp 6-element array of float)\r
0:61 Constant:\r
0:61 0.000000\r
0:61 1.000000\r
0:61 3.000000\r
0:61 4.000000\r
0:61 5.000000\r
-0:62 move second child to first child (structure{int i, float f, structure{int i} s0_1})\r
-0:62 direct index (structure{int i, float f, structure{int i} s0_1})\r
-0:62 'locals1Array' (10-element array of structure{int i, float f, structure{int i} s0_1})\r
+0:62 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:62 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:62 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1})\r
0:62 Constant:\r
0:62 6 (const int)\r
-0:62 s1_1: direct index for structure (structure{int i, float f, structure{int i} s0_1})\r
-0:62 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:62 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:62 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:62 Constant:\r
0:62 2 (const int)\r
-0:63 move second child to first child (structure{int i})\r
-0:63 'locals0' (structure{int i})\r
-0:63 s0_1: direct index for structure (structure{int i})\r
-0:63 'foo1' (uniform structure{int i, float f, structure{int i} s0_1})\r
+0:63 move second child to first child (temp structure{global int i})\r
+0:63 'locals0' (temp structure{global int i})\r
+0:63 s0_1: direct index for structure (global structure{global int i})\r
+0:63 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1})\r
0:63 Constant:\r
0:63 2 (const int)\r
-0:64 move second child to first child (structure{structure{int i} s0_0})\r
-0:64 'locals00' (structure{structure{int i} s0_0})\r
-0:64 'foo00' (uniform structure{structure{int i} s0_0})\r
-0:67 Test condition and select (void)\r
+0:64 move second child to first child (temp structure{global structure{global int i} s0_0})\r
+0:64 'locals00' (temp structure{global structure{global int i} s0_0})\r
+0:64 'foo00' (uniform structure{global structure{global int i} s0_0})\r
+0:67 Test condition and select (temp void)\r
0:67 Condition\r
-0:67 Compare Greater Than (bool)\r
-0:67 i: direct index for structure (int)\r
-0:67 'locals0' (structure{int i})\r
+0:67 Compare Greater Than (temp bool)\r
+0:67 i: direct index for structure (global int)\r
+0:67 'locals0' (temp structure{global int i})\r
0:67 Constant:\r
0:67 0 (const int)\r
0:67 Constant:\r
0:67 5 (const int)\r
0:67 true case\r
-0:68 move second child to first child (structure{int i})\r
-0:68 'locals0' (structure{int i})\r
-0:68 s0_0: direct index for structure (structure{int i})\r
-0:68 'locals00' (structure{structure{int i} s0_0})\r
+0:68 move second child to first child (temp structure{global int i})\r
+0:68 'locals0' (temp structure{global int i})\r
+0:68 s0_0: direct index for structure (global structure{global int i})\r
+0:68 'locals00' (temp structure{global structure{global int i} s0_0})\r
0:68 Constant:\r
0:68 0 (const int)\r
-0:70 move second child to first child (4-component vector of float)\r
+0:70 move second child to first child (temp 4-component vector of float)\r
0:70 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:70 vector-scale (4-component vector of float)\r
-0:70 add (float)\r
-0:70 add (float)\r
-0:70 add (float)\r
-0:70 Convert int to float (float)\r
-0:70 i: direct index for structure (int)\r
-0:70 'locals0' (structure{int i})\r
+0:70 vector-scale (temp 4-component vector of float)\r
+0:70 add (temp float)\r
+0:70 add (temp float)\r
+0:70 add (temp float)\r
+0:70 Convert int to float (temp float)\r
+0:70 i: direct index for structure (global int)\r
+0:70 'locals0' (temp structure{global int i})\r
0:70 Constant:\r
0:70 0 (const int)\r
-0:70 f: direct index for structure (float)\r
-0:70 direct index (structure{int i, float f, structure{int i} s0_1})\r
-0:70 'locals1Array' (10-element array of structure{int i, float f, structure{int i} s0_1})\r
+0:70 f: direct index for structure (global float)\r
+0:70 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:70 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1})\r
0:70 Constant:\r
0:70 6 (const int)\r
0:70 Constant:\r
0:70 1 (const int)\r
-0:70 direct index (float)\r
-0:70 'fArray' (6-element array of float)\r
+0:70 direct index (temp float)\r
+0:70 'fArray' (temp 6-element array of float)\r
0:70 Constant:\r
0:70 3 (const int)\r
-0:70 f: direct index for structure (float)\r
-0:70 s1_1: direct index for structure (structure{int i, float f, structure{int i} s0_1})\r
-0:70 'locals2' (structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
+0:70 f: direct index for structure (global float)\r
+0:70 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:70 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
0:70 Constant:\r
0:70 2 (const int)\r
0:70 Constant:\r
0:70 1 (const int)\r
-0:70 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:70 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:70 'sampler' (uniform sampler2D)\r
0:70 'coord' (smooth in 2-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
-0:? 'foo0' (uniform structure{int i})\r
-0:? 'foo1' (uniform structure{int i, float f, structure{int i} s0_1})\r
-0:? 'foo2' (uniform structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
-0:? 'foo3' (uniform structure{12-element array of structure{int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1} s2_1, int i, float f, structure{int i, float f, structure{int i} s0_1} s1_1})\r
-0:? 'foo00' (uniform structure{structure{int i} s0_0})\r
+0:? 'foo0' (uniform structure{global int i})\r
+0:? 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1})\r
+0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
+0:? 'foo3' (uniform structure{global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1})\r
+0:? 'foo00' (uniform structure{global structure{global int i} s0_0})\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:22 Sequence\r
0:22 Sequence\r
-0:22 move second child to first child (float)\r
-0:22 'scale' (float)\r
+0:22 move second child to first child (temp float)\r
+0:22 'scale' (temp float)\r
0:22 Constant:\r
0:22 0.000000\r
-0:24 Test condition and select (void)\r
+0:24 Test condition and select (temp void)\r
0:24 Condition\r
-0:24 Compare Greater Than (bool)\r
-0:24 direct index (int)\r
-0:24 i: direct index for structure (5-element array of int)\r
-0:24 direct index (structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
-0:24 'foo2' (uniform 5-element array of structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
+0:24 Compare Greater Than (temp bool)\r
+0:24 direct index (temp int)\r
+0:24 i: direct index for structure (global 5-element array of int)\r
+0:24 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
+0:24 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
0:24 Constant:\r
0:24 3 (const int)\r
0:24 Constant:\r
0:24 Constant:\r
0:24 0 (const int)\r
0:24 true case\r
-0:25 move second child to first child (float)\r
-0:25 'scale' (float)\r
-0:25 direct index (float)\r
-0:25 direct index (4-component vector of float)\r
-0:25 color: direct index for structure (5-element array of 4-component vector of float)\r
-0:25 direct index (structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:25 s1_1: direct index for structure (7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:25 direct index (structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
-0:25 'foo2' (uniform 5-element array of structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
+0:25 move second child to first child (temp float)\r
+0:25 'scale' (temp float)\r
+0:25 direct index (temp float)\r
+0:25 direct index (temp 4-component vector of float)\r
+0:25 color: direct index for structure (global 5-element array of 4-component vector of float)\r
+0:25 direct index (temp structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:25 s1_1: direct index for structure (global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:25 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
+0:25 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
0:25 Constant:\r
0:25 3 (const int)\r
0:25 Constant:\r
0:25 Constant:\r
0:25 0 (const int)\r
0:24 false case\r
-0:27 move second child to first child (float)\r
-0:27 'scale' (float)\r
-0:27 direct index (float)\r
-0:27 f: direct index for structure (4-element array of float)\r
-0:27 direct index (structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:27 s1_1: direct index for structure (7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:27 direct index (structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
-0:27 'foo2' (uniform 5-element array of structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
+0:27 move second child to first child (temp float)\r
+0:27 'scale' (temp float)\r
+0:27 direct index (temp float)\r
+0:27 f: direct index for structure (global 4-element array of float)\r
+0:27 direct index (temp structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:27 s1_1: direct index for structure (global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:27 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
+0:27 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
0:27 Constant:\r
0:27 3 (const int)\r
0:27 Constant:\r
0:27 1 (const int)\r
0:27 Constant:\r
0:27 3 (const int)\r
-0:29 move second child to first child (4-component vector of float)\r
+0:29 move second child to first child (temp 4-component vector of float)\r
0:29 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:29 vector-scale (4-component vector of float)\r
-0:29 'scale' (float)\r
-0:29 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:29 vector-scale (temp 4-component vector of float)\r
+0:29 'scale' (temp float)\r
+0:29 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:29 'sampler' (uniform sampler2D)\r
0:29 'coord' (smooth in 2-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
-0:? 'foo' (uniform structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:? 'foo2' (uniform 5-element array of structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
+0:? 'foo' (uniform structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:? 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
\r
\r
Linked fragment stage:\r
\r
Shader version: 130\r
0:? Sequence\r
-0:20 Function Definition: main( (void)\r
+0:20 Function Definition: main( (global void)\r
0:20 Function Parameters: \r
0:22 Sequence\r
0:22 Sequence\r
-0:22 move second child to first child (float)\r
-0:22 'scale' (float)\r
+0:22 move second child to first child (temp float)\r
+0:22 'scale' (temp float)\r
0:22 Constant:\r
0:22 0.000000\r
-0:24 Test condition and select (void)\r
+0:24 Test condition and select (temp void)\r
0:24 Condition\r
-0:24 Compare Greater Than (bool)\r
-0:24 direct index (int)\r
-0:24 i: direct index for structure (5-element array of int)\r
-0:24 direct index (structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
-0:24 'foo2' (uniform 5-element array of structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
+0:24 Compare Greater Than (temp bool)\r
+0:24 direct index (temp int)\r
+0:24 i: direct index for structure (global 5-element array of int)\r
+0:24 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
+0:24 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
0:24 Constant:\r
0:24 3 (const int)\r
0:24 Constant:\r
0:24 Constant:\r
0:24 0 (const int)\r
0:24 true case\r
-0:25 move second child to first child (float)\r
-0:25 'scale' (float)\r
-0:25 direct index (float)\r
-0:25 direct index (4-component vector of float)\r
-0:25 color: direct index for structure (5-element array of 4-component vector of float)\r
-0:25 direct index (structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:25 s1_1: direct index for structure (7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:25 direct index (structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
-0:25 'foo2' (uniform 5-element array of structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
+0:25 move second child to first child (temp float)\r
+0:25 'scale' (temp float)\r
+0:25 direct index (temp float)\r
+0:25 direct index (temp 4-component vector of float)\r
+0:25 color: direct index for structure (global 5-element array of 4-component vector of float)\r
+0:25 direct index (temp structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:25 s1_1: direct index for structure (global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:25 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
+0:25 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
0:25 Constant:\r
0:25 3 (const int)\r
0:25 Constant:\r
0:25 Constant:\r
0:25 0 (const int)\r
0:24 false case\r
-0:27 move second child to first child (float)\r
-0:27 'scale' (float)\r
-0:27 direct index (float)\r
-0:27 f: direct index for structure (4-element array of float)\r
-0:27 direct index (structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:27 s1_1: direct index for structure (7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:27 direct index (structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
-0:27 'foo2' (uniform 5-element array of structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
+0:27 move second child to first child (temp float)\r
+0:27 'scale' (temp float)\r
+0:27 direct index (temp float)\r
+0:27 f: direct index for structure (global 4-element array of float)\r
+0:27 direct index (temp structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:27 s1_1: direct index for structure (global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:27 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
+0:27 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
0:27 Constant:\r
0:27 3 (const int)\r
0:27 Constant:\r
0:27 1 (const int)\r
0:27 Constant:\r
0:27 3 (const int)\r
-0:29 move second child to first child (4-component vector of float)\r
+0:29 move second child to first child (temp 4-component vector of float)\r
0:29 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:29 vector-scale (4-component vector of float)\r
-0:29 'scale' (float)\r
-0:29 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:29 vector-scale (temp 4-component vector of float)\r
+0:29 'scale' (temp float)\r
+0:29 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:29 'sampler' (uniform sampler2D)\r
0:29 'coord' (smooth in 2-component vector of float)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
-0:? 'foo' (uniform structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color})\r
-0:? 'foo2' (uniform 5-element array of structure{5-element array of int i, float f, 7-element array of structure{int i, 4-element array of float f, 5-element array of 4-component vector of float color} s1_1})\r
+0:? 'foo' (uniform structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color})\r
+0:? 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1})\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:? Sequence\r
-0:11 'f' (highp float)\r
-0:14 'a' (2-element array of mediump int)\r
+0:11 'f' (temp highp float)\r
+0:14 'a' (temp 2-element array of mediump int)\r
0:17 'c' (uniform mediump int)\r
0:21 switch\r
0:21 condition\r
0:26 body\r
0:26 Sequence\r
0:28 Sequence\r
-0:28 move second child to first child (highp float)\r
-0:28 'f' (highp float)\r
-0:28 sine (highp float)\r
+0:28 move second child to first child (temp highp float)\r
+0:28 'f' (temp highp float)\r
+0:28 sine (global highp float)\r
0:28 'x' (smooth in highp float)\r
0:29 case: with expression\r
0:29 Constant:\r
0:29 2 (const int)\r
0:? Sequence\r
-0:30 move second child to first child (highp float)\r
-0:30 'f' (highp float)\r
-0:30 cosine (highp float)\r
+0:30 move second child to first child (temp highp float)\r
+0:30 'f' (temp highp float)\r
+0:30 cosine (global highp float)\r
0:30 'x' (smooth in highp float)\r
0:31 Branch: Break\r
0:34 switch\r
0:37 Constant:\r
0:37 1 (const int)\r
0:? Sequence\r
-0:38 move second child to first child (highp float)\r
-0:38 'f' (highp float)\r
-0:38 sine (highp float)\r
+0:38 move second child to first child (temp highp float)\r
+0:38 'f' (temp highp float)\r
+0:38 sine (global highp float)\r
0:38 'x' (smooth in highp float)\r
0:39 Branch: Break\r
0:40 case: with expression\r
0:40 Constant:\r
0:40 2 (const int)\r
0:? Sequence\r
-0:41 move second child to first child (highp float)\r
-0:41 'f' (highp float)\r
-0:41 cosine (highp float)\r
+0:41 move second child to first child (temp highp float)\r
+0:41 'f' (temp highp float)\r
+0:41 cosine (global highp float)\r
0:41 'x' (smooth in highp float)\r
0:42 Branch: Break\r
0:43 default: \r
0:? Sequence\r
-0:44 move second child to first child (highp float)\r
-0:44 'f' (highp float)\r
-0:44 tangent (highp float)\r
+0:44 move second child to first child (temp highp float)\r
+0:44 'f' (temp highp float)\r
+0:44 tangent (global highp float)\r
0:44 'x' (smooth in highp float)\r
0:47 switch\r
0:47 condition\r
0:48 Constant:\r
0:48 1 (const int)\r
0:? Sequence\r
-0:49 move second child to first child (highp float)\r
-0:49 'f' (highp float)\r
-0:49 sine (highp float)\r
+0:49 move second child to first child (temp highp float)\r
+0:49 'f' (temp highp float)\r
+0:49 sine (global highp float)\r
0:49 'x' (smooth in highp float)\r
0:50 Branch: Break\r
0:51 case: with expression\r
0:53 Constant:\r
0:53 1 (const int)\r
0:? Sequence\r
-0:54 move second child to first child (highp float)\r
-0:54 'f' (highp float)\r
-0:54 component-wise multiply (highp float)\r
-0:54 component-wise multiply (highp float)\r
+0:54 move second child to first child (temp highp float)\r
+0:54 'f' (temp highp float)\r
+0:54 component-wise multiply (temp highp float)\r
+0:54 component-wise multiply (temp highp float)\r
0:54 'x' (smooth in highp float)\r
0:54 'x' (smooth in highp float)\r
0:54 'x' (smooth in highp float)\r
0:56 Constant:\r
0:56 2 (const int)\r
0:? Sequence\r
-0:57 move second child to first child (highp float)\r
-0:57 'f' (highp float)\r
-0:57 component-wise multiply (highp float)\r
+0:57 move second child to first child (temp highp float)\r
+0:57 'f' (temp highp float)\r
+0:57 component-wise multiply (temp highp float)\r
0:57 'x' (smooth in highp float)\r
0:57 'x' (smooth in highp float)\r
0:58 Branch: Break\r
0:60 Branch: Break\r
0:61 default: \r
0:? Sequence\r
-0:62 move second child to first child (highp float)\r
-0:62 'f' (highp float)\r
-0:62 tangent (highp float)\r
+0:62 move second child to first child (temp highp float)\r
+0:62 'f' (temp highp float)\r
+0:62 tangent (global highp float)\r
0:62 'x' (smooth in highp float)\r
0:63 case: with expression\r
0:63 Constant:\r
0:72 Constant:\r
0:72 1 (const int)\r
0:? Sequence\r
-0:73 move second child to first child (highp float)\r
-0:73 'f' (highp float)\r
-0:73 sine (highp float)\r
+0:73 move second child to first child (temp highp float)\r
+0:73 'f' (temp highp float)\r
+0:73 sine (global highp float)\r
0:73 'x' (smooth in highp float)\r
0:74 Branch: Break\r
0:75 case: with expression\r
0:77 Constant:\r
0:77 1 (const int)\r
0:? Sequence\r
-0:78 move second child to first child (highp float)\r
-0:78 'f' (highp float)\r
-0:78 component-wise multiply (highp float)\r
-0:78 component-wise multiply (highp float)\r
+0:78 move second child to first child (temp highp float)\r
+0:78 'f' (temp highp float)\r
+0:78 component-wise multiply (temp highp float)\r
+0:78 component-wise multiply (temp highp float)\r
0:78 'x' (smooth in highp float)\r
0:78 'x' (smooth in highp float)\r
0:78 'x' (smooth in highp float)\r
0:80 Constant:\r
0:80 2 (const int)\r
0:? Sequence\r
-0:81 move second child to first child (highp float)\r
-0:81 'f' (highp float)\r
-0:81 component-wise multiply (highp float)\r
+0:81 move second child to first child (temp highp float)\r
+0:81 'f' (temp highp float)\r
+0:81 component-wise multiply (temp highp float)\r
0:81 'x' (smooth in highp float)\r
0:81 'x' (smooth in highp float)\r
0:82 Branch: Break\r
0:84 Branch: Break\r
0:85 default: \r
0:? Sequence\r
-0:86 move second child to first child (highp float)\r
-0:86 'f' (highp float)\r
-0:86 tangent (highp float)\r
+0:86 move second child to first child (temp highp float)\r
+0:86 'f' (temp highp float)\r
+0:86 tangent (global highp float)\r
0:86 'x' (smooth in highp float)\r
0:89 Branch: Break\r
0:91 switch\r
0:92 Constant:\r
0:92 1 (const int)\r
0:? Sequence\r
-0:93 move second child to first child (highp float)\r
-0:93 'f' (highp float)\r
-0:93 sine (highp float)\r
+0:93 move second child to first child (temp highp float)\r
+0:93 'f' (temp highp float)\r
+0:93 sine (global highp float)\r
0:93 'x' (smooth in highp float)\r
0:94 Branch: Break\r
0:95 case: with expression\r
0:? Sequence\r
0:? Sequence\r
0:100 Branch: Break\r
-0:102 move second child to first child (highp float)\r
-0:102 'f' (highp float)\r
-0:102 component-wise multiply (highp float)\r
-0:102 component-wise multiply (highp float)\r
+0:102 move second child to first child (temp highp float)\r
+0:102 'f' (temp highp float)\r
+0:102 component-wise multiply (temp highp float)\r
+0:102 component-wise multiply (temp highp float)\r
0:102 'x' (smooth in highp float)\r
0:102 'x' (smooth in highp float)\r
0:102 'x' (smooth in highp float)\r
-0:103 Test condition and select (void)\r
+0:103 Test condition and select (temp void)\r
0:103 Condition\r
-0:103 Compare Less Than (bool)\r
+0:103 Compare Less Than (temp bool)\r
0:103 'c' (uniform mediump int)\r
0:103 'd' (uniform mediump int)\r
0:103 true case\r
0:? Sequence\r
-0:105 move second child to first child (highp float)\r
-0:105 'f' (highp float)\r
-0:105 component-wise multiply (highp float)\r
+0:105 move second child to first child (temp highp float)\r
+0:105 'f' (temp highp float)\r
+0:105 component-wise multiply (temp highp float)\r
0:105 'x' (smooth in highp float)\r
0:105 'x' (smooth in highp float)\r
-0:107 Test condition and select (void)\r
+0:107 Test condition and select (temp void)\r
0:107 Condition\r
-0:107 Compare Less Than (bool)\r
+0:107 Compare Less Than (temp bool)\r
0:107 'd' (uniform mediump int)\r
0:107 'c' (uniform mediump int)\r
0:107 true case is null\r
0:112 Constant:\r
0:112 4 (const int)\r
0:? Sequence\r
-0:113 move second child to first child (highp float)\r
-0:113 'f' (highp float)\r
-0:113 tangent (highp float)\r
+0:113 move second child to first child (temp highp float)\r
+0:113 'f' (temp highp float)\r
+0:113 tangent (global highp float)\r
0:113 'x' (smooth in highp float)\r
-0:114 Test condition and select (void)\r
+0:114 Test condition and select (temp void)\r
0:114 Condition\r
-0:114 Compare Less Than (bool)\r
-0:114 'f' (highp float)\r
+0:114 Compare Less Than (temp bool)\r
+0:114 'f' (temp highp float)\r
0:114 Constant:\r
0:114 0.000000\r
0:114 true case is null\r
0:123 default: \r
0:? Sequence\r
0:124 Sequence\r
-0:124 move second child to first child (mediump int)\r
-0:124 'onlyInSwitch' (mediump int)\r
+0:124 move second child to first child (temp mediump int)\r
+0:124 'onlyInSwitch' (temp mediump int)\r
0:124 Constant:\r
0:124 0 (const int)\r
-0:126 'onlyInSwitch' (float)\r
+0:126 'onlyInSwitch' (temp float)\r
0:128 switch\r
0:128 condition\r
0:128 Constant:\r
0:139 Constant:\r
0:139 2 (const int)\r
0:? Sequence\r
-0:140 'nestedX' (float)\r
+0:140 'nestedX' (temp float)\r
0:143 Branch: Break\r
0:144 case: with expression\r
0:144 Constant:\r
0:147 4 (const int)\r
0:? Sequence\r
0:148 Sequence\r
-0:148 move second child to first child (mediump int)\r
-0:148 'linearY' (mediump int)\r
-0:148 'linearZ' (mediump int)\r
+0:148 move second child to first child (temp mediump int)\r
+0:148 'linearY' (temp mediump int)\r
+0:148 'linearZ' (temp mediump int)\r
0:149 Branch: Break\r
0:150 case: with expression\r
0:150 Constant:\r
0:? Sequence\r
0:154 Constant:\r
0:154 4 (const int)\r
-0:156 'nestedZ' (float)\r
+0:156 'nestedZ' (temp float)\r
0:? Linker Objects\r
0:? 'c' (uniform mediump int)\r
0:? 'd' (uniform mediump int)\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:6 Function Definition: main( (void)\r
+0:6 Function Definition: main( (global void)\r
0:6 Function Parameters: \r
0:? Sequence\r
-0:11 'f' (highp float)\r
-0:14 'a' (2-element array of mediump int)\r
+0:11 'f' (temp highp float)\r
+0:14 'a' (temp 2-element array of mediump int)\r
0:17 'c' (uniform mediump int)\r
0:21 switch\r
0:21 condition\r
0:26 body\r
0:26 Sequence\r
0:28 Sequence\r
-0:28 move second child to first child (highp float)\r
-0:28 'f' (highp float)\r
-0:28 sine (highp float)\r
+0:28 move second child to first child (temp highp float)\r
+0:28 'f' (temp highp float)\r
+0:28 sine (global highp float)\r
0:28 'x' (smooth in highp float)\r
0:29 case: with expression\r
0:29 Constant:\r
0:29 2 (const int)\r
0:? Sequence\r
-0:30 move second child to first child (highp float)\r
-0:30 'f' (highp float)\r
-0:30 cosine (highp float)\r
+0:30 move second child to first child (temp highp float)\r
+0:30 'f' (temp highp float)\r
+0:30 cosine (global highp float)\r
0:30 'x' (smooth in highp float)\r
0:31 Branch: Break\r
0:34 switch\r
0:37 Constant:\r
0:37 1 (const int)\r
0:? Sequence\r
-0:38 move second child to first child (highp float)\r
-0:38 'f' (highp float)\r
-0:38 sine (highp float)\r
+0:38 move second child to first child (temp highp float)\r
+0:38 'f' (temp highp float)\r
+0:38 sine (global highp float)\r
0:38 'x' (smooth in highp float)\r
0:39 Branch: Break\r
0:40 case: with expression\r
0:40 Constant:\r
0:40 2 (const int)\r
0:? Sequence\r
-0:41 move second child to first child (highp float)\r
-0:41 'f' (highp float)\r
-0:41 cosine (highp float)\r
+0:41 move second child to first child (temp highp float)\r
+0:41 'f' (temp highp float)\r
+0:41 cosine (global highp float)\r
0:41 'x' (smooth in highp float)\r
0:42 Branch: Break\r
0:43 default: \r
0:? Sequence\r
-0:44 move second child to first child (highp float)\r
-0:44 'f' (highp float)\r
-0:44 tangent (highp float)\r
+0:44 move second child to first child (temp highp float)\r
+0:44 'f' (temp highp float)\r
+0:44 tangent (global highp float)\r
0:44 'x' (smooth in highp float)\r
0:47 switch\r
0:47 condition\r
0:48 Constant:\r
0:48 1 (const int)\r
0:? Sequence\r
-0:49 move second child to first child (highp float)\r
-0:49 'f' (highp float)\r
-0:49 sine (highp float)\r
+0:49 move second child to first child (temp highp float)\r
+0:49 'f' (temp highp float)\r
+0:49 sine (global highp float)\r
0:49 'x' (smooth in highp float)\r
0:50 Branch: Break\r
0:51 case: with expression\r
0:53 Constant:\r
0:53 1 (const int)\r
0:? Sequence\r
-0:54 move second child to first child (highp float)\r
-0:54 'f' (highp float)\r
-0:54 component-wise multiply (highp float)\r
-0:54 component-wise multiply (highp float)\r
+0:54 move second child to first child (temp highp float)\r
+0:54 'f' (temp highp float)\r
+0:54 component-wise multiply (temp highp float)\r
+0:54 component-wise multiply (temp highp float)\r
0:54 'x' (smooth in highp float)\r
0:54 'x' (smooth in highp float)\r
0:54 'x' (smooth in highp float)\r
0:56 Constant:\r
0:56 2 (const int)\r
0:? Sequence\r
-0:57 move second child to first child (highp float)\r
-0:57 'f' (highp float)\r
-0:57 component-wise multiply (highp float)\r
+0:57 move second child to first child (temp highp float)\r
+0:57 'f' (temp highp float)\r
+0:57 component-wise multiply (temp highp float)\r
0:57 'x' (smooth in highp float)\r
0:57 'x' (smooth in highp float)\r
0:58 Branch: Break\r
0:60 Branch: Break\r
0:61 default: \r
0:? Sequence\r
-0:62 move second child to first child (highp float)\r
-0:62 'f' (highp float)\r
-0:62 tangent (highp float)\r
+0:62 move second child to first child (temp highp float)\r
+0:62 'f' (temp highp float)\r
+0:62 tangent (global highp float)\r
0:62 'x' (smooth in highp float)\r
0:63 case: with expression\r
0:63 Constant:\r
0:72 Constant:\r
0:72 1 (const int)\r
0:? Sequence\r
-0:73 move second child to first child (highp float)\r
-0:73 'f' (highp float)\r
-0:73 sine (highp float)\r
+0:73 move second child to first child (temp highp float)\r
+0:73 'f' (temp highp float)\r
+0:73 sine (global highp float)\r
0:73 'x' (smooth in highp float)\r
0:74 Branch: Break\r
0:75 case: with expression\r
0:77 Constant:\r
0:77 1 (const int)\r
0:? Sequence\r
-0:78 move second child to first child (highp float)\r
-0:78 'f' (highp float)\r
-0:78 component-wise multiply (highp float)\r
-0:78 component-wise multiply (highp float)\r
+0:78 move second child to first child (temp highp float)\r
+0:78 'f' (temp highp float)\r
+0:78 component-wise multiply (temp highp float)\r
+0:78 component-wise multiply (temp highp float)\r
0:78 'x' (smooth in highp float)\r
0:78 'x' (smooth in highp float)\r
0:78 'x' (smooth in highp float)\r
0:80 Constant:\r
0:80 2 (const int)\r
0:? Sequence\r
-0:81 move second child to first child (highp float)\r
-0:81 'f' (highp float)\r
-0:81 component-wise multiply (highp float)\r
+0:81 move second child to first child (temp highp float)\r
+0:81 'f' (temp highp float)\r
+0:81 component-wise multiply (temp highp float)\r
0:81 'x' (smooth in highp float)\r
0:81 'x' (smooth in highp float)\r
0:82 Branch: Break\r
0:84 Branch: Break\r
0:85 default: \r
0:? Sequence\r
-0:86 move second child to first child (highp float)\r
-0:86 'f' (highp float)\r
-0:86 tangent (highp float)\r
+0:86 move second child to first child (temp highp float)\r
+0:86 'f' (temp highp float)\r
+0:86 tangent (global highp float)\r
0:86 'x' (smooth in highp float)\r
0:89 Branch: Break\r
0:91 switch\r
0:92 Constant:\r
0:92 1 (const int)\r
0:? Sequence\r
-0:93 move second child to first child (highp float)\r
-0:93 'f' (highp float)\r
-0:93 sine (highp float)\r
+0:93 move second child to first child (temp highp float)\r
+0:93 'f' (temp highp float)\r
+0:93 sine (global highp float)\r
0:93 'x' (smooth in highp float)\r
0:94 Branch: Break\r
0:95 case: with expression\r
0:? Sequence\r
0:? Sequence\r
0:100 Branch: Break\r
-0:102 move second child to first child (highp float)\r
-0:102 'f' (highp float)\r
-0:102 component-wise multiply (highp float)\r
-0:102 component-wise multiply (highp float)\r
+0:102 move second child to first child (temp highp float)\r
+0:102 'f' (temp highp float)\r
+0:102 component-wise multiply (temp highp float)\r
+0:102 component-wise multiply (temp highp float)\r
0:102 'x' (smooth in highp float)\r
0:102 'x' (smooth in highp float)\r
0:102 'x' (smooth in highp float)\r
-0:103 Test condition and select (void)\r
+0:103 Test condition and select (temp void)\r
0:103 Condition\r
-0:103 Compare Less Than (bool)\r
+0:103 Compare Less Than (temp bool)\r
0:103 'c' (uniform mediump int)\r
0:103 'd' (uniform mediump int)\r
0:103 true case\r
0:? Sequence\r
-0:105 move second child to first child (highp float)\r
-0:105 'f' (highp float)\r
-0:105 component-wise multiply (highp float)\r
+0:105 move second child to first child (temp highp float)\r
+0:105 'f' (temp highp float)\r
+0:105 component-wise multiply (temp highp float)\r
0:105 'x' (smooth in highp float)\r
0:105 'x' (smooth in highp float)\r
-0:107 Test condition and select (void)\r
+0:107 Test condition and select (temp void)\r
0:107 Condition\r
-0:107 Compare Less Than (bool)\r
+0:107 Compare Less Than (temp bool)\r
0:107 'd' (uniform mediump int)\r
0:107 'c' (uniform mediump int)\r
0:107 true case is null\r
0:112 Constant:\r
0:112 4 (const int)\r
0:? Sequence\r
-0:113 move second child to first child (highp float)\r
-0:113 'f' (highp float)\r
-0:113 tangent (highp float)\r
+0:113 move second child to first child (temp highp float)\r
+0:113 'f' (temp highp float)\r
+0:113 tangent (global highp float)\r
0:113 'x' (smooth in highp float)\r
-0:114 Test condition and select (void)\r
+0:114 Test condition and select (temp void)\r
0:114 Condition\r
-0:114 Compare Less Than (bool)\r
-0:114 'f' (highp float)\r
+0:114 Compare Less Than (temp bool)\r
+0:114 'f' (temp highp float)\r
0:114 Constant:\r
0:114 0.000000\r
0:114 true case is null\r
0:123 default: \r
0:? Sequence\r
0:124 Sequence\r
-0:124 move second child to first child (mediump int)\r
-0:124 'onlyInSwitch' (mediump int)\r
+0:124 move second child to first child (temp mediump int)\r
+0:124 'onlyInSwitch' (temp mediump int)\r
0:124 Constant:\r
0:124 0 (const int)\r
-0:126 'onlyInSwitch' (float)\r
+0:126 'onlyInSwitch' (temp float)\r
0:128 switch\r
0:128 condition\r
0:128 Constant:\r
0:139 Constant:\r
0:139 2 (const int)\r
0:? Sequence\r
-0:140 'nestedX' (float)\r
+0:140 'nestedX' (temp float)\r
0:143 Branch: Break\r
0:144 case: with expression\r
0:144 Constant:\r
0:147 4 (const int)\r
0:? Sequence\r
0:148 Sequence\r
-0:148 move second child to first child (mediump int)\r
-0:148 'linearY' (mediump int)\r
-0:148 'linearZ' (mediump int)\r
+0:148 move second child to first child (temp mediump int)\r
+0:148 'linearY' (temp mediump int)\r
+0:148 'linearZ' (temp mediump int)\r
0:149 Branch: Break\r
0:150 case: with expression\r
0:150 Constant:\r
0:? Sequence\r
0:154 Constant:\r
0:154 4 (const int)\r
-0:156 'nestedZ' (float)\r
+0:156 'nestedZ' (temp float)\r
0:? Linker Objects\r
0:? 'c' (uniform mediump int)\r
0:? 'd' (uniform mediump int)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
0:11 Sequence\r
-0:11 move second child to first child (float)\r
-0:11 'blendscale' (float)\r
+0:11 move second child to first child (temp float)\r
+0:11 'blendscale' (temp float)\r
0:11 Constant:\r
0:11 1.789000\r
0:13 Sequence\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'w' (4-component vector of float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'w' (temp 4-component vector of float)\r
0:13 'u' (uniform 4-component vector of float)\r
0:15 Sequence\r
-0:15 move second child to first child (4-component vector of float)\r
-0:15 'w_dep' (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
+0:15 'w_dep' (temp 4-component vector of float)\r
0:15 'u' (uniform 4-component vector of float)\r
0:16 Sequence\r
-0:16 move second child to first child (4-component vector of float)\r
-0:16 'w_reorder' (4-component vector of float)\r
+0:16 move second child to first child (temp 4-component vector of float)\r
+0:16 'w_reorder' (temp 4-component vector of float)\r
0:16 'u' (uniform 4-component vector of float)\r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'w2' (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'w2' (temp 4-component vector of float)\r
0:17 'u' (uniform 4-component vector of float)\r
0:18 Sequence\r
-0:18 move second child to first child (4-component vector of float)\r
-0:18 'w_flow' (4-component vector of float)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
+0:18 'w_flow' (temp 4-component vector of float)\r
0:18 'u' (uniform 4-component vector of float)\r
-0:20 move second child to first child (float)\r
-0:20 direct index (float)\r
-0:20 'w_reorder' (4-component vector of float)\r
+0:20 move second child to first child (temp float)\r
+0:20 direct index (temp float)\r
+0:20 'w_reorder' (temp 4-component vector of float)\r
0:20 Constant:\r
0:20 2 (const int)\r
-0:20 'blendscale' (float)\r
-0:22 move second child to first child (2-component vector of float)\r
-0:22 vector swizzle (2-component vector of float)\r
-0:22 'w' (4-component vector of float)\r
+0:20 'blendscale' (temp float)\r
+0:22 move second child to first child (temp 2-component vector of float)\r
+0:22 vector swizzle (temp 2-component vector of float)\r
+0:22 'w' (temp 4-component vector of float)\r
0:22 Sequence\r
0:22 Constant:\r
0:22 3 (const int)\r
0:22 Constant:\r
0:22 1 (const int)\r
0:22 't' (smooth in 2-component vector of float)\r
-0:24 move second child to first child (float)\r
-0:24 direct index (float)\r
-0:24 'w_reorder' (4-component vector of float)\r
+0:24 move second child to first child (temp float)\r
+0:24 direct index (temp float)\r
+0:24 'w_reorder' (temp 4-component vector of float)\r
0:24 Constant:\r
0:24 0 (const int)\r
-0:24 'blendscale' (float)\r
-0:26 move second child to first child (4-component vector of float)\r
-0:26 vector swizzle (4-component vector of float)\r
-0:26 'w2' (4-component vector of float)\r
+0:24 'blendscale' (temp float)\r
+0:26 move second child to first child (temp 4-component vector of float)\r
+0:26 vector swizzle (temp 4-component vector of float)\r
+0:26 'w2' (temp 4-component vector of float)\r
0:26 Sequence\r
0:26 Constant:\r
0:26 0 (const int)\r
0:26 2 (const int)\r
0:26 Constant:\r
0:26 3 (const int)\r
-0:26 vector swizzle (4-component vector of float)\r
+0:26 vector swizzle (temp 4-component vector of float)\r
0:26 'u' (uniform 4-component vector of float)\r
0:26 Sequence\r
0:26 Constant:\r
0:26 0 (const int)\r
0:26 Constant:\r
0:26 1 (const int)\r
-0:28 move second child to first child (float)\r
-0:28 direct index (float)\r
-0:28 'w_reorder' (4-component vector of float)\r
+0:28 move second child to first child (temp float)\r
+0:28 direct index (temp float)\r
+0:28 'w_reorder' (temp 4-component vector of float)\r
0:28 Constant:\r
0:28 1 (const int)\r
-0:28 'blendscale' (float)\r
-0:30 move second child to first child (2-component vector of float)\r
-0:30 vector swizzle (2-component vector of float)\r
-0:30 'w_dep' (4-component vector of float)\r
+0:28 'blendscale' (temp float)\r
+0:30 move second child to first child (temp 2-component vector of float)\r
+0:30 vector swizzle (temp 2-component vector of float)\r
+0:30 'w_dep' (temp 4-component vector of float)\r
0:30 Sequence\r
0:30 Constant:\r
0:30 0 (const int)\r
0:30 Constant:\r
0:30 1 (const int)\r
-0:30 vector swizzle (2-component vector of float)\r
-0:30 'w2' (4-component vector of float)\r
+0:30 vector swizzle (temp 2-component vector of float)\r
+0:30 'w2' (temp 4-component vector of float)\r
0:30 Sequence\r
0:30 Constant:\r
0:30 0 (const int)\r
0:30 Constant:\r
0:30 2 (const int)\r
-0:31 move second child to first child (2-component vector of float)\r
-0:31 vector swizzle (2-component vector of float)\r
-0:31 'w_dep' (4-component vector of float)\r
+0:31 move second child to first child (temp 2-component vector of float)\r
+0:31 vector swizzle (temp 2-component vector of float)\r
+0:31 'w_dep' (temp 4-component vector of float)\r
0:31 Sequence\r
0:31 Constant:\r
0:31 2 (const int)\r
0:31 Constant:\r
0:31 3 (const int)\r
0:31 't' (smooth in 2-component vector of float)\r
-0:33 move second child to first child (2-component vector of float)\r
-0:33 vector swizzle (2-component vector of float)\r
-0:33 'w_undef' (4-component vector of float)\r
+0:33 move second child to first child (temp 2-component vector of float)\r
+0:33 vector swizzle (temp 2-component vector of float)\r
+0:33 'w_undef' (temp 4-component vector of float)\r
0:33 Sequence\r
0:33 Constant:\r
0:33 0 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
-0:33 vector swizzle (2-component vector of float)\r
+0:33 vector swizzle (temp 2-component vector of float)\r
0:33 'u' (uniform 4-component vector of float)\r
0:33 Sequence\r
0:33 Constant:\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 3 (const int)\r
-0:35 Test condition and select (void)\r
+0:35 Test condition and select (temp void)\r
0:35 Condition\r
0:35 'p' (uniform bool)\r
0:35 true case\r
-0:36 move second child to first child (float)\r
-0:36 direct index (float)\r
-0:36 'w_flow' (4-component vector of float)\r
+0:36 move second child to first child (temp float)\r
+0:36 direct index (temp float)\r
+0:36 'w_flow' (temp 4-component vector of float)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:36 direct index (float)\r
+0:36 direct index (temp float)\r
0:36 't' (smooth in 2-component vector of float)\r
0:36 Constant:\r
0:36 0 (const int)\r
0:35 false case\r
-0:38 move second child to first child (float)\r
-0:38 direct index (float)\r
-0:38 'w_flow' (4-component vector of float)\r
+0:38 move second child to first child (temp float)\r
+0:38 direct index (temp float)\r
+0:38 'w_flow' (temp 4-component vector of float)\r
0:38 Constant:\r
0:38 0 (const int)\r
-0:38 direct index (float)\r
+0:38 direct index (temp float)\r
0:38 't' (smooth in 2-component vector of float)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:40 move second child to first child (4-component vector of float)\r
+0:40 move second child to first child (temp 4-component vector of float)\r
0:40 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:40 mix (4-component vector of float)\r
-0:40 'w_reorder' (4-component vector of float)\r
-0:40 'w_undef' (4-component vector of float)\r
-0:40 component-wise multiply (4-component vector of float)\r
-0:40 component-wise multiply (4-component vector of float)\r
-0:40 component-wise multiply (4-component vector of float)\r
-0:40 'w' (4-component vector of float)\r
-0:40 'w2' (4-component vector of float)\r
-0:40 'w_dep' (4-component vector of float)\r
-0:40 'w_flow' (4-component vector of float)\r
+0:40 mix (global 4-component vector of float)\r
+0:40 'w_reorder' (temp 4-component vector of float)\r
+0:40 'w_undef' (temp 4-component vector of float)\r
+0:40 component-wise multiply (temp 4-component vector of float)\r
+0:40 component-wise multiply (temp 4-component vector of float)\r
+0:40 component-wise multiply (temp 4-component vector of float)\r
+0:40 'w' (temp 4-component vector of float)\r
+0:40 'w2' (temp 4-component vector of float)\r
+0:40 'w_dep' (temp 4-component vector of float)\r
+0:40 'w_flow' (temp 4-component vector of float)\r
0:42 Sequence\r
-0:42 move second child to first child (2-component vector of float)\r
-0:42 'c' (2-component vector of float)\r
+0:42 move second child to first child (temp 2-component vector of float)\r
+0:42 'c' (temp 2-component vector of float)\r
0:42 't' (smooth in 2-component vector of float)\r
0:43 Sequence\r
-0:43 move second child to first child (4-component vector of float)\r
-0:43 'rep' (4-component vector of float)\r
+0:43 move second child to first child (temp 4-component vector of float)\r
+0:43 'rep' (temp 4-component vector of float)\r
0:43 Constant:\r
0:43 0.000000\r
0:43 0.000000\r
0:43 0.000000\r
0:43 1.000000\r
-0:45 Test condition and select (void)\r
+0:45 Test condition and select (temp void)\r
0:45 Condition\r
-0:45 Compare Less Than (bool)\r
-0:45 direct index (float)\r
-0:45 'c' (2-component vector of float)\r
+0:45 Compare Less Than (temp bool)\r
+0:45 direct index (temp float)\r
+0:45 'c' (temp 2-component vector of float)\r
0:45 Constant:\r
0:45 0 (const int)\r
0:45 Constant:\r
0:45 0.000000\r
0:45 true case\r
-0:46 multiply second child into first child (float)\r
-0:46 direct index (float)\r
-0:46 'c' (2-component vector of float)\r
+0:46 multiply second child into first child (temp float)\r
+0:46 direct index (temp float)\r
+0:46 'c' (temp 2-component vector of float)\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 -1.000000\r
-0:48 Test condition and select (void)\r
+0:48 Test condition and select (temp void)\r
0:48 Condition\r
-0:48 Compare Less Than or Equal (bool)\r
-0:48 direct index (float)\r
-0:48 'c' (2-component vector of float)\r
+0:48 Compare Less Than or Equal (temp bool)\r
+0:48 direct index (temp float)\r
+0:48 'c' (temp 2-component vector of float)\r
0:48 Constant:\r
0:48 0 (const int)\r
0:48 Constant:\r
0:48 1.000000\r
0:48 true case\r
-0:49 move second child to first child (float)\r
-0:49 direct index (float)\r
-0:49 'rep' (4-component vector of float)\r
+0:49 move second child to first child (temp float)\r
+0:49 direct index (temp float)\r
+0:49 'rep' (temp 4-component vector of float)\r
0:49 Constant:\r
0:49 0 (const int)\r
0:49 Constant:\r
0:49 3.400000\r
-0:51 add second child into first child (4-component vector of float)\r
+0:51 add second child into first child (temp 4-component vector of float)\r
0:51 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:51 'rep' (4-component vector of float)\r
+0:51 'rep' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'blend' (uniform float)\r
0:? 'u' (uniform 4-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:9 Function Definition: main( (void)\r
+0:9 Function Definition: main( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
0:11 Sequence\r
-0:11 move second child to first child (float)\r
-0:11 'blendscale' (float)\r
+0:11 move second child to first child (temp float)\r
+0:11 'blendscale' (temp float)\r
0:11 Constant:\r
0:11 1.789000\r
0:13 Sequence\r
-0:13 move second child to first child (4-component vector of float)\r
-0:13 'w' (4-component vector of float)\r
+0:13 move second child to first child (temp 4-component vector of float)\r
+0:13 'w' (temp 4-component vector of float)\r
0:13 'u' (uniform 4-component vector of float)\r
0:15 Sequence\r
-0:15 move second child to first child (4-component vector of float)\r
-0:15 'w_dep' (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
+0:15 'w_dep' (temp 4-component vector of float)\r
0:15 'u' (uniform 4-component vector of float)\r
0:16 Sequence\r
-0:16 move second child to first child (4-component vector of float)\r
-0:16 'w_reorder' (4-component vector of float)\r
+0:16 move second child to first child (temp 4-component vector of float)\r
+0:16 'w_reorder' (temp 4-component vector of float)\r
0:16 'u' (uniform 4-component vector of float)\r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'w2' (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'w2' (temp 4-component vector of float)\r
0:17 'u' (uniform 4-component vector of float)\r
0:18 Sequence\r
-0:18 move second child to first child (4-component vector of float)\r
-0:18 'w_flow' (4-component vector of float)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
+0:18 'w_flow' (temp 4-component vector of float)\r
0:18 'u' (uniform 4-component vector of float)\r
-0:20 move second child to first child (float)\r
-0:20 direct index (float)\r
-0:20 'w_reorder' (4-component vector of float)\r
+0:20 move second child to first child (temp float)\r
+0:20 direct index (temp float)\r
+0:20 'w_reorder' (temp 4-component vector of float)\r
0:20 Constant:\r
0:20 2 (const int)\r
-0:20 'blendscale' (float)\r
-0:22 move second child to first child (2-component vector of float)\r
-0:22 vector swizzle (2-component vector of float)\r
-0:22 'w' (4-component vector of float)\r
+0:20 'blendscale' (temp float)\r
+0:22 move second child to first child (temp 2-component vector of float)\r
+0:22 vector swizzle (temp 2-component vector of float)\r
+0:22 'w' (temp 4-component vector of float)\r
0:22 Sequence\r
0:22 Constant:\r
0:22 3 (const int)\r
0:22 Constant:\r
0:22 1 (const int)\r
0:22 't' (smooth in 2-component vector of float)\r
-0:24 move second child to first child (float)\r
-0:24 direct index (float)\r
-0:24 'w_reorder' (4-component vector of float)\r
+0:24 move second child to first child (temp float)\r
+0:24 direct index (temp float)\r
+0:24 'w_reorder' (temp 4-component vector of float)\r
0:24 Constant:\r
0:24 0 (const int)\r
-0:24 'blendscale' (float)\r
-0:26 move second child to first child (4-component vector of float)\r
-0:26 vector swizzle (4-component vector of float)\r
-0:26 'w2' (4-component vector of float)\r
+0:24 'blendscale' (temp float)\r
+0:26 move second child to first child (temp 4-component vector of float)\r
+0:26 vector swizzle (temp 4-component vector of float)\r
+0:26 'w2' (temp 4-component vector of float)\r
0:26 Sequence\r
0:26 Constant:\r
0:26 0 (const int)\r
0:26 2 (const int)\r
0:26 Constant:\r
0:26 3 (const int)\r
-0:26 vector swizzle (4-component vector of float)\r
+0:26 vector swizzle (temp 4-component vector of float)\r
0:26 'u' (uniform 4-component vector of float)\r
0:26 Sequence\r
0:26 Constant:\r
0:26 0 (const int)\r
0:26 Constant:\r
0:26 1 (const int)\r
-0:28 move second child to first child (float)\r
-0:28 direct index (float)\r
-0:28 'w_reorder' (4-component vector of float)\r
+0:28 move second child to first child (temp float)\r
+0:28 direct index (temp float)\r
+0:28 'w_reorder' (temp 4-component vector of float)\r
0:28 Constant:\r
0:28 1 (const int)\r
-0:28 'blendscale' (float)\r
-0:30 move second child to first child (2-component vector of float)\r
-0:30 vector swizzle (2-component vector of float)\r
-0:30 'w_dep' (4-component vector of float)\r
+0:28 'blendscale' (temp float)\r
+0:30 move second child to first child (temp 2-component vector of float)\r
+0:30 vector swizzle (temp 2-component vector of float)\r
+0:30 'w_dep' (temp 4-component vector of float)\r
0:30 Sequence\r
0:30 Constant:\r
0:30 0 (const int)\r
0:30 Constant:\r
0:30 1 (const int)\r
-0:30 vector swizzle (2-component vector of float)\r
-0:30 'w2' (4-component vector of float)\r
+0:30 vector swizzle (temp 2-component vector of float)\r
+0:30 'w2' (temp 4-component vector of float)\r
0:30 Sequence\r
0:30 Constant:\r
0:30 0 (const int)\r
0:30 Constant:\r
0:30 2 (const int)\r
-0:31 move second child to first child (2-component vector of float)\r
-0:31 vector swizzle (2-component vector of float)\r
-0:31 'w_dep' (4-component vector of float)\r
+0:31 move second child to first child (temp 2-component vector of float)\r
+0:31 vector swizzle (temp 2-component vector of float)\r
+0:31 'w_dep' (temp 4-component vector of float)\r
0:31 Sequence\r
0:31 Constant:\r
0:31 2 (const int)\r
0:31 Constant:\r
0:31 3 (const int)\r
0:31 't' (smooth in 2-component vector of float)\r
-0:33 move second child to first child (2-component vector of float)\r
-0:33 vector swizzle (2-component vector of float)\r
-0:33 'w_undef' (4-component vector of float)\r
+0:33 move second child to first child (temp 2-component vector of float)\r
+0:33 vector swizzle (temp 2-component vector of float)\r
+0:33 'w_undef' (temp 4-component vector of float)\r
0:33 Sequence\r
0:33 Constant:\r
0:33 0 (const int)\r
0:33 Constant:\r
0:33 1 (const int)\r
-0:33 vector swizzle (2-component vector of float)\r
+0:33 vector swizzle (temp 2-component vector of float)\r
0:33 'u' (uniform 4-component vector of float)\r
0:33 Sequence\r
0:33 Constant:\r
0:33 2 (const int)\r
0:33 Constant:\r
0:33 3 (const int)\r
-0:35 Test condition and select (void)\r
+0:35 Test condition and select (temp void)\r
0:35 Condition\r
0:35 'p' (uniform bool)\r
0:35 true case\r
-0:36 move second child to first child (float)\r
-0:36 direct index (float)\r
-0:36 'w_flow' (4-component vector of float)\r
+0:36 move second child to first child (temp float)\r
+0:36 direct index (temp float)\r
+0:36 'w_flow' (temp 4-component vector of float)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:36 direct index (float)\r
+0:36 direct index (temp float)\r
0:36 't' (smooth in 2-component vector of float)\r
0:36 Constant:\r
0:36 0 (const int)\r
0:35 false case\r
-0:38 move second child to first child (float)\r
-0:38 direct index (float)\r
-0:38 'w_flow' (4-component vector of float)\r
+0:38 move second child to first child (temp float)\r
+0:38 direct index (temp float)\r
+0:38 'w_flow' (temp 4-component vector of float)\r
0:38 Constant:\r
0:38 0 (const int)\r
-0:38 direct index (float)\r
+0:38 direct index (temp float)\r
0:38 't' (smooth in 2-component vector of float)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:40 move second child to first child (4-component vector of float)\r
+0:40 move second child to first child (temp 4-component vector of float)\r
0:40 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:40 mix (4-component vector of float)\r
-0:40 'w_reorder' (4-component vector of float)\r
-0:40 'w_undef' (4-component vector of float)\r
-0:40 component-wise multiply (4-component vector of float)\r
-0:40 component-wise multiply (4-component vector of float)\r
-0:40 component-wise multiply (4-component vector of float)\r
-0:40 'w' (4-component vector of float)\r
-0:40 'w2' (4-component vector of float)\r
-0:40 'w_dep' (4-component vector of float)\r
-0:40 'w_flow' (4-component vector of float)\r
+0:40 mix (global 4-component vector of float)\r
+0:40 'w_reorder' (temp 4-component vector of float)\r
+0:40 'w_undef' (temp 4-component vector of float)\r
+0:40 component-wise multiply (temp 4-component vector of float)\r
+0:40 component-wise multiply (temp 4-component vector of float)\r
+0:40 component-wise multiply (temp 4-component vector of float)\r
+0:40 'w' (temp 4-component vector of float)\r
+0:40 'w2' (temp 4-component vector of float)\r
+0:40 'w_dep' (temp 4-component vector of float)\r
+0:40 'w_flow' (temp 4-component vector of float)\r
0:42 Sequence\r
-0:42 move second child to first child (2-component vector of float)\r
-0:42 'c' (2-component vector of float)\r
+0:42 move second child to first child (temp 2-component vector of float)\r
+0:42 'c' (temp 2-component vector of float)\r
0:42 't' (smooth in 2-component vector of float)\r
0:43 Sequence\r
-0:43 move second child to first child (4-component vector of float)\r
-0:43 'rep' (4-component vector of float)\r
+0:43 move second child to first child (temp 4-component vector of float)\r
+0:43 'rep' (temp 4-component vector of float)\r
0:43 Constant:\r
0:43 0.000000\r
0:43 0.000000\r
0:43 0.000000\r
0:43 1.000000\r
-0:45 Test condition and select (void)\r
+0:45 Test condition and select (temp void)\r
0:45 Condition\r
-0:45 Compare Less Than (bool)\r
-0:45 direct index (float)\r
-0:45 'c' (2-component vector of float)\r
+0:45 Compare Less Than (temp bool)\r
+0:45 direct index (temp float)\r
+0:45 'c' (temp 2-component vector of float)\r
0:45 Constant:\r
0:45 0 (const int)\r
0:45 Constant:\r
0:45 0.000000\r
0:45 true case\r
-0:46 multiply second child into first child (float)\r
-0:46 direct index (float)\r
-0:46 'c' (2-component vector of float)\r
+0:46 multiply second child into first child (temp float)\r
+0:46 direct index (temp float)\r
+0:46 'c' (temp 2-component vector of float)\r
0:46 Constant:\r
0:46 0 (const int)\r
0:46 Constant:\r
0:46 -1.000000\r
-0:48 Test condition and select (void)\r
+0:48 Test condition and select (temp void)\r
0:48 Condition\r
-0:48 Compare Less Than or Equal (bool)\r
-0:48 direct index (float)\r
-0:48 'c' (2-component vector of float)\r
+0:48 Compare Less Than or Equal (temp bool)\r
+0:48 direct index (temp float)\r
+0:48 'c' (temp 2-component vector of float)\r
0:48 Constant:\r
0:48 0 (const int)\r
0:48 Constant:\r
0:48 1.000000\r
0:48 true case\r
-0:49 move second child to first child (float)\r
-0:49 direct index (float)\r
-0:49 'rep' (4-component vector of float)\r
+0:49 move second child to first child (temp float)\r
+0:49 direct index (temp float)\r
+0:49 'rep' (temp 4-component vector of float)\r
0:49 Constant:\r
0:49 0 (const int)\r
0:49 Constant:\r
0:49 3.400000\r
-0:51 add second child into first child (4-component vector of float)\r
+0:51 add second child into first child (temp 4-component vector of float)\r
0:51 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:51 'rep' (4-component vector of float)\r
+0:51 'rep' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'blend' (uniform float)\r
0:? 'u' (uniform 4-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:15 Sequence\r
0:15 Sequence\r
-0:15 move second child to first child (float)\r
-0:15 'blendscale' (float)\r
+0:15 move second child to first child (temp float)\r
+0:15 'blendscale' (temp float)\r
0:15 Constant:\r
0:15 1.789000\r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'v' (4-component vector of float)\r
-0:17 vector swizzle (4-component vector of float)\r
-0:17 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'v' (temp 4-component vector of float)\r
+0:17 vector swizzle (temp 4-component vector of float)\r
+0:17 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:17 'texSampler2D' (uniform sampler2D)\r
-0:17 divide (2-component vector of float)\r
-0:17 add (2-component vector of float)\r
+0:17 divide (temp 2-component vector of float)\r
+0:17 add (temp 2-component vector of float)\r
0:17 't' (smooth in 2-component vector of float)\r
0:17 'scale' (uniform 2-component vector of float)\r
0:17 'scale' (uniform 2-component vector of float)\r
0:17 Constant:\r
0:17 0 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (4-component vector of float)\r
-0:19 'w' (4-component vector of float)\r
-0:19 add (4-component vector of float)\r
-0:19 Function Call: texture3D(s31;vf3; (4-component vector of float)\r
+0:19 move second child to first child (temp 4-component vector of float)\r
+0:19 'w' (temp 4-component vector of float)\r
+0:19 add (temp 4-component vector of float)\r
+0:19 Function Call: texture3D(s31;vf3; (global 4-component vector of float)\r
0:19 'texSampler3D' (uniform sampler3D)\r
0:19 'coords' (smooth in 3-component vector of float)\r
-0:19 'v' (4-component vector of float)\r
-0:21 move second child to first child (4-component vector of float)\r
+0:19 'v' (temp 4-component vector of float)\r
+0:21 move second child to first child (temp 4-component vector of float)\r
0:21 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:21 mix (4-component vector of float)\r
-0:21 'w' (4-component vector of float)\r
+0:21 mix (global 4-component vector of float)\r
+0:21 'w' (temp 4-component vector of float)\r
0:21 'u' (uniform 4-component vector of float)\r
-0:21 component-wise multiply (float)\r
+0:21 component-wise multiply (temp float)\r
0:21 'blend' (uniform float)\r
-0:21 'blendscale' (float)\r
+0:21 'blendscale' (temp float)\r
0:? Linker Objects\r
0:? 'texSampler2D' (uniform sampler2D)\r
0:? 'texSampler3D' (uniform sampler3D)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:13 Function Definition: main( (void)\r
+0:13 Function Definition: main( (global void)\r
0:13 Function Parameters: \r
0:15 Sequence\r
0:15 Sequence\r
-0:15 move second child to first child (float)\r
-0:15 'blendscale' (float)\r
+0:15 move second child to first child (temp float)\r
+0:15 'blendscale' (temp float)\r
0:15 Constant:\r
0:15 1.789000\r
0:17 Sequence\r
-0:17 move second child to first child (4-component vector of float)\r
-0:17 'v' (4-component vector of float)\r
-0:17 vector swizzle (4-component vector of float)\r
-0:17 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:17 move second child to first child (temp 4-component vector of float)\r
+0:17 'v' (temp 4-component vector of float)\r
+0:17 vector swizzle (temp 4-component vector of float)\r
+0:17 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:17 'texSampler2D' (uniform sampler2D)\r
-0:17 divide (2-component vector of float)\r
-0:17 add (2-component vector of float)\r
+0:17 divide (temp 2-component vector of float)\r
+0:17 add (temp 2-component vector of float)\r
0:17 't' (smooth in 2-component vector of float)\r
0:17 'scale' (uniform 2-component vector of float)\r
0:17 'scale' (uniform 2-component vector of float)\r
0:17 Constant:\r
0:17 0 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (4-component vector of float)\r
-0:19 'w' (4-component vector of float)\r
-0:19 add (4-component vector of float)\r
-0:19 Function Call: texture3D(s31;vf3; (4-component vector of float)\r
+0:19 move second child to first child (temp 4-component vector of float)\r
+0:19 'w' (temp 4-component vector of float)\r
+0:19 add (temp 4-component vector of float)\r
+0:19 Function Call: texture3D(s31;vf3; (global 4-component vector of float)\r
0:19 'texSampler3D' (uniform sampler3D)\r
0:19 'coords' (smooth in 3-component vector of float)\r
-0:19 'v' (4-component vector of float)\r
-0:21 move second child to first child (4-component vector of float)\r
+0:19 'v' (temp 4-component vector of float)\r
+0:21 move second child to first child (temp 4-component vector of float)\r
0:21 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:21 mix (4-component vector of float)\r
-0:21 'w' (4-component vector of float)\r
+0:21 mix (global 4-component vector of float)\r
+0:21 'w' (temp 4-component vector of float)\r
0:21 'u' (uniform 4-component vector of float)\r
-0:21 component-wise multiply (float)\r
+0:21 component-wise multiply (temp float)\r
0:21 'blend' (uniform float)\r
-0:21 'blendscale' (float)\r
+0:21 'blendscale' (temp float)\r
0:? Linker Objects\r
0:? 'texSampler2D' (uniform sampler2D)\r
0:? 'texSampler3D' (uniform sampler3D)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:17 Function Definition: main( (void)\r
+0:17 Function Definition: main( (global void)\r
0:17 Function Parameters: \r
0:19 Sequence\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'blendscale' (float)\r
+0:19 move second child to first child (temp float)\r
+0:19 'blendscale' (temp float)\r
0:19 Constant:\r
0:19 1.789000\r
0:20 Sequence\r
-0:20 move second child to first child (float)\r
-0:20 'bias' (float)\r
+0:20 move second child to first child (temp float)\r
+0:20 'bias' (temp float)\r
0:20 Constant:\r
0:20 2.000000\r
0:21 Sequence\r
-0:21 move second child to first child (float)\r
-0:21 'lod' (float)\r
+0:21 move second child to first child (temp float)\r
+0:21 'lod' (temp float)\r
0:21 Constant:\r
0:21 3.000000\r
0:22 Sequence\r
-0:22 move second child to first child (float)\r
-0:22 'proj' (float)\r
+0:22 move second child to first child (temp float)\r
+0:22 'proj' (temp float)\r
0:22 Constant:\r
0:22 2.000000\r
0:23 Sequence\r
-0:23 move second child to first child (float)\r
-0:23 'coords1D' (float)\r
+0:23 move second child to first child (temp float)\r
+0:23 'coords1D' (temp float)\r
0:23 Constant:\r
0:23 1.789000\r
0:24 Sequence\r
-0:24 move second child to first child (3-component vector of float)\r
-0:24 'coords3D' (3-component vector of float)\r
+0:24 move second child to first child (temp 3-component vector of float)\r
+0:24 'coords3D' (temp 3-component vector of float)\r
0:24 Constant:\r
0:24 1.789000\r
0:24 2.718000\r
0:24 3.453000\r
0:25 Sequence\r
-0:25 move second child to first child (4-component vector of float)\r
-0:25 'coords4D' (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
+0:25 'coords4D' (temp 4-component vector of float)\r
0:25 Constant:\r
0:25 1.789000\r
0:25 2.718000\r
0:25 3.453000\r
0:25 2.000000\r
0:26 Sequence\r
-0:26 move second child to first child (4-component vector of float)\r
-0:26 'color' (4-component vector of float)\r
+0:26 move second child to first child (temp 4-component vector of float)\r
+0:26 'color' (temp 4-component vector of float)\r
0:26 Constant:\r
0:26 0.000000\r
0:26 0.000000\r
0:26 0.000000\r
0:26 0.000000\r
-0:28 add second child into first child (4-component vector of float)\r
-0:28 'color' (4-component vector of float)\r
-0:28 Function Call: texture1D(s11;f1; (4-component vector of float)\r
+0:28 add second child into first child (temp 4-component vector of float)\r
+0:28 'color' (temp 4-component vector of float)\r
+0:28 Function Call: texture1D(s11;f1; (global 4-component vector of float)\r
0:28 'texSampler1D' (uniform sampler1D)\r
-0:28 'coords1D' (float)\r
-0:29 add second child into first child (4-component vector of float)\r
-0:29 'color' (4-component vector of float)\r
-0:29 Function Call: texture1D(s11;f1;f1; (4-component vector of float)\r
+0:28 'coords1D' (temp float)\r
+0:29 add second child into first child (temp 4-component vector of float)\r
+0:29 'color' (temp 4-component vector of float)\r
+0:29 Function Call: texture1D(s11;f1;f1; (global 4-component vector of float)\r
0:29 'texSampler1D' (uniform sampler1D)\r
-0:29 'coords1D' (float)\r
-0:29 'bias' (float)\r
-0:30 add second child into first child (4-component vector of float)\r
-0:30 'color' (4-component vector of float)\r
-0:30 Function Call: texture1DProj(s11;vf2; (4-component vector of float)\r
+0:29 'coords1D' (temp float)\r
+0:29 'bias' (temp float)\r
+0:30 add second child into first child (temp 4-component vector of float)\r
+0:30 'color' (temp 4-component vector of float)\r
+0:30 Function Call: texture1DProj(s11;vf2; (global 4-component vector of float)\r
0:30 'texSampler1D' (uniform sampler1D)\r
0:30 'coords2D' (smooth in 2-component vector of float)\r
-0:31 add second child into first child (4-component vector of float)\r
-0:31 'color' (4-component vector of float)\r
-0:31 Function Call: texture1DProj(s11;vf4; (4-component vector of float)\r
+0:31 add second child into first child (temp 4-component vector of float)\r
+0:31 'color' (temp 4-component vector of float)\r
+0:31 Function Call: texture1DProj(s11;vf4; (global 4-component vector of float)\r
0:31 'texSampler1D' (uniform sampler1D)\r
-0:31 'coords4D' (4-component vector of float)\r
-0:32 add second child into first child (4-component vector of float)\r
-0:32 'color' (4-component vector of float)\r
-0:32 Function Call: texture1DProj(s11;vf2;f1; (4-component vector of float)\r
+0:31 'coords4D' (temp 4-component vector of float)\r
+0:32 add second child into first child (temp 4-component vector of float)\r
+0:32 'color' (temp 4-component vector of float)\r
+0:32 Function Call: texture1DProj(s11;vf2;f1; (global 4-component vector of float)\r
0:32 'texSampler1D' (uniform sampler1D)\r
0:32 'coords2D' (smooth in 2-component vector of float)\r
-0:32 'bias' (float)\r
-0:33 add second child into first child (4-component vector of float)\r
-0:33 'color' (4-component vector of float)\r
-0:33 Function Call: texture1DProj(s11;vf4;f1; (4-component vector of float)\r
+0:32 'bias' (temp float)\r
+0:33 add second child into first child (temp 4-component vector of float)\r
+0:33 'color' (temp 4-component vector of float)\r
+0:33 Function Call: texture1DProj(s11;vf4;f1; (global 4-component vector of float)\r
0:33 'texSampler1D' (uniform sampler1D)\r
-0:33 'coords4D' (4-component vector of float)\r
-0:33 'bias' (float)\r
-0:35 add second child into first child (4-component vector of float)\r
-0:35 'color' (4-component vector of float)\r
-0:35 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:33 'coords4D' (temp 4-component vector of float)\r
+0:33 'bias' (temp float)\r
+0:35 add second child into first child (temp 4-component vector of float)\r
+0:35 'color' (temp 4-component vector of float)\r
+0:35 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:35 'texSampler2D' (uniform sampler2D)\r
0:35 'coords2D' (smooth in 2-component vector of float)\r
-0:36 add second child into first child (4-component vector of float)\r
-0:36 'color' (4-component vector of float)\r
-0:36 Function Call: texture2D(s21;vf2;f1; (4-component vector of float)\r
+0:36 add second child into first child (temp 4-component vector of float)\r
+0:36 'color' (temp 4-component vector of float)\r
+0:36 Function Call: texture2D(s21;vf2;f1; (global 4-component vector of float)\r
0:36 'texSampler2D' (uniform sampler2D)\r
0:36 'coords2D' (smooth in 2-component vector of float)\r
-0:36 'bias' (float)\r
-0:37 add second child into first child (4-component vector of float)\r
-0:37 'color' (4-component vector of float)\r
-0:37 Function Call: texture2DProj(s21;vf3; (4-component vector of float)\r
+0:36 'bias' (temp float)\r
+0:37 add second child into first child (temp 4-component vector of float)\r
+0:37 'color' (temp 4-component vector of float)\r
+0:37 Function Call: texture2DProj(s21;vf3; (global 4-component vector of float)\r
0:37 'texSampler2D' (uniform sampler2D)\r
-0:37 'coords3D' (3-component vector of float)\r
-0:38 add second child into first child (4-component vector of float)\r
-0:38 'color' (4-component vector of float)\r
-0:38 Function Call: texture2DProj(s21;vf4;f1; (4-component vector of float)\r
+0:37 'coords3D' (temp 3-component vector of float)\r
+0:38 add second child into first child (temp 4-component vector of float)\r
+0:38 'color' (temp 4-component vector of float)\r
+0:38 Function Call: texture2DProj(s21;vf4;f1; (global 4-component vector of float)\r
0:38 'texSampler2D' (uniform sampler2D)\r
-0:38 'coords4D' (4-component vector of float)\r
-0:38 'bias' (float)\r
-0:40 add second child into first child (4-component vector of float)\r
-0:40 'color' (4-component vector of float)\r
-0:40 Function Call: texture3D(s31;vf3; (4-component vector of float)\r
+0:38 'coords4D' (temp 4-component vector of float)\r
+0:38 'bias' (temp float)\r
+0:40 add second child into first child (temp 4-component vector of float)\r
+0:40 'color' (temp 4-component vector of float)\r
+0:40 Function Call: texture3D(s31;vf3; (global 4-component vector of float)\r
0:40 'texSampler3D' (uniform sampler3D)\r
-0:40 'coords3D' (3-component vector of float)\r
-0:41 add second child into first child (4-component vector of float)\r
-0:41 'color' (4-component vector of float)\r
-0:41 Function Call: texture3D(s31;vf3;f1; (4-component vector of float)\r
+0:40 'coords3D' (temp 3-component vector of float)\r
+0:41 add second child into first child (temp 4-component vector of float)\r
+0:41 'color' (temp 4-component vector of float)\r
+0:41 Function Call: texture3D(s31;vf3;f1; (global 4-component vector of float)\r
0:41 'texSampler3D' (uniform sampler3D)\r
-0:41 'coords3D' (3-component vector of float)\r
-0:41 'bias' (float)\r
-0:42 add second child into first child (4-component vector of float)\r
-0:42 'color' (4-component vector of float)\r
-0:42 Function Call: texture3DProj(s31;vf4; (4-component vector of float)\r
+0:41 'coords3D' (temp 3-component vector of float)\r
+0:41 'bias' (temp float)\r
+0:42 add second child into first child (temp 4-component vector of float)\r
+0:42 'color' (temp 4-component vector of float)\r
+0:42 Function Call: texture3DProj(s31;vf4; (global 4-component vector of float)\r
0:42 'texSampler3D' (uniform sampler3D)\r
-0:42 'coords4D' (4-component vector of float)\r
-0:43 add second child into first child (4-component vector of float)\r
-0:43 'color' (4-component vector of float)\r
-0:43 Function Call: texture3DProj(s31;vf4;f1; (4-component vector of float)\r
+0:42 'coords4D' (temp 4-component vector of float)\r
+0:43 add second child into first child (temp 4-component vector of float)\r
+0:43 'color' (temp 4-component vector of float)\r
+0:43 Function Call: texture3DProj(s31;vf4;f1; (global 4-component vector of float)\r
0:43 'texSampler3D' (uniform sampler3D)\r
-0:43 'coords4D' (4-component vector of float)\r
-0:43 'bias' (float)\r
-0:45 add second child into first child (4-component vector of float)\r
-0:45 'color' (4-component vector of float)\r
-0:45 Function Call: textureCube(sC1;vf3; (4-component vector of float)\r
+0:43 'coords4D' (temp 4-component vector of float)\r
+0:43 'bias' (temp float)\r
+0:45 add second child into first child (temp 4-component vector of float)\r
+0:45 'color' (temp 4-component vector of float)\r
+0:45 Function Call: textureCube(sC1;vf3; (global 4-component vector of float)\r
0:45 'texSamplerCube' (uniform samplerCube)\r
-0:45 'coords3D' (3-component vector of float)\r
-0:46 add second child into first child (4-component vector of float)\r
-0:46 'color' (4-component vector of float)\r
-0:46 Function Call: textureCube(sC1;vf3;f1; (4-component vector of float)\r
+0:45 'coords3D' (temp 3-component vector of float)\r
+0:46 add second child into first child (temp 4-component vector of float)\r
+0:46 'color' (temp 4-component vector of float)\r
+0:46 Function Call: textureCube(sC1;vf3;f1; (global 4-component vector of float)\r
0:46 'texSamplerCube' (uniform samplerCube)\r
-0:46 'coords3D' (3-component vector of float)\r
-0:46 'bias' (float)\r
-0:48 add second child into first child (4-component vector of float)\r
-0:48 'color' (4-component vector of float)\r
-0:48 Function Call: shadow1D(sS11;vf3; (4-component vector of float)\r
+0:46 'coords3D' (temp 3-component vector of float)\r
+0:46 'bias' (temp float)\r
+0:48 add second child into first child (temp 4-component vector of float)\r
+0:48 'color' (temp 4-component vector of float)\r
+0:48 Function Call: shadow1D(sS11;vf3; (global 4-component vector of float)\r
0:48 'shadowSampler1D' (uniform sampler1DShadow)\r
-0:48 'coords3D' (3-component vector of float)\r
-0:49 add second child into first child (4-component vector of float)\r
-0:49 'color' (4-component vector of float)\r
-0:49 Function Call: shadow1D(sS11;vf3;f1; (4-component vector of float)\r
+0:48 'coords3D' (temp 3-component vector of float)\r
+0:49 add second child into first child (temp 4-component vector of float)\r
+0:49 'color' (temp 4-component vector of float)\r
+0:49 Function Call: shadow1D(sS11;vf3;f1; (global 4-component vector of float)\r
0:49 'shadowSampler1D' (uniform sampler1DShadow)\r
-0:49 'coords3D' (3-component vector of float)\r
-0:49 'bias' (float)\r
-0:50 add second child into first child (4-component vector of float)\r
-0:50 'color' (4-component vector of float)\r
-0:50 Function Call: shadow2D(sS21;vf3; (4-component vector of float)\r
+0:49 'coords3D' (temp 3-component vector of float)\r
+0:49 'bias' (temp float)\r
+0:50 add second child into first child (temp 4-component vector of float)\r
+0:50 'color' (temp 4-component vector of float)\r
+0:50 Function Call: shadow2D(sS21;vf3; (global 4-component vector of float)\r
0:50 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:50 'coords3D' (3-component vector of float)\r
-0:51 add second child into first child (4-component vector of float)\r
-0:51 'color' (4-component vector of float)\r
-0:51 Function Call: shadow2D(sS21;vf3;f1; (4-component vector of float)\r
+0:50 'coords3D' (temp 3-component vector of float)\r
+0:51 add second child into first child (temp 4-component vector of float)\r
+0:51 'color' (temp 4-component vector of float)\r
+0:51 Function Call: shadow2D(sS21;vf3;f1; (global 4-component vector of float)\r
0:51 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:51 'coords3D' (3-component vector of float)\r
-0:51 'bias' (float)\r
-0:52 add second child into first child (4-component vector of float)\r
-0:52 'color' (4-component vector of float)\r
-0:52 Function Call: shadow1DProj(sS11;vf4; (4-component vector of float)\r
+0:51 'coords3D' (temp 3-component vector of float)\r
+0:51 'bias' (temp float)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
+0:52 'color' (temp 4-component vector of float)\r
+0:52 Function Call: shadow1DProj(sS11;vf4; (global 4-component vector of float)\r
0:52 'shadowSampler1D' (uniform sampler1DShadow)\r
-0:52 'coords4D' (4-component vector of float)\r
-0:53 add second child into first child (4-component vector of float)\r
-0:53 'color' (4-component vector of float)\r
-0:53 Function Call: shadow1DProj(sS11;vf4;f1; (4-component vector of float)\r
+0:52 'coords4D' (temp 4-component vector of float)\r
+0:53 add second child into first child (temp 4-component vector of float)\r
+0:53 'color' (temp 4-component vector of float)\r
+0:53 Function Call: shadow1DProj(sS11;vf4;f1; (global 4-component vector of float)\r
0:53 'shadowSampler1D' (uniform sampler1DShadow)\r
-0:53 'coords4D' (4-component vector of float)\r
-0:53 'bias' (float)\r
-0:54 add second child into first child (4-component vector of float)\r
-0:54 'color' (4-component vector of float)\r
-0:54 Function Call: shadow2DProj(sS21;vf4; (4-component vector of float)\r
+0:53 'coords4D' (temp 4-component vector of float)\r
+0:53 'bias' (temp float)\r
+0:54 add second child into first child (temp 4-component vector of float)\r
+0:54 'color' (temp 4-component vector of float)\r
+0:54 Function Call: shadow2DProj(sS21;vf4; (global 4-component vector of float)\r
0:54 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:54 'coords4D' (4-component vector of float)\r
-0:55 add second child into first child (4-component vector of float)\r
-0:55 'color' (4-component vector of float)\r
-0:55 Function Call: shadow2DProj(sS21;vf4;f1; (4-component vector of float)\r
+0:54 'coords4D' (temp 4-component vector of float)\r
+0:55 add second child into first child (temp 4-component vector of float)\r
+0:55 'color' (temp 4-component vector of float)\r
+0:55 Function Call: shadow2DProj(sS21;vf4;f1; (global 4-component vector of float)\r
0:55 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:55 'coords4D' (4-component vector of float)\r
-0:55 'bias' (float)\r
+0:55 'coords4D' (temp 4-component vector of float)\r
+0:55 'bias' (temp float)\r
0:57 Sequence\r
-0:57 move second child to first child (2-component vector of int)\r
-0:57 'iCoords2D' (2-component vector of int)\r
+0:57 move second child to first child (temp 2-component vector of int)\r
+0:57 'iCoords2D' (temp 2-component vector of int)\r
0:57 Constant:\r
0:57 0 (const int)\r
0:57 5 (const int)\r
0:58 Sequence\r
-0:58 move second child to first child (int)\r
-0:58 'iLod' (int)\r
+0:58 move second child to first child (temp int)\r
+0:58 'iLod' (temp int)\r
0:58 Constant:\r
0:58 1 (const int)\r
-0:60 add second child into first child (4-component vector of float)\r
-0:60 'color' (4-component vector of float)\r
-0:60 Function Call: texelFetch(s21;vi2;i1; (4-component vector of float)\r
+0:60 add second child into first child (temp 4-component vector of float)\r
+0:60 'color' (temp 4-component vector of float)\r
+0:60 Function Call: texelFetch(s21;vi2;i1; (global 4-component vector of float)\r
0:60 'texSampler2D' (uniform sampler2D)\r
-0:60 'iCoords2D' (2-component vector of int)\r
-0:60 'iLod' (int)\r
+0:60 'iCoords2D' (temp 2-component vector of int)\r
+0:60 'iLod' (temp int)\r
0:62 Sequence\r
-0:62 move second child to first child (2-component vector of float)\r
-0:62 'gradX' (2-component vector of float)\r
-0:62 dPdx (2-component vector of float)\r
+0:62 move second child to first child (temp 2-component vector of float)\r
+0:62 'gradX' (temp 2-component vector of float)\r
+0:62 dPdx (global 2-component vector of float)\r
0:62 'coords2D' (smooth in 2-component vector of float)\r
0:63 Sequence\r
-0:63 move second child to first child (2-component vector of float)\r
-0:63 'gradY' (2-component vector of float)\r
-0:63 dPdy (2-component vector of float)\r
+0:63 move second child to first child (temp 2-component vector of float)\r
+0:63 'gradY' (temp 2-component vector of float)\r
+0:63 dPdy (global 2-component vector of float)\r
0:63 'coords2D' (smooth in 2-component vector of float)\r
-0:66 add second child into first child (4-component vector of float)\r
-0:66 'color' (4-component vector of float)\r
-0:66 Function Call: textureGrad(s21;vf2;vf2;vf2; (4-component vector of float)\r
+0:66 add second child into first child (temp 4-component vector of float)\r
+0:66 'color' (temp 4-component vector of float)\r
+0:66 Function Call: textureGrad(s21;vf2;vf2;vf2; (global 4-component vector of float)\r
0:66 'texSampler2D' (uniform sampler2D)\r
0:66 'coords2D' (smooth in 2-component vector of float)\r
-0:66 'gradX' (2-component vector of float)\r
-0:66 'gradY' (2-component vector of float)\r
-0:67 add second child into first child (4-component vector of float)\r
-0:67 'color' (4-component vector of float)\r
-0:67 Function Call: textureProjGrad(s21;vf3;vf2;vf2; (4-component vector of float)\r
+0:66 'gradX' (temp 2-component vector of float)\r
+0:66 'gradY' (temp 2-component vector of float)\r
+0:67 add second child into first child (temp 4-component vector of float)\r
+0:67 'color' (temp 4-component vector of float)\r
+0:67 Function Call: textureProjGrad(s21;vf3;vf2;vf2; (global 4-component vector of float)\r
0:67 'texSampler2D' (uniform sampler2D)\r
-0:67 Construct vec3 (3-component vector of float)\r
+0:67 Construct vec3 (temp 3-component vector of float)\r
0:67 'coords2D' (smooth in 2-component vector of float)\r
-0:67 'proj' (float)\r
-0:67 'gradX' (2-component vector of float)\r
-0:67 'gradY' (2-component vector of float)\r
-0:68 add second child into first child (4-component vector of float)\r
-0:68 'color' (4-component vector of float)\r
-0:68 Function Call: textureGradOffset(s21;vf2;vf2;vf2;vi2; (4-component vector of float)\r
+0:67 'proj' (temp float)\r
+0:67 'gradX' (temp 2-component vector of float)\r
+0:67 'gradY' (temp 2-component vector of float)\r
+0:68 add second child into first child (temp 4-component vector of float)\r
+0:68 'color' (temp 4-component vector of float)\r
+0:68 Function Call: textureGradOffset(s21;vf2;vf2;vf2;vi2; (global 4-component vector of float)\r
0:68 'texSampler2D' (uniform sampler2D)\r
0:68 'coords2D' (smooth in 2-component vector of float)\r
-0:68 'gradX' (2-component vector of float)\r
-0:68 'gradY' (2-component vector of float)\r
+0:68 'gradX' (temp 2-component vector of float)\r
+0:68 'gradY' (temp 2-component vector of float)\r
0:68 Constant:\r
0:68 3 (const int)\r
0:68 -7 (const int)\r
-0:69 add second child into first child (4-component vector of float)\r
-0:69 'color' (4-component vector of float)\r
-0:69 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (4-component vector of float)\r
+0:69 add second child into first child (temp 4-component vector of float)\r
+0:69 'color' (temp 4-component vector of float)\r
+0:69 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float)\r
0:69 'texSampler2D' (uniform sampler2D)\r
-0:69 'coords3D' (3-component vector of float)\r
-0:69 'gradX' (2-component vector of float)\r
-0:69 'gradY' (2-component vector of float)\r
+0:69 'coords3D' (temp 3-component vector of float)\r
+0:69 'gradX' (temp 2-component vector of float)\r
+0:69 'gradY' (temp 2-component vector of float)\r
0:69 Constant:\r
0:69 3 (const int)\r
0:69 -7 (const int)\r
-0:70 add second child into first child (4-component vector of float)\r
-0:70 'color' (4-component vector of float)\r
-0:70 Function Call: textureGrad(sS21;vf3;vf2;vf2; (float)\r
+0:70 add second child into first child (temp 4-component vector of float)\r
+0:70 'color' (temp 4-component vector of float)\r
+0:70 Function Call: textureGrad(sS21;vf3;vf2;vf2; (global float)\r
0:70 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:70 Construct vec3 (3-component vector of float)\r
+0:70 Construct vec3 (temp 3-component vector of float)\r
0:70 'coords2D' (smooth in 2-component vector of float)\r
-0:70 'lod' (float)\r
-0:70 'gradX' (2-component vector of float)\r
-0:70 'gradY' (2-component vector of float)\r
-0:72 move second child to first child (4-component vector of float)\r
+0:70 'lod' (temp float)\r
+0:70 'gradX' (temp 2-component vector of float)\r
+0:70 'gradY' (temp 2-component vector of float)\r
+0:72 move second child to first child (temp 4-component vector of float)\r
0:72 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:72 mix (4-component vector of float)\r
-0:72 'color' (4-component vector of float)\r
+0:72 mix (global 4-component vector of float)\r
+0:72 'color' (temp 4-component vector of float)\r
0:72 'u' (uniform 4-component vector of float)\r
-0:72 component-wise multiply (float)\r
+0:72 component-wise multiply (temp float)\r
0:72 'blend' (uniform float)\r
-0:72 'blendscale' (float)\r
+0:72 'blendscale' (temp float)\r
0:? Linker Objects\r
0:? 'texSampler1D' (uniform sampler1D)\r
0:? 'texSampler2D' (uniform sampler2D)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:17 Function Definition: main( (void)\r
+0:17 Function Definition: main( (global void)\r
0:17 Function Parameters: \r
0:19 Sequence\r
0:19 Sequence\r
-0:19 move second child to first child (float)\r
-0:19 'blendscale' (float)\r
+0:19 move second child to first child (temp float)\r
+0:19 'blendscale' (temp float)\r
0:19 Constant:\r
0:19 1.789000\r
0:20 Sequence\r
-0:20 move second child to first child (float)\r
-0:20 'bias' (float)\r
+0:20 move second child to first child (temp float)\r
+0:20 'bias' (temp float)\r
0:20 Constant:\r
0:20 2.000000\r
0:21 Sequence\r
-0:21 move second child to first child (float)\r
-0:21 'lod' (float)\r
+0:21 move second child to first child (temp float)\r
+0:21 'lod' (temp float)\r
0:21 Constant:\r
0:21 3.000000\r
0:22 Sequence\r
-0:22 move second child to first child (float)\r
-0:22 'proj' (float)\r
+0:22 move second child to first child (temp float)\r
+0:22 'proj' (temp float)\r
0:22 Constant:\r
0:22 2.000000\r
0:23 Sequence\r
-0:23 move second child to first child (float)\r
-0:23 'coords1D' (float)\r
+0:23 move second child to first child (temp float)\r
+0:23 'coords1D' (temp float)\r
0:23 Constant:\r
0:23 1.789000\r
0:24 Sequence\r
-0:24 move second child to first child (3-component vector of float)\r
-0:24 'coords3D' (3-component vector of float)\r
+0:24 move second child to first child (temp 3-component vector of float)\r
+0:24 'coords3D' (temp 3-component vector of float)\r
0:24 Constant:\r
0:24 1.789000\r
0:24 2.718000\r
0:24 3.453000\r
0:25 Sequence\r
-0:25 move second child to first child (4-component vector of float)\r
-0:25 'coords4D' (4-component vector of float)\r
+0:25 move second child to first child (temp 4-component vector of float)\r
+0:25 'coords4D' (temp 4-component vector of float)\r
0:25 Constant:\r
0:25 1.789000\r
0:25 2.718000\r
0:25 3.453000\r
0:25 2.000000\r
0:26 Sequence\r
-0:26 move second child to first child (4-component vector of float)\r
-0:26 'color' (4-component vector of float)\r
+0:26 move second child to first child (temp 4-component vector of float)\r
+0:26 'color' (temp 4-component vector of float)\r
0:26 Constant:\r
0:26 0.000000\r
0:26 0.000000\r
0:26 0.000000\r
0:26 0.000000\r
-0:28 add second child into first child (4-component vector of float)\r
-0:28 'color' (4-component vector of float)\r
-0:28 Function Call: texture1D(s11;f1; (4-component vector of float)\r
+0:28 add second child into first child (temp 4-component vector of float)\r
+0:28 'color' (temp 4-component vector of float)\r
+0:28 Function Call: texture1D(s11;f1; (global 4-component vector of float)\r
0:28 'texSampler1D' (uniform sampler1D)\r
-0:28 'coords1D' (float)\r
-0:29 add second child into first child (4-component vector of float)\r
-0:29 'color' (4-component vector of float)\r
-0:29 Function Call: texture1D(s11;f1;f1; (4-component vector of float)\r
+0:28 'coords1D' (temp float)\r
+0:29 add second child into first child (temp 4-component vector of float)\r
+0:29 'color' (temp 4-component vector of float)\r
+0:29 Function Call: texture1D(s11;f1;f1; (global 4-component vector of float)\r
0:29 'texSampler1D' (uniform sampler1D)\r
-0:29 'coords1D' (float)\r
-0:29 'bias' (float)\r
-0:30 add second child into first child (4-component vector of float)\r
-0:30 'color' (4-component vector of float)\r
-0:30 Function Call: texture1DProj(s11;vf2; (4-component vector of float)\r
+0:29 'coords1D' (temp float)\r
+0:29 'bias' (temp float)\r
+0:30 add second child into first child (temp 4-component vector of float)\r
+0:30 'color' (temp 4-component vector of float)\r
+0:30 Function Call: texture1DProj(s11;vf2; (global 4-component vector of float)\r
0:30 'texSampler1D' (uniform sampler1D)\r
0:30 'coords2D' (smooth in 2-component vector of float)\r
-0:31 add second child into first child (4-component vector of float)\r
-0:31 'color' (4-component vector of float)\r
-0:31 Function Call: texture1DProj(s11;vf4; (4-component vector of float)\r
+0:31 add second child into first child (temp 4-component vector of float)\r
+0:31 'color' (temp 4-component vector of float)\r
+0:31 Function Call: texture1DProj(s11;vf4; (global 4-component vector of float)\r
0:31 'texSampler1D' (uniform sampler1D)\r
-0:31 'coords4D' (4-component vector of float)\r
-0:32 add second child into first child (4-component vector of float)\r
-0:32 'color' (4-component vector of float)\r
-0:32 Function Call: texture1DProj(s11;vf2;f1; (4-component vector of float)\r
+0:31 'coords4D' (temp 4-component vector of float)\r
+0:32 add second child into first child (temp 4-component vector of float)\r
+0:32 'color' (temp 4-component vector of float)\r
+0:32 Function Call: texture1DProj(s11;vf2;f1; (global 4-component vector of float)\r
0:32 'texSampler1D' (uniform sampler1D)\r
0:32 'coords2D' (smooth in 2-component vector of float)\r
-0:32 'bias' (float)\r
-0:33 add second child into first child (4-component vector of float)\r
-0:33 'color' (4-component vector of float)\r
-0:33 Function Call: texture1DProj(s11;vf4;f1; (4-component vector of float)\r
+0:32 'bias' (temp float)\r
+0:33 add second child into first child (temp 4-component vector of float)\r
+0:33 'color' (temp 4-component vector of float)\r
+0:33 Function Call: texture1DProj(s11;vf4;f1; (global 4-component vector of float)\r
0:33 'texSampler1D' (uniform sampler1D)\r
-0:33 'coords4D' (4-component vector of float)\r
-0:33 'bias' (float)\r
-0:35 add second child into first child (4-component vector of float)\r
-0:35 'color' (4-component vector of float)\r
-0:35 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:33 'coords4D' (temp 4-component vector of float)\r
+0:33 'bias' (temp float)\r
+0:35 add second child into first child (temp 4-component vector of float)\r
+0:35 'color' (temp 4-component vector of float)\r
+0:35 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:35 'texSampler2D' (uniform sampler2D)\r
0:35 'coords2D' (smooth in 2-component vector of float)\r
-0:36 add second child into first child (4-component vector of float)\r
-0:36 'color' (4-component vector of float)\r
-0:36 Function Call: texture2D(s21;vf2;f1; (4-component vector of float)\r
+0:36 add second child into first child (temp 4-component vector of float)\r
+0:36 'color' (temp 4-component vector of float)\r
+0:36 Function Call: texture2D(s21;vf2;f1; (global 4-component vector of float)\r
0:36 'texSampler2D' (uniform sampler2D)\r
0:36 'coords2D' (smooth in 2-component vector of float)\r
-0:36 'bias' (float)\r
-0:37 add second child into first child (4-component vector of float)\r
-0:37 'color' (4-component vector of float)\r
-0:37 Function Call: texture2DProj(s21;vf3; (4-component vector of float)\r
+0:36 'bias' (temp float)\r
+0:37 add second child into first child (temp 4-component vector of float)\r
+0:37 'color' (temp 4-component vector of float)\r
+0:37 Function Call: texture2DProj(s21;vf3; (global 4-component vector of float)\r
0:37 'texSampler2D' (uniform sampler2D)\r
-0:37 'coords3D' (3-component vector of float)\r
-0:38 add second child into first child (4-component vector of float)\r
-0:38 'color' (4-component vector of float)\r
-0:38 Function Call: texture2DProj(s21;vf4;f1; (4-component vector of float)\r
+0:37 'coords3D' (temp 3-component vector of float)\r
+0:38 add second child into first child (temp 4-component vector of float)\r
+0:38 'color' (temp 4-component vector of float)\r
+0:38 Function Call: texture2DProj(s21;vf4;f1; (global 4-component vector of float)\r
0:38 'texSampler2D' (uniform sampler2D)\r
-0:38 'coords4D' (4-component vector of float)\r
-0:38 'bias' (float)\r
-0:40 add second child into first child (4-component vector of float)\r
-0:40 'color' (4-component vector of float)\r
-0:40 Function Call: texture3D(s31;vf3; (4-component vector of float)\r
+0:38 'coords4D' (temp 4-component vector of float)\r
+0:38 'bias' (temp float)\r
+0:40 add second child into first child (temp 4-component vector of float)\r
+0:40 'color' (temp 4-component vector of float)\r
+0:40 Function Call: texture3D(s31;vf3; (global 4-component vector of float)\r
0:40 'texSampler3D' (uniform sampler3D)\r
-0:40 'coords3D' (3-component vector of float)\r
-0:41 add second child into first child (4-component vector of float)\r
-0:41 'color' (4-component vector of float)\r
-0:41 Function Call: texture3D(s31;vf3;f1; (4-component vector of float)\r
+0:40 'coords3D' (temp 3-component vector of float)\r
+0:41 add second child into first child (temp 4-component vector of float)\r
+0:41 'color' (temp 4-component vector of float)\r
+0:41 Function Call: texture3D(s31;vf3;f1; (global 4-component vector of float)\r
0:41 'texSampler3D' (uniform sampler3D)\r
-0:41 'coords3D' (3-component vector of float)\r
-0:41 'bias' (float)\r
-0:42 add second child into first child (4-component vector of float)\r
-0:42 'color' (4-component vector of float)\r
-0:42 Function Call: texture3DProj(s31;vf4; (4-component vector of float)\r
+0:41 'coords3D' (temp 3-component vector of float)\r
+0:41 'bias' (temp float)\r
+0:42 add second child into first child (temp 4-component vector of float)\r
+0:42 'color' (temp 4-component vector of float)\r
+0:42 Function Call: texture3DProj(s31;vf4; (global 4-component vector of float)\r
0:42 'texSampler3D' (uniform sampler3D)\r
-0:42 'coords4D' (4-component vector of float)\r
-0:43 add second child into first child (4-component vector of float)\r
-0:43 'color' (4-component vector of float)\r
-0:43 Function Call: texture3DProj(s31;vf4;f1; (4-component vector of float)\r
+0:42 'coords4D' (temp 4-component vector of float)\r
+0:43 add second child into first child (temp 4-component vector of float)\r
+0:43 'color' (temp 4-component vector of float)\r
+0:43 Function Call: texture3DProj(s31;vf4;f1; (global 4-component vector of float)\r
0:43 'texSampler3D' (uniform sampler3D)\r
-0:43 'coords4D' (4-component vector of float)\r
-0:43 'bias' (float)\r
-0:45 add second child into first child (4-component vector of float)\r
-0:45 'color' (4-component vector of float)\r
-0:45 Function Call: textureCube(sC1;vf3; (4-component vector of float)\r
+0:43 'coords4D' (temp 4-component vector of float)\r
+0:43 'bias' (temp float)\r
+0:45 add second child into first child (temp 4-component vector of float)\r
+0:45 'color' (temp 4-component vector of float)\r
+0:45 Function Call: textureCube(sC1;vf3; (global 4-component vector of float)\r
0:45 'texSamplerCube' (uniform samplerCube)\r
-0:45 'coords3D' (3-component vector of float)\r
-0:46 add second child into first child (4-component vector of float)\r
-0:46 'color' (4-component vector of float)\r
-0:46 Function Call: textureCube(sC1;vf3;f1; (4-component vector of float)\r
+0:45 'coords3D' (temp 3-component vector of float)\r
+0:46 add second child into first child (temp 4-component vector of float)\r
+0:46 'color' (temp 4-component vector of float)\r
+0:46 Function Call: textureCube(sC1;vf3;f1; (global 4-component vector of float)\r
0:46 'texSamplerCube' (uniform samplerCube)\r
-0:46 'coords3D' (3-component vector of float)\r
-0:46 'bias' (float)\r
-0:48 add second child into first child (4-component vector of float)\r
-0:48 'color' (4-component vector of float)\r
-0:48 Function Call: shadow1D(sS11;vf3; (4-component vector of float)\r
+0:46 'coords3D' (temp 3-component vector of float)\r
+0:46 'bias' (temp float)\r
+0:48 add second child into first child (temp 4-component vector of float)\r
+0:48 'color' (temp 4-component vector of float)\r
+0:48 Function Call: shadow1D(sS11;vf3; (global 4-component vector of float)\r
0:48 'shadowSampler1D' (uniform sampler1DShadow)\r
-0:48 'coords3D' (3-component vector of float)\r
-0:49 add second child into first child (4-component vector of float)\r
-0:49 'color' (4-component vector of float)\r
-0:49 Function Call: shadow1D(sS11;vf3;f1; (4-component vector of float)\r
+0:48 'coords3D' (temp 3-component vector of float)\r
+0:49 add second child into first child (temp 4-component vector of float)\r
+0:49 'color' (temp 4-component vector of float)\r
+0:49 Function Call: shadow1D(sS11;vf3;f1; (global 4-component vector of float)\r
0:49 'shadowSampler1D' (uniform sampler1DShadow)\r
-0:49 'coords3D' (3-component vector of float)\r
-0:49 'bias' (float)\r
-0:50 add second child into first child (4-component vector of float)\r
-0:50 'color' (4-component vector of float)\r
-0:50 Function Call: shadow2D(sS21;vf3; (4-component vector of float)\r
+0:49 'coords3D' (temp 3-component vector of float)\r
+0:49 'bias' (temp float)\r
+0:50 add second child into first child (temp 4-component vector of float)\r
+0:50 'color' (temp 4-component vector of float)\r
+0:50 Function Call: shadow2D(sS21;vf3; (global 4-component vector of float)\r
0:50 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:50 'coords3D' (3-component vector of float)\r
-0:51 add second child into first child (4-component vector of float)\r
-0:51 'color' (4-component vector of float)\r
-0:51 Function Call: shadow2D(sS21;vf3;f1; (4-component vector of float)\r
+0:50 'coords3D' (temp 3-component vector of float)\r
+0:51 add second child into first child (temp 4-component vector of float)\r
+0:51 'color' (temp 4-component vector of float)\r
+0:51 Function Call: shadow2D(sS21;vf3;f1; (global 4-component vector of float)\r
0:51 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:51 'coords3D' (3-component vector of float)\r
-0:51 'bias' (float)\r
-0:52 add second child into first child (4-component vector of float)\r
-0:52 'color' (4-component vector of float)\r
-0:52 Function Call: shadow1DProj(sS11;vf4; (4-component vector of float)\r
+0:51 'coords3D' (temp 3-component vector of float)\r
+0:51 'bias' (temp float)\r
+0:52 add second child into first child (temp 4-component vector of float)\r
+0:52 'color' (temp 4-component vector of float)\r
+0:52 Function Call: shadow1DProj(sS11;vf4; (global 4-component vector of float)\r
0:52 'shadowSampler1D' (uniform sampler1DShadow)\r
-0:52 'coords4D' (4-component vector of float)\r
-0:53 add second child into first child (4-component vector of float)\r
-0:53 'color' (4-component vector of float)\r
-0:53 Function Call: shadow1DProj(sS11;vf4;f1; (4-component vector of float)\r
+0:52 'coords4D' (temp 4-component vector of float)\r
+0:53 add second child into first child (temp 4-component vector of float)\r
+0:53 'color' (temp 4-component vector of float)\r
+0:53 Function Call: shadow1DProj(sS11;vf4;f1; (global 4-component vector of float)\r
0:53 'shadowSampler1D' (uniform sampler1DShadow)\r
-0:53 'coords4D' (4-component vector of float)\r
-0:53 'bias' (float)\r
-0:54 add second child into first child (4-component vector of float)\r
-0:54 'color' (4-component vector of float)\r
-0:54 Function Call: shadow2DProj(sS21;vf4; (4-component vector of float)\r
+0:53 'coords4D' (temp 4-component vector of float)\r
+0:53 'bias' (temp float)\r
+0:54 add second child into first child (temp 4-component vector of float)\r
+0:54 'color' (temp 4-component vector of float)\r
+0:54 Function Call: shadow2DProj(sS21;vf4; (global 4-component vector of float)\r
0:54 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:54 'coords4D' (4-component vector of float)\r
-0:55 add second child into first child (4-component vector of float)\r
-0:55 'color' (4-component vector of float)\r
-0:55 Function Call: shadow2DProj(sS21;vf4;f1; (4-component vector of float)\r
+0:54 'coords4D' (temp 4-component vector of float)\r
+0:55 add second child into first child (temp 4-component vector of float)\r
+0:55 'color' (temp 4-component vector of float)\r
+0:55 Function Call: shadow2DProj(sS21;vf4;f1; (global 4-component vector of float)\r
0:55 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:55 'coords4D' (4-component vector of float)\r
-0:55 'bias' (float)\r
+0:55 'coords4D' (temp 4-component vector of float)\r
+0:55 'bias' (temp float)\r
0:57 Sequence\r
-0:57 move second child to first child (2-component vector of int)\r
-0:57 'iCoords2D' (2-component vector of int)\r
+0:57 move second child to first child (temp 2-component vector of int)\r
+0:57 'iCoords2D' (temp 2-component vector of int)\r
0:57 Constant:\r
0:57 0 (const int)\r
0:57 5 (const int)\r
0:58 Sequence\r
-0:58 move second child to first child (int)\r
-0:58 'iLod' (int)\r
+0:58 move second child to first child (temp int)\r
+0:58 'iLod' (temp int)\r
0:58 Constant:\r
0:58 1 (const int)\r
-0:60 add second child into first child (4-component vector of float)\r
-0:60 'color' (4-component vector of float)\r
-0:60 Function Call: texelFetch(s21;vi2;i1; (4-component vector of float)\r
+0:60 add second child into first child (temp 4-component vector of float)\r
+0:60 'color' (temp 4-component vector of float)\r
+0:60 Function Call: texelFetch(s21;vi2;i1; (global 4-component vector of float)\r
0:60 'texSampler2D' (uniform sampler2D)\r
-0:60 'iCoords2D' (2-component vector of int)\r
-0:60 'iLod' (int)\r
+0:60 'iCoords2D' (temp 2-component vector of int)\r
+0:60 'iLod' (temp int)\r
0:62 Sequence\r
-0:62 move second child to first child (2-component vector of float)\r
-0:62 'gradX' (2-component vector of float)\r
-0:62 dPdx (2-component vector of float)\r
+0:62 move second child to first child (temp 2-component vector of float)\r
+0:62 'gradX' (temp 2-component vector of float)\r
+0:62 dPdx (global 2-component vector of float)\r
0:62 'coords2D' (smooth in 2-component vector of float)\r
0:63 Sequence\r
-0:63 move second child to first child (2-component vector of float)\r
-0:63 'gradY' (2-component vector of float)\r
-0:63 dPdy (2-component vector of float)\r
+0:63 move second child to first child (temp 2-component vector of float)\r
+0:63 'gradY' (temp 2-component vector of float)\r
+0:63 dPdy (global 2-component vector of float)\r
0:63 'coords2D' (smooth in 2-component vector of float)\r
-0:66 add second child into first child (4-component vector of float)\r
-0:66 'color' (4-component vector of float)\r
-0:66 Function Call: textureGrad(s21;vf2;vf2;vf2; (4-component vector of float)\r
+0:66 add second child into first child (temp 4-component vector of float)\r
+0:66 'color' (temp 4-component vector of float)\r
+0:66 Function Call: textureGrad(s21;vf2;vf2;vf2; (global 4-component vector of float)\r
0:66 'texSampler2D' (uniform sampler2D)\r
0:66 'coords2D' (smooth in 2-component vector of float)\r
-0:66 'gradX' (2-component vector of float)\r
-0:66 'gradY' (2-component vector of float)\r
-0:67 add second child into first child (4-component vector of float)\r
-0:67 'color' (4-component vector of float)\r
-0:67 Function Call: textureProjGrad(s21;vf3;vf2;vf2; (4-component vector of float)\r
+0:66 'gradX' (temp 2-component vector of float)\r
+0:66 'gradY' (temp 2-component vector of float)\r
+0:67 add second child into first child (temp 4-component vector of float)\r
+0:67 'color' (temp 4-component vector of float)\r
+0:67 Function Call: textureProjGrad(s21;vf3;vf2;vf2; (global 4-component vector of float)\r
0:67 'texSampler2D' (uniform sampler2D)\r
-0:67 Construct vec3 (3-component vector of float)\r
+0:67 Construct vec3 (temp 3-component vector of float)\r
0:67 'coords2D' (smooth in 2-component vector of float)\r
-0:67 'proj' (float)\r
-0:67 'gradX' (2-component vector of float)\r
-0:67 'gradY' (2-component vector of float)\r
-0:68 add second child into first child (4-component vector of float)\r
-0:68 'color' (4-component vector of float)\r
-0:68 Function Call: textureGradOffset(s21;vf2;vf2;vf2;vi2; (4-component vector of float)\r
+0:67 'proj' (temp float)\r
+0:67 'gradX' (temp 2-component vector of float)\r
+0:67 'gradY' (temp 2-component vector of float)\r
+0:68 add second child into first child (temp 4-component vector of float)\r
+0:68 'color' (temp 4-component vector of float)\r
+0:68 Function Call: textureGradOffset(s21;vf2;vf2;vf2;vi2; (global 4-component vector of float)\r
0:68 'texSampler2D' (uniform sampler2D)\r
0:68 'coords2D' (smooth in 2-component vector of float)\r
-0:68 'gradX' (2-component vector of float)\r
-0:68 'gradY' (2-component vector of float)\r
+0:68 'gradX' (temp 2-component vector of float)\r
+0:68 'gradY' (temp 2-component vector of float)\r
0:68 Constant:\r
0:68 3 (const int)\r
0:68 -7 (const int)\r
-0:69 add second child into first child (4-component vector of float)\r
-0:69 'color' (4-component vector of float)\r
-0:69 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (4-component vector of float)\r
+0:69 add second child into first child (temp 4-component vector of float)\r
+0:69 'color' (temp 4-component vector of float)\r
+0:69 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float)\r
0:69 'texSampler2D' (uniform sampler2D)\r
-0:69 'coords3D' (3-component vector of float)\r
-0:69 'gradX' (2-component vector of float)\r
-0:69 'gradY' (2-component vector of float)\r
+0:69 'coords3D' (temp 3-component vector of float)\r
+0:69 'gradX' (temp 2-component vector of float)\r
+0:69 'gradY' (temp 2-component vector of float)\r
0:69 Constant:\r
0:69 3 (const int)\r
0:69 -7 (const int)\r
-0:70 add second child into first child (4-component vector of float)\r
-0:70 'color' (4-component vector of float)\r
-0:70 Function Call: textureGrad(sS21;vf3;vf2;vf2; (float)\r
+0:70 add second child into first child (temp 4-component vector of float)\r
+0:70 'color' (temp 4-component vector of float)\r
+0:70 Function Call: textureGrad(sS21;vf3;vf2;vf2; (global float)\r
0:70 'shadowSampler2D' (uniform sampler2DShadow)\r
-0:70 Construct vec3 (3-component vector of float)\r
+0:70 Construct vec3 (temp 3-component vector of float)\r
0:70 'coords2D' (smooth in 2-component vector of float)\r
-0:70 'lod' (float)\r
-0:70 'gradX' (2-component vector of float)\r
-0:70 'gradY' (2-component vector of float)\r
-0:72 move second child to first child (4-component vector of float)\r
+0:70 'lod' (temp float)\r
+0:70 'gradX' (temp 2-component vector of float)\r
+0:70 'gradY' (temp 2-component vector of float)\r
+0:72 move second child to first child (temp 4-component vector of float)\r
0:72 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:72 mix (4-component vector of float)\r
-0:72 'color' (4-component vector of float)\r
+0:72 mix (global 4-component vector of float)\r
+0:72 'color' (temp 4-component vector of float)\r
0:72 'u' (uniform 4-component vector of float)\r
-0:72 component-wise multiply (float)\r
+0:72 component-wise multiply (temp float)\r
0:72 'blend' (uniform float)\r
-0:72 'blendscale' (float)\r
+0:72 'blendscale' (temp float)\r
0:? Linker Objects\r
0:? 'texSampler1D' (uniform sampler1D)\r
0:? 'texSampler2D' (uniform sampler2D)\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
0:9 Sequence\r
-0:9 move second child to first child (highp int)\r
-0:9 'E1' (highp int)\r
+0:9 move second child to first child (temp highp int)\r
+0:9 'E1' (global highp int)\r
0:9 Constant:\r
0:9 -1 (const int)\r
0:10 Sequence\r
-0:10 move second child to first child (highp int)\r
-0:10 'E2' (highp int)\r
+0:10 move second child to first child (temp highp int)\r
+0:10 'E2' (global highp int)\r
0:10 Constant:\r
0:10 -1 (const int)\r
0:11 Sequence\r
-0:11 move second child to first child (highp int)\r
-0:11 'B' (highp int)\r
+0:11 move second child to first child (temp highp int)\r
+0:11 'B' (global highp int)\r
0:11 Constant:\r
0:11 -1 (const int)\r
0:13 Sequence\r
-0:13 move second child to first child (highp int)\r
-0:13 'OE' (highp int)\r
+0:13 move second child to first child (temp highp int)\r
+0:13 'OE' (global highp int)\r
0:13 Constant:\r
0:13 1073741823 (const int)\r
0:14 Sequence\r
-0:14 move second child to first child (highp int)\r
-0:14 'HE' (highp int)\r
+0:14 move second child to first child (temp highp int)\r
+0:14 'HE' (global highp int)\r
0:14 Constant:\r
0:14 -1 (const int)\r
0:17 Sequence\r
-0:17 move second child to first child (highp float)\r
-0:17 'F' (highp float)\r
+0:17 move second child to first child (temp highp float)\r
+0:17 'F' (global highp float)\r
0:17 Constant:\r
0:17 1.012346\r
0:20 Sequence\r
-0:20 move second child to first child (highp float)\r
-0:20 'G' (highp float)\r
+0:20 move second child to first child (temp highp float)\r
+0:20 'G' (global highp float)\r
0:20 Constant:\r
0:20 1.012346\r
0:23 Sequence\r
-0:23 move second child to first child (highp float)\r
-0:23 'E3' (highp float)\r
+0:23 move second child to first child (temp highp float)\r
+0:23 'E3' (global highp float)\r
0:23 Constant:\r
0:23 12.000000\r
-0:25 Function Definition: main( (void)\r
+0:25 Function Definition: main( (global void)\r
0:25 Function Parameters: \r
0:27 Sequence\r
-0:27 move second child to first child (highp 4-component vector of float)\r
+0:27 move second child to first child (temp highp 4-component vector of float)\r
0:27 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:28 Construct vec4 (highp 4-component vector of float)\r
+0:28 Construct vec4 (temp highp 4-component vector of float)\r
0:27 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float)\r
-0:28 Convert int to float (highp float)\r
-0:28 'B' (highp int)\r
-0:28 'F' (highp float)\r
-0:28 'G' (highp float)\r
+0:28 Convert int to float (temp highp float)\r
+0:28 'B' (global highp int)\r
+0:28 'F' (global highp float)\r
+0:28 'G' (global highp float)\r
0:33 Sequence\r
-0:33 move second child to first child (highp int)\r
-0:33 'superH' (highp int)\r
+0:33 move second child to first child (temp highp int)\r
+0:33 'superH' (global highp int)\r
0:33 Constant:\r
0:33 -1 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (highp int)\r
-0:34 'superO' (highp int)\r
+0:34 move second child to first child (temp highp int)\r
+0:34 'superO' (global highp int)\r
0:34 Constant:\r
0:34 1073741823 (const int)\r
0:35 Sequence\r
-0:35 move second child to first child (highp int)\r
-0:35 'superI' (highp int)\r
+0:35 move second child to first child (temp highp int)\r
+0:35 'superI' (global highp int)\r
0:35 Constant:\r
0:35 -1 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (highp float)\r
-0:36 'superF' (highp float)\r
+0:36 move second child to first child (temp highp float)\r
+0:36 'superF' (global highp float)\r
0:36 Constant:\r
0:36 1.#INF00\r
0:? Linker Objects\r
0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float)\r
0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float)\r
-0:? 'E1' (highp int)\r
-0:? 'E2' (highp int)\r
-0:? 'B' (highp int)\r
-0:? 'OE' (highp int)\r
-0:? 'HE' (highp int)\r
-0:? 'F' (highp float)\r
-0:? 'G' (highp float)\r
-0:? 'E3' (highp float)\r
-0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789B' (highp float)\r
-0:? 'superH' (highp int)\r
-0:? 'superO' (highp int)\r
-0:? 'superI' (highp int)\r
-0:? 'superF' (highp float)\r
+0:? 'E1' (global highp int)\r
+0:? 'E2' (global highp int)\r
+0:? 'B' (global highp int)\r
+0:? 'OE' (global highp int)\r
+0:? 'HE' (global highp int)\r
+0:? 'F' (global highp float)\r
+0:? 'G' (global highp float)\r
+0:? 'E3' (global highp float)\r
+0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789B' (global highp float)\r
+0:? 'superH' (global highp int)\r
+0:? 'superO' (global highp int)\r
+0:? 'superI' (global highp int)\r
+0:? 'superF' (global highp float)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
0:9 Sequence\r
-0:9 move second child to first child (highp int)\r
-0:9 'E1' (highp int)\r
+0:9 move second child to first child (temp highp int)\r
+0:9 'E1' (global highp int)\r
0:9 Constant:\r
0:9 -1 (const int)\r
0:10 Sequence\r
-0:10 move second child to first child (highp int)\r
-0:10 'E2' (highp int)\r
+0:10 move second child to first child (temp highp int)\r
+0:10 'E2' (global highp int)\r
0:10 Constant:\r
0:10 -1 (const int)\r
0:11 Sequence\r
-0:11 move second child to first child (highp int)\r
-0:11 'B' (highp int)\r
+0:11 move second child to first child (temp highp int)\r
+0:11 'B' (global highp int)\r
0:11 Constant:\r
0:11 -1 (const int)\r
0:13 Sequence\r
-0:13 move second child to first child (highp int)\r
-0:13 'OE' (highp int)\r
+0:13 move second child to first child (temp highp int)\r
+0:13 'OE' (global highp int)\r
0:13 Constant:\r
0:13 1073741823 (const int)\r
0:14 Sequence\r
-0:14 move second child to first child (highp int)\r
-0:14 'HE' (highp int)\r
+0:14 move second child to first child (temp highp int)\r
+0:14 'HE' (global highp int)\r
0:14 Constant:\r
0:14 -1 (const int)\r
0:17 Sequence\r
-0:17 move second child to first child (highp float)\r
-0:17 'F' (highp float)\r
+0:17 move second child to first child (temp highp float)\r
+0:17 'F' (global highp float)\r
0:17 Constant:\r
0:17 1.012346\r
0:20 Sequence\r
-0:20 move second child to first child (highp float)\r
-0:20 'G' (highp float)\r
+0:20 move second child to first child (temp highp float)\r
+0:20 'G' (global highp float)\r
0:20 Constant:\r
0:20 1.012346\r
0:23 Sequence\r
-0:23 move second child to first child (highp float)\r
-0:23 'E3' (highp float)\r
+0:23 move second child to first child (temp highp float)\r
+0:23 'E3' (global highp float)\r
0:23 Constant:\r
0:23 12.000000\r
-0:25 Function Definition: main( (void)\r
+0:25 Function Definition: main( (global void)\r
0:25 Function Parameters: \r
0:27 Sequence\r
-0:27 move second child to first child (highp 4-component vector of float)\r
+0:27 move second child to first child (temp highp 4-component vector of float)\r
0:27 'gl_Position' (gl_Position highp 4-component vector of float)\r
-0:28 Construct vec4 (highp 4-component vector of float)\r
+0:28 Construct vec4 (temp highp 4-component vector of float)\r
0:27 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float)\r
-0:28 Convert int to float (highp float)\r
-0:28 'B' (highp int)\r
-0:28 'F' (highp float)\r
-0:28 'G' (highp float)\r
+0:28 Convert int to float (temp highp float)\r
+0:28 'B' (global highp int)\r
+0:28 'F' (global highp float)\r
+0:28 'G' (global highp float)\r
0:33 Sequence\r
-0:33 move second child to first child (highp int)\r
-0:33 'superH' (highp int)\r
+0:33 move second child to first child (temp highp int)\r
+0:33 'superH' (global highp int)\r
0:33 Constant:\r
0:33 -1 (const int)\r
0:34 Sequence\r
-0:34 move second child to first child (highp int)\r
-0:34 'superO' (highp int)\r
+0:34 move second child to first child (temp highp int)\r
+0:34 'superO' (global highp int)\r
0:34 Constant:\r
0:34 1073741823 (const int)\r
0:35 Sequence\r
-0:35 move second child to first child (highp int)\r
-0:35 'superI' (highp int)\r
+0:35 move second child to first child (temp highp int)\r
+0:35 'superI' (global highp int)\r
0:35 Constant:\r
0:35 -1 (const int)\r
0:36 Sequence\r
-0:36 move second child to first child (highp float)\r
-0:36 'superF' (highp float)\r
+0:36 move second child to first child (temp highp float)\r
+0:36 'superF' (global highp float)\r
0:36 Constant:\r
0:36 1.#INF00\r
0:? Linker Objects\r
0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float)\r
0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float)\r
-0:? 'E1' (highp int)\r
-0:? 'E2' (highp int)\r
-0:? 'B' (highp int)\r
-0:? 'OE' (highp int)\r
-0:? 'HE' (highp int)\r
-0:? 'F' (highp float)\r
-0:? 'G' (highp float)\r
-0:? 'E3' (highp float)\r
-0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789B' (highp float)\r
-0:? 'superH' (highp int)\r
-0:? 'superO' (highp int)\r
-0:? 'superI' (highp int)\r
-0:? 'superF' (highp float)\r
+0:? 'E1' (global highp int)\r
+0:? 'E2' (global highp int)\r
+0:? 'B' (global highp int)\r
+0:? 'OE' (global highp int)\r
+0:? 'HE' (global highp int)\r
+0:? 'F' (global highp float)\r
+0:? 'G' (global highp float)\r
+0:? 'E3' (global highp float)\r
+0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789B' (global highp float)\r
+0:? 'superH' (global highp int)\r
+0:? 'superO' (global highp int)\r
+0:? 'superI' (global highp int)\r
+0:? 'superF' (global highp float)\r
0:? 'gl_VertexID' (gl_VertexId highp int)\r
0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:33 Function Definition: main( (void)\r
+0:33 Function Definition: main( (global void)\r
0:33 Function Parameters: \r
0:35 Sequence\r
0:35 Sequence\r
-0:35 move second child to first child (bool)\r
-0:35 'b' (bool)\r
-0:35 logical-and (bool)\r
+0:35 move second child to first child (temp bool)\r
+0:35 'b' (temp bool)\r
+0:35 logical-and (temp bool)\r
0:35 'u_b' (uniform bool)\r
0:35 'i_b' (uniform bool)\r
0:36 Sequence\r
-0:36 move second child to first child (2-component vector of bool)\r
-0:36 'b2' (2-component vector of bool)\r
-0:36 Construct bvec2 (2-component vector of bool)\r
-0:36 logical-and (bool)\r
-0:36 logical-and (bool)\r
-0:36 logical-and (bool)\r
-0:36 direct index (bool)\r
+0:36 move second child to first child (temp 2-component vector of bool)\r
+0:36 'b2' (temp 2-component vector of bool)\r
+0:36 Construct bvec2 (temp 2-component vector of bool)\r
+0:36 logical-and (temp bool)\r
+0:36 logical-and (temp bool)\r
+0:36 logical-and (temp bool)\r
+0:36 direct index (temp bool)\r
0:36 'u_b2' (uniform 2-component vector of bool)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:36 direct index (bool)\r
+0:36 direct index (temp bool)\r
0:36 'i_b2' (uniform 2-component vector of bool)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:36 direct index (bool)\r
+0:36 direct index (temp bool)\r
0:36 'u_b2' (uniform 2-component vector of bool)\r
0:36 Constant:\r
0:36 1 (const int)\r
-0:36 direct index (bool)\r
+0:36 direct index (temp bool)\r
0:36 'i_b2' (uniform 2-component vector of bool)\r
0:36 Constant:\r
0:36 1 (const int)\r
0:37 Sequence\r
-0:37 move second child to first child (3-component vector of bool)\r
-0:37 'b3' (3-component vector of bool)\r
-0:37 Construct bvec3 (3-component vector of bool)\r
-0:37 logical-and (bool)\r
-0:37 logical-and (bool)\r
-0:37 logical-and (bool)\r
-0:37 logical-and (bool)\r
-0:37 logical-and (bool)\r
-0:37 direct index (bool)\r
+0:37 move second child to first child (temp 3-component vector of bool)\r
+0:37 'b3' (temp 3-component vector of bool)\r
+0:37 Construct bvec3 (temp 3-component vector of bool)\r
+0:37 logical-and (temp bool)\r
+0:37 logical-and (temp bool)\r
+0:37 logical-and (temp bool)\r
+0:37 logical-and (temp bool)\r
+0:37 logical-and (temp bool)\r
+0:37 direct index (temp bool)\r
0:37 'u_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 0 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'i_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 0 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'u_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 1 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'i_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 1 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'u_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 2 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'i_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 2 (const int)\r
0:38 Sequence\r
-0:38 move second child to first child (4-component vector of bool)\r
-0:38 'b4' (4-component vector of bool)\r
-0:38 Construct bvec4 (4-component vector of bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 direct index (bool)\r
+0:38 move second child to first child (temp 4-component vector of bool)\r
+0:38 'b4' (temp 4-component vector of bool)\r
+0:38 Construct bvec4 (temp 4-component vector of bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 direct index (temp bool)\r
0:38 'u_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 0 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'i_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 0 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'u_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'i_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'u_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 2 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'i_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 2 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'u_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 3 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'i_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 3 (const int)\r
0:40 Sequence\r
-0:40 move second child to first child (int)\r
-0:40 'i' (int)\r
-0:40 add (int)\r
+0:40 move second child to first child (temp int)\r
+0:40 'i' (temp int)\r
+0:40 add (temp int)\r
0:40 'u_i' (uniform int)\r
0:40 'i_i' (flat in int)\r
0:41 Sequence\r
-0:41 move second child to first child (2-component vector of int)\r
-0:41 'i2' (2-component vector of int)\r
-0:41 add (2-component vector of int)\r
+0:41 move second child to first child (temp 2-component vector of int)\r
+0:41 'i2' (temp 2-component vector of int)\r
+0:41 add (temp 2-component vector of int)\r
0:41 'u_i2' (uniform 2-component vector of int)\r
0:41 'i_i2' (flat in 2-component vector of int)\r
0:42 Sequence\r
-0:42 move second child to first child (3-component vector of int)\r
-0:42 'i3' (3-component vector of int)\r
-0:42 add (3-component vector of int)\r
+0:42 move second child to first child (temp 3-component vector of int)\r
+0:42 'i3' (temp 3-component vector of int)\r
+0:42 add (temp 3-component vector of int)\r
0:42 'u_i3' (uniform 3-component vector of int)\r
0:42 'i_i3' (flat in 3-component vector of int)\r
0:43 Sequence\r
-0:43 move second child to first child (4-component vector of int)\r
-0:43 'i4' (4-component vector of int)\r
-0:43 add (4-component vector of int)\r
+0:43 move second child to first child (temp 4-component vector of int)\r
+0:43 'i4' (temp 4-component vector of int)\r
+0:43 add (temp 4-component vector of int)\r
0:43 'u_i4' (uniform 4-component vector of int)\r
0:43 'i_i4' (flat in 4-component vector of int)\r
0:45 Sequence\r
-0:45 move second child to first child (float)\r
-0:45 'f' (float)\r
-0:45 add (float)\r
+0:45 move second child to first child (temp float)\r
+0:45 'f' (temp float)\r
+0:45 add (temp float)\r
0:45 'u_f' (uniform float)\r
0:45 'i_f' (smooth in float)\r
0:46 Sequence\r
-0:46 move second child to first child (2-component vector of float)\r
-0:46 'f2' (2-component vector of float)\r
-0:46 add (2-component vector of float)\r
+0:46 move second child to first child (temp 2-component vector of float)\r
+0:46 'f2' (temp 2-component vector of float)\r
+0:46 add (temp 2-component vector of float)\r
0:46 'u_f2' (uniform 2-component vector of float)\r
0:46 'i_f2' (smooth in 2-component vector of float)\r
0:47 Sequence\r
-0:47 move second child to first child (3-component vector of float)\r
-0:47 'f3' (3-component vector of float)\r
-0:47 add (3-component vector of float)\r
+0:47 move second child to first child (temp 3-component vector of float)\r
+0:47 'f3' (temp 3-component vector of float)\r
+0:47 add (temp 3-component vector of float)\r
0:47 'u_f3' (uniform 3-component vector of float)\r
0:47 'i_f3' (smooth in 3-component vector of float)\r
0:48 Sequence\r
-0:48 move second child to first child (4-component vector of float)\r
-0:48 'f4' (4-component vector of float)\r
-0:48 add (4-component vector of float)\r
+0:48 move second child to first child (temp 4-component vector of float)\r
+0:48 'f4' (temp 4-component vector of float)\r
+0:48 add (temp 4-component vector of float)\r
0:48 'u_f4' (uniform 4-component vector of float)\r
0:48 'i_f4' (smooth in 4-component vector of float)\r
-0:50 move second child to first child (4-component vector of float)\r
+0:50 move second child to first child (temp 4-component vector of float)\r
0:50 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:60 Test condition and select (4-component vector of float)\r
+0:60 Test condition and select (temp 4-component vector of float)\r
0:60 Condition\r
-0:59 logical-or (bool)\r
-0:58 logical-or (bool)\r
-0:57 logical-or (bool)\r
-0:56 logical-or (bool)\r
-0:55 logical-or (bool)\r
-0:54 logical-or (bool)\r
-0:53 logical-or (bool)\r
-0:52 logical-or (bool)\r
-0:51 logical-or (bool)\r
-0:51 'b' (bool)\r
-0:52 direct index (bool)\r
-0:52 'b2' (2-component vector of bool)\r
+0:59 logical-or (temp bool)\r
+0:58 logical-or (temp bool)\r
+0:57 logical-or (temp bool)\r
+0:56 logical-or (temp bool)\r
+0:55 logical-or (temp bool)\r
+0:54 logical-or (temp bool)\r
+0:53 logical-or (temp bool)\r
+0:52 logical-or (temp bool)\r
+0:51 logical-or (temp bool)\r
+0:51 'b' (temp bool)\r
+0:52 direct index (temp bool)\r
+0:52 'b2' (temp 2-component vector of bool)\r
0:52 Constant:\r
0:52 0 (const int)\r
-0:53 direct index (bool)\r
-0:53 'b2' (2-component vector of bool)\r
+0:53 direct index (temp bool)\r
+0:53 'b2' (temp 2-component vector of bool)\r
0:53 Constant:\r
0:53 1 (const int)\r
-0:54 direct index (bool)\r
-0:54 'b3' (3-component vector of bool)\r
+0:54 direct index (temp bool)\r
+0:54 'b3' (temp 3-component vector of bool)\r
0:54 Constant:\r
0:54 0 (const int)\r
-0:55 direct index (bool)\r
-0:55 'b3' (3-component vector of bool)\r
+0:55 direct index (temp bool)\r
+0:55 'b3' (temp 3-component vector of bool)\r
0:55 Constant:\r
0:55 1 (const int)\r
-0:56 direct index (bool)\r
-0:56 'b3' (3-component vector of bool)\r
+0:56 direct index (temp bool)\r
+0:56 'b3' (temp 3-component vector of bool)\r
0:56 Constant:\r
0:56 2 (const int)\r
-0:57 direct index (bool)\r
-0:57 'b4' (4-component vector of bool)\r
+0:57 direct index (temp bool)\r
+0:57 'b4' (temp 4-component vector of bool)\r
0:57 Constant:\r
0:57 0 (const int)\r
-0:58 direct index (bool)\r
-0:58 'b4' (4-component vector of bool)\r
+0:58 direct index (temp bool)\r
+0:58 'b4' (temp 4-component vector of bool)\r
0:58 Constant:\r
0:58 1 (const int)\r
-0:59 direct index (bool)\r
-0:59 'b4' (4-component vector of bool)\r
+0:59 direct index (temp bool)\r
+0:59 'b4' (temp 4-component vector of bool)\r
0:59 Constant:\r
0:59 2 (const int)\r
-0:60 direct index (bool)\r
-0:60 'b4' (4-component vector of bool)\r
+0:60 direct index (temp bool)\r
+0:60 'b4' (temp 4-component vector of bool)\r
0:60 Constant:\r
0:60 3 (const int)\r
0:60 true case\r
-0:79 Construct vec4 (4-component vector of float)\r
-0:79 add (float)\r
-0:78 add (float)\r
-0:77 add (float)\r
-0:76 add (float)\r
-0:75 add (float)\r
-0:74 add (float)\r
-0:73 add (float)\r
-0:72 add (float)\r
-0:71 add (float)\r
-0:70 add (float)\r
-0:69 Convert int to float (float)\r
-0:69 add (int)\r
-0:68 add (int)\r
-0:67 add (int)\r
-0:66 add (int)\r
-0:65 add (int)\r
-0:64 add (int)\r
-0:63 add (int)\r
-0:62 add (int)\r
-0:61 add (int)\r
-0:61 'i' (int)\r
-0:62 direct index (int)\r
-0:62 'i2' (2-component vector of int)\r
+0:79 Construct vec4 (temp 4-component vector of float)\r
+0:79 add (temp float)\r
+0:78 add (temp float)\r
+0:77 add (temp float)\r
+0:76 add (temp float)\r
+0:75 add (temp float)\r
+0:74 add (temp float)\r
+0:73 add (temp float)\r
+0:72 add (temp float)\r
+0:71 add (temp float)\r
+0:70 add (temp float)\r
+0:69 Convert int to float (temp float)\r
+0:69 add (temp int)\r
+0:68 add (temp int)\r
+0:67 add (temp int)\r
+0:66 add (temp int)\r
+0:65 add (temp int)\r
+0:64 add (temp int)\r
+0:63 add (temp int)\r
+0:62 add (temp int)\r
+0:61 add (temp int)\r
+0:61 'i' (temp int)\r
+0:62 direct index (temp int)\r
+0:62 'i2' (temp 2-component vector of int)\r
0:62 Constant:\r
0:62 0 (const int)\r
-0:63 direct index (int)\r
-0:63 'i2' (2-component vector of int)\r
+0:63 direct index (temp int)\r
+0:63 'i2' (temp 2-component vector of int)\r
0:63 Constant:\r
0:63 1 (const int)\r
-0:64 direct index (int)\r
-0:64 'i3' (3-component vector of int)\r
+0:64 direct index (temp int)\r
+0:64 'i3' (temp 3-component vector of int)\r
0:64 Constant:\r
0:64 0 (const int)\r
-0:65 direct index (int)\r
-0:65 'i3' (3-component vector of int)\r
+0:65 direct index (temp int)\r
+0:65 'i3' (temp 3-component vector of int)\r
0:65 Constant:\r
0:65 1 (const int)\r
-0:66 direct index (int)\r
-0:66 'i3' (3-component vector of int)\r
+0:66 direct index (temp int)\r
+0:66 'i3' (temp 3-component vector of int)\r
0:66 Constant:\r
0:66 2 (const int)\r
-0:67 direct index (int)\r
-0:67 'i4' (4-component vector of int)\r
+0:67 direct index (temp int)\r
+0:67 'i4' (temp 4-component vector of int)\r
0:67 Constant:\r
0:67 0 (const int)\r
-0:68 direct index (int)\r
-0:68 'i4' (4-component vector of int)\r
+0:68 direct index (temp int)\r
+0:68 'i4' (temp 4-component vector of int)\r
0:68 Constant:\r
0:68 1 (const int)\r
-0:69 direct index (int)\r
-0:69 'i4' (4-component vector of int)\r
+0:69 direct index (temp int)\r
+0:69 'i4' (temp 4-component vector of int)\r
0:69 Constant:\r
0:69 2 (const int)\r
-0:70 direct index (int)\r
-0:70 'i4' (4-component vector of int)\r
+0:70 direct index (temp int)\r
+0:70 'i4' (temp 4-component vector of int)\r
0:70 Constant:\r
0:70 3 (const int)\r
-0:71 'f' (float)\r
-0:72 direct index (float)\r
-0:72 'f2' (2-component vector of float)\r
+0:71 'f' (temp float)\r
+0:72 direct index (temp float)\r
+0:72 'f2' (temp 2-component vector of float)\r
0:72 Constant:\r
0:72 0 (const int)\r
-0:73 direct index (float)\r
-0:73 'f2' (2-component vector of float)\r
+0:73 direct index (temp float)\r
+0:73 'f2' (temp 2-component vector of float)\r
0:73 Constant:\r
0:73 1 (const int)\r
-0:74 direct index (float)\r
-0:74 'f3' (3-component vector of float)\r
+0:74 direct index (temp float)\r
+0:74 'f3' (temp 3-component vector of float)\r
0:74 Constant:\r
0:74 0 (const int)\r
-0:75 direct index (float)\r
-0:75 'f3' (3-component vector of float)\r
+0:75 direct index (temp float)\r
+0:75 'f3' (temp 3-component vector of float)\r
0:75 Constant:\r
0:75 1 (const int)\r
-0:76 direct index (float)\r
-0:76 'f3' (3-component vector of float)\r
+0:76 direct index (temp float)\r
+0:76 'f3' (temp 3-component vector of float)\r
0:76 Constant:\r
0:76 2 (const int)\r
-0:77 direct index (float)\r
-0:77 'f4' (4-component vector of float)\r
+0:77 direct index (temp float)\r
+0:77 'f4' (temp 4-component vector of float)\r
0:77 Constant:\r
0:77 0 (const int)\r
-0:78 direct index (float)\r
-0:78 'f4' (4-component vector of float)\r
+0:78 direct index (temp float)\r
+0:78 'f4' (temp 4-component vector of float)\r
0:78 Constant:\r
0:78 1 (const int)\r
-0:79 direct index (float)\r
-0:79 'f4' (4-component vector of float)\r
+0:79 direct index (temp float)\r
+0:79 'f4' (temp 4-component vector of float)\r
0:79 Constant:\r
0:79 2 (const int)\r
-0:80 direct index (float)\r
-0:80 'f4' (4-component vector of float)\r
+0:80 direct index (temp float)\r
+0:80 'f4' (temp 4-component vector of float)\r
0:80 Constant:\r
0:80 3 (const int)\r
0:60 false case\r
\r
Shader version: 130\r
0:? Sequence\r
-0:33 Function Definition: main( (void)\r
+0:33 Function Definition: main( (global void)\r
0:33 Function Parameters: \r
0:35 Sequence\r
0:35 Sequence\r
-0:35 move second child to first child (bool)\r
-0:35 'b' (bool)\r
-0:35 logical-and (bool)\r
+0:35 move second child to first child (temp bool)\r
+0:35 'b' (temp bool)\r
+0:35 logical-and (temp bool)\r
0:35 'u_b' (uniform bool)\r
0:35 'i_b' (uniform bool)\r
0:36 Sequence\r
-0:36 move second child to first child (2-component vector of bool)\r
-0:36 'b2' (2-component vector of bool)\r
-0:36 Construct bvec2 (2-component vector of bool)\r
-0:36 logical-and (bool)\r
-0:36 logical-and (bool)\r
-0:36 logical-and (bool)\r
-0:36 direct index (bool)\r
+0:36 move second child to first child (temp 2-component vector of bool)\r
+0:36 'b2' (temp 2-component vector of bool)\r
+0:36 Construct bvec2 (temp 2-component vector of bool)\r
+0:36 logical-and (temp bool)\r
+0:36 logical-and (temp bool)\r
+0:36 logical-and (temp bool)\r
+0:36 direct index (temp bool)\r
0:36 'u_b2' (uniform 2-component vector of bool)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:36 direct index (bool)\r
+0:36 direct index (temp bool)\r
0:36 'i_b2' (uniform 2-component vector of bool)\r
0:36 Constant:\r
0:36 0 (const int)\r
-0:36 direct index (bool)\r
+0:36 direct index (temp bool)\r
0:36 'u_b2' (uniform 2-component vector of bool)\r
0:36 Constant:\r
0:36 1 (const int)\r
-0:36 direct index (bool)\r
+0:36 direct index (temp bool)\r
0:36 'i_b2' (uniform 2-component vector of bool)\r
0:36 Constant:\r
0:36 1 (const int)\r
0:37 Sequence\r
-0:37 move second child to first child (3-component vector of bool)\r
-0:37 'b3' (3-component vector of bool)\r
-0:37 Construct bvec3 (3-component vector of bool)\r
-0:37 logical-and (bool)\r
-0:37 logical-and (bool)\r
-0:37 logical-and (bool)\r
-0:37 logical-and (bool)\r
-0:37 logical-and (bool)\r
-0:37 direct index (bool)\r
+0:37 move second child to first child (temp 3-component vector of bool)\r
+0:37 'b3' (temp 3-component vector of bool)\r
+0:37 Construct bvec3 (temp 3-component vector of bool)\r
+0:37 logical-and (temp bool)\r
+0:37 logical-and (temp bool)\r
+0:37 logical-and (temp bool)\r
+0:37 logical-and (temp bool)\r
+0:37 logical-and (temp bool)\r
+0:37 direct index (temp bool)\r
0:37 'u_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 0 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'i_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 0 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'u_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 1 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'i_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 1 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'u_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 2 (const int)\r
-0:37 direct index (bool)\r
+0:37 direct index (temp bool)\r
0:37 'i_b3' (uniform 3-component vector of bool)\r
0:37 Constant:\r
0:37 2 (const int)\r
0:38 Sequence\r
-0:38 move second child to first child (4-component vector of bool)\r
-0:38 'b4' (4-component vector of bool)\r
-0:38 Construct bvec4 (4-component vector of bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 logical-and (bool)\r
-0:38 direct index (bool)\r
+0:38 move second child to first child (temp 4-component vector of bool)\r
+0:38 'b4' (temp 4-component vector of bool)\r
+0:38 Construct bvec4 (temp 4-component vector of bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 logical-and (temp bool)\r
+0:38 direct index (temp bool)\r
0:38 'u_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 0 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'i_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 0 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'u_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'i_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 1 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'u_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 2 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'i_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 2 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'u_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 3 (const int)\r
-0:38 direct index (bool)\r
+0:38 direct index (temp bool)\r
0:38 'i_b4' (uniform 4-component vector of bool)\r
0:38 Constant:\r
0:38 3 (const int)\r
0:40 Sequence\r
-0:40 move second child to first child (int)\r
-0:40 'i' (int)\r
-0:40 add (int)\r
+0:40 move second child to first child (temp int)\r
+0:40 'i' (temp int)\r
+0:40 add (temp int)\r
0:40 'u_i' (uniform int)\r
0:40 'i_i' (flat in int)\r
0:41 Sequence\r
-0:41 move second child to first child (2-component vector of int)\r
-0:41 'i2' (2-component vector of int)\r
-0:41 add (2-component vector of int)\r
+0:41 move second child to first child (temp 2-component vector of int)\r
+0:41 'i2' (temp 2-component vector of int)\r
+0:41 add (temp 2-component vector of int)\r
0:41 'u_i2' (uniform 2-component vector of int)\r
0:41 'i_i2' (flat in 2-component vector of int)\r
0:42 Sequence\r
-0:42 move second child to first child (3-component vector of int)\r
-0:42 'i3' (3-component vector of int)\r
-0:42 add (3-component vector of int)\r
+0:42 move second child to first child (temp 3-component vector of int)\r
+0:42 'i3' (temp 3-component vector of int)\r
+0:42 add (temp 3-component vector of int)\r
0:42 'u_i3' (uniform 3-component vector of int)\r
0:42 'i_i3' (flat in 3-component vector of int)\r
0:43 Sequence\r
-0:43 move second child to first child (4-component vector of int)\r
-0:43 'i4' (4-component vector of int)\r
-0:43 add (4-component vector of int)\r
+0:43 move second child to first child (temp 4-component vector of int)\r
+0:43 'i4' (temp 4-component vector of int)\r
+0:43 add (temp 4-component vector of int)\r
0:43 'u_i4' (uniform 4-component vector of int)\r
0:43 'i_i4' (flat in 4-component vector of int)\r
0:45 Sequence\r
-0:45 move second child to first child (float)\r
-0:45 'f' (float)\r
-0:45 add (float)\r
+0:45 move second child to first child (temp float)\r
+0:45 'f' (temp float)\r
+0:45 add (temp float)\r
0:45 'u_f' (uniform float)\r
0:45 'i_f' (smooth in float)\r
0:46 Sequence\r
-0:46 move second child to first child (2-component vector of float)\r
-0:46 'f2' (2-component vector of float)\r
-0:46 add (2-component vector of float)\r
+0:46 move second child to first child (temp 2-component vector of float)\r
+0:46 'f2' (temp 2-component vector of float)\r
+0:46 add (temp 2-component vector of float)\r
0:46 'u_f2' (uniform 2-component vector of float)\r
0:46 'i_f2' (smooth in 2-component vector of float)\r
0:47 Sequence\r
-0:47 move second child to first child (3-component vector of float)\r
-0:47 'f3' (3-component vector of float)\r
-0:47 add (3-component vector of float)\r
+0:47 move second child to first child (temp 3-component vector of float)\r
+0:47 'f3' (temp 3-component vector of float)\r
+0:47 add (temp 3-component vector of float)\r
0:47 'u_f3' (uniform 3-component vector of float)\r
0:47 'i_f3' (smooth in 3-component vector of float)\r
0:48 Sequence\r
-0:48 move second child to first child (4-component vector of float)\r
-0:48 'f4' (4-component vector of float)\r
-0:48 add (4-component vector of float)\r
+0:48 move second child to first child (temp 4-component vector of float)\r
+0:48 'f4' (temp 4-component vector of float)\r
+0:48 add (temp 4-component vector of float)\r
0:48 'u_f4' (uniform 4-component vector of float)\r
0:48 'i_f4' (smooth in 4-component vector of float)\r
-0:50 move second child to first child (4-component vector of float)\r
+0:50 move second child to first child (temp 4-component vector of float)\r
0:50 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:60 Test condition and select (4-component vector of float)\r
+0:60 Test condition and select (temp 4-component vector of float)\r
0:60 Condition\r
-0:59 logical-or (bool)\r
-0:58 logical-or (bool)\r
-0:57 logical-or (bool)\r
-0:56 logical-or (bool)\r
-0:55 logical-or (bool)\r
-0:54 logical-or (bool)\r
-0:53 logical-or (bool)\r
-0:52 logical-or (bool)\r
-0:51 logical-or (bool)\r
-0:51 'b' (bool)\r
-0:52 direct index (bool)\r
-0:52 'b2' (2-component vector of bool)\r
+0:59 logical-or (temp bool)\r
+0:58 logical-or (temp bool)\r
+0:57 logical-or (temp bool)\r
+0:56 logical-or (temp bool)\r
+0:55 logical-or (temp bool)\r
+0:54 logical-or (temp bool)\r
+0:53 logical-or (temp bool)\r
+0:52 logical-or (temp bool)\r
+0:51 logical-or (temp bool)\r
+0:51 'b' (temp bool)\r
+0:52 direct index (temp bool)\r
+0:52 'b2' (temp 2-component vector of bool)\r
0:52 Constant:\r
0:52 0 (const int)\r
-0:53 direct index (bool)\r
-0:53 'b2' (2-component vector of bool)\r
+0:53 direct index (temp bool)\r
+0:53 'b2' (temp 2-component vector of bool)\r
0:53 Constant:\r
0:53 1 (const int)\r
-0:54 direct index (bool)\r
-0:54 'b3' (3-component vector of bool)\r
+0:54 direct index (temp bool)\r
+0:54 'b3' (temp 3-component vector of bool)\r
0:54 Constant:\r
0:54 0 (const int)\r
-0:55 direct index (bool)\r
-0:55 'b3' (3-component vector of bool)\r
+0:55 direct index (temp bool)\r
+0:55 'b3' (temp 3-component vector of bool)\r
0:55 Constant:\r
0:55 1 (const int)\r
-0:56 direct index (bool)\r
-0:56 'b3' (3-component vector of bool)\r
+0:56 direct index (temp bool)\r
+0:56 'b3' (temp 3-component vector of bool)\r
0:56 Constant:\r
0:56 2 (const int)\r
-0:57 direct index (bool)\r
-0:57 'b4' (4-component vector of bool)\r
+0:57 direct index (temp bool)\r
+0:57 'b4' (temp 4-component vector of bool)\r
0:57 Constant:\r
0:57 0 (const int)\r
-0:58 direct index (bool)\r
-0:58 'b4' (4-component vector of bool)\r
+0:58 direct index (temp bool)\r
+0:58 'b4' (temp 4-component vector of bool)\r
0:58 Constant:\r
0:58 1 (const int)\r
-0:59 direct index (bool)\r
-0:59 'b4' (4-component vector of bool)\r
+0:59 direct index (temp bool)\r
+0:59 'b4' (temp 4-component vector of bool)\r
0:59 Constant:\r
0:59 2 (const int)\r
-0:60 direct index (bool)\r
-0:60 'b4' (4-component vector of bool)\r
+0:60 direct index (temp bool)\r
+0:60 'b4' (temp 4-component vector of bool)\r
0:60 Constant:\r
0:60 3 (const int)\r
0:60 true case\r
-0:79 Construct vec4 (4-component vector of float)\r
-0:79 add (float)\r
-0:78 add (float)\r
-0:77 add (float)\r
-0:76 add (float)\r
-0:75 add (float)\r
-0:74 add (float)\r
-0:73 add (float)\r
-0:72 add (float)\r
-0:71 add (float)\r
-0:70 add (float)\r
-0:69 Convert int to float (float)\r
-0:69 add (int)\r
-0:68 add (int)\r
-0:67 add (int)\r
-0:66 add (int)\r
-0:65 add (int)\r
-0:64 add (int)\r
-0:63 add (int)\r
-0:62 add (int)\r
-0:61 add (int)\r
-0:61 'i' (int)\r
-0:62 direct index (int)\r
-0:62 'i2' (2-component vector of int)\r
+0:79 Construct vec4 (temp 4-component vector of float)\r
+0:79 add (temp float)\r
+0:78 add (temp float)\r
+0:77 add (temp float)\r
+0:76 add (temp float)\r
+0:75 add (temp float)\r
+0:74 add (temp float)\r
+0:73 add (temp float)\r
+0:72 add (temp float)\r
+0:71 add (temp float)\r
+0:70 add (temp float)\r
+0:69 Convert int to float (temp float)\r
+0:69 add (temp int)\r
+0:68 add (temp int)\r
+0:67 add (temp int)\r
+0:66 add (temp int)\r
+0:65 add (temp int)\r
+0:64 add (temp int)\r
+0:63 add (temp int)\r
+0:62 add (temp int)\r
+0:61 add (temp int)\r
+0:61 'i' (temp int)\r
+0:62 direct index (temp int)\r
+0:62 'i2' (temp 2-component vector of int)\r
0:62 Constant:\r
0:62 0 (const int)\r
-0:63 direct index (int)\r
-0:63 'i2' (2-component vector of int)\r
+0:63 direct index (temp int)\r
+0:63 'i2' (temp 2-component vector of int)\r
0:63 Constant:\r
0:63 1 (const int)\r
-0:64 direct index (int)\r
-0:64 'i3' (3-component vector of int)\r
+0:64 direct index (temp int)\r
+0:64 'i3' (temp 3-component vector of int)\r
0:64 Constant:\r
0:64 0 (const int)\r
-0:65 direct index (int)\r
-0:65 'i3' (3-component vector of int)\r
+0:65 direct index (temp int)\r
+0:65 'i3' (temp 3-component vector of int)\r
0:65 Constant:\r
0:65 1 (const int)\r
-0:66 direct index (int)\r
-0:66 'i3' (3-component vector of int)\r
+0:66 direct index (temp int)\r
+0:66 'i3' (temp 3-component vector of int)\r
0:66 Constant:\r
0:66 2 (const int)\r
-0:67 direct index (int)\r
-0:67 'i4' (4-component vector of int)\r
+0:67 direct index (temp int)\r
+0:67 'i4' (temp 4-component vector of int)\r
0:67 Constant:\r
0:67 0 (const int)\r
-0:68 direct index (int)\r
-0:68 'i4' (4-component vector of int)\r
+0:68 direct index (temp int)\r
+0:68 'i4' (temp 4-component vector of int)\r
0:68 Constant:\r
0:68 1 (const int)\r
-0:69 direct index (int)\r
-0:69 'i4' (4-component vector of int)\r
+0:69 direct index (temp int)\r
+0:69 'i4' (temp 4-component vector of int)\r
0:69 Constant:\r
0:69 2 (const int)\r
-0:70 direct index (int)\r
-0:70 'i4' (4-component vector of int)\r
+0:70 direct index (temp int)\r
+0:70 'i4' (temp 4-component vector of int)\r
0:70 Constant:\r
0:70 3 (const int)\r
-0:71 'f' (float)\r
-0:72 direct index (float)\r
-0:72 'f2' (2-component vector of float)\r
+0:71 'f' (temp float)\r
+0:72 direct index (temp float)\r
+0:72 'f2' (temp 2-component vector of float)\r
0:72 Constant:\r
0:72 0 (const int)\r
-0:73 direct index (float)\r
-0:73 'f2' (2-component vector of float)\r
+0:73 direct index (temp float)\r
+0:73 'f2' (temp 2-component vector of float)\r
0:73 Constant:\r
0:73 1 (const int)\r
-0:74 direct index (float)\r
-0:74 'f3' (3-component vector of float)\r
+0:74 direct index (temp float)\r
+0:74 'f3' (temp 3-component vector of float)\r
0:74 Constant:\r
0:74 0 (const int)\r
-0:75 direct index (float)\r
-0:75 'f3' (3-component vector of float)\r
+0:75 direct index (temp float)\r
+0:75 'f3' (temp 3-component vector of float)\r
0:75 Constant:\r
0:75 1 (const int)\r
-0:76 direct index (float)\r
-0:76 'f3' (3-component vector of float)\r
+0:76 direct index (temp float)\r
+0:76 'f3' (temp 3-component vector of float)\r
0:76 Constant:\r
0:76 2 (const int)\r
-0:77 direct index (float)\r
-0:77 'f4' (4-component vector of float)\r
+0:77 direct index (temp float)\r
+0:77 'f4' (temp 4-component vector of float)\r
0:77 Constant:\r
0:77 0 (const int)\r
-0:78 direct index (float)\r
-0:78 'f4' (4-component vector of float)\r
+0:78 direct index (temp float)\r
+0:78 'f4' (temp 4-component vector of float)\r
0:78 Constant:\r
0:78 1 (const int)\r
-0:79 direct index (float)\r
-0:79 'f4' (4-component vector of float)\r
+0:79 direct index (temp float)\r
+0:79 'f4' (temp 4-component vector of float)\r
0:79 Constant:\r
0:79 2 (const int)\r
-0:80 direct index (float)\r
-0:80 'f4' (4-component vector of float)\r
+0:80 direct index (temp float)\r
+0:80 'f4' (temp 4-component vector of float)\r
0:80 Constant:\r
0:80 3 (const int)\r
0:60 false case\r
ERROR: 0:24: 'const' : non-matching or non-convertible constant type for const initializer \r
ERROR: 0:34: 'const' : non-matching or non-convertible constant type for const initializer \r
ERROR: 0:37: 'const' : non-matching or non-convertible constant type for const initializer \r
-ERROR: 0:48: '=' : cannot convert from 'const int' to 'mediump uint'\r
-ERROR: 0:51: '=' : cannot convert from 'const int' to 'mediump uint'\r
+ERROR: 0:48: '=' : cannot convert from 'const int' to 'temp mediump uint'\r
+ERROR: 0:51: '=' : cannot convert from 'const int' to 'temp mediump uint'\r
ERROR: 0:63: 'float' : type requires declaration of default precision qualifier \r
ERROR: 9 compilation errors. No code generated.\r
\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Sequence\r
-0:17 move second child to first child (mediump int)\r
-0:17 'count' (mediump int)\r
+0:17 move second child to first child (temp mediump int)\r
+0:17 'count' (temp mediump int)\r
0:17 Constant:\r
0:17 1 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (mediump uint)\r
-0:19 'u' (mediump uint)\r
-0:19 add (mediump uint)\r
-0:19 direct index (mediump uint)\r
+0:19 move second child to first child (temp mediump uint)\r
+0:19 'u' (temp mediump uint)\r
+0:19 add (temp mediump uint)\r
+0:19 direct index (temp mediump uint)\r
0:19 't' (flat in mediump 2-component vector of uint)\r
0:19 Constant:\r
0:19 1 (const int)\r
0:19 Constant:\r
0:19 3 (const uint)\r
-0:27 Test condition and select (void)\r
+0:27 Test condition and select (temp void)\r
0:27 Condition\r
0:27 Constant:\r
0:27 true (const bool)\r
0:27 true case\r
-0:28 multiply second child into first child (mediump int)\r
-0:28 'count' (mediump int)\r
+0:28 multiply second child into first child (temp mediump int)\r
+0:28 'count' (temp mediump int)\r
0:28 Constant:\r
0:28 2 (const int)\r
-0:29 Test condition and select (void)\r
+0:29 Test condition and select (temp void)\r
0:29 Condition\r
0:29 Constant:\r
0:29 true (const bool)\r
0:29 true case\r
-0:30 multiply second child into first child (mediump int)\r
-0:30 'count' (mediump int)\r
+0:30 multiply second child into first child (temp mediump int)\r
+0:30 'count' (temp mediump int)\r
0:30 Constant:\r
0:30 3 (const int)\r
-0:31 Test condition and select (void)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
0:31 Constant:\r
0:31 false (const bool)\r
0:31 true case\r
-0:32 multiply second child into first child (mediump int)\r
-0:32 'count' (mediump int)\r
+0:32 multiply second child into first child (temp mediump int)\r
+0:32 'count' (temp mediump int)\r
0:32 Constant:\r
0:32 5 (const int)\r
-0:41 Test condition and select (void)\r
+0:41 Test condition and select (temp void)\r
0:41 Condition\r
0:41 Constant:\r
0:41 true (const bool)\r
0:41 true case\r
-0:42 multiply second child into first child (mediump int)\r
-0:42 'count' (mediump int)\r
+0:42 multiply second child into first child (temp mediump int)\r
+0:42 'count' (temp mediump int)\r
0:42 Constant:\r
0:42 7 (const int)\r
-0:43 Test condition and select (void)\r
+0:43 Test condition and select (temp void)\r
0:43 Condition\r
0:43 Constant:\r
0:43 true (const bool)\r
0:43 true case\r
-0:44 multiply second child into first child (mediump int)\r
-0:44 'count' (mediump int)\r
+0:44 multiply second child into first child (temp mediump int)\r
+0:44 'count' (temp mediump int)\r
0:44 Constant:\r
0:44 11 (const int)\r
-0:45 Test condition and select (void)\r
+0:45 Test condition and select (temp void)\r
0:45 Condition\r
0:45 Constant:\r
0:45 false (const bool)\r
0:45 true case\r
-0:46 multiply second child into first child (mediump int)\r
-0:46 'count' (mediump int)\r
+0:46 multiply second child into first child (temp mediump int)\r
+0:46 'count' (temp mediump int)\r
0:46 Constant:\r
0:46 13 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (mediump int)\r
-0:49 'shiftedii' (mediump int)\r
+0:49 move second child to first child (temp mediump int)\r
+0:49 'shiftedii' (temp mediump int)\r
0:49 Constant:\r
0:49 -1 (const int)\r
0:50 Sequence\r
-0:50 move second child to first child (mediump uint)\r
-0:50 'shiftedui' (mediump uint)\r
+0:50 move second child to first child (temp mediump uint)\r
+0:50 'shiftedui' (temp mediump uint)\r
0:50 Constant:\r
0:50 4194303 (const uint)\r
0:52 Sequence\r
-0:52 move second child to first child (mediump int)\r
-0:52 'shiftediu' (mediump int)\r
+0:52 move second child to first child (temp mediump int)\r
+0:52 'shiftediu' (temp mediump int)\r
0:52 Constant:\r
0:52 -1 (const int)\r
0:53 Sequence\r
-0:53 move second child to first child (mediump uint)\r
-0:53 'shifteduu' (mediump uint)\r
+0:53 move second child to first child (temp mediump uint)\r
+0:53 'shifteduu' (temp mediump uint)\r
0:53 Constant:\r
0:53 4194303 (const uint)\r
-0:55 Test condition and select (void)\r
+0:55 Test condition and select (temp void)\r
0:55 Condition\r
-0:55 Compare Equal (bool)\r
-0:55 'shiftedii' (mediump int)\r
-0:55 'shiftediu' (mediump int)\r
+0:55 Compare Equal (temp bool)\r
+0:55 'shiftedii' (temp mediump int)\r
+0:55 'shiftediu' (temp mediump int)\r
0:55 true case\r
-0:56 move second child to first child (mediump 4-component vector of uint)\r
+0:56 move second child to first child (temp mediump 4-component vector of uint)\r
0:56 'c' (out mediump 4-component vector of uint)\r
-0:56 Function Call: texture(us21;vf2; (mediump 4-component vector of uint)\r
+0:56 Function Call: texture(us21;vf2; (global mediump 4-component vector of uint)\r
0:56 'usampler' (uniform lowp usampler2D)\r
0:56 'tc' (smooth in highp 2-component vector of float)\r
-0:57 Test condition and select (void)\r
+0:57 Test condition and select (temp void)\r
0:57 Condition\r
-0:57 Compare Equal (bool)\r
-0:57 'shiftedui' (mediump uint)\r
-0:57 'shifteduu' (mediump uint)\r
+0:57 Compare Equal (temp bool)\r
+0:57 'shiftedui' (temp mediump uint)\r
+0:57 'shifteduu' (temp mediump uint)\r
0:57 true case\r
-0:58 move second child to first child (mediump 4-component vector of uint)\r
+0:58 move second child to first child (temp mediump 4-component vector of uint)\r
0:58 'c' (out mediump 4-component vector of uint)\r
-0:58 Function Call: texture(us21;vf2; (mediump 4-component vector of uint)\r
+0:58 Function Call: texture(us21;vf2; (global mediump 4-component vector of uint)\r
0:58 'usampler' (uniform lowp usampler2D)\r
-0:58 add (highp 2-component vector of float)\r
+0:58 add (temp highp 2-component vector of float)\r
0:58 'tc' (smooth in highp 2-component vector of float)\r
0:58 Constant:\r
0:58 1.000000\r
-0:59 Test condition and select (void)\r
+0:59 Test condition and select (temp void)\r
0:59 Condition\r
-0:59 Compare Equal (bool)\r
-0:59 'shiftedii' (mediump int)\r
-0:59 Convert uint to int (int)\r
-0:59 'shiftedui' (mediump uint)\r
+0:59 Compare Equal (temp bool)\r
+0:59 'shiftedii' (temp mediump int)\r
+0:59 Convert uint to int (temp int)\r
+0:59 'shiftedui' (temp mediump uint)\r
0:59 true case\r
-0:60 move second child to first child (mediump 4-component vector of uint)\r
+0:60 move second child to first child (temp mediump 4-component vector of uint)\r
0:60 'c' (out mediump 4-component vector of uint)\r
-0:60 Function Call: texture(us21;vf2; (mediump 4-component vector of uint)\r
+0:60 Function Call: texture(us21;vf2; (global mediump 4-component vector of uint)\r
0:60 'usampler' (uniform lowp usampler2D)\r
-0:60 subtract (highp 2-component vector of float)\r
+0:60 subtract (temp highp 2-component vector of float)\r
0:60 'tc' (smooth in highp 2-component vector of float)\r
0:60 Constant:\r
0:60 2.000000\r
0:60 2.000000\r
-0:62 Test condition and select (void)\r
+0:62 Test condition and select (temp void)\r
0:62 Condition\r
-0:62 Compare Greater Than (bool)\r
-0:62 direct index (mediump uint)\r
+0:62 Compare Greater Than (temp bool)\r
+0:62 direct index (temp mediump uint)\r
0:62 't' (flat in mediump 2-component vector of uint)\r
0:62 Constant:\r
0:62 0 (const int)\r
0:62 true case\r
0:63 Sequence\r
0:63 Sequence\r
-0:63 move second child to first child (mediump float)\r
-0:63 'af' (mediump float)\r
-0:63 Convert uint to float (mediump float)\r
-0:63 'u' (mediump uint)\r
+0:63 move second child to first child (temp mediump float)\r
+0:63 'af' (temp mediump float)\r
+0:63 Convert uint to float (temp mediump float)\r
+0:63 'u' (temp mediump uint)\r
0:64 Sequence\r
-0:64 move second child to first child (bool)\r
-0:64 'ab' (bool)\r
-0:64 Convert uint to bool (bool)\r
-0:64 'u' (mediump uint)\r
+0:64 move second child to first child (temp bool)\r
+0:64 'ab' (temp bool)\r
+0:64 Convert uint to bool (temp bool)\r
+0:64 'u' (temp mediump uint)\r
0:65 Sequence\r
-0:65 move second child to first child (mediump int)\r
-0:65 'ai' (mediump int)\r
-0:65 Convert uint to int (mediump int)\r
-0:65 'u' (mediump uint)\r
-0:67 add second child into first child (mediump 4-component vector of uint)\r
+0:65 move second child to first child (temp mediump int)\r
+0:65 'ai' (temp mediump int)\r
+0:65 Convert uint to int (temp mediump int)\r
+0:65 'u' (temp mediump uint)\r
+0:67 add second child into first child (temp mediump 4-component vector of uint)\r
0:67 'c' (out mediump 4-component vector of uint)\r
-0:67 Construct uvec4 (mediump 4-component vector of uint)\r
-0:67 Convert float to uint (mediump uint)\r
-0:67 'af' (mediump float)\r
-0:67 Convert bool to uint (mediump uint)\r
-0:67 'ab' (bool)\r
-0:67 Convert int to uint (mediump uint)\r
-0:67 'ai' (mediump int)\r
-0:67 Convert int to uint (mediump uint)\r
-0:67 'count' (mediump int)\r
-0:75 Test condition and select (void)\r
+0:67 Construct uvec4 (temp mediump 4-component vector of uint)\r
+0:67 Convert float to uint (temp mediump uint)\r
+0:67 'af' (temp mediump float)\r
+0:67 Convert bool to uint (temp mediump uint)\r
+0:67 'ab' (temp bool)\r
+0:67 Convert int to uint (temp mediump uint)\r
+0:67 'ai' (temp mediump int)\r
+0:67 Convert int to uint (temp mediump uint)\r
+0:67 'count' (temp mediump int)\r
+0:75 Test condition and select (temp void)\r
0:75 Condition\r
0:75 Constant:\r
0:75 true (const bool)\r
0:75 true case\r
-0:76 multiply second child into first child (mediump int)\r
-0:76 'count' (mediump int)\r
+0:76 multiply second child into first child (temp mediump int)\r
+0:76 'count' (temp mediump int)\r
0:76 Constant:\r
0:76 17 (const int)\r
-0:78 Test condition and select (void)\r
+0:78 Test condition and select (temp void)\r
0:78 Condition\r
0:78 Constant:\r
0:78 false (const bool)\r
0:78 true case\r
-0:79 multiply second child into first child (mediump int)\r
-0:79 'count' (mediump int)\r
+0:79 multiply second child into first child (temp mediump int)\r
+0:79 'count' (temp mediump int)\r
0:79 Constant:\r
0:79 19 (const int)\r
-0:81 Test condition and select (void)\r
+0:81 Test condition and select (temp void)\r
0:81 Condition\r
0:81 Constant:\r
0:81 true (const bool)\r
0:81 true case\r
-0:82 multiply second child into first child (mediump int)\r
-0:82 'count' (mediump int)\r
+0:82 multiply second child into first child (temp mediump int)\r
+0:82 'count' (temp mediump int)\r
0:82 Constant:\r
0:82 23 (const int)\r
-0:84 Test condition and select (void)\r
+0:84 Test condition and select (temp void)\r
0:84 Condition\r
0:84 Constant:\r
0:84 true (const bool)\r
0:84 true case\r
-0:85 multiply second child into first child (mediump int)\r
-0:85 'count' (mediump int)\r
+0:85 multiply second child into first child (temp mediump int)\r
+0:85 'count' (temp mediump int)\r
0:85 Constant:\r
0:85 27 (const int)\r
0:87 Sequence\r
-0:87 move second child to first child (mediump uint)\r
-0:87 'mask1' (mediump uint)\r
+0:87 move second child to first child (temp mediump uint)\r
+0:87 'mask1' (temp mediump uint)\r
0:87 Constant:\r
0:87 161 (const uint)\r
0:88 Sequence\r
-0:88 move second child to first child (mediump uint)\r
-0:88 'mask2' (mediump uint)\r
+0:88 move second child to first child (temp mediump uint)\r
+0:88 'mask2' (temp mediump uint)\r
0:88 Constant:\r
0:88 2576 (const uint)\r
0:89 Sequence\r
-0:89 move second child to first child (mediump uint)\r
-0:89 'mask3' (mediump uint)\r
-0:89 left-shift (mediump uint)\r
-0:89 'mask1' (mediump uint)\r
+0:89 move second child to first child (temp mediump uint)\r
+0:89 'mask3' (temp mediump uint)\r
+0:89 left-shift (temp mediump uint)\r
+0:89 'mask1' (temp mediump uint)\r
0:89 Constant:\r
0:89 4 (const int)\r
0:90 Sequence\r
-0:90 move second child to first child (mediump uint)\r
-0:90 'mask4' (mediump uint)\r
+0:90 move second child to first child (temp mediump uint)\r
+0:90 'mask4' (temp mediump uint)\r
0:90 Constant:\r
0:90 2737 (const uint)\r
-0:92 Test condition and select (void)\r
+0:92 Test condition and select (temp void)\r
0:92 Condition\r
-0:92 Compare Equal (bool)\r
-0:92 'mask3' (mediump uint)\r
-0:92 'mask2' (mediump uint)\r
+0:92 Compare Equal (temp bool)\r
+0:92 'mask3' (temp mediump uint)\r
+0:92 'mask2' (temp mediump uint)\r
0:92 true case\r
-0:93 multiply second child into first child (mediump int)\r
-0:93 'count' (mediump int)\r
+0:93 multiply second child into first child (temp mediump int)\r
+0:93 'count' (temp mediump int)\r
0:93 Constant:\r
0:93 100 (const int)\r
-0:95 Test condition and select (void)\r
+0:95 Test condition and select (temp void)\r
0:95 Condition\r
-0:95 Compare Not Equal (bool)\r
-0:95 bitwise and (mediump uint)\r
-0:95 'mask3' (mediump uint)\r
-0:95 'mask1' (mediump uint)\r
+0:95 Compare Not Equal (temp bool)\r
+0:95 bitwise and (temp mediump uint)\r
+0:95 'mask3' (temp mediump uint)\r
+0:95 'mask1' (temp mediump uint)\r
0:95 Constant:\r
0:95 0 (const uint)\r
0:95 true case\r
-0:96 multiply second child into first child (mediump int)\r
-0:96 'count' (mediump int)\r
+0:96 multiply second child into first child (temp mediump int)\r
+0:96 'count' (temp mediump int)\r
0:96 Constant:\r
0:96 101 (const int)\r
-0:98 Test condition and select (void)\r
+0:98 Test condition and select (temp void)\r
0:98 Condition\r
-0:98 Compare Equal (bool)\r
-0:98 inclusive-or (mediump uint)\r
-0:98 'mask1' (mediump uint)\r
-0:98 'mask3' (mediump uint)\r
-0:98 'mask4' (mediump uint)\r
+0:98 Compare Equal (temp bool)\r
+0:98 inclusive-or (temp mediump uint)\r
+0:98 'mask1' (temp mediump uint)\r
+0:98 'mask3' (temp mediump uint)\r
+0:98 'mask4' (temp mediump uint)\r
0:98 true case\r
-0:99 multiply second child into first child (mediump int)\r
-0:99 'count' (mediump int)\r
+0:99 multiply second child into first child (temp mediump int)\r
+0:99 'count' (temp mediump int)\r
0:99 Constant:\r
0:99 102 (const int)\r
-0:101 Test condition and select (void)\r
+0:101 Test condition and select (temp void)\r
0:101 Condition\r
-0:101 Compare Equal (bool)\r
-0:101 exclusive-or (mediump uint)\r
-0:101 'mask1' (mediump uint)\r
-0:101 'mask4' (mediump uint)\r
+0:101 Compare Equal (temp bool)\r
+0:101 exclusive-or (temp mediump uint)\r
+0:101 'mask1' (temp mediump uint)\r
+0:101 'mask4' (temp mediump uint)\r
0:101 Constant:\r
0:101 2576 (const uint)\r
0:101 true case\r
-0:102 multiply second child into first child (mediump int)\r
-0:102 'count' (mediump int)\r
+0:102 multiply second child into first child (temp mediump int)\r
+0:102 'count' (temp mediump int)\r
0:102 Constant:\r
0:102 103 (const int)\r
-0:104 add second child into first child (mediump 4-component vector of uint)\r
+0:104 add second child into first child (temp mediump 4-component vector of uint)\r
0:104 'c' (out mediump 4-component vector of uint)\r
-0:104 Construct uvec4 (mediump 4-component vector of uint)\r
-0:104 Convert int to uint (mediump uint)\r
-0:104 'count' (mediump int)\r
+0:104 Construct uvec4 (temp mediump 4-component vector of uint)\r
+0:104 Convert int to uint (temp mediump uint)\r
+0:104 'count' (temp mediump int)\r
0:? Linker Objects\r
0:? 'badu' (smooth in mediump 2-component vector of uint)\r
0:? 't' (flat in mediump 2-component vector of uint)\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:15 Function Definition: main( (void)\r
+0:15 Function Definition: main( (global void)\r
0:15 Function Parameters: \r
0:17 Sequence\r
0:17 Sequence\r
-0:17 move second child to first child (mediump int)\r
-0:17 'count' (mediump int)\r
+0:17 move second child to first child (temp mediump int)\r
+0:17 'count' (temp mediump int)\r
0:17 Constant:\r
0:17 1 (const int)\r
0:19 Sequence\r
-0:19 move second child to first child (mediump uint)\r
-0:19 'u' (mediump uint)\r
-0:19 add (mediump uint)\r
-0:19 direct index (mediump uint)\r
+0:19 move second child to first child (temp mediump uint)\r
+0:19 'u' (temp mediump uint)\r
+0:19 add (temp mediump uint)\r
+0:19 direct index (temp mediump uint)\r
0:19 't' (flat in mediump 2-component vector of uint)\r
0:19 Constant:\r
0:19 1 (const int)\r
0:19 Constant:\r
0:19 3 (const uint)\r
-0:27 Test condition and select (void)\r
+0:27 Test condition and select (temp void)\r
0:27 Condition\r
0:27 Constant:\r
0:27 true (const bool)\r
0:27 true case\r
-0:28 multiply second child into first child (mediump int)\r
-0:28 'count' (mediump int)\r
+0:28 multiply second child into first child (temp mediump int)\r
+0:28 'count' (temp mediump int)\r
0:28 Constant:\r
0:28 2 (const int)\r
-0:29 Test condition and select (void)\r
+0:29 Test condition and select (temp void)\r
0:29 Condition\r
0:29 Constant:\r
0:29 true (const bool)\r
0:29 true case\r
-0:30 multiply second child into first child (mediump int)\r
-0:30 'count' (mediump int)\r
+0:30 multiply second child into first child (temp mediump int)\r
+0:30 'count' (temp mediump int)\r
0:30 Constant:\r
0:30 3 (const int)\r
-0:31 Test condition and select (void)\r
+0:31 Test condition and select (temp void)\r
0:31 Condition\r
0:31 Constant:\r
0:31 false (const bool)\r
0:31 true case\r
-0:32 multiply second child into first child (mediump int)\r
-0:32 'count' (mediump int)\r
+0:32 multiply second child into first child (temp mediump int)\r
+0:32 'count' (temp mediump int)\r
0:32 Constant:\r
0:32 5 (const int)\r
-0:41 Test condition and select (void)\r
+0:41 Test condition and select (temp void)\r
0:41 Condition\r
0:41 Constant:\r
0:41 true (const bool)\r
0:41 true case\r
-0:42 multiply second child into first child (mediump int)\r
-0:42 'count' (mediump int)\r
+0:42 multiply second child into first child (temp mediump int)\r
+0:42 'count' (temp mediump int)\r
0:42 Constant:\r
0:42 7 (const int)\r
-0:43 Test condition and select (void)\r
+0:43 Test condition and select (temp void)\r
0:43 Condition\r
0:43 Constant:\r
0:43 true (const bool)\r
0:43 true case\r
-0:44 multiply second child into first child (mediump int)\r
-0:44 'count' (mediump int)\r
+0:44 multiply second child into first child (temp mediump int)\r
+0:44 'count' (temp mediump int)\r
0:44 Constant:\r
0:44 11 (const int)\r
-0:45 Test condition and select (void)\r
+0:45 Test condition and select (temp void)\r
0:45 Condition\r
0:45 Constant:\r
0:45 false (const bool)\r
0:45 true case\r
-0:46 multiply second child into first child (mediump int)\r
-0:46 'count' (mediump int)\r
+0:46 multiply second child into first child (temp mediump int)\r
+0:46 'count' (temp mediump int)\r
0:46 Constant:\r
0:46 13 (const int)\r
0:49 Sequence\r
-0:49 move second child to first child (mediump int)\r
-0:49 'shiftedii' (mediump int)\r
+0:49 move second child to first child (temp mediump int)\r
+0:49 'shiftedii' (temp mediump int)\r
0:49 Constant:\r
0:49 -1 (const int)\r
0:50 Sequence\r
-0:50 move second child to first child (mediump uint)\r
-0:50 'shiftedui' (mediump uint)\r
+0:50 move second child to first child (temp mediump uint)\r
+0:50 'shiftedui' (temp mediump uint)\r
0:50 Constant:\r
0:50 4194303 (const uint)\r
0:52 Sequence\r
-0:52 move second child to first child (mediump int)\r
-0:52 'shiftediu' (mediump int)\r
+0:52 move second child to first child (temp mediump int)\r
+0:52 'shiftediu' (temp mediump int)\r
0:52 Constant:\r
0:52 -1 (const int)\r
0:53 Sequence\r
-0:53 move second child to first child (mediump uint)\r
-0:53 'shifteduu' (mediump uint)\r
+0:53 move second child to first child (temp mediump uint)\r
+0:53 'shifteduu' (temp mediump uint)\r
0:53 Constant:\r
0:53 4194303 (const uint)\r
-0:55 Test condition and select (void)\r
+0:55 Test condition and select (temp void)\r
0:55 Condition\r
-0:55 Compare Equal (bool)\r
-0:55 'shiftedii' (mediump int)\r
-0:55 'shiftediu' (mediump int)\r
+0:55 Compare Equal (temp bool)\r
+0:55 'shiftedii' (temp mediump int)\r
+0:55 'shiftediu' (temp mediump int)\r
0:55 true case\r
-0:56 move second child to first child (mediump 4-component vector of uint)\r
+0:56 move second child to first child (temp mediump 4-component vector of uint)\r
0:56 'c' (out mediump 4-component vector of uint)\r
-0:56 Function Call: texture(us21;vf2; (mediump 4-component vector of uint)\r
+0:56 Function Call: texture(us21;vf2; (global mediump 4-component vector of uint)\r
0:56 'usampler' (uniform lowp usampler2D)\r
0:56 'tc' (smooth in highp 2-component vector of float)\r
-0:57 Test condition and select (void)\r
+0:57 Test condition and select (temp void)\r
0:57 Condition\r
-0:57 Compare Equal (bool)\r
-0:57 'shiftedui' (mediump uint)\r
-0:57 'shifteduu' (mediump uint)\r
+0:57 Compare Equal (temp bool)\r
+0:57 'shiftedui' (temp mediump uint)\r
+0:57 'shifteduu' (temp mediump uint)\r
0:57 true case\r
-0:58 move second child to first child (mediump 4-component vector of uint)\r
+0:58 move second child to first child (temp mediump 4-component vector of uint)\r
0:58 'c' (out mediump 4-component vector of uint)\r
-0:58 Function Call: texture(us21;vf2; (mediump 4-component vector of uint)\r
+0:58 Function Call: texture(us21;vf2; (global mediump 4-component vector of uint)\r
0:58 'usampler' (uniform lowp usampler2D)\r
-0:58 add (highp 2-component vector of float)\r
+0:58 add (temp highp 2-component vector of float)\r
0:58 'tc' (smooth in highp 2-component vector of float)\r
0:58 Constant:\r
0:58 1.000000\r
-0:59 Test condition and select (void)\r
+0:59 Test condition and select (temp void)\r
0:59 Condition\r
-0:59 Compare Equal (bool)\r
-0:59 'shiftedii' (mediump int)\r
-0:59 Convert uint to int (int)\r
-0:59 'shiftedui' (mediump uint)\r
+0:59 Compare Equal (temp bool)\r
+0:59 'shiftedii' (temp mediump int)\r
+0:59 Convert uint to int (temp int)\r
+0:59 'shiftedui' (temp mediump uint)\r
0:59 true case\r
-0:60 move second child to first child (mediump 4-component vector of uint)\r
+0:60 move second child to first child (temp mediump 4-component vector of uint)\r
0:60 'c' (out mediump 4-component vector of uint)\r
-0:60 Function Call: texture(us21;vf2; (mediump 4-component vector of uint)\r
+0:60 Function Call: texture(us21;vf2; (global mediump 4-component vector of uint)\r
0:60 'usampler' (uniform lowp usampler2D)\r
-0:60 subtract (highp 2-component vector of float)\r
+0:60 subtract (temp highp 2-component vector of float)\r
0:60 'tc' (smooth in highp 2-component vector of float)\r
0:60 Constant:\r
0:60 2.000000\r
0:60 2.000000\r
-0:62 Test condition and select (void)\r
+0:62 Test condition and select (temp void)\r
0:62 Condition\r
-0:62 Compare Greater Than (bool)\r
-0:62 direct index (mediump uint)\r
+0:62 Compare Greater Than (temp bool)\r
+0:62 direct index (temp mediump uint)\r
0:62 't' (flat in mediump 2-component vector of uint)\r
0:62 Constant:\r
0:62 0 (const int)\r
0:62 true case\r
0:63 Sequence\r
0:63 Sequence\r
-0:63 move second child to first child (mediump float)\r
-0:63 'af' (mediump float)\r
-0:63 Convert uint to float (mediump float)\r
-0:63 'u' (mediump uint)\r
+0:63 move second child to first child (temp mediump float)\r
+0:63 'af' (temp mediump float)\r
+0:63 Convert uint to float (temp mediump float)\r
+0:63 'u' (temp mediump uint)\r
0:64 Sequence\r
-0:64 move second child to first child (bool)\r
-0:64 'ab' (bool)\r
-0:64 Convert uint to bool (bool)\r
-0:64 'u' (mediump uint)\r
+0:64 move second child to first child (temp bool)\r
+0:64 'ab' (temp bool)\r
+0:64 Convert uint to bool (temp bool)\r
+0:64 'u' (temp mediump uint)\r
0:65 Sequence\r
-0:65 move second child to first child (mediump int)\r
-0:65 'ai' (mediump int)\r
-0:65 Convert uint to int (mediump int)\r
-0:65 'u' (mediump uint)\r
-0:67 add second child into first child (mediump 4-component vector of uint)\r
+0:65 move second child to first child (temp mediump int)\r
+0:65 'ai' (temp mediump int)\r
+0:65 Convert uint to int (temp mediump int)\r
+0:65 'u' (temp mediump uint)\r
+0:67 add second child into first child (temp mediump 4-component vector of uint)\r
0:67 'c' (out mediump 4-component vector of uint)\r
-0:67 Construct uvec4 (mediump 4-component vector of uint)\r
-0:67 Convert float to uint (mediump uint)\r
-0:67 'af' (mediump float)\r
-0:67 Convert bool to uint (mediump uint)\r
-0:67 'ab' (bool)\r
-0:67 Convert int to uint (mediump uint)\r
-0:67 'ai' (mediump int)\r
-0:67 Convert int to uint (mediump uint)\r
-0:67 'count' (mediump int)\r
-0:75 Test condition and select (void)\r
+0:67 Construct uvec4 (temp mediump 4-component vector of uint)\r
+0:67 Convert float to uint (temp mediump uint)\r
+0:67 'af' (temp mediump float)\r
+0:67 Convert bool to uint (temp mediump uint)\r
+0:67 'ab' (temp bool)\r
+0:67 Convert int to uint (temp mediump uint)\r
+0:67 'ai' (temp mediump int)\r
+0:67 Convert int to uint (temp mediump uint)\r
+0:67 'count' (temp mediump int)\r
+0:75 Test condition and select (temp void)\r
0:75 Condition\r
0:75 Constant:\r
0:75 true (const bool)\r
0:75 true case\r
-0:76 multiply second child into first child (mediump int)\r
-0:76 'count' (mediump int)\r
+0:76 multiply second child into first child (temp mediump int)\r
+0:76 'count' (temp mediump int)\r
0:76 Constant:\r
0:76 17 (const int)\r
-0:78 Test condition and select (void)\r
+0:78 Test condition and select (temp void)\r
0:78 Condition\r
0:78 Constant:\r
0:78 false (const bool)\r
0:78 true case\r
-0:79 multiply second child into first child (mediump int)\r
-0:79 'count' (mediump int)\r
+0:79 multiply second child into first child (temp mediump int)\r
+0:79 'count' (temp mediump int)\r
0:79 Constant:\r
0:79 19 (const int)\r
-0:81 Test condition and select (void)\r
+0:81 Test condition and select (temp void)\r
0:81 Condition\r
0:81 Constant:\r
0:81 true (const bool)\r
0:81 true case\r
-0:82 multiply second child into first child (mediump int)\r
-0:82 'count' (mediump int)\r
+0:82 multiply second child into first child (temp mediump int)\r
+0:82 'count' (temp mediump int)\r
0:82 Constant:\r
0:82 23 (const int)\r
-0:84 Test condition and select (void)\r
+0:84 Test condition and select (temp void)\r
0:84 Condition\r
0:84 Constant:\r
0:84 true (const bool)\r
0:84 true case\r
-0:85 multiply second child into first child (mediump int)\r
-0:85 'count' (mediump int)\r
+0:85 multiply second child into first child (temp mediump int)\r
+0:85 'count' (temp mediump int)\r
0:85 Constant:\r
0:85 27 (const int)\r
0:87 Sequence\r
-0:87 move second child to first child (mediump uint)\r
-0:87 'mask1' (mediump uint)\r
+0:87 move second child to first child (temp mediump uint)\r
+0:87 'mask1' (temp mediump uint)\r
0:87 Constant:\r
0:87 161 (const uint)\r
0:88 Sequence\r
-0:88 move second child to first child (mediump uint)\r
-0:88 'mask2' (mediump uint)\r
+0:88 move second child to first child (temp mediump uint)\r
+0:88 'mask2' (temp mediump uint)\r
0:88 Constant:\r
0:88 2576 (const uint)\r
0:89 Sequence\r
-0:89 move second child to first child (mediump uint)\r
-0:89 'mask3' (mediump uint)\r
-0:89 left-shift (mediump uint)\r
-0:89 'mask1' (mediump uint)\r
+0:89 move second child to first child (temp mediump uint)\r
+0:89 'mask3' (temp mediump uint)\r
+0:89 left-shift (temp mediump uint)\r
+0:89 'mask1' (temp mediump uint)\r
0:89 Constant:\r
0:89 4 (const int)\r
0:90 Sequence\r
-0:90 move second child to first child (mediump uint)\r
-0:90 'mask4' (mediump uint)\r
+0:90 move second child to first child (temp mediump uint)\r
+0:90 'mask4' (temp mediump uint)\r
0:90 Constant:\r
0:90 2737 (const uint)\r
-0:92 Test condition and select (void)\r
+0:92 Test condition and select (temp void)\r
0:92 Condition\r
-0:92 Compare Equal (bool)\r
-0:92 'mask3' (mediump uint)\r
-0:92 'mask2' (mediump uint)\r
+0:92 Compare Equal (temp bool)\r
+0:92 'mask3' (temp mediump uint)\r
+0:92 'mask2' (temp mediump uint)\r
0:92 true case\r
-0:93 multiply second child into first child (mediump int)\r
-0:93 'count' (mediump int)\r
+0:93 multiply second child into first child (temp mediump int)\r
+0:93 'count' (temp mediump int)\r
0:93 Constant:\r
0:93 100 (const int)\r
-0:95 Test condition and select (void)\r
+0:95 Test condition and select (temp void)\r
0:95 Condition\r
-0:95 Compare Not Equal (bool)\r
-0:95 bitwise and (mediump uint)\r
-0:95 'mask3' (mediump uint)\r
-0:95 'mask1' (mediump uint)\r
+0:95 Compare Not Equal (temp bool)\r
+0:95 bitwise and (temp mediump uint)\r
+0:95 'mask3' (temp mediump uint)\r
+0:95 'mask1' (temp mediump uint)\r
0:95 Constant:\r
0:95 0 (const uint)\r
0:95 true case\r
-0:96 multiply second child into first child (mediump int)\r
-0:96 'count' (mediump int)\r
+0:96 multiply second child into first child (temp mediump int)\r
+0:96 'count' (temp mediump int)\r
0:96 Constant:\r
0:96 101 (const int)\r
-0:98 Test condition and select (void)\r
+0:98 Test condition and select (temp void)\r
0:98 Condition\r
-0:98 Compare Equal (bool)\r
-0:98 inclusive-or (mediump uint)\r
-0:98 'mask1' (mediump uint)\r
-0:98 'mask3' (mediump uint)\r
-0:98 'mask4' (mediump uint)\r
+0:98 Compare Equal (temp bool)\r
+0:98 inclusive-or (temp mediump uint)\r
+0:98 'mask1' (temp mediump uint)\r
+0:98 'mask3' (temp mediump uint)\r
+0:98 'mask4' (temp mediump uint)\r
0:98 true case\r
-0:99 multiply second child into first child (mediump int)\r
-0:99 'count' (mediump int)\r
+0:99 multiply second child into first child (temp mediump int)\r
+0:99 'count' (temp mediump int)\r
0:99 Constant:\r
0:99 102 (const int)\r
-0:101 Test condition and select (void)\r
+0:101 Test condition and select (temp void)\r
0:101 Condition\r
-0:101 Compare Equal (bool)\r
-0:101 exclusive-or (mediump uint)\r
-0:101 'mask1' (mediump uint)\r
-0:101 'mask4' (mediump uint)\r
+0:101 Compare Equal (temp bool)\r
+0:101 exclusive-or (temp mediump uint)\r
+0:101 'mask1' (temp mediump uint)\r
+0:101 'mask4' (temp mediump uint)\r
0:101 Constant:\r
0:101 2576 (const uint)\r
0:101 true case\r
-0:102 multiply second child into first child (mediump int)\r
-0:102 'count' (mediump int)\r
+0:102 multiply second child into first child (temp mediump int)\r
+0:102 'count' (temp mediump int)\r
0:102 Constant:\r
0:102 103 (const int)\r
-0:104 add second child into first child (mediump 4-component vector of uint)\r
+0:104 add second child into first child (temp mediump 4-component vector of uint)\r
0:104 'c' (out mediump 4-component vector of uint)\r
-0:104 Construct uvec4 (mediump 4-component vector of uint)\r
-0:104 Convert int to uint (mediump uint)\r
-0:104 'count' (mediump int)\r
+0:104 Construct uvec4 (temp mediump 4-component vector of uint)\r
+0:104 Convert int to uint (temp mediump uint)\r
+0:104 'count' (temp mediump int)\r
0:? Linker Objects\r
0:? 'badu' (smooth in mediump 2-component vector of uint)\r
0:? 't' (flat in mediump 2-component vector of uint)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Sequence\r
-0:9 move second child to first child (4-component vector of float)\r
-0:9 'texColor' (4-component vector of float)\r
-0:9 add (4-component vector of float)\r
-0:9 direct index (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
+0:9 'texColor' (temp 4-component vector of float)\r
+0:9 add (temp 4-component vector of float)\r
+0:9 direct index (temp 4-component vector of float)\r
0:9 'color' (uniform 6-element array of 4-component vector of float)\r
0:9 Constant:\r
0:9 1 (const int)\r
-0:9 direct index (4-component vector of float)\r
+0:9 direct index (temp 4-component vector of float)\r
0:9 'color' (uniform 6-element array of 4-component vector of float)\r
0:9 Constant:\r
0:9 1 (const int)\r
-0:11 add second child into first child (3-component vector of float)\r
-0:11 vector swizzle (3-component vector of float)\r
-0:11 'texColor' (4-component vector of float)\r
+0:11 add second child into first child (temp 3-component vector of float)\r
+0:11 vector swizzle (temp 3-component vector of float)\r
+0:11 'texColor' (temp 4-component vector of float)\r
0:11 Sequence\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 Constant:\r
0:11 2 (const int)\r
0:11 'inColor' (uniform 3-component vector of float)\r
-0:13 add second child into first child (float)\r
-0:13 direct index (float)\r
-0:13 'texColor' (4-component vector of float)\r
+0:13 add second child into first child (temp float)\r
+0:13 direct index (temp float)\r
+0:13 'texColor' (temp 4-component vector of float)\r
0:13 Constant:\r
0:13 3 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 'alpha' (uniform 16-element array of float)\r
0:13 Constant:\r
0:13 12 (const int)\r
-0:15 move second child to first child (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
0:15 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:15 'texColor' (4-component vector of float)\r
+0:15 'texColor' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'texSampler2D' (uniform sampler2D)\r
0:? 'inColor' (uniform 3-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Sequence\r
-0:9 move second child to first child (4-component vector of float)\r
-0:9 'texColor' (4-component vector of float)\r
-0:9 add (4-component vector of float)\r
-0:9 direct index (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
+0:9 'texColor' (temp 4-component vector of float)\r
+0:9 add (temp 4-component vector of float)\r
+0:9 direct index (temp 4-component vector of float)\r
0:9 'color' (uniform 6-element array of 4-component vector of float)\r
0:9 Constant:\r
0:9 1 (const int)\r
-0:9 direct index (4-component vector of float)\r
+0:9 direct index (temp 4-component vector of float)\r
0:9 'color' (uniform 6-element array of 4-component vector of float)\r
0:9 Constant:\r
0:9 1 (const int)\r
-0:11 add second child into first child (3-component vector of float)\r
-0:11 vector swizzle (3-component vector of float)\r
-0:11 'texColor' (4-component vector of float)\r
+0:11 add second child into first child (temp 3-component vector of float)\r
+0:11 vector swizzle (temp 3-component vector of float)\r
+0:11 'texColor' (temp 4-component vector of float)\r
0:11 Sequence\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 Constant:\r
0:11 2 (const int)\r
0:11 'inColor' (uniform 3-component vector of float)\r
-0:13 add second child into first child (float)\r
-0:13 direct index (float)\r
-0:13 'texColor' (4-component vector of float)\r
+0:13 add second child into first child (temp float)\r
+0:13 direct index (temp float)\r
+0:13 'texColor' (temp 4-component vector of float)\r
0:13 Constant:\r
0:13 3 (const int)\r
-0:13 direct index (float)\r
+0:13 direct index (temp float)\r
0:13 'alpha' (uniform 16-element array of float)\r
0:13 Constant:\r
0:13 12 (const int)\r
-0:15 move second child to first child (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
0:15 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:15 'texColor' (4-component vector of float)\r
+0:15 'texColor' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'texSampler2D' (uniform sampler2D)\r
0:? 'inColor' (uniform 3-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:29 Function Definition: main( (void)\r
+0:29 Function Definition: main( (global void)\r
0:29 Function Parameters: \r
0:? Sequence\r
0:32 Sequence\r
-0:32 move second child to first child (int)\r
-0:32 'iLocal' (int)\r
+0:32 move second child to first child (temp int)\r
+0:32 'iLocal' (temp int)\r
0:32 'Count' (uniform int)\r
-0:34 Test condition and select (void)\r
+0:34 Test condition and select (temp void)\r
0:34 Condition\r
-0:34 Compare Greater Than (bool)\r
-0:34 i: direct index for structure (int)\r
-0:34 direct index (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 s2_1: direct index for structure (3-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 'foo3' (uniform structure{3-element array of structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:34 Compare Greater Than (temp bool)\r
+0:34 i: direct index for structure (global int)\r
+0:34 direct index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 Constant:\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 true case\r
-0:35 move second child to first child (float)\r
-0:35 'scale' (float)\r
-0:35 f: direct index for structure (float)\r
-0:35 s1_1: direct index for structure (structure{int i, float f})\r
-0:35 indirect index (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:35 'foo2' (uniform 5-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:35 add (int)\r
-0:35 add (int)\r
-0:35 i: direct index for structure (int)\r
-0:35 indirect index (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:35 s2_1: direct index for structure (3-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:35 'foo3' (uniform structure{3-element array of structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:35 move second child to first child (temp float)\r
+0:35 'scale' (temp float)\r
+0:35 f: direct index for structure (global float)\r
+0:35 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:35 indirect index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:35 'foo2' (uniform 5-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:35 add (temp int)\r
+0:35 add (temp int)\r
+0:35 i: direct index for structure (global int)\r
+0:35 indirect index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:35 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:35 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:35 Constant:\r
0:35 0 (const int)\r
-0:35 i: direct index for structure (int)\r
-0:35 'foo' (uniform structure{int i, float f})\r
+0:35 i: direct index for structure (global int)\r
+0:35 'foo' (uniform structure{global int i, global float f})\r
0:35 Constant:\r
0:35 0 (const int)\r
0:35 Constant:\r
0:35 0 (const int)\r
0:35 Constant:\r
0:35 2 (const int)\r
-0:35 Pre-Increment (int)\r
-0:35 'iLocal' (int)\r
+0:35 Pre-Increment (temp int)\r
+0:35 'iLocal' (temp int)\r
0:35 Constant:\r
0:35 2 (const int)\r
0:35 Constant:\r
0:35 1 (const int)\r
0:34 false case\r
-0:37 move second child to first child (float)\r
-0:37 'scale' (float)\r
-0:37 f: direct index for structure (float)\r
-0:37 s1_1: direct index for structure (structure{int i, float f})\r
-0:37 direct index (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:37 s2_1: direct index for structure (3-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:37 'foo3' (uniform structure{3-element array of structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:37 move second child to first child (temp float)\r
+0:37 'scale' (temp float)\r
+0:37 f: direct index for structure (global float)\r
+0:37 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:37 direct index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:37 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:37 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:37 Constant:\r
0:37 0 (const int)\r
0:37 Constant:\r
0:37 2 (const int)\r
0:37 Constant:\r
0:37 1 (const int)\r
-0:43 move second child to first child (4-component vector of float)\r
+0:43 move second child to first child (temp 4-component vector of float)\r
0:43 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:43 vector-scale (4-component vector of float)\r
-0:43 'scale' (float)\r
-0:43 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:43 vector-scale (temp 4-component vector of float)\r
+0:43 'scale' (temp float)\r
+0:43 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:43 'sampler' (uniform sampler2D)\r
0:43 'coord' (smooth in 2-component vector of float)\r
0:45 Sequence\r
-0:45 move second child to first child (3-element array of 2-component vector of float)\r
-0:45 'constructed' (3-element array of 2-component vector of float)\r
-0:45 Construct vec2 (3-element array of 2-component vector of float)\r
+0:45 move second child to first child (temp 3-element array of 2-component vector of float)\r
+0:45 'constructed' (temp 3-element array of 2-component vector of float)\r
+0:45 Construct vec2 (temp 3-element array of 2-component vector of float)\r
0:45 'coord' (smooth in 2-component vector of float)\r
-0:45 Construct vec2 (2-component vector of float)\r
-0:45 'scale' (float)\r
+0:45 Construct vec2 (temp 2-component vector of float)\r
+0:45 'scale' (temp float)\r
0:45 Constant:\r
0:45 1.000000\r
0:45 2.000000\r
-0:46 add second child into first child (4-component vector of float)\r
+0:46 add second child into first child (temp 4-component vector of float)\r
0:46 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:46 Construct vec4 (4-component vector of float)\r
-0:46 indirect index (2-component vector of float)\r
-0:46 'constructed' (3-element array of 2-component vector of float)\r
-0:46 i: direct index for structure (int)\r
-0:46 'foo' (uniform structure{int i, float f})\r
+0:46 Construct vec4 (temp 4-component vector of float)\r
+0:46 indirect index (temp 2-component vector of float)\r
+0:46 'constructed' (temp 3-element array of 2-component vector of float)\r
+0:46 i: direct index for structure (global int)\r
+0:46 'foo' (uniform structure{global int i, global float f})\r
0:46 Constant:\r
0:46 0 (const int)\r
-0:46 indirect index (2-component vector of float)\r
-0:46 'constructed' (3-element array of 2-component vector of float)\r
-0:46 i: direct index for structure (int)\r
-0:46 'foo' (uniform structure{int i, float f})\r
+0:46 indirect index (temp 2-component vector of float)\r
+0:46 'constructed' (temp 3-element array of 2-component vector of float)\r
+0:46 i: direct index for structure (global int)\r
+0:46 'foo' (uniform structure{global int i, global float f})\r
0:46 Constant:\r
0:46 0 (const int)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
-0:? 'foo' (uniform structure{int i, float f})\r
-0:? 'foo2' (uniform 5-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:? 'foo3' (uniform structure{3-element array of structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:? 'foo' (uniform structure{global int i, global float f})\r
+0:? 'foo2' (uniform 5-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:? 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:? 'Count' (uniform int)\r
\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:29 Function Definition: main( (void)\r
+0:29 Function Definition: main( (global void)\r
0:29 Function Parameters: \r
0:? Sequence\r
0:32 Sequence\r
-0:32 move second child to first child (int)\r
-0:32 'iLocal' (int)\r
+0:32 move second child to first child (temp int)\r
+0:32 'iLocal' (temp int)\r
0:32 'Count' (uniform int)\r
-0:34 Test condition and select (void)\r
+0:34 Test condition and select (temp void)\r
0:34 Condition\r
-0:34 Compare Greater Than (bool)\r
-0:34 i: direct index for structure (int)\r
-0:34 direct index (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 s2_1: direct index for structure (3-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:34 'foo3' (uniform structure{3-element array of structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:34 Compare Greater Than (temp bool)\r
+0:34 i: direct index for structure (global int)\r
+0:34 direct index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:34 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 Constant:\r
0:34 Constant:\r
0:34 0 (const int)\r
0:34 true case\r
-0:35 move second child to first child (float)\r
-0:35 'scale' (float)\r
-0:35 f: direct index for structure (float)\r
-0:35 s1_1: direct index for structure (structure{int i, float f})\r
-0:35 indirect index (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:35 'foo2' (uniform 5-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:35 add (int)\r
-0:35 add (int)\r
-0:35 i: direct index for structure (int)\r
-0:35 indirect index (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:35 s2_1: direct index for structure (3-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:35 'foo3' (uniform structure{3-element array of structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:35 move second child to first child (temp float)\r
+0:35 'scale' (temp float)\r
+0:35 f: direct index for structure (global float)\r
+0:35 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:35 indirect index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:35 'foo2' (uniform 5-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:35 add (temp int)\r
+0:35 add (temp int)\r
+0:35 i: direct index for structure (global int)\r
+0:35 indirect index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:35 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:35 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:35 Constant:\r
0:35 0 (const int)\r
-0:35 i: direct index for structure (int)\r
-0:35 'foo' (uniform structure{int i, float f})\r
+0:35 i: direct index for structure (global int)\r
+0:35 'foo' (uniform structure{global int i, global float f})\r
0:35 Constant:\r
0:35 0 (const int)\r
0:35 Constant:\r
0:35 0 (const int)\r
0:35 Constant:\r
0:35 2 (const int)\r
-0:35 Pre-Increment (int)\r
-0:35 'iLocal' (int)\r
+0:35 Pre-Increment (temp int)\r
+0:35 'iLocal' (temp int)\r
0:35 Constant:\r
0:35 2 (const int)\r
0:35 Constant:\r
0:35 1 (const int)\r
0:34 false case\r
-0:37 move second child to first child (float)\r
-0:37 'scale' (float)\r
-0:37 f: direct index for structure (float)\r
-0:37 s1_1: direct index for structure (structure{int i, float f})\r
-0:37 direct index (structure{int i, float f, structure{int i, float f} s1_1})\r
-0:37 s2_1: direct index for structure (3-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:37 'foo3' (uniform structure{3-element array of structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:37 move second child to first child (temp float)\r
+0:37 'scale' (temp float)\r
+0:37 f: direct index for structure (global float)\r
+0:37 s1_1: direct index for structure (global structure{global int i, global float f})\r
+0:37 direct index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:37 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:37 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:37 Constant:\r
0:37 0 (const int)\r
0:37 Constant:\r
0:37 2 (const int)\r
0:37 Constant:\r
0:37 1 (const int)\r
-0:43 move second child to first child (4-component vector of float)\r
+0:43 move second child to first child (temp 4-component vector of float)\r
0:43 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:43 vector-scale (4-component vector of float)\r
-0:43 'scale' (float)\r
-0:43 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:43 vector-scale (temp 4-component vector of float)\r
+0:43 'scale' (temp float)\r
+0:43 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:43 'sampler' (uniform sampler2D)\r
0:43 'coord' (smooth in 2-component vector of float)\r
0:45 Sequence\r
-0:45 move second child to first child (3-element array of 2-component vector of float)\r
-0:45 'constructed' (3-element array of 2-component vector of float)\r
-0:45 Construct vec2 (3-element array of 2-component vector of float)\r
+0:45 move second child to first child (temp 3-element array of 2-component vector of float)\r
+0:45 'constructed' (temp 3-element array of 2-component vector of float)\r
+0:45 Construct vec2 (temp 3-element array of 2-component vector of float)\r
0:45 'coord' (smooth in 2-component vector of float)\r
-0:45 Construct vec2 (2-component vector of float)\r
-0:45 'scale' (float)\r
+0:45 Construct vec2 (temp 2-component vector of float)\r
+0:45 'scale' (temp float)\r
0:45 Constant:\r
0:45 1.000000\r
0:45 2.000000\r
-0:46 add second child into first child (4-component vector of float)\r
+0:46 add second child into first child (temp 4-component vector of float)\r
0:46 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:46 Construct vec4 (4-component vector of float)\r
-0:46 indirect index (2-component vector of float)\r
-0:46 'constructed' (3-element array of 2-component vector of float)\r
-0:46 i: direct index for structure (int)\r
-0:46 'foo' (uniform structure{int i, float f})\r
+0:46 Construct vec4 (temp 4-component vector of float)\r
+0:46 indirect index (temp 2-component vector of float)\r
+0:46 'constructed' (temp 3-element array of 2-component vector of float)\r
+0:46 i: direct index for structure (global int)\r
+0:46 'foo' (uniform structure{global int i, global float f})\r
0:46 Constant:\r
0:46 0 (const int)\r
-0:46 indirect index (2-component vector of float)\r
-0:46 'constructed' (3-element array of 2-component vector of float)\r
-0:46 i: direct index for structure (int)\r
-0:46 'foo' (uniform structure{int i, float f})\r
+0:46 indirect index (temp 2-component vector of float)\r
+0:46 'constructed' (temp 3-element array of 2-component vector of float)\r
+0:46 i: direct index for structure (global int)\r
+0:46 'foo' (uniform structure{global int i, global float f})\r
0:46 Constant:\r
0:46 0 (const int)\r
0:? Linker Objects\r
0:? 'sampler' (uniform sampler2D)\r
0:? 'coord' (smooth in 2-component vector of float)\r
-0:? 'foo' (uniform structure{int i, float f})\r
-0:? 'foo2' (uniform 5-element array of structure{int i, float f, structure{int i, float f} s1_1})\r
-0:? 'foo3' (uniform structure{3-element array of structure{int i, float f, structure{int i, float f} s1_1} s2_1, int i, float f, structure{int i, float f} s1_1})\r
+0:? 'foo' (uniform structure{global int i, global float f})\r
+0:? 'foo2' (uniform 5-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1})\r
+0:? 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1})\r
0:? 'Count' (uniform int)\r
\r
\r
Shader version: 130\r
0:? Sequence\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Sequence\r
-0:12 move second child to first child (4-component vector of float)\r
-0:12 'texColor' (4-component vector of float)\r
-0:12 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:12 move second child to first child (temp 4-component vector of float)\r
+0:12 'texColor' (temp 4-component vector of float)\r
+0:12 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:12 'texSampler2D' (uniform sampler2D)\r
-0:12 Construct vec2 (2-component vector of float)\r
-0:12 add (4-component vector of float)\r
-0:12 direct index (smooth 4-component vector of float)\r
+0:12 Construct vec2 (temp 2-component vector of float)\r
+0:12 add (temp 4-component vector of float)\r
+0:12 direct index (smooth temp 4-component vector of float)\r
0:12 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:12 Constant:\r
0:12 4 (const int)\r
-0:12 direct index (smooth 4-component vector of float)\r
+0:12 direct index (smooth temp 4-component vector of float)\r
0:12 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:12 Constant:\r
0:12 5 (const int)\r
-0:14 add second child into first child (4-component vector of float)\r
-0:14 'texColor' (4-component vector of float)\r
+0:14 add second child into first child (temp 4-component vector of float)\r
+0:14 'texColor' (temp 4-component vector of float)\r
0:14 'color' (smooth in 4-component vector of float)\r
-0:16 move second child to first child (float)\r
-0:16 direct index (float)\r
-0:16 'texColor' (4-component vector of float)\r
+0:16 move second child to first child (temp float)\r
+0:16 direct index (temp float)\r
+0:16 'texColor' (temp 4-component vector of float)\r
0:16 Constant:\r
0:16 3 (const int)\r
0:16 'alpha' (smooth in float)\r
-0:18 move second child to first child (4-component vector of float)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
0:18 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:18 add (4-component vector of float)\r
-0:18 add (4-component vector of float)\r
-0:18 add (4-component vector of float)\r
-0:18 direct index (smooth 4-component vector of float)\r
+0:18 add (temp 4-component vector of float)\r
+0:18 add (temp 4-component vector of float)\r
+0:18 add (temp 4-component vector of float)\r
+0:18 direct index (smooth temp 4-component vector of float)\r
0:18 'foo' (smooth in 3-element array of 4-component vector of float)\r
0:18 Constant:\r
0:18 1 (const int)\r
-0:18 direct index (smooth 4-component vector of float)\r
+0:18 direct index (smooth temp 4-component vector of float)\r
0:18 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:18 Constant:\r
0:18 0 (const int)\r
-0:18 direct index (smooth 4-component vector of float)\r
+0:18 direct index (smooth temp 4-component vector of float)\r
0:18 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:18 Constant:\r
0:18 4 (const int)\r
-0:18 'texColor' (4-component vector of float)\r
+0:18 'texColor' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'texSampler2D' (uniform sampler2D)\r
0:? 'color' (smooth in 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:10 Function Definition: main( (void)\r
+0:10 Function Definition: main( (global void)\r
0:10 Function Parameters: \r
0:12 Sequence\r
0:12 Sequence\r
-0:12 move second child to first child (4-component vector of float)\r
-0:12 'texColor' (4-component vector of float)\r
-0:12 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:12 move second child to first child (temp 4-component vector of float)\r
+0:12 'texColor' (temp 4-component vector of float)\r
+0:12 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:12 'texSampler2D' (uniform sampler2D)\r
-0:12 Construct vec2 (2-component vector of float)\r
-0:12 add (4-component vector of float)\r
-0:12 direct index (smooth 4-component vector of float)\r
+0:12 Construct vec2 (temp 2-component vector of float)\r
+0:12 add (temp 4-component vector of float)\r
+0:12 direct index (smooth temp 4-component vector of float)\r
0:12 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:12 Constant:\r
0:12 4 (const int)\r
-0:12 direct index (smooth 4-component vector of float)\r
+0:12 direct index (smooth temp 4-component vector of float)\r
0:12 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:12 Constant:\r
0:12 5 (const int)\r
-0:14 add second child into first child (4-component vector of float)\r
-0:14 'texColor' (4-component vector of float)\r
+0:14 add second child into first child (temp 4-component vector of float)\r
+0:14 'texColor' (temp 4-component vector of float)\r
0:14 'color' (smooth in 4-component vector of float)\r
-0:16 move second child to first child (float)\r
-0:16 direct index (float)\r
-0:16 'texColor' (4-component vector of float)\r
+0:16 move second child to first child (temp float)\r
+0:16 direct index (temp float)\r
+0:16 'texColor' (temp 4-component vector of float)\r
0:16 Constant:\r
0:16 3 (const int)\r
0:16 'alpha' (smooth in float)\r
-0:18 move second child to first child (4-component vector of float)\r
+0:18 move second child to first child (temp 4-component vector of float)\r
0:18 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:18 add (4-component vector of float)\r
-0:18 add (4-component vector of float)\r
-0:18 add (4-component vector of float)\r
-0:18 direct index (smooth 4-component vector of float)\r
+0:18 add (temp 4-component vector of float)\r
+0:18 add (temp 4-component vector of float)\r
+0:18 add (temp 4-component vector of float)\r
+0:18 direct index (smooth temp 4-component vector of float)\r
0:18 'foo' (smooth in 3-element array of 4-component vector of float)\r
0:18 Constant:\r
0:18 1 (const int)\r
-0:18 direct index (smooth 4-component vector of float)\r
+0:18 direct index (smooth temp 4-component vector of float)\r
0:18 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:18 Constant:\r
0:18 0 (const int)\r
-0:18 direct index (smooth 4-component vector of float)\r
+0:18 direct index (smooth temp 4-component vector of float)\r
0:18 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:18 Constant:\r
0:18 4 (const int)\r
-0:18 'texColor' (4-component vector of float)\r
+0:18 'texColor' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'texSampler2D' (uniform sampler2D)\r
0:? 'color' (smooth in 4-component vector of float)\r
\r
Shader version: 130\r
0:? Sequence\r
-0:12 Function Definition: main( (void)\r
+0:12 Function Definition: main( (global void)\r
0:12 Function Parameters: \r
0:14 Sequence\r
0:14 Sequence\r
-0:14 move second child to first child (4-component vector of float)\r
-0:14 'texColor' (4-component vector of float)\r
-0:14 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:14 move second child to first child (temp 4-component vector of float)\r
+0:14 'texColor' (temp 4-component vector of float)\r
+0:14 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:14 'texSampler2D' (uniform sampler2D)\r
-0:14 Construct vec2 (2-component vector of float)\r
-0:14 add (4-component vector of float)\r
-0:14 add (4-component vector of float)\r
-0:14 indirect index (smooth 4-component vector of float)\r
+0:14 Construct vec2 (temp 2-component vector of float)\r
+0:14 add (temp 4-component vector of float)\r
+0:14 add (temp 4-component vector of float)\r
+0:14 indirect index (smooth temp 4-component vector of float)\r
0:14 'userIn' (smooth in 2-element array of 4-component vector of float)\r
0:14 'b' (uniform int)\r
-0:14 indirect index (smooth 4-component vector of float)\r
+0:14 indirect index (smooth temp 4-component vector of float)\r
0:14 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:14 'a' (uniform int)\r
-0:14 direct index (smooth 4-component vector of float)\r
+0:14 direct index (smooth temp 4-component vector of float)\r
0:14 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:14 Constant:\r
0:14 5 (const int)\r
-0:16 add second child into first child (4-component vector of float)\r
-0:16 'texColor' (4-component vector of float)\r
+0:16 add second child into first child (temp 4-component vector of float)\r
+0:16 'texColor' (temp 4-component vector of float)\r
0:16 'color' (smooth in 4-component vector of float)\r
-0:18 move second child to first child (float)\r
-0:18 direct index (float)\r
-0:18 'texColor' (4-component vector of float)\r
+0:18 move second child to first child (temp float)\r
+0:18 direct index (temp float)\r
+0:18 'texColor' (temp 4-component vector of float)\r
0:18 Constant:\r
0:18 3 (const int)\r
0:18 'alpha' (smooth in float)\r
-0:20 move second child to first child (4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
0:20 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:20 add (4-component vector of float)\r
-0:20 add (4-component vector of float)\r
-0:20 add (4-component vector of float)\r
-0:20 direct index (smooth 4-component vector of float)\r
+0:20 add (temp 4-component vector of float)\r
+0:20 add (temp 4-component vector of float)\r
+0:20 add (temp 4-component vector of float)\r
+0:20 direct index (smooth temp 4-component vector of float)\r
0:20 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:20 Constant:\r
0:20 0 (const int)\r
-0:20 indirect index (smooth 4-component vector of float)\r
+0:20 indirect index (smooth temp 4-component vector of float)\r
0:20 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:20 'b' (uniform int)\r
-0:20 'texColor' (4-component vector of float)\r
-0:20 indirect index (smooth 4-component vector of float)\r
+0:20 'texColor' (temp 4-component vector of float)\r
+0:20 indirect index (smooth temp 4-component vector of float)\r
0:20 'userIn' (smooth in 2-element array of 4-component vector of float)\r
0:20 'a' (uniform int)\r
0:? Linker Objects\r
\r
Shader version: 130\r
0:? Sequence\r
-0:12 Function Definition: main( (void)\r
+0:12 Function Definition: main( (global void)\r
0:12 Function Parameters: \r
0:14 Sequence\r
0:14 Sequence\r
-0:14 move second child to first child (4-component vector of float)\r
-0:14 'texColor' (4-component vector of float)\r
-0:14 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:14 move second child to first child (temp 4-component vector of float)\r
+0:14 'texColor' (temp 4-component vector of float)\r
+0:14 Function Call: texture2D(s21;vf2; (global 4-component vector of float)\r
0:14 'texSampler2D' (uniform sampler2D)\r
-0:14 Construct vec2 (2-component vector of float)\r
-0:14 add (4-component vector of float)\r
-0:14 add (4-component vector of float)\r
-0:14 indirect index (smooth 4-component vector of float)\r
+0:14 Construct vec2 (temp 2-component vector of float)\r
+0:14 add (temp 4-component vector of float)\r
+0:14 add (temp 4-component vector of float)\r
+0:14 indirect index (smooth temp 4-component vector of float)\r
0:14 'userIn' (smooth in 2-element array of 4-component vector of float)\r
0:14 'b' (uniform int)\r
-0:14 indirect index (smooth 4-component vector of float)\r
+0:14 indirect index (smooth temp 4-component vector of float)\r
0:14 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:14 'a' (uniform int)\r
-0:14 direct index (smooth 4-component vector of float)\r
+0:14 direct index (smooth temp 4-component vector of float)\r
0:14 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:14 Constant:\r
0:14 5 (const int)\r
-0:16 add second child into first child (4-component vector of float)\r
-0:16 'texColor' (4-component vector of float)\r
+0:16 add second child into first child (temp 4-component vector of float)\r
+0:16 'texColor' (temp 4-component vector of float)\r
0:16 'color' (smooth in 4-component vector of float)\r
-0:18 move second child to first child (float)\r
-0:18 direct index (float)\r
-0:18 'texColor' (4-component vector of float)\r
+0:18 move second child to first child (temp float)\r
+0:18 direct index (temp float)\r
+0:18 'texColor' (temp 4-component vector of float)\r
0:18 Constant:\r
0:18 3 (const int)\r
0:18 'alpha' (smooth in float)\r
-0:20 move second child to first child (4-component vector of float)\r
+0:20 move second child to first child (temp 4-component vector of float)\r
0:20 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:20 add (4-component vector of float)\r
-0:20 add (4-component vector of float)\r
-0:20 add (4-component vector of float)\r
-0:20 direct index (smooth 4-component vector of float)\r
+0:20 add (temp 4-component vector of float)\r
+0:20 add (temp 4-component vector of float)\r
+0:20 add (temp 4-component vector of float)\r
+0:20 direct index (smooth temp 4-component vector of float)\r
0:20 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:20 Constant:\r
0:20 0 (const int)\r
-0:20 indirect index (smooth 4-component vector of float)\r
+0:20 indirect index (smooth temp 4-component vector of float)\r
0:20 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
0:20 'b' (uniform int)\r
-0:20 'texColor' (4-component vector of float)\r
-0:20 indirect index (smooth 4-component vector of float)\r
+0:20 'texColor' (temp 4-component vector of float)\r
+0:20 indirect index (smooth temp 4-component vector of float)\r
0:20 'userIn' (smooth in 2-element array of 4-component vector of float)\r
0:20 'a' (uniform int)\r
0:? Linker Objects\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:41 Function Definition: main( (void)\r
+0:41 Function Definition: main( (global void)\r
0:41 Function Parameters: \r
0:43 Sequence\r
-0:43 move second child to first child (highp 4-component vector of float)\r
+0:43 move second child to first child (temp highp 4-component vector of float)\r
0:43 'foo' (out highp 4-component vector of float)\r
-0:43 Construct vec4 (highp 4-component vector of float)\r
+0:43 Construct vec4 (temp highp 4-component vector of float)\r
0:43 'color' (smooth in highp 3-component vector of float)\r
0:43 Constant:\r
0:43 142.000000\r
\r
Shader version: 300\r
ERROR: node is still EOpNull!\r
-0:41 Function Definition: main( (void)\r
+0:41 Function Definition: main( (global void)\r
0:41 Function Parameters: \r
0:43 Sequence\r
-0:43 move second child to first child (highp 4-component vector of float)\r
+0:43 move second child to first child (temp highp 4-component vector of float)\r
0:43 'foo' (out highp 4-component vector of float)\r
-0:43 Construct vec4 (highp 4-component vector of float)\r
+0:43 Construct vec4 (temp highp 4-component vector of float)\r
0:43 'color' (smooth in highp 3-component vector of float)\r
0:43 Constant:\r
0:43 142.000000\r
\r
Shader version: 420\r
0:? Sequence\r
-0:40 Function Definition: main( (void)\r
+0:40 Function Definition: main( (global void)\r
0:40 Function Parameters: \r
0:42 Sequence\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:42 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:42 Constant:\r
0:42 0 (const uint)\r
-0:42 Construct vec4 (4-component vector of float)\r
+0:42 Construct vec4 (temp 4-component vector of float)\r
0:42 'color' (in 3-component vector of float)\r
0:42 Constant:\r
0:42 142.000000\r
\r
Shader version: 420\r
0:? Sequence\r
-0:40 Function Definition: main( (void)\r
+0:40 Function Definition: main( (global void)\r
0:40 Function Parameters: \r
0:42 Sequence\r
-0:42 move second child to first child (4-component vector of float)\r
+0:42 move second child to first child (temp 4-component vector of float)\r
0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:42 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:42 Constant:\r
0:42 0 (const uint)\r
-0:42 Construct vec4 (4-component vector of float)\r
+0:42 Construct vec4 (temp 4-component vector of float)\r
0:42 'color' (in 3-component vector of float)\r
0:42 Constant:\r
0:42 142.000000\r
\r
Shader version: 110\r
ERROR: node is still EOpNull!\r
-0:42 Function Definition: main( (void)\r
+0:42 Function Definition: main( (global void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
-0:44 move second child to first child (4-component vector of float)\r
+0:44 move second child to first child (temp 4-component vector of float)\r
0:44 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:44 Construct vec4 (4-component vector of float)\r
+0:44 Construct vec4 (temp 4-component vector of float)\r
0:44 'color' (smooth in 3-component vector of float)\r
0:44 Constant:\r
0:44 142.000000\r
\r
Shader version: 110\r
ERROR: node is still EOpNull!\r
-0:42 Function Definition: main( (void)\r
+0:42 Function Definition: main( (global void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
-0:44 move second child to first child (4-component vector of float)\r
+0:44 move second child to first child (temp 4-component vector of float)\r
0:44 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:44 Construct vec4 (4-component vector of float)\r
+0:44 Construct vec4 (temp 4-component vector of float)\r
0:44 'color' (smooth in 3-component vector of float)\r
0:44 Constant:\r
0:44 142.000000\r
Shader version: 420\r
Requested GL_ARB_texture_rectangle\r
ERROR: node is still EOpNull!\r
-0:42 Function Definition: main( (void)\r
+0:42 Function Definition: main( (global void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
-0:44 move second child to first child (4-component vector of float)\r
+0:44 move second child to first child (temp 4-component vector of float)\r
0:44 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:44 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:44 Constant:\r
0:44 0 (const uint)\r
-0:44 Construct vec4 (4-component vector of float)\r
+0:44 Construct vec4 (temp 4-component vector of float)\r
0:44 'color' (in 3-component vector of float)\r
0:44 Constant:\r
0:44 142.000000\r
Shader version: 420\r
Requested GL_ARB_texture_rectangle\r
ERROR: node is still EOpNull!\r
-0:42 Function Definition: main( (void)\r
+0:42 Function Definition: main( (global void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
-0:44 move second child to first child (4-component vector of float)\r
+0:44 move second child to first child (temp 4-component vector of float)\r
0:44 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
0:44 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})\r
0:44 Constant:\r
0:44 0 (const uint)\r
-0:44 Construct vec4 (4-component vector of float)\r
+0:44 Construct vec4 (temp 4-component vector of float)\r
0:44 'color' (in 3-component vector of float)\r
0:44 Constant:\r
0:44 142.000000\r
Shader version: 120\r
0:? Sequence\r
0:7 Sequence\r
-0:7 move second child to first child (float)\r
-0:7 'bar' (float)\r
+0:7 move second child to first child (temp float)\r
+0:7 'bar' (global float)\r
0:7 Constant:\r
0:7 2.000000\r
-0:9 Function Definition: foo( (void)\r
+0:9 Function Definition: foo( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
-0:11 Post-Increment (float)\r
-0:11 'bar' (float)\r
+0:11 Post-Increment (temp float)\r
+0:11 'bar' (global float)\r
0:13 Branch: Return\r
-0:16 Function Definition: foo2( (void)\r
+0:16 Function Definition: foo2( (global void)\r
0:16 Function Parameters: \r
0:18 Sequence\r
-0:18 Post-Increment (float)\r
-0:18 'bar' (float)\r
-0:21 Function Definition: main( (void)\r
+0:18 Post-Increment (temp float)\r
+0:18 'bar' (global float)\r
+0:21 Function Definition: main( (global void)\r
0:21 Function Parameters: \r
0:23 Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (4-component vector of float)\r
-0:23 'outColor' (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
+0:23 'outColor' (temp 4-component vector of float)\r
0:23 'bigColor' (uniform 4-component vector of float)\r
-0:25 Function Call: foo( (void)\r
-0:27 Function Call: foo2( (void)\r
-0:29 add second child into first child (float)\r
-0:29 direct index (float)\r
-0:29 'outColor' (4-component vector of float)\r
+0:25 Function Call: foo( (global void)\r
+0:27 Function Call: foo2( (global void)\r
+0:29 add second child into first child (temp float)\r
+0:29 direct index (temp float)\r
+0:29 'outColor' (temp 4-component vector of float)\r
0:29 Constant:\r
0:29 0 (const int)\r
-0:29 'bar' (float)\r
-0:31 move second child to first child (4-component vector of float)\r
+0:29 'bar' (global float)\r
+0:31 move second child to first child (temp 4-component vector of float)\r
0:31 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:31 'outColor' (4-component vector of float)\r
+0:31 'outColor' (temp 4-component vector of float)\r
0:33 Branch: Return\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
0:? 'd' (uniform float)\r
-0:? 'bar' (float)\r
+0:? 'bar' (global float)\r
\r
\r
Linked fragment stage:\r
Shader version: 120\r
0:? Sequence\r
0:7 Sequence\r
-0:7 move second child to first child (float)\r
-0:7 'bar' (float)\r
+0:7 move second child to first child (temp float)\r
+0:7 'bar' (global float)\r
0:7 Constant:\r
0:7 2.000000\r
-0:9 Function Definition: foo( (void)\r
+0:9 Function Definition: foo( (global void)\r
0:9 Function Parameters: \r
0:11 Sequence\r
-0:11 Post-Increment (float)\r
-0:11 'bar' (float)\r
+0:11 Post-Increment (temp float)\r
+0:11 'bar' (global float)\r
0:13 Branch: Return\r
-0:16 Function Definition: foo2( (void)\r
+0:16 Function Definition: foo2( (global void)\r
0:16 Function Parameters: \r
0:18 Sequence\r
-0:18 Post-Increment (float)\r
-0:18 'bar' (float)\r
-0:21 Function Definition: main( (void)\r
+0:18 Post-Increment (temp float)\r
+0:18 'bar' (global float)\r
+0:21 Function Definition: main( (global void)\r
0:21 Function Parameters: \r
0:23 Sequence\r
0:23 Sequence\r
-0:23 move second child to first child (4-component vector of float)\r
-0:23 'outColor' (4-component vector of float)\r
+0:23 move second child to first child (temp 4-component vector of float)\r
+0:23 'outColor' (temp 4-component vector of float)\r
0:23 'bigColor' (uniform 4-component vector of float)\r
-0:25 Function Call: foo( (void)\r
-0:27 Function Call: foo2( (void)\r
-0:29 add second child into first child (float)\r
-0:29 direct index (float)\r
-0:29 'outColor' (4-component vector of float)\r
+0:25 Function Call: foo( (global void)\r
+0:27 Function Call: foo2( (global void)\r
+0:29 add second child into first child (temp float)\r
+0:29 direct index (temp float)\r
+0:29 'outColor' (temp 4-component vector of float)\r
0:29 Constant:\r
0:29 0 (const int)\r
-0:29 'bar' (float)\r
-0:31 move second child to first child (4-component vector of float)\r
+0:29 'bar' (global float)\r
+0:31 move second child to first child (temp 4-component vector of float)\r
0:31 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:31 'outColor' (4-component vector of float)\r
+0:31 'outColor' (temp 4-component vector of float)\r
0:33 Branch: Return\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
0:? 'd' (uniform float)\r
-0:? 'bar' (float)\r
+0:? 'bar' (global float)\r
\r
\r
Shader version: 110\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Sequence\r
-0:9 move second child to first child (4-component vector of float)\r
-0:9 'color' (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
+0:9 'color' (temp 4-component vector of float)\r
0:9 'BaseColor' (smooth in 4-component vector of float)\r
0:11 Loop with condition tested first\r
0:11 Loop Condition\r
-0:11 Compare Less Than (bool)\r
-0:11 direct index (float)\r
-0:11 'color' (4-component vector of float)\r
+0:11 Compare Less Than (temp bool)\r
+0:11 direct index (temp float)\r
+0:11 'color' (temp 4-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 'd' (uniform float)\r
0:11 Loop Body\r
0:12 Sequence\r
-0:12 add second child into first child (4-component vector of float)\r
-0:12 'color' (4-component vector of float)\r
+0:12 add second child into first child (temp 4-component vector of float)\r
+0:12 'color' (temp 4-component vector of float)\r
0:12 'bigColor' (uniform 4-component vector of float)\r
-0:15 move second child to first child (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
0:15 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:15 'color' (4-component vector of float)\r
+0:15 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
\r
Shader version: 110\r
0:? Sequence\r
-0:7 Function Definition: main( (void)\r
+0:7 Function Definition: main( (global void)\r
0:7 Function Parameters: \r
0:9 Sequence\r
0:9 Sequence\r
-0:9 move second child to first child (4-component vector of float)\r
-0:9 'color' (4-component vector of float)\r
+0:9 move second child to first child (temp 4-component vector of float)\r
+0:9 'color' (temp 4-component vector of float)\r
0:9 'BaseColor' (smooth in 4-component vector of float)\r
0:11 Loop with condition tested first\r
0:11 Loop Condition\r
-0:11 Compare Less Than (bool)\r
-0:11 direct index (float)\r
-0:11 'color' (4-component vector of float)\r
+0:11 Compare Less Than (temp bool)\r
+0:11 direct index (temp float)\r
+0:11 'color' (temp 4-component vector of float)\r
0:11 Constant:\r
0:11 0 (const int)\r
0:11 'd' (uniform float)\r
0:11 Loop Body\r
0:12 Sequence\r
-0:12 add second child into first child (4-component vector of float)\r
-0:12 'color' (4-component vector of float)\r
+0:12 add second child into first child (temp 4-component vector of float)\r
+0:12 'color' (temp 4-component vector of float)\r
0:12 'bigColor' (uniform 4-component vector of float)\r
-0:15 move second child to first child (4-component vector of float)\r
+0:15 move second child to first child (temp 4-component vector of float)\r
0:15 'gl_FragColor' (fragColor 4-component vector of float)\r
-0:15 'color' (4-component vector of float)\r
+0:15 'color' (temp 4-component vector of float)\r
0:? Linker Objects\r
0:? 'bigColor' (uniform 4-component vector of float)\r
0:? 'BaseColor' (smooth in 4-component vector of float)\r
__inline const char* GetStorageQualifierString(TStorageQualifier q)
{
switch (q) {
- case EvqTemporary: return "temporary"; break;
+ case EvqTemporary: return "temp"; break;
case EvqGlobal: return "global"; break;
case EvqConst: return "const"; break;
case EvqConstReadOnly: return "const (read only)"; break;
p += snprintf(p, end - p, "readonly ");
if (qualifier.writeonly)
p += snprintf(p, end - p, "writeonly ");
- if (qualifier.storage != EvqTemporary && qualifier.storage != EvqGlobal)
- p += snprintf(p, end - p, "%s ", getStorageQualifierString());
+ p += snprintf(p, end - p, "%s ", getStorageQualifierString());
if (arraySizes) {
if (arraySizes->sizes.front() == 0)
p += snprintf(p, end - p, "implicitly-sized array of ");