vec2 ret2 = outFunRet(i, v4, i, v4);
bool b = any(lessThan(v4, attv4)); // tests aggregate arg to unary built-in
}
+
+// version 130 features
+
+uniform int c;
+
+attribute ivec2 x;
+attribute vec2 v2a;
+attribute float c1D;
+attribute vec2 c2D;
+attribute vec3 c3D;
+
+uniform vec4 v4;
+
+void foo213()
+{
+ float f = 3;
+ switch (c) { // ERRORs...
+ case 1:
+ f = sin(f);
+ break;
+ case 2:
+ f = f * f;
+ default:
+ f = 3.0;
+ }
+
+ int i;
+ i << 3 | 0x8A >> 1 & 0xFF; // ERRORs...
+
+ vec3 modfOut, modfIn;
+ vec3 v11 = modf(modfIn, modfOut); // ERRORS...
+ float t = trunc(f);
+ vec2 v12 = round(v2a);
+ vec2 v13 = roundEven(v2a);
+ bvec2 b10 = isnan(v2a);
+ bvec4 b11 = isinf(v4);
+
+ sinh(c1D) + // ERRORS...
+ cosh(c1D) * tanh(c2D);
+ asinh(c4D) + acosh(c4D);
+ atanh(c3D);
+
+ int id = gl_VertexID; // ERROR
+ gl_ClipDistance[1] = 0.3; // ERROR
+}
+
+// token pasting (ERRORS...)
+
+#define mac abc##def
+int mac;
+
+#define macr(A,B) A ## B
+int macr(qrs,tuv);
gl_in.length();\r
gl_in[1].gl_Position;\r
gl_in.length();\r
- gl_in[i].gl_Position;\r
+ gl_in[i].gl_Position; // should be sized to 3 by 'triangles'\r
}\r
\r
in gl_PerVertex { // ERROR, already used\r
int[] foo213234(); // ERROR
int foo234234(float[]); // ERROR
int foo234235(vec2[] v); // ERROR
+
+vec3 guns[];
+float f = guns[7];
+
+void foo()
+{
+ int uns[];
+ uns[3] = 40;
+ uns[1] = 30;
+ guns[2] = vec3(2.4);
+
+ float unsf[];
+ bar(unsf); // ERROR
+}
+
+float[] foo2() // ERROR
+{
+ float f[];
+ return f;
+ float g[9];
+ return g; // ERROR
+}
+
+float gUnusedUnsized[];
+
+void foo3()
+{
+ float resize1[];
+ resize1[2] = 4.0;
+ resize1.length(); // ERROR
+ float resize1[3];
+ resize1.length();
+
+ float resize2[];
+ resize2[5] = 4.0;
+ float resize2[5]; // should be ERROR, but is not
+ resize2.length();
+ resize2[5] = 4.0; // ERROR
+}
0:? 'uint' (mediump int)\r
0:? 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
0:? 'f' (mediump float)\r
-0:? '__anon__0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int x})\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
Requested GL_OES_EGL_image_external\r
Requested GL_OES_standard_derivatives\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 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 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 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 Constant:\r
+0:21 4 (const int)\r
+0:22 Test condition and select (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 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 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 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 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 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 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 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
+0:37 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 true case is null\r
+0:38 Test condition and select (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 true case is null\r
+0:40 'b' (mediump int)\r
+0:54 Function Definition: foo10( (void)\r
+0:54 Function Parameters: \r
+0:67 Function Definition: f11(s21; (void)\r
+0:67 Function Parameters: \r
+0:67 'p2d' (in lowp sampler2D)\r
+0:87 Function Definition: foo234( (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 's3D2' (uniform highp sampler3D)\r
+0:89 Constant:\r
+0:89 0.200000\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 's3D2' (uniform highp sampler3D)\r
+0:90 direct index (smooth 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 '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
+0:98 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 '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
+0:104 'gl_FragDepthEXT' (gl_FragDepth highp float)\r
+0:104 'f13' (invariant mediump float)\r
+0:109 Function Definition: foo239( (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
+0:112 'gl_FragDepthEXT' (gl_FragDepth highp float)\r
+0:112 'f13' (invariant mediump float)\r
+0:119 Function Definition: foo245( (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 '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 '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
+0:123 'sExt' (uniform lowp samplerExternalOES)\r
+0:123 direct index (smooth 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 Parameters: \r
+0:132 Sequence\r
+0:132 Function Call: texture2D(sE21;vf2; (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 'highExt' (uniform highp samplerExternalOES)\r
+0:133 direct index (smooth 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 Constant:\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
+0:145 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 's2Dg' (uniform lowp sampler2D)\r
+0:147 Construct vec3 (3-component vector of float)\r
+0:147 'f13' (invariant 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 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 Constant:\r
+0:152 50000000000.000000\r
+0:158 Function Definition: foo323433( (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 '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
+0:161 's2Dg' (uniform lowp sampler2D)\r
+0:161 Construct vec3 (3-component vector of float)\r
+0:161 'f13' (invariant mediump float)\r
+0:161 '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 '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 '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
+0:167 Function Parameters: \r
+0:167 'f' (in mediump float)\r
+0:167 'i' (in highp int)\r
+0:167 Sequence\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 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 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:? Linker Objects\r
+0:? 'a' (3-element array of mediump int)\r
+0:? 'uint' (mediump int)\r
+0:? 'v' (smooth in 3-element array of mediump 4-component vector of float)\r
+0:? 'f' (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:? '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:? 'vary2D' (smooth in lowp sampler2D)\r
+0:? 's3D' (uniform mediump sampler3D)\r
+0:? 's3D2' (uniform highp sampler3D)\r
+0:? 'sExt' (uniform lowp samplerExternalOES)\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:? 'sCube' (uniform lowp samplerCube)\r
+0:? 's' (smooth in structure{mediump float f})\r
\r
\r
\r
Shader version: 100\r
+0:? Sequence\r
+0:15 Function Definition: foo(f1; (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 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 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 No loop body\r
+0:26 Loop with condition not tested first\r
+0:26 Loop Condition\r
+0:26 Constant:\r
+0:26 false (const bool)\r
+0:26 No loop body\r
+0:28 Sequence\r
+0:28 Loop with condition tested first\r
+0:28 No loop condition\r
+0:28 No loop body\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 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
+0:31 Sequence\r
+0:31 move second child to first child (highp int)\r
+0:31 'ga' (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 condition\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 Constant:\r
+0:32 false (const bool)\r
+0:32 Loop with condition tested first\r
+0:32 No loop condition\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 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 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 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 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 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 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 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 Loop Terminal Expression\r
+0:35 Post-Increment (highp int)\r
+0:35 'a' (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 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 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 Condition\r
+0:36 Compare Equal (bool)\r
+0:36 'ga' (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 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
+0:37 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 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 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 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 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 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 Condition\r
+0:38 Compare Equal (bool)\r
+0:38 'ga' (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 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 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 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 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 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 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 Loop Terminal Expression\r
+0:39 Post-Decrement (highp float)\r
+0:39 'a' (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 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 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 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 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 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 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 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 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 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 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 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 Loop Terminal Expression\r
+0:43 add second child into first child (highp float)\r
+0:43 'a' (highp float)\r
+0:43 Constant:\r
+0:43 2.000000\r
+0:47 indirect index (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
+0:48 '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
+0:49 'am3' (in highp 3X3 matrix of float)\r
+0:49 'ga' (highp int)\r
+0:50 indirect index (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
+0:51 'va' (smooth out 4-element array of highp 4-component vector of float)\r
+0:51 add (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
+0:52 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
+0:53 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 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
+0:56 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 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 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 'fsa' (uniform 3-element array of lowp sampler2D)\r
+0:57 'a' (highp int)\r
+0:58 indirect index (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 Constant:\r
+0:58 2 (const int)\r
+0:59 indirect index (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 Constant:\r
+0:59 3 (const int)\r
+0:59 'a' (highp int)\r
+0:60 indirect index (highp float)\r
+0:60 'av2' (in highp 2-component vector of float)\r
+0:60 component-wise multiply (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
+0:61 '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 Constant:\r
+0:61 1 (const int)\r
+0:62 indirect index (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 Constant:\r
+0:62 2 (const int)\r
+0:63 indirect index (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
+0:56 Loop Terminal Expression\r
+0:56 Post-Decrement (highp int)\r
+0:56 'a' (highp int)\r
+0:68 direct index (lowp sampler2D)\r
+0:68 '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 '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 '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 '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 '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 Constant:\r
+0:73 0.000000\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 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:? '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
+0:? 'av2' (in highp 2-component vector of float)\r
+0:? 'va' (smooth out 4-element array of highp 4-component vector of float)\r
+0:? 'm2' (const highp 2X2 matrix of float)\r
+0:? 1.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 1.000000\r
+0:? 'v3' (const highp 3-component vector of float)\r
+0:? 2.000000\r
+0:? 2.000000\r
+0:? 2.000000\r
\r
\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 Parameters: \r
+0:3 'a' (in highp int)\r
+0:3 'b' (in highp int)\r
+0:3 'c' (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 '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 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 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 Parameters: \r
+0:? Sequence\r
+0:39 Function Call: g( (highp int)\r
+0:42 'sin' (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 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 Constant:\r
+0:47 3.000000\r
+0:49 move second child to first child (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
+0:51 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 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 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
+0:51 Loop Terminal Expression\r
+0:51 Pre-Increment (highp int)\r
+0:51 'f' (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 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 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
+0:60 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
+0:68 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 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 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
\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 Parameters: \r
+0:3 'a' (in int)\r
+0:3 'b' (in int)\r
+0:3 'c' (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 '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 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 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 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
+0:43 Constant:\r
+0:43 0.700000\r
+0:44 Function Call: f(i1;i1;i1; (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 Constant:\r
+0:47 3.000000\r
+0:49 move second child to first child (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
+0:51 Sequence\r
+0:51 Sequence\r
+0:51 move second child to first child (int)\r
+0:51 'f' (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 Constant:\r
+0:51 10 (const int)\r
+0:51 Loop Body\r
+0:52 Pre-Increment (int)\r
+0:52 'f' (int)\r
+0:51 Loop Terminal Expression\r
+0:51 Pre-Increment (int)\r
+0:51 'f' (int)\r
+0:54 Sequence\r
+0:54 move second child to first child (int)\r
+0:54 'x' (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 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
+0:60 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
+0:68 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 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 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
\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 'gl_TexCoord' (smooth in implicitly-sized array of 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
foo(f1; calling foo(f1;\r
\r
Shader version: 120\r
+ERROR: node is still EOpNull!\r
+0:21 Function Definition: main( (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 '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
+0:28 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 Constant:\r
+0:28 3.000000\r
+0:28 direct index (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 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
+0:33 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
+0:39 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 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
+0:41 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
+0:42 Constant:\r
+0:42 2.000000\r
+0:43 Test condition and select (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
+0:43 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 Condition\r
+0:49 'b' (bool)\r
+0:49 true case\r
+0:49 Convert int to float (float)\r
+0:49 'a' (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
+0:50 Condition\r
+0:50 'b' (bool)\r
+0:50 true case\r
+0:50 'f' (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
+0:51 Condition\r
+0:51 'b' (bool)\r
+0:51 true case\r
+0:51 'a' (int)\r
+0:51 false case\r
+0:51 'a' (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
+0:54 'i' (smooth in 4-component vector of float)\r
+0:54 Sequence\r
+0:54 Constant:\r
+0:54 0 (const int)\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
+0:65 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:65 Function Call: texture2D(s21;vf2; (4-component vector of float)\r
+0:65 '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 '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 '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 '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 Constant:\r
+0:85 true (const bool)\r
+0:91 Function Definition: main( (int)\r
+0:91 Function Parameters: \r
+0:92 Function Definition: main(i1; (void)\r
+0:92 Function Parameters: \r
+0:92 'a' (in int)\r
+0:97 Function Definition: foo(f1; (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 'a' (out float)\r
+0:103 Function Definition: gen(vf3; (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 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 '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 'v' (in 3-component vector of float)\r
+0:105 Constant:\r
+0:105 1 (const int)\r
+0:105 Constant:\r
+0:105 0.000100\r
+0:105 true case\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 Parameters: \r
+0:113 Function Definition: v2( (void)\r
+0:113 Function Parameters: \r
+0:115 Sequence\r
+0:115 Branch: Return with expression\r
+0:115 Function Call: v1( (void)\r
+0:118 Function Definition: atest( (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 '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 '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 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
+0:142 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
+0:143 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
+0:145 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
+0:146 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
+0:147 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
+0:148 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
+0:149 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
+0:150 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:? Linker Objects\r
+0:? 'lowp' (float)\r
+0:? 'mediump' (float)\r
+0:? 'highp' (float)\r
+0:? 'precision' (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:? '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
\r
ERROR: 0:111: 'overloadE' : no matching overloaded function found \r
ERROR: 0:117: 'overloadF' : no matching overloaded function found \r
ERROR: 0:121: 'gl_TexCoord array size' : must be less than gl_MaxTextureCoords (32)\r
-ERROR: 46 compilation errors. No code generated.\r
+ERROR: 0:157: 'switch' : Reserved word. \r
+ERROR: 0:163: 'default' : Reserved word. \r
+ERROR: 0:157: 'switch statements' : not supported for this version or the enabled extensions \r
+ERROR: 0:168: 'bit shift left' : not supported for this version or the enabled extensions \r
+ERROR: 0:168: 'bit shift right' : not supported for this version or the enabled extensions \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: 0:172: '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: 0:174: 'roundEven' : no matching overloaded function found \r
+ERROR: 0:174: '=' : cannot convert from 'const float' to '2-component vector of float'\r
+ERROR: 0:175: 'isnan' : no matching overloaded function found \r
+ERROR: 0:175: '=' : cannot convert from 'const float' to '2-component vector of bool'\r
+ERROR: 0:176: 'isinf' : no matching overloaded function found \r
+ERROR: 0:176: '=' : cannot convert from 'const float' to '4-component vector of bool'\r
+ERROR: 0:178: '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: 'c4D' : undeclared identifier \r
+ERROR: 0:180: 'asinh' : 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: 0:184: '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
+ERROR: 0:190: 'token pasting (##)' : not supported for this version or the enabled extensions \r
+ERROR: 0:190: '##' : token pasting not implemented (internal error) \r
+ERROR: 0:190: '' : syntax error\r
+ERROR: 79 compilation errors. No code generated.\r
\r
\r
Shader version: 120\r
0:139 Compare Less Than (4-component vector of bool)\r
0:139 'v4' (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 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 Constant:\r
+0:156 3.000000\r
+0:157 switch\r
+0:157 condition\r
+0:157 'c' (uniform int)\r
+0:157 body\r
+0:157 Sequence\r
+0:158 case: with expression\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
+0:160 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
+0:163 default: \r
+0:? Sequence\r
+0:164 move second child to first child (float)\r
+0:164 'f' (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 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 Constant:\r
+0:172 0.000000\r
+0:178 Constant:\r
+0:178 0.000000\r
+0:180 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 Constant:\r
+0:184 0.000000\r
+0:184 Constant:\r
+0:184 0.300000\r
0:? Linker Objects\r
0:? 'i' (in 4-component vector of float)\r
0:? 'o' (smooth out 4-component vector of float)\r
0:? 0.295520\r
0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float)\r
0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float)\r
+0:? 'c' (uniform int)\r
+0:? 'x' (in 2-component vector of int)\r
+0:? 'v2a' (in 2-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:? 'v4' (uniform 4-component vector of float)\r
+0:? 'abc' (int)\r
\r
\r
Linked vertex stage:\r
\r
\r
Shader version: 120\r
+ERROR: node is still EOpNull!\r
+0:15 Function Definition: main( (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 '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 '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 '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 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 '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 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 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 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
+0:32 Sequence\r
+0:32 move second child to first child (int)\r
+0:32 'a3' (int)\r
+0:32 Constant:\r
+0:32 12 (const int)\r
+0:43 move second child to first child (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 Parameters: \r
+0:61 '' (in float)\r
+0:61 '' (const (read only) float)\r
+0:78 Function Definition: foo( (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
+0:84 Constant:\r
+0:84 2.000000\r
+0:85 Function Call: overloadB(f1;f1; (void)\r
+0:85 Constant:\r
+0:85 1.000000\r
+0:85 Convert int to float (float)\r
+0:85 'i' (int)\r
+0:87 Constant:\r
+0:87 0.000000\r
+0:88 Function Call: overloadC(i1;i1; (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
+0:89 Constant:\r
+0:89 1.000000\r
+0:89 1.000000\r
+0:89 Constant:\r
+0:89 2.000000\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 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
+0:98 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 '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 '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 'attv4' (in 4-component vector of float)\r
+0:103 Constant:\r
+0:103 0.000000\r
+0:103 Constant:\r
+0:103 1.000000\r
+0:106 Constant:\r
+0:106 0.000000\r
+0:107 Constant:\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 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 Constant:\r
+0:110 0.500000\r
+0:110 0.000000\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 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
+0:117 Constant:\r
+0:117 0.000000\r
+0:118 Function Call: overloadF(i1; (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 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
+0:137 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
+0:138 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
+0:139 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 'attv4' (in 4-component vector of float)\r
+0:154 Function Definition: foo213( (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 Constant:\r
+0:156 3.000000\r
+0:157 switch\r
+0:157 condition\r
+0:157 'c' (uniform int)\r
+0:157 body\r
+0:157 Sequence\r
+0:158 case: with expression\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
+0:160 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
+0:163 default: \r
+0:? Sequence\r
+0:164 move second child to first child (float)\r
+0:164 'f' (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 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 Constant:\r
+0:172 0.000000\r
+0:178 Constant:\r
+0:178 0.000000\r
+0:180 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 Constant:\r
+0:184 0.000000\r
+0:184 Constant:\r
+0:184 0.300000\r
+0:? Linker Objects\r
+0:? 'i' (in 4-component vector of float)\r
+0:? 'o' (smooth out 4-component vector of float)\r
+0:? 'attv2' (in 2-component vector of float)\r
+0:? 'attv4' (in 4-component vector of float)\r
+0:? 's2D' (uniform sampler2D)\r
+0:? 'centTexCoord' (invariant smooth out 2-component vector of float)\r
+0:? 'initted' (uniform float)\r
+0:? 3.400000\r
+0:? 'concall' (const float)\r
+0:? 0.295520\r
+0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float)\r
+0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float)\r
+0:? 'c' (uniform int)\r
+0:? 'x' (in 2-component vector of int)\r
+0:? 'v2a' (in 2-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:? 'v4' (uniform 4-component vector of float)\r
+0:? 'abc' (int)\r
\r
130.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
ERROR: 0:25: 'textureGather(...)' : not supported for this version or the enabled extensions \r
ERROR: 0:35: 'redeclaration' : cannot change the type of gl_Color\r
ERROR: 0:38: 'gl_Color' : redeclaring non-array as array \r
Requested GL_ARB_texture_cube_map_array\r
Requested GL_ARB_texture_gather\r
Requested GL_ARB_texture_rectangle\r
+ERROR: node is still EOpNull!\r
+0:16 Function Definition: main( (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 '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 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 '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 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 '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 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 '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
+0:56 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 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 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
+0:62 Constant:\r
+0:62 false (const bool)\r
+0:63 Constant:\r
+0:63 false (const bool)\r
+0:64 Constant:\r
+0:64 false (const bool)\r
+0:65 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 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
+0:81 'samp2DR' (uniform sampler2DRect)\r
+0:81 Constant:\r
+0:81 0.300000\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 'samp2D' (uniform sampler2D)\r
+0:82 Constant:\r
+0:82 0.300000\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 'samp2DA' (uniform sampler2DArray)\r
+0:83 Constant:\r
+0:83 0.300000\r
+0:83 0.300000\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 'samp2DS' (uniform sampler2DShadow)\r
+0:84 Constant:\r
+0:84 0.300000\r
+0:84 0.300000\r
+0:84 Constant:\r
+0:84 1.300000\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 'samp2D' (uniform sampler2D)\r
+0:85 Constant:\r
+0:85 0.300000\r
+0:85 0.300000\r
+0:85 Constant:\r
+0:85 1 (const int)\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 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 'samp2D' (uniform sampler2D)\r
+0:93 Constant:\r
+0:93 0.300000\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 'samp2DA' (uniform sampler2DArray)\r
+0:94 Constant:\r
+0:94 0.300000\r
+0:94 0.300000\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 'samp2DR' (uniform sampler2DRect)\r
+0:95 Constant:\r
+0:95 0.300000\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 'samp2DS' (uniform sampler2DShadow)\r
+0:96 Constant:\r
+0:96 0.300000\r
+0:96 0.300000\r
+0:96 Constant:\r
+0:96 1.300000\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 'samp2D' (uniform sampler2D)\r
+0:97 Constant:\r
+0:97 0.300000\r
+0:97 0.300000\r
+0:97 Constant:\r
+0:97 1 (const int)\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 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 '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 '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(isA31;vf4;f1; (4-component vector of int)\r
+0:111 'Isca' (uniform isampler3DArray)\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 '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 '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 'Scas' (uniform samplerCubeArrayShadow)\r
+0:115 direct index (int)\r
+0:115 'a' (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 '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 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(isA31;vf4;vf3;vf3; (4-component vector of int)\r
+0:117 'Isca' (uniform isampler3DArray)\r
+0:117 'i' (smooth in 4-component vector of float)\r
+0:117 Constant:\r
+0:117 0.100000\r
+0:117 0.100000\r
+0:117 0.100000\r
+0:117 Constant:\r
+0:117 0.200000\r
+0:117 0.200000\r
+0:117 0.200000\r
+0:126 Function Definition: bar23444( (void)\r
+0:126 Function Parameters: \r
+0:? Sequence\r
+0:129 Sequence\r
+0:129 move second child to first child (float)\r
+0:129 'a1' (float)\r
+0:129 direct index (float)\r
+0:129 direct index (3-component vector of float)\r
+0:129 'm43' (4X3 matrix of float)\r
+0:129 Constant:\r
+0:129 3 (const int)\r
+0:129 Constant:\r
+0:129 1 (const int)\r
+0:131 Sequence\r
+0:131 move second child to first child (float)\r
+0:131 'b' (const (read only) float)\r
+0:131 component-wise multiply (float)\r
+0:131 Constant:\r
+0:131 2.000000\r
+0:131 'a1' (float)\r
+0:132 move second child to first child (float)\r
+0:132 direct index (float)\r
+0:132 'a' (3-component vector of float)\r
+0:132 Constant:\r
+0:132 0 (const int)\r
+0:132 add (float)\r
+0:132 'gl_MinProgramTexelOffset' (float)\r
+0:132 'gl_MaxProgramTexelOffset' (float)\r
+0:? Linker Objects\r
+0:? 'a' (3-component vector of float)\r
+0:? 'b' (float)\r
+0:? 'c' (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:? 'fsmooth' (smooth in float)\r
+0:? 'fnop' (noperspective in float)\r
+0:? 'gl_ClipDistance' (smooth in 4-element array of float)\r
+0:? 'sampC' (uniform samplerCube)\r
+0:? 'gl_Color' (smooth in 4-component vector of float)\r
+0:? 'gl_Color' (flat in 4-component vector of float)\r
+0:? 'samp2D' (uniform sampler2D)\r
+0:? 'samp2DS' (uniform sampler2DShadow)\r
+0:? 'samp2DR' (uniform sampler2DRect)\r
+0:? 'samp2DA' (uniform sampler2DArray)\r
+0:? 'Sca' (uniform samplerCubeArray)\r
+0:? 'Isca' (uniform isampler3DArray)\r
+0:? 'Usca' (uniform usamplerCubeArray)\r
+0:? 'Scas' (uniform samplerCubeArrayShadow)\r
+0:? 'ai' (const 3-element array of int)\r
+0:? 10 (const int)\r
+0:? 23 (const int)\r
+0:? 32 (const int)\r
+0:? 'instanceName' (layout(binding=0 column_major shared ) uniform block{layout(column_major shared ) uniform int a})\r
+0:? 'bounds' (layout(binding=0 ) uniform sampler2D)\r
\r
140.frag\r
-Warning, version 140 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
ERROR: 0:17: '#error' : GL_ES is not set \r
ERROR: 0:20: 'fragment-shader struct input' : not supported for this version or the enabled extensions \r
\r
Shader version: 140\r
Requested GL_ARB_separate_shader_objects\r
+ERROR: node is still EOpNull!\r
+0:10 Function Definition: main( (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 '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 Constant:\r
+0:22 3.100000\r
+0:30 Function Definition: foo( (void)\r
+0:30 Function Parameters: \r
+0:32 Sequence\r
+0:32 Sequence\r
+0:32 move second child to first child (2-component vector of float)\r
+0:32 'r1' (2-component vector of float)\r
+0:32 modf (2-component vector of float)\r
+0:32 vector swizzle (2-component vector of float)\r
+0:32 'v' (smooth in 4-component vector of float)\r
+0:32 Sequence\r
+0:32 Constant:\r
+0:32 0 (const int)\r
+0:32 Constant:\r
+0:32 1 (const int)\r
+0:32 vector swizzle (2-component vector of float)\r
+0:32 'v' (smooth in 4-component vector of float)\r
+0:32 Sequence\r
+0:32 Constant:\r
+0:32 2 (const int)\r
+0:32 Constant:\r
+0:32 3 (const int)\r
+0:33 Sequence\r
+0:33 move second child to first child (2-component vector of float)\r
+0:33 'r2' (2-component vector of float)\r
+0:33 modf (2-component vector of float)\r
+0:33 vector swizzle (2-component vector of float)\r
+0:33 'o' (out 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 'o' (out 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:? Linker Objects\r
+0:? 'v' (smooth in 4-component vector of float)\r
+0:? 'i' (smooth in 4-component vector of float)\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:? 'vl' (layout(location=3 ) smooth in 4-component vector of float)\r
+0:? 'vl2' (layout(location=4 ) smooth in 4-component vector of float)\r
\r
150.frag\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:4: 'redeclaration' : cannot redeclare with different qualification: gl_FragCoord\r
ERROR: 0:5: 'redeclaration' : cannot redeclare with different qualification: gl_FragCoord\r
ERROR: 0:6: 'layout qualifier' : can only apply origin_upper_left and pixel_center_origin to gl_FragCoord \r
Shader version: 150\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 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 '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 Constant:\r
+0:18 3.100000\r
+0:? Linker Objects\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
\r
150.geom\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:15: 'fromVertex' : block instance name redefinition \r
ERROR: 0:19: 'fromVertex' : redefinition \r
ERROR: 0:21: 'fooC' : block instance name redefinition \r
0:30 0.000000\r
0:32 move second child to first child (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 '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
0:33 move second child to first child (float)\r
0:33 direct index (layout(stream=0 ) 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 '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 2 (const int)\r
0:34 move second child to first child (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 '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 0 (const int)\r
0:35 move second child to first child (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 '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:? Linker Objects\r
0:? 'fromV' (in 4-element array of block{in 3-component vector of float color})\r
0:? 'toF' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color})\r
-0:? '__anon__0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color})\r
+0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color})\r
+0:? '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:? '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:? 'ov0' (layout(stream=0 ) out 4-component vector of float)\r
0:? 'ov4' (layout(stream=4 ) out 4-component vector of float)\r
0:? 'ov2s3' (layout(stream=3 ) out 4-component vector of float)\r
0:? 'badv4' (layout(stream=3 ) out 4-component vector of float)\r
0:? 'bad2v4' (in 4-element array of 4-component vector of float)\r
-0:? '__anon__1' (layout(stream=3 ) out block{layout(stream=3 ) out int a})\r
+0:? 'anon@2' (layout(stream=3 ) out block{layout(stream=3 ) out int a})\r
0:? 'outbi' (layout(stream=3 ) out block{layout(stream=3 ) out int a, layout(stream=3 ) out int b, layout(stream=3 ) out int c})\r
0:? 'inbi' (in 4-element array of block{layout(stream=2 ) in int a})\r
0:? 'insn' (in 4-element array of block{in int a15})\r
-0:? '__anon__2' (layout(stream=3 ) out block{layout(stream=3 ) out float f15})\r
-0:? '__anon__3' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b15})\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
\r
\r
Linked geometry stage:\r
max_vertices = 300\r
input primitive = lines_adjancency\r
output primitive = triangle_strip\r
+ERROR: node is still EOpNull!\r
+0:25 Function Definition: main( (void)\r
+0:25 Function Parameters: \r
+0:27 Sequence\r
+0:27 EmitVertex (void)\r
+0:28 EndPrimitive (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 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 '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 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 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 '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 Constant:\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 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 '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 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 '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 '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 'gl_Layer' (layout(stream=0 ) out int)\r
+0:37 Constant:\r
+0:37 2 (const int)\r
+0:65 Function Definition: foo(i1; (void)\r
+0:65 Function Parameters: \r
+0:65 'a' (in int)\r
+0:67 Sequence\r
+0:67 move second child to first child (4-component vector of float)\r
+0:67 a: direct index for structure (layout(stream=6 ) out 4-component vector of float)\r
+0:67 'ouuaa6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a})\r
+0:67 Constant:\r
+0:67 0 (const int)\r
+0:67 Constant:\r
+0:67 1.000000\r
+0:67 1.000000\r
+0:67 1.000000\r
+0:67 1.000000\r
+0:? Linker Objects\r
+0:? 'fromV' (in 4-element array of block{in 3-component vector of float color})\r
+0:? 'toF' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color})\r
+0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color})\r
+0:? '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:? '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:? 'ov0' (layout(stream=0 ) out 4-component vector of float)\r
+0:? 'ov4' (layout(stream=4 ) out 4-component vector of float)\r
+0:? 'o1v0' (layout(stream=0 ) out 4-component vector of float)\r
+0:? 'ua' (layout(stream=3 ) uniform int)\r
+0:? 'ibb' (layout(stream=3 column_major shared ) uniform block{layout(stream=3 column_major shared ) uniform int ua})\r
+0:? 'ov3' (layout(stream=3 ) out 4-component vector of float)\r
+0:? 'ouuaa6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a})\r
+0:? 'ouua6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a})\r
+0:? 'ouua7' (layout(stream=7 ) out block{layout(stream=6 ) out 4-component vector of float a})\r
+0:? 'ov2s3' (layout(stream=3 ) out 4-component vector of float)\r
+0:? 'badv4' (layout(stream=3 ) out 4-component vector of float)\r
+0:? 'bad2v4' (in 4-element array of 4-component vector of float)\r
+0:? 'anon@2' (layout(stream=3 ) out block{layout(stream=3 ) out int a})\r
+0:? 'outbi' (layout(stream=3 ) out block{layout(stream=3 ) out int a, layout(stream=3 ) out int b, layout(stream=3 ) out int c})\r
+0:? 'inbi' (in 4-element array of block{layout(stream=2 ) in int a})\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
\r
150.tesc\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 150\r
Requested GL_ARB_tessellation_shader\r
0:33 Constant:\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:? 'patchOut' (patch out 4-component vector of float)\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
\r
150.tese\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:12: 'barrier' : no matching overloaded function found \r
ERROR: 1 compilation errors. No code generated.\r
\r
0:30 1 (const int)\r
0:32 move second child to first child (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__1' (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 'anon@1' (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
0:33 gl_PointSize: direct index for structure (gl_PointSize float)\r
-0:33 '__anon__1' (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 'anon@1' (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
0:34 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
-0:34 '__anon__1' (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 '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 'cd' (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
\r
400.tesc\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) \r
ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) \r
ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) \r
0:44 Constant:\r
0:44 1 (const int)\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:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\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:? 'ina' (in 2-component vector of float)\r
0:? 'inb' (in 32-element array of 2-component vector of float)\r
0:? 'inc' (in 32-element array of 2-component vector of float)\r
0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
\r
400.tese\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:3: 'vertices' : there is no such layout identifier for this stage taking an assigned value \r
ERROR: 0:5: 'triangles' : cannot change previously set input primitive \r
ERROR: 0:6: 'isolines' : cannot change previously set input primitive \r
0:40 1 (const int)\r
0:42 move second child to first child (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__1' (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 'anon@1' (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
0:43 gl_PointSize: direct index for structure (gl_PointSize float)\r
-0:43 '__anon__1' (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 'anon@1' (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
0:44 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
-0:44 '__anon__1' (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 '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:? Linker Objects\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 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
0:? 'badp1' (smooth patch in 4-component vector of float)\r
0:? 'badp2' (flat patch in 4-component vector of float)\r
0:? 'badp3' (noperspective patch in 4-component vector of float)\r
0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float)\r
\r
410.tesc\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:4: 'length' : array must first be sized by a redeclaration or layout qualifier\r
ERROR: 1 compilation errors. No code generated.\r
\r
0:8 Function Definition: main( (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:? 'patchOut' (patch out 4-component vector of float)\r
\r
420.tesc\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out\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
0:? 'outf' (out float)\r
\r
420.tese\r
-Warning, version 420 is not yet complete; some version-specific features are present, but many are missing.\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: 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: 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
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:\r
main(\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 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 '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 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 '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
0:21 move second child to first child (float)\r
0:21 'ps' (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 '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 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 '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
0:22 move second child to first child (float)\r
0:22 'cd' (float)\r
0:22 direct index (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 '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 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 '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
0:26 'gl_InvocationID' (in int)\r
0:28 move second child to first child (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 '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 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 '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 'p' (4-component vector of float)\r
0:29 move second child to first child (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 '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 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 '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 'ps' (float)\r
0:30 move second child to first child (float)\r
0:30 direct index (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 '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 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 '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 Constant:\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 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 '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 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 '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
0:24 move second child to first child (float)\r
0:24 'ps' (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 '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 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 '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
0:25 move second child to first child (float)\r
0:25 'cd' (float)\r
0:25 direct index (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 '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 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 '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
0:29 'gl_InvocationID' (in int)\r
0:31 move second child to first child (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 '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 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 '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 'p' (4-component vector of float)\r
0:32 move second child to first child (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 '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 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 '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 'ps' (float)\r
0:33 move second child to first child (float)\r
0:33 direct index (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 '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 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 '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 Constant:\r
0:42 Function Parameters: \r
0:44 Sequence\r
0:44 gl_PointSize: direct index for structure (out float)\r
-0:44 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
-0:44 '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
+0:44 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:44 '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
0:44 Constant:\r
0:44 4 (const int)\r
0:44 Constant:\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 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 '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 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 '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
0:18 move second child to first child (float)\r
0:18 'ps' (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 '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 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 '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
0:19 move second child to first child (float)\r
0:19 'cd' (float)\r
0:19 direct index (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 '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 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 '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
0:26 Constant:\r
0:26 1 (const int)\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:? 'patchOut' (patch out 4-component vector of float)\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:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'ina' (in 2-component vector of float)\r
0:? 'inb' (in 32-element array of 2-component vector of float)\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 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 '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 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 '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
0:23 move second child to first child (float)\r
0:23 'ps' (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 '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 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 '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
0:24 move second child to first child (float)\r
0:24 'cd' (float)\r
0:24 direct index (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 '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 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 '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
0:30 1 (const int)\r
0:32 move second child to first child (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__1' (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 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-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
0:33 gl_PointSize: direct index for structure (gl_PointSize float)\r
-0:33 '__anon__1' (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 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-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
-0:34 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
-0:34 '__anon__1' (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 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
0:32 move second child to first child (4-component vector of float)\r
0:32 'p' (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 '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 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 '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
0:33 move second child to first child (float)\r
0:33 'ps' (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 '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 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 '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
0:34 move second child to first child (float)\r
0:34 'cd' (float)\r
0:34 direct index (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 '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 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 '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
0:40 1 (const int)\r
0:42 move second child to first child (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__1' (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 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-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
0:43 gl_PointSize: direct index for structure (gl_PointSize float)\r
-0:43 '__anon__1' (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 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-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
-0:44 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
-0:44 '__anon__1' (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 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
0:76 true case is null\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 3-element array of float gl_ClipDistance})\r
0:? 'patchOut' (patch out 4-component vector of float)\r
0:? 'badp1' (smooth patch in 4-component vector of float)\r
0:? 'badp2' (flat patch in 4-component vector of float)\r
0:? 'badp3' (noperspective patch in 4-component vector of float)\r
0:? 'badp4' (patch sample in 3-component vector of float)\r
-0:? 'gl_in' (in 32-element array of block{in implicitly-sized array of float gl_ClipDistance})\r
+0:? 'gl_in' (in 32-element array of block{in 1-element array of float gl_ClipDistance})\r
0:? 'ina' (in 2-component vector of float)\r
0:? 'inb' (in 32-element array of 2-component vector of float)\r
0:? 'inc' (in 32-element array of 2-component vector of float)\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:? '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:? 1 (const uint)\r
150.vert\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:22: 'a' : cannot redeclare a user-block member array \r
ERROR: 1 compilation errors. No code generated.\r
\r
0:11 Sequence\r
0:11 move second child to first child (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 '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 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 '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 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 '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 0 (const int)\r
0:14 move second child to first child (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 '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
0:14 3 (const uint)\r
0:14 'iv4' (in 4-component vector of float)\r
0:? Linker Objects\r
0:? 'iv4' (in 4-component vector of float)\r
0:? 'ps' (uniform float)\r
-0:? '__anon__1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform implicitly-sized array of int a})\r
+0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform implicitly-sized array of int a})\r
0:? 'gl_VertexID' (gl_VertexId int)\r
0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVertex (gl_ClipDistance is preferred)\r
\r
Shader version: 150\r
+ERROR: node is still EOpNull!\r
+0:9 Function Definition: main( (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 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 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 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 '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 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
+0:14 3 (const uint)\r
+0:14 'iv4' (in 4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'iv4' (in 4-component vector of float)\r
+0:? 'ps' (uniform float)\r
+0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform 1-element array of int a})\r
+0:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
ERROR: Linking fragment stage: when more than one fragment shader output, all must have location qualifiers\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:53 Function Definition: main( (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 '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 '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
+0:59 '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 '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 '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 'arrayedSampler' (uniform 5-element array of lowp sampler2D)\r
+0:62 Constant:\r
+0:62 2 (const int)\r
+0:62 'ic2D' (flat in mediump 2-component vector of 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 '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 '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 '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 's2DArrayShadow' (uniform lowp sampler2DArrayShadow)\r
+0:66 'c4D' (smooth 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 's3D' (uniform lowp sampler3D)\r
+0:67 'c4D' (smooth 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 '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 '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 '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 'is2D' (uniform lowp isampler2D)\r
+0:73 'c4D' (smooth 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 '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 '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 '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 '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 '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 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 '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 '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 '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
+0:91 '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 Constant:\r
+0:91 0 (const int)\r
+0:92 move second child to first child (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 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 '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 'c1D' (smooth in lowp float)\r
+0:95 hyp. tangent (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
+0:97 'c3D' (smooth in lowp 3-component vector of float)\r
+0:108 Function Definition: foo( (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 '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
+0:111 '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
+0:117 Function Parameters: \r
+0:117 'inSt2' (in structure{mediump int i, lowp sampler2D s})\r
+0:119 Sequence\r
+0:119 Test condition and select (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 true case is null\r
+0:120 Test condition and select (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 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
+0:126 Function Parameters: \r
+0:128 Sequence\r
+0:128 Function Call: textureOffset(sS21;vf3;vi2;f1; (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 '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 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 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 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 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 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 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 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 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 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 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 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 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 Constant:\r
+0:145 10.000000\r
+0:145 15.000000\r
+0:145 14.000000\r
+0:145 21.000000\r
+0:145 22.000000\r
+0:145 33.000000\r
+0:? Linker Objects\r
+0:? 's2D' (uniform lowp sampler2D)\r
+0:? 's3D' (uniform lowp sampler3D)\r
+0:? 'sCube' (uniform lowp samplerCube)\r
+0:? 'sCubeShadow' (uniform lowp samplerCubeShadow)\r
+0:? 's2DShadow' (uniform lowp sampler2DShadow)\r
+0:? 's2DArray' (uniform lowp sampler2DArray)\r
+0:? 's2DArrayShadow' (uniform lowp sampler2DArrayShadow)\r
+0:? 'is2D' (uniform lowp isampler2D)\r
+0:? 'is3D' (uniform lowp isampler3D)\r
+0:? 'isCube' (uniform lowp isamplerCube)\r
+0:? 'is2DArray' (uniform lowp isampler2DArray)\r
+0:? 'us2D' (uniform lowp usampler2D)\r
+0:? 'us3D' (uniform lowp usampler3D)\r
+0:? 'usCube' (uniform lowp usamplerCube)\r
+0:? 'us2DArray' (uniform lowp usampler2DArray)\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:? '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:? '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
\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:? '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:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b23})\r
0:? 's2D' (uniform lowp sampler2D)\r
0:? 's3D' (uniform lowp sampler3D)\r
0:? 's2DS' (uniform lowp sampler2DShadow)\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:27 Function Definition: main( (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 '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 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 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 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 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 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 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 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 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 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 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 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 '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 '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 '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 '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 'gl_Position' (gl_Position highp 4-component vector of float)\r
+0:49 direct index (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 'gl_PointSize' (gl_PointSize highp float)\r
+0:50 direct index (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 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 Constant:\r
+0:53 1 (const int)\r
+0:53 'dm' (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 Constant:\r
+0:68 3.000000\r
+0:68 4.000000\r
+0:71 Function Definition: newVFun( (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 '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 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 '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 '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 '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 's3D' (uniform lowp sampler3D)\r
+0:126 Constant:\r
+0:126 0.200000\r
+0:126 0.200000\r
+0:126 0.200000\r
+0:126 0.200000\r
+0:126 Constant:\r
+0:126 1 (const int)\r
+0:126 1 (const int)\r
+0:126 1 (const int)\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 's2DS' (uniform lowp sampler2DShadow)\r
+0:128 'invIn' (invariant in highp 4-component vector of float)\r
+0:128 Constant:\r
+0:128 4.200000\r
+0:128 4.200000\r
+0:128 Constant:\r
+0:128 5.300000\r
+0:128 5.300000\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 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 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
+0:141 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
+0:155 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 Parameters: \r
+0:158 'f' (in highp float)\r
+0:158 Sequence\r
+0:158 Branch: Return with expression\r
+0:158 Constant:\r
+0:158 2 (const int)\r
+0:? Linker Objects\r
+0:? 'm43' (uniform highp 4X3 matrix of float)\r
+0:? 'm33' (uniform highp 3X3 matrix of float)\r
+0:? 'm44' (uniform highp 4X4 matrix of float)\r
+0:? 'v3' (in highp 3-component vector of float)\r
+0:? 'v2' (smooth out highp 2-component vector of float)\r
+0:? 'bad' (in 10-element array of highp 4-component vector of float)\r
+0:? 'badorder' (in highp 4-component vector of float)\r
+0:? 'badorder2' (invariant smooth out highp 4-component vector of float)\r
+0:? 'badorder4' (centroid in highp 4-component vector of float)\r
+0:? 'badorder3' (flat out highp 4-component vector of float)\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:? '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:? '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:? '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:? 's3D' (uniform lowp sampler3D)\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:? 'Binst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp int a})\r
+0:? 'Bfoo' (highp int)\r
+0:? 'gl_VertexID' (gl_VertexId highp int)\r
+0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:26 Function Definition: main( (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
+0:30 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
+0:31 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
+0:32 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
+0:33 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
+0:34 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
+0:35 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
+0:36 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
+0:37 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
+0:38 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
+0:39 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
+0:40 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
+0:41 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
+0:42 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
+0:43 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
+0:47 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
+0:49 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
+0:50 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
+0:51 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
+0:52 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
+0:53 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
+0:56 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
+0:57 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
+0:58 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
+0:59 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
+0:62 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
+0:63 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
+0:64 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
+0:65 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
+0:66 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
+0:67 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
+0:70 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
\r
0:44 Convert uint to float (float)\r
0:44 direct index (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{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 Constant:\r
0:44 0 (const uint)\r
0:44 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:? '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:? '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
+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
\r
Linked fragment stage:\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:42 Function Definition: main( (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 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 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 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 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 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 '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 Constant:\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 '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 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:? '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
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:10 Function Definition: main( (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 '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 '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 '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
+0:14 'pos' (smooth in mediump 4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'pos' (smooth in mediump 4-component vector of float)\r
+0:? 'color' (layout(location=2 ) smooth in mediump 4-component vector of float)\r
+0:? 'c' (layout(location=1 ) out mediump 4-component vector of float)\r
+0:? 'p' (layout(location=3 ) out mediump 4-component vector of float)\r
+0:? 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float)\r
+0:? 'ca' (layout(location=40 ) out 4-element array of mediump float)\r
+0:? 'cb' (layout(location=41 ) out 2-element array of mediump float)\r
+0:? 'cc' (layout(location=39 ) out 6-element array of mediump float)\r
\r
0:46 Constant:\r
0:46 1 (const int)\r
0:46 M4: direct index for structure (layout(row_major shared ) uniform highp 4X4 matrix of float)\r
-0:46 '__anon__1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b})\r
+0:46 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b})\r
0:46 Constant:\r
0:46 1 (const uint)\r
0:46 M3: direct index for structure (layout(column_major shared ) uniform highp 4X4 matrix of float)\r
-0:46 '__anon__1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b})\r
+0:46 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b})\r
0:46 Constant:\r
0:46 0 (const uint)\r
0:46 t2m: direct index for structure (layout(row_major shared ) uniform highp 4X4 matrix of float)\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 '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:? 'color' (smooth out highp 3-component vector of float)\r
0:? 'badm4' (layout(column_major shared ) uniform highp 4X4 matrix of float)\r
0:? '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:? '__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:? '__anon__2' (out block{out highp float f})\r
+0:? '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:? 'anon@2' (out block{out highp float f})\r
0:? 'badoutA' (layout(location=10 ) smooth out highp 4-component vector of float)\r
0:? 'compute_only' (shared highp 4-component vector of float)\r
0:? 'aoeuntaoeu' (layout(packed ) uniform highp float)\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:44 Function Definition: main( (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 'pos' (smooth out highp 4-component vector of float)\r
+0:46 vector-times-matrix (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 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 0 (const int)\r
+0:46 M2: direct index for structure (layout(column_major std140 offset=64 ) 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 1 (const int)\r
+0:46 M4: direct index for structure (layout(row_major shared ) uniform highp 4X4 matrix of float)\r
+0:46 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b})\r
+0:46 Constant:\r
+0:46 1 (const uint)\r
+0:46 M3: direct index for structure (layout(column_major shared ) uniform highp 4X4 matrix of float)\r
+0:46 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b})\r
+0:46 Constant:\r
+0:46 0 (const uint)\r
+0:46 t2m: direct index for structure (layout(row_major shared ) uniform highp 4X4 matrix of float)\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 'color' (smooth out highp 3-component vector of float)\r
+0:47 vector-times-matrix (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
+0:47 Constant:\r
+0:47 2 (const int)\r
+0:? Linker Objects\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:? '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
+0:? '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:? '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:? 'anon@2' (out block{out highp float f})\r
+0:? 'badoutA' (layout(location=10 ) smooth out highp 4-component vector of float)\r
+0:? 'compute_only' (shared highp 4-component vector of float)\r
+0:? 'aoeuntaoeu' (layout(packed ) uniform highp float)\r
+0:? 'cd' (layout(location=40 ) in highp float)\r
+0:? 'ce' (layout(location=37 ) in highp 4X3 matrix of float)\r
+0:? 'gl_VertexID' (gl_VertexId highp int)\r
+0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
ERROR: Linking fragment stage: when more than one fragment shader output, all must have location qualifiers\r
\r
Shader version: 300\r
+0:? Sequence\r
+0:8 Function Definition: main( (void)\r
+0:8 Function Parameters: \r
+0:? Linker Objects\r
+0:? 'color1' (out highp 4-component vector of float)\r
+0:? 'color2' (out highp 4-component vector of float)\r
\r
\r
\r
Shader version: 300\r
+0:? Sequence\r
+0:9 Function Definition: main( (void)\r
+0:9 Function Parameters: \r
+0:? Linker Objects\r
+0:? 'pos' (smooth in mediump 4-component vector of float)\r
+0:? 'c' (layout(location=1 ) out mediump 4-component vector of float)\r
+0:? 'p' (layout(location=5 ) out mediump 4-component vector of float)\r
+0:? 'q' (layout(location=9 ) out 2-element array of mediump 4-component vector of float)\r
\r
\r
\r
Shader version: 300\r
+0:? Sequence\r
+0:7 Function Definition: main( (void)\r
+0:7 Function Parameters: \r
+0:? Linker Objects\r
+0:? 'color1' (out highp 4-component vector of float)\r
\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:13 Function Definition: main( (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
+0:45 '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
+0:50 Constant:\r
+0:50 false (const bool)\r
+0:51 Constant:\r
+0:51 false (const bool)\r
+0:52 Constant:\r
+0:52 false (const bool)\r
+0:53 Constant:\r
+0:53 false (const bool)\r
+0:54 Constant:\r
+0:54 false (const bool)\r
+0:55 Constant:\r
+0:55 false (const bool)\r
+0:57 Constant:\r
+0:57 false (const bool)\r
+0:58 Constant:\r
+0:58 false (const bool)\r
+0:59 Constant:\r
+0:59 false (const bool)\r
+0:60 Constant:\r
+0:60 false (const bool)\r
+0:61 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
+0:74 '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
+0:98 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 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
+0:132 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 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
\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 Parameters: \r
+0:3 'a' (in highp int)\r
+0:3 'b' (in highp int)\r
+0:3 'c' (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 '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 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 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 Parameters: \r
+0:? Sequence\r
+0:39 Function Call: g( (highp int)\r
+0:42 'sin' (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 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 Constant:\r
+0:47 3.000000\r
+0:49 move second child to first child (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
+0:51 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 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 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
+0:51 Loop Terminal Expression\r
+0:51 Pre-Increment (highp int)\r
+0:51 'f' (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 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 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
+0:60 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
+0:68 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 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 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:? 'gl_VertexID' (gl_VertexId highp int)\r
+0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
330.frag\r
-Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:27: 'block declaration' : cannot redeclare block: gl_block\r
ERROR: 0:31: 'gl_name' : identifiers starting with "gl_" are reserved \r
ERROR: 0:32: 'gl_i' : identifiers starting with "gl_" are reserved \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 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 '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:? 'inVar' (smooth in 4-component vector of float)\r
0:? 'outVar' (out 4-component vector of float)\r
0:? 'varyingVar' (smooth in 4-component vector of float)\r
-0:? '__anon__0' (in block{in 4-component vector of float gl_Color, })\r
+0:? 'anon@0' (in block{in 4-component vector of float gl_Color, })\r
0:? 'gl_name' (in block{in int gl_i})\r
0:? 'start' (const int)\r
0:? 6 (const int)\r
0:? 'v20' (smooth in 4-component vector of float)\r
0:? 'v21' (layout(location=60 ) smooth in float)\r
0:? 'v22' (layout(location=2 ) smooth in float)\r
-0:? '__anon__1' (in block{layout(location=1 component=0 ) in float f1, layout(location=3 ) in float f2})\r
+0:? 'anon@1' (in block{layout(location=1 component=0 ) in float f1, layout(location=3 ) in float f2})\r
0:? 'uinst' (layout(location=1 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2})\r
0:? 'v3' (layout(location=6 ) smooth in 4-component vector of float)\r
0:? 'v4' (smooth in 4-component vector of float)\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:? '__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:? '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
\r
\r
Linked fragment stage:\r
Shader version: 330\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 Parameters: \r
+0:10 Sequence\r
+0:10 move second child to first child (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 '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 Constant:\r
+0:12 4 (const int)\r
+0:21 Function Definition: foo( (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 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 'outVar' (out 4-component vector of float)\r
+0:24 'inVar' (smooth in 4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'inVar' (smooth in 4-component vector of float)\r
+0:? 'outVar' (out 4-component vector of float)\r
+0:? 'varyingVar' (smooth in 4-component vector of float)\r
+0:? 'anon@0' (in block{in 4-component vector of float gl_Color, })\r
+0:? 'gl_name' (in block{in int gl_i})\r
+0:? 'start' (const int)\r
+0:? 6 (const int)\r
+0:? 'v1' (smooth in 4-component vector of float)\r
+0:? 'v2' (layout(location=8 ) smooth in 4-component vector of float)\r
+0:? 'v20' (smooth in 4-component vector of float)\r
+0:? 'v21' (layout(location=60 ) smooth in float)\r
+0:? 'v22' (layout(location=2 ) smooth in float)\r
+0:? 'anon@1' (in block{layout(location=1 component=0 ) in float f1, layout(location=3 ) in float f2})\r
+0:? 'uinst' (layout(location=1 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2})\r
+0:? 'v3' (layout(location=6 ) smooth in 4-component vector of float)\r
+0:? 'v4' (smooth in 4-component vector of float)\r
+0:? 'v5' (smooth in 4-component vector of float)\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:? '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:? '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
\r
330comp.frag\r
-Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 330\r
0:? Sequence\r
ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData\r
\r
Shader version: 330\r
+0:? Sequence\r
+0:8 Function Definition: main( (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 '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 '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 'inVar' (smooth in 4-component vector of float)\r
+0:11 'gl_ModelViewMatrix' (uniform 4X4 matrix of float)\r
+0:? Linker Objects\r
+0:? 'inVar' (smooth in 4-component vector of float)\r
+0:? 'outVar' (out 4-component vector of float)\r
+0:? 'varyingVar' (smooth in 4-component vector of float)\r
\r
400.frag\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:18: 'textureGatherOffsets(...)' : must be a compile-time constant: offsets argument\r
ERROR: 0:22: 'textureGatherOffset(...)' : must be a compile-time constant: component argument\r
ERROR: 0:23: 'textureGatherOffset(...)' : must be 0, 1, 2, or 3: component argument\r
0:14 Constant:\r
0:14 0 (const int)\r
0:14 direct index (smooth float)\r
-0:14 'gl_ClipDistance' (smooth in implicitly-sized array of 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:? 'vl' (layout(location=4 ) smooth in 4-component vector of float)\r
0:? 'vl2' (layout(location=6 ) smooth in 4-component vector of float)\r
0:? 'uv3' (layout(location=3 ) uniform 3-component vector of float)\r
-0:? '__anon__0' (in block{in float gl_FogFragCoord, in implicitly-sized array of 4-component vector of float gl_TexCoord, smooth in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
-0:? '__anon__0' (in block{in float gl_FogFragCoord, in implicitly-sized array of 4-component vector of float gl_TexCoord, smooth in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
+0:? 'anon@0' (in block{in float gl_FogFragCoord, in implicitly-sized array of 4-component vector of float gl_TexCoord, smooth in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
+0:? 'anon@0' (in block{in float gl_FogFragCoord, in implicitly-sized array of 4-component vector of float gl_TexCoord, smooth in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:? 'u2drs' (uniform sampler2DRectShadow)\r
Requested GL_ARB_separate_shader_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 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 '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 '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 '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 '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 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 'samp2dr' (uniform usampler2DRect)\r
+0:19 'c2D' (smooth in 2-component vector of float)\r
+0:19 Constant:\r
+0:19 1 (const int)\r
+0:19 2 (const int)\r
+0:19 3 (const int)\r
+0:19 4 (const int)\r
+0:19 15 (const int)\r
+0:19 16 (const int)\r
+0:19 -2 (const int)\r
+0:19 0 (const int)\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 '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 'isamp2DA' (uniform isampler2DArray)\r
+0:21 Constant:\r
+0:21 0.100000\r
+0:21 0.100000\r
+0:21 0.100000\r
+0:21 Constant:\r
+0:21 1 (const int)\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 'isamp2DA' (uniform isampler2DArray)\r
+0:22 Constant:\r
+0:22 0.100000\r
+0:22 0.100000\r
+0:22 0.100000\r
+0:22 Constant:\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 'isamp2DA' (uniform isampler2DArray)\r
+0:23 Constant:\r
+0:23 0.100000\r
+0:23 0.100000\r
+0:23 0.100000\r
+0:23 Constant:\r
+0:23 1 (const int)\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 'isamp2DA' (uniform isampler2DArray)\r
+0:24 Constant:\r
+0:24 0.100000\r
+0:24 0.100000\r
+0:24 0.100000\r
+0:24 Constant:\r
+0:24 1 (const int)\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 '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 '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 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
+0:47 Function Definition: foo23( (void)\r
+0:47 Function Parameters: \r
+0:? Sequence\r
+0:51 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:51 'u2drs' (uniform sampler2DRectShadow)\r
+0:51 'outp' (out 4-component vector of float)\r
+0:51 Constant:\r
+0:51 0.000000\r
+0:51 0.000000\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 'c2D' (smooth in 2-component vector of float)\r
+0:52 Function Call: textureProjGradOffset(sSR21;vf4;vf2;vf2;vi2; (float)\r
+0:52 'u2drs' (uniform sampler2DRectShadow)\r
+0:52 'outp' (out 4-component vector of float)\r
+0:52 Constant:\r
+0:52 0.000000\r
+0:52 0.000000\r
+0:52 Constant:\r
+0:52 0.000000\r
+0:52 0.000000\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 'u2drs' (uniform sampler2DRectShadow)\r
+0:53 'outp' (out 4-component vector of float)\r
+0:53 Constant:\r
+0:53 0.000000\r
+0:53 0.000000\r
+0:53 Constant:\r
+0:53 0.000000\r
+0:53 0.000000\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 'u2drs' (uniform sampler2DRectShadow)\r
+0:54 'outp' (out 4-component vector of float)\r
+0:54 Constant:\r
+0:54 0.000000\r
+0:54 0.000000\r
+0:54 Constant:\r
+0:54 0.000000\r
+0:54 0.000000\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 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 'outp' (out 4-component vector of float)\r
+0:63 Sequence\r
+0:63 Constant:\r
+0:63 0 (const int)\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:? Linker Objects\r
+0:? 'c2D' (smooth in 2-component vector of float)\r
+0:? 'i' (flat in int)\r
+0:? 'outp' (out 4-component vector of float)\r
+0:? 'arrayedSampler' (uniform 5-element array of sampler2D)\r
+0:? 'samp2dr' (uniform usampler2DRect)\r
+0:? 'isamp2DA' (uniform isampler2DArray)\r
+0:? 'gl_ClipDistance' (smooth in 4-element array of float)\r
+0:? 'vl' (layout(location=4 ) smooth in 4-component vector of float)\r
+0:? 'vl2' (layout(location=6 ) smooth in 4-component vector of float)\r
+0:? 'uv3' (layout(location=3 ) uniform 3-component vector of float)\r
+0:? 'anon@0' (in block{in float gl_FogFragCoord, in 1-element array of 4-component vector of float gl_TexCoord, smooth in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
+0:? 'anon@0' (in block{in float gl_FogFragCoord, in 1-element array of 4-component vector of float gl_TexCoord, smooth in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
+0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
+0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
+0:? 'u2drs' (uniform sampler2DRectShadow)\r
+0:? 'patchIn' (smooth patch in 4-component vector of float)\r
+0:? 'patchOut' (patch out 4-component vector of float)\r
\r
400.geom\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:12: 'invocations' : can only apply to a standalone qualifier \r
ERROR: 0:20: 'patch' : not supported in this stage: geometry\r
ERROR: 0:20: 'gl_PointSize' : cannot add layout to redeclared block member \r
max_vertices = 127\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 Parameters: \r
+0:5 Sequence\r
+0:5 EmitStreamVertex (void)\r
+0:5 Constant:\r
+0:5 1 (const int)\r
+0:6 EndStreamPrimitive (void)\r
+0:6 Constant:\r
+0:6 0 (const int)\r
+0:7 EmitVertex (void)\r
+0:8 EndPrimitive (void)\r
+0:9 Sequence\r
+0:9 move second child to first child (int)\r
+0:9 'id' (int)\r
+0:9 'gl_InvocationID' (in int)\r
+0:23 Function Definition: foo( (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 '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 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 Parameters: \r
+0:48 Sequence\r
+0:48 Constant:\r
+0:48 3 (const int)\r
+0:49 Constant:\r
+0:49 3 (const int)\r
+0:50 Constant:\r
+0:50 3 (const int)\r
+0:51 Constant:\r
+0:51 3 (const int)\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
+0:? 'color' (in 3-element array of 4-component vector of float)\r
+0:? 'color2' (in 3-element array of 4-component vector of float)\r
+0:? 'colorS' (in 3-element array of 4-component vector of float)\r
+0:? 'colorBad' (in 4-element array of 4-component vector of float)\r
+0:? 'colorbad2' (in 2-element array of 4-component vector of float)\r
+0:? 'cva' (layout(location=4 ) in 3-element array of 4-component vector of float)\r
+0:? 'cvb' (layout(location=5 ) in 3-element array of 4-component vector of float)\r
+0:? 'cmc' (layout(location=2 ) in 3-element array of 3X3 matrix of float)\r
+0:? 'patchIn' (patch in 3-element array of 4-component vector of float)\r
+0:? 'patchOut' (layout(stream=0 ) patch out 4-component vector of float)\r
+0:? 'scalar' (in float)\r
+0:? 'inbls' (in block{in int a})\r
+0:? 'inbla' (in 17-element array of block{in int a})\r
\r
410.geom\r
-Warning, version 410 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 410 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:8: 'myIn' : cannot redeclare a built-in block with a user name \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
0:30 0 (const int)\r
0:31 move second child to first child (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 '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
0:33 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 '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:? Linker Objects\r
0:? 'gl_in' (in implicitly-sized array of block{in float gl_PointSize})\r
-0:? '__anon__0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })\r
+0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })\r
\r
\r
Linked geometry stage:\r
max_vertices = 0\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 Parameters: \r
+0:5 Sequence\r
+0:5 move second child to first child (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 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 gl_PointSize: direct index for structure (in float)\r
+0:30 direct index (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 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
+0:33 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:? Linker Objects\r
+0:? 'gl_in' (in 2-element array of block{in float gl_PointSize})\r
+0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })\r
\r
420.geom\r
-Warning, version 420 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:9: 'length' : array must first be sized by a redeclaration or layout qualifier\r
ERROR: 0:11: '[' : array must be sized by a redeclaration or layout qualifier before being indexed with a variable\r
ERROR: 0:42: 'assign' : l-value required (can't modify a const)\r
0:? 's2D' (uniform sampler2D)\r
0:? 'coord' (in 3-element array of 2-component vector of float)\r
0:? 'v4' (uniform 4-component vector of float)\r
-0:? '__anon__0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out implicitly-sized array of float gl_ClipDistance})\r
+0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out implicitly-sized array of float gl_ClipDistance})\r
\r
\r
Linked geometry stage:\r
max_vertices = 0\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 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 '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 '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 Constant:\r
+0:11 0 (const int)\r
+0:18 Function Definition: foo3( (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 '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 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 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 's2D' (uniform sampler2D)\r
+0:40 direct index (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 Constant:\r
+0:40 0 (const int)\r
+0:40 1 (const int)\r
+0:40 1 (const int)\r
+0:40 -2 (const int)\r
+0:40 0 (const int)\r
+0:40 3 (const int)\r
+0:40 -3 (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 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 Constant:\r
+0:42 0 (const int)\r
+0:42 1 (const int)\r
+0:42 1 (const int)\r
+0:42 -2 (const int)\r
+0:42 0 (const int)\r
+0:42 3 (const int)\r
+0:42 -3 (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 Sequence\r
+0:42 Constant:\r
+0:42 0 (const int)\r
+0:42 Constant:\r
+0:42 1 (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 '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 '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:? Linker Objects\r
+0:? 'i' (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
+0:? 'coord' (in 3-element array of 2-component vector of float)\r
+0:? 'v4' (uniform 4-component vector of float)\r
+0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out 1-element array of float gl_ClipDistance})\r
\r
420.vert\r
-Warning, version 420 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:2: '#version' : must occur first in shader \r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
ERROR: 0:3: 'varying' : no longer supported in core profile; removed in version 420\r
0:? 'dx' (const float)\r
0:? 4.200000\r
0:? 'boundInst' (layout(binding=3 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})\r
-0:? '__anon__0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})\r
-0:? '__anon__1' (layout(binding=1 ) in block{in int aoeua})\r
-0:? '__anon__2' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform int aooeu})\r
+0:? 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})\r
+0:? 'anon@1' (layout(binding=1 ) in block{in int aoeua})\r
+0:? 'anon@2' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform int aooeu})\r
0:? 'sampb1' (layout(binding=4 ) uniform sampler2D)\r
0:? 'sampb2' (layout(binding=5 ) uniform 10-element array of sampler2D)\r
0:? 'sampb3' (layout(binding=80 ) uniform sampler2D)\r
0:? 'sampb4' (layout(binding=31 ) uniform sampler2D)\r
0:? 'sampb5' (layout(binding=79 ) uniform 2-element array of sampler2D)\r
-0:? '__anon__3' (out block{out implicitly-sized array of float gl_ClipDistance, })\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:? 'gl_VertexID' (gl_VertexId int)\r
\r
\r
Shader version: 420\r
+ERROR: node is still EOpNull!\r
+0:20 Function Definition: foo( (const int)\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 'b' (const (read only) int)\r
+0:23 'anonconst' (int)\r
+0:25 Sequence\r
+0:25 move second child to first child (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 Parameters: \r
+0:? Sequence\r
+0:35 Test condition and select (void)\r
+0:35 Condition\r
+0:35 Compare Equal (bool)\r
+0:35 'i' (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
+0:42 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 Parameters: \r
+0:50 'v' (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
+0:55 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 '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 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 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 'badorder3' (flat out 4-component vector of float)\r
+0:58 direct index (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:? Linker Objects\r
+0:? 'v2' (smooth out 2-component vector of float)\r
+0:? 'bad' (in 10-element array of 4-component vector of float)\r
+0:? 'badorder' (in 4-component vector of float)\r
+0:? 'badorder2' (invariant smooth out 4-component vector of float)\r
+0:? 'badorder4' (centroid in 4-component vector of float)\r
+0:? 'badorder3' (flat out 4-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:? 'aconst' (const int)\r
+0:? 5 (const int)\r
+0:? 'a' (const int)\r
+0:? 5 (const int)\r
+0:? 'b' (int)\r
+0:? 'cx' (const float)\r
+0:? 4.200000\r
+0:? 'dx' (const float)\r
+0:? 4.200000\r
+0:? 'boundInst' (layout(binding=3 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})\r
+0:? 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})\r
+0:? 'anon@1' (layout(binding=1 ) in block{in int aoeua})\r
+0:? 'anon@2' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform int aooeu})\r
+0:? 'sampb1' (layout(binding=4 ) uniform sampler2D)\r
+0:? 'sampb2' (layout(binding=5 ) uniform 10-element array of sampler2D)\r
+0:? 'sampb3' (layout(binding=80 ) uniform sampler2D)\r
+0:? 'sampb4' (layout(binding=31 ) uniform sampler2D)\r
+0:? 'sampb5' (layout(binding=79 ) uniform 2-element array of sampler2D)\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:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
420_size_gl_in.geom\r
-Warning, version 420 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:19: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use \r
ERROR: 1 compilation errors. No code generated.\r
\r
max_vertices = 0\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 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 '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
+0:14 Constant:\r
+0:14 0 (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 '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 Constant:\r
+0:16 0 (const int)\r
+0:? Linker Objects\r
+0:? 'i' (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
\r
430.comp\r
-Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:12: 'location qualifier on input' : not supported in this stage: compute\r
ERROR: 1 compilation errors. No code generated.\r
\r
\r
\r
Shader version: 430\r
+ERROR: node is still EOpNull!\r
+0:3 Function Definition: main( (void)\r
+0:3 Function Parameters: \r
+0:5 Sequence\r
+0:5 MemoryBarrierAtomicCounter (void)\r
+0:6 MemoryBarrierBuffer (void)\r
+0:7 MemoryBarrierShared (void)\r
+0:8 MemoryBarrierImage (void)\r
+0:9 GroupMemoryBarrier (void)\r
+0:? Linker Objects\r
+0:? 'v3' (layout(location=2 ) in 3-component vector of float)\r
\r
430.vert\r
-Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:3: 'location' : can only appy to uniform, buffer, in, or out storage qualifiers \r
ERROR: 0:7: 'location qualifier on in/out block' : not supported for this version or the enabled extensions \r
ERROR: 0:8: 'location qualifier on in/out block' : not supported for this version or the enabled extensions \r
0:16 move second child to first child (float)\r
0:16 direct index (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 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })\r
0:16 Constant:\r
0:16 2 (const uint)\r
0:16 Constant:\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:? '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:? 'cf' (layout(location=54 ) smooth out float)\r
0:? 'cg' (layout(location=53 ) smooth out float)\r
Shader version: 430\r
Requested GL_ARB_enhanced_layouts\r
in xfb mode\r
+ERROR: node is still EOpNull!\r
+0:14 Function Definition: foo( (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 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 uint)\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 Parameters: \r
+0:31 'v4' (in 4-component vector of float)\r
+0:31 'v3' (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:? Linker Objects\r
+0:? 'v4' (layout(location=3 ) 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:? '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:? 'alias2' (layout(location=10 ) in 4-component vector of float)\r
+0:? 'v6e' (layout(location=0 ) in 4-component vector of float)\r
+0:? 'ininst2e' (in block{layout(location=25 ) in float f2})\r
+0:? 'in4e' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2})\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:? '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:? 'bbinst4e' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2})\r
+0:? 'bbinst5e' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2})\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:? 'start2' (const int)\r
+0:? 5 (const int)\r
+0:? 'v6' (layout(location=19 ) in 4-component vector of 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})\r
+0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2})\r
+0:? 'bbinst2g' (out block{layout(xfb_buffer=3 xfb_offset=64 ) out 4-component vector of float bbv})\r
+0:? 'bg' (layout(xfb_buffer=1 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)\r
+0:? 'bh' (layout(xfb_buffer=1 xfb_offset=32 xfb_stride=80 ) smooth out 4-component vector of float)\r
+0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=1 xfb_offset=16 ) out 4-component vector of float bbv1})\r
+0:? 'bbinst5' (out block{layout(xfb_buffer=1 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=1 xfb_offset=64 xfb_stride=80 ) out 4-component vector of float bbv2})\r
+0:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
430scope.vert\r
-Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:5: 'a' : redefinition \r
ERROR: 0:17: 'b' : function name is redeclaration of existing name \r
ERROR: 0:20: 'c' : redefinition \r
0:47 3.000000\r
0:49 move second child to first child (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 '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
\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 Parameters: \r
+0:3 'a' (in int)\r
+0:3 'b' (in int)\r
+0:3 'c' (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 '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 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 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 Parameters: \r
+0:? Sequence\r
+0:39 Function Call: g( (int)\r
+0:42 'sin' (float)\r
+0:43 Constant:\r
+0:43 0.000000\r
+0:44 Function Call: f(i1;i1;i1; (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 Constant:\r
+0:47 3.000000\r
+0:49 move second child to first child (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
+0:51 Sequence\r
+0:51 Sequence\r
+0:51 move second child to first child (int)\r
+0:51 'f' (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 Constant:\r
+0:51 10 (const int)\r
+0:51 Loop Body\r
+0:52 Pre-Increment (int)\r
+0:52 'f' (int)\r
+0:51 Loop Terminal Expression\r
+0:51 Pre-Increment (int)\r
+0:51 'f' (int)\r
+0:54 Sequence\r
+0:54 move second child to first child (int)\r
+0:54 'x' (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 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
+0:60 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
+0:68 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 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 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:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
440.frag\r
-Warning, version 440 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 440 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:11: 'location' : overlapping use of location 4\r
ERROR: 0:13: 'component' : type overflows the available 4 components \r
ERROR: 0:22: 'location' : fragment outputs sharing the same location must be the same basic type 30\r
ERROR: Linking fragment stage: Missing entry point: Each stage requires one "void main()" entry point\r
\r
Shader version: 440\r
+ERROR: node is still EOpNull!\r
+0:? Linker Objects\r
+0:? 'a' (layout(location=4 component=2 ) smooth in 2-component vector of float)\r
+0:? 'b' (layout(location=4 component=1 ) smooth in float)\r
+0:? 'h' (layout(location=4 component=2 ) smooth in 2-component vector of float)\r
+0:? 'c' (layout(location=3 component=2 ) smooth in 3-component vector of float)\r
+0:? 'e' (layout(location=20 component=0 ) smooth in 6-element array of 3-component vector of float)\r
+0:? 'f' (layout(location=20 component=3 ) smooth in 6-element array of float)\r
+0:? 'be' (layout(location=30 component=3 ) out int)\r
+0:? 'bf' (layout(location=30 component=0 ) out 3-component vector of float)\r
+0:? 'inst1' (layout(column_major shared offset=12 ) uniform block{layout(column_major shared ) uniform int a})\r
+0:? 'inst2' (layout(offset=12 ) in block{in int a})\r
+0:? 'inst3' (layout(offset=12 ) out block{out int a})\r
+0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a})\r
+0:? 'inst8' (layout(column_major shared align=16 ) uniform block{layout(column_major shared ) uniform int a})\r
+0:? 'inst5' (layout(align=16 ) in block{in int a})\r
+0:? 'inst6' (layout(align=16 ) out block{out int a})\r
+0:? 'v1' (layout(offset=12 ) uniform 4-component vector of float)\r
+0:? 'v2' (layout(offset=12 ) smooth in 4-component vector of float)\r
+0:? 'v3' (layout(offset=12 ) out 4-component vector of float)\r
+0:? 'v4' (layout(align=16 ) uniform 4-component vector of float)\r
+0:? 'v5' (layout(align=16 ) smooth in 4-component vector of float)\r
+0:? 'v6' (layout(align=16 ) out 4-component vector of float)\r
+0:? 'v7' (layout(std140 ) uniform 4-component vector of float)\r
+0:? 'inst7' (layout(column_major shared ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f})\r
+0:? 'inst10' (in block{layout(offset=12 ) in float f, layout(align=4 ) in float g})\r
+0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 align=32 ) uniform float e, layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g, layout(column_major std430 align=32 ) uniform float h})\r
+0:? 'inst11' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 ) uniform float g})\r
+0:? 'specExampleErrors' (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, layout(column_major std140 offset=48 ) uniform 2-component vector of float c, layout(column_major std140 offset=56 ) uniform double g, layout(column_major std140 offset=72 ) uniform double h})\r
+0:? 'specExample' (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, layout(column_major std140 offset=48 ) uniform 2-component vector of float d, layout(column_major std140 offset=64 align=16 ) uniform float e, layout(column_major std140 offset=72 align=2 ) uniform double f, layout(column_major std140 offset=80 ) uniform float h, layout(column_major std140 offset=128 align=64 ) uniform 3-component vector of double i, layout(column_major std140 offset=168 align=8 ) uniform float j})\r
+0:? 'specExampleErrors430' (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 c, layout(column_major std430 offset=56 ) uniform double g, layout(column_major std430 offset=72 ) uniform double h})\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
\r
440.vert\r
-Warning, version 440 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 440 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:8: 'component' : type overflows the available 4 components \r
ERROR: 0:15: 'component' : component is too large \r
ERROR: 0:23: 'location' : overlapping use of location 4\r
\r
Shader version: 440\r
in xfb mode\r
+ERROR: node is still EOpNull!\r
+0:? Linker Objects\r
+0:? 'a' (layout(location=2 component=2 ) in 2-component vector of float)\r
+0:? 'b' (layout(location=2 component=1 ) in float)\r
+0:? 'c' (layout(location=3 component=2 ) in 3-component vector of float)\r
+0:? 'd' (layout(location=0 component=3 ) in 4-element array of float)\r
+0:? 'e' (layout(location=4 component=0 ) in 5-element array of 3-component vector of float)\r
+0:? 'f' (layout(location=4 component=3 ) in 5-element array of float)\r
+0:? 'g' (layout(location=9 ) in 6-element array of float)\r
+0:? 'h' (layout(location=4 component=2 ) in 2-component vector of float)\r
+0:? 'i' (layout(location=3 component=2 ) smooth out 2-component vector of float)\r
+0:? 'j' (layout(location=3 component=0 ) smooth out 2-component vector of float)\r
+0:? 'k' (layout(location=4 component=2 ) smooth out 2-component vector of float)\r
+0:? 'm' (layout(location=4 component=2 ) smooth out 2-component vector of float)\r
+0:? 'n' (layout(location=2 component=2 ) smooth out 2-component vector of float)\r
+0:? 'p' (layout(location=2 component=0 ) smooth out 3-component vector of float)\r
+0:? 'q' (layout(location=10 component=3 ) smooth out 6-element array of float)\r
+0:? 'r' (layout(location=10 component=0 ) smooth out 6-element array of 3-component vector of float)\r
+0:? 's' (layout(location=15 component=3 ) smooth out float)\r
+0:? 't' (layout(location=10 component=1 ) smooth out float)\r
+0:? 'u' (layout(location=20 component=2 ) smooth out float)\r
+0:? 'v' (layout(location=20 component=0 ) smooth out float)\r
+0:? 'w' (layout(location=20 component=3 ) smooth out float)\r
+0:? 'x' (layout(location=20 component=1 ) smooth out 2-component vector of float)\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:? '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:? '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:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})\r
+0:? 'bbinst3' (out block{layout(xfb_buffer=3 xfb_offset=16 ) out 4-component vector of float bbv})\r
+0:? 'ubbinst3' (layout(column_major shared ) uniform block{layout(column_major shared xfb_offset=16 ) uniform 4-component vector of float bbv})\r
+0:? 'bg' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)\r
+0:? 'bh' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)\r
+0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2})\r
+0:? 'bbinst5' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2, out 4-component vector of float bbv3})\r
+0:? 'bbinst6' (out block{layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) out 4-component vector of float bbv2, layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout(xfb_buffer=2 xfb_offset=24 ) out float bbf6})\r
+0:? 'bj' (layout(xfb_buffer=1 xfb_offset=4 ) smooth out float)\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:? '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:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
../../LunarGLASS/test/Operations.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
\r
Shader version: 130\r
0:? Sequence\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:15 Function Definition: main( (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 '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
+0:29 '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
+0:63 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 '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 '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 '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
+0:88 '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
+0:89 '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
+0:93 '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
+0:130 '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 '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 '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 '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 '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 '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 '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 '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 '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 'ui' (uniform int)\r
+0:140 'i' (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
+0:141 'ui' (uniform int)\r
+0:142 Test condition and select (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 '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 'ui' (uniform int)\r
+0:142 Compare Equal (bool)\r
+0:142 'i' (int)\r
+0:142 'ui' (uniform int)\r
+0:142 Compare Not Equal (bool)\r
+0:142 'i' (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
+0:145 '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
+0:150 '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 Sequence\r
+0:151 Constant:\r
+0:151 0 (const int)\r
+0:151 Constant:\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 Sequence\r
+0:151 Constant:\r
+0:151 0 (const int)\r
+0:151 Constant:\r
+0:151 1 (const int)\r
+0:151 Constant:\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 Condition\r
+0:153 logical-or (bool)\r
+0:153 Compare Equal (bool)\r
+0:153 'f' (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 'uf' (uniform float)\r
+0:153 Compare Not Equal (bool)\r
+0:153 'f' (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
+0:156 'ui' (uniform int)\r
+0:157 or second child into first child (int)\r
+0:157 'i' (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 'ui' (uniform int)\r
+0:159 mod second child into first child (int)\r
+0:159 'i' (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 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 '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
+0:165 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:165 Test condition and select (4-component vector of float)\r
+0:165 Condition\r
+0:165 'b' (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 false case\r
+0:165 'v' (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
+0:? 'ub' (uniform bool)\r
+0:? 'ub41' (uniform 4-component vector of bool)\r
+0:? 'ub42' (uniform 4-component vector of bool)\r
+0:? 'uf' (uniform float)\r
+0:? 'ui' (uniform int)\r
\r
../../LunarGLASS/test/aggOps.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:6: varying deprecated in version 130; may be removed in future release\r
\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:23 Function Definition: main( (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 '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 '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 '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 '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 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 '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 '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 '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 '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 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 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 '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 'sampler' (uniform sampler2D)\r
+0:33 vector-scale (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 Condition\r
+0:35 Compare Equal (bool)\r
+0:35 'u' (smooth in 4-component vector of float)\r
+0:35 'v' (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 Constant:\r
+0:36 3.000000\r
+0:38 Test condition and select (void)\r
+0:38 Condition\r
+0:38 Compare Not Equal (bool)\r
+0:38 'u' (smooth in 4-component vector of float)\r
+0:38 'v' (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 Constant:\r
+0:39 4.000000\r
+0:41 Test condition and select (void)\r
+0:41 Condition\r
+0:41 Compare Equal (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 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 Constant:\r
+0:42 5.000000\r
+0:44 Test condition and select (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 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 Constant:\r
+0:45 6.000000\r
+0:47 Test condition and select (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 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 Constant:\r
+0:48 7.000000\r
+0:50 move second child to first child (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:? 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
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:4 Function Definition: main( (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 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 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
+0:11 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 '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 2.000000\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 '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 2.000000\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
+0:15 Condition\r
+0:15 Compare Greater Than (bool)\r
+0:15 'radius' (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 Condition\r
+0:16 Compare Greater Than (bool)\r
+0:16 'radius' (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
+0:20 '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
+0:22 Condition\r
+0:22 Compare Greater Than (bool)\r
+0:22 'radius' (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
+0:28 Branch: Kill\r
+0:31 Test condition and select (void)\r
+0:31 Condition\r
+0:31 Compare Greater Than or Equal (bool)\r
+0:31 'radius' (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 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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:34 'color' (4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'tex_coord' (smooth in 2-component vector of float)\r
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:4 Function Definition: main( (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 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 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
+0:11 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 '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 2.000000\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 '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 2.000000\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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:17 'color' (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
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\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: 0:61: '' : array size required \r
ERROR: 0:62: '' : array size required \r
ERROR: 0:63: '' : array size required \r
-ERROR: 17 compilation errors. No code generated.\r
+ERROR: 0:66: '=' : cannot convert from '3-component vector of float' to 'float'\r
+ERROR: 0:76: 'bar' : no matching overloaded function found \r
+ERROR: 0:79: '' : array size required \r
+ERROR: 0:84: 'return' : function return is not matching type: \r
+ERROR: 0:93: 'length' : array must be declared with a size before using this method\r
+ERROR: 0:101: '[' : array index out of range '5'\r
+ERROR: 23 compilation errors. No code generated.\r
\r
\r
Shader version: 130\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 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 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 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 Constant:\r
+0:73 2 (const int)\r
+0:73 Constant:\r
+0:73 2.400000\r
+0:73 2.400000\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 Parameters: \r
+0:? Sequence\r
+0:82 Branch: Return with expression\r
+0:82 'f' (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
+0:89 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 Constant:\r
+0:92 2 (const int)\r
+0:92 Constant:\r
+0:92 4.000000\r
+0:93 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 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 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:? '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
\r
\r
Linked fragment stage:\r
\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 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 '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 '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 '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 '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 Parameters: \r
+0:14 '' (in 5-element array of float)\r
+0:16 Function Definition: main( (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 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 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 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 '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
+0:33 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
+0:36 Condition\r
+0:36 Compare Equal (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 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 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 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 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
+0:45 '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 Constant:\r
+0:45 1.000000\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 '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 Constant:\r
+0:46 1.000000\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 '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 Constant:\r
+0:47 1.000000\r
+0:47 1.000000\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 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 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 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 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 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 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 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 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 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 Constant:\r
+0:73 2 (const int)\r
+0:73 Constant:\r
+0:73 2.400000\r
+0:73 2.400000\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 Parameters: \r
+0:? Sequence\r
+0:82 Branch: Return with expression\r
+0:82 'f' (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
+0:89 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 Constant:\r
+0:92 2 (const int)\r
+0:92 Constant:\r
+0:92 4.000000\r
+0:93 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 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 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:? '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
\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 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 '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 '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 '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 '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 Parameters: \r
+0:14 '' (in 5-element array of mediump float)\r
+0:16 Function Definition: main( (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 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
+0:28 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
+0:31 Condition\r
+0:31 Compare Equal (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 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 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 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
+0:38 '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 Constant:\r
+0:38 1.000000\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 '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 Constant:\r
+0:39 1.000000\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 '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 Constant:\r
+0:40 1.000000\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 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
+0:59 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
+0:63 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
+0:69 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:? 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:? 'a' (uniform mediump int)\r
\r
comment.frag\r
-Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.\r
WARNING: 0:10: 'line continuation' : used at end of comment; the following line is still part of the comment \r
WARNING: 0:12: 'line continuation' : used at end of comment; the following line is still part of the comment \r
\r
\r
\r
Shader version: 430\r
+0:? Sequence\r
+0:17 Function Definition: main( (void)\r
+0:17 Function Parameters: \r
+0:? Linker Objects\r
+0:? 'v' (smooth in 4-component vector of float)\r
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:6 Function Definition: main( (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 '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 Condition\r
+0:10 Compare Equal (bool)\r
+0:10 'v' (4-component vector of float)\r
+0:10 Constant:\r
+0:10 0.100000\r
+0:10 0.200000\r
+0:10 0.300000\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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:13 'v' (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
constErrors.frag\r
-Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:14: 'non-constant initializer' : not supported for this version or the enabled extensions \r
ERROR: 0:17: '' : constant expression required \r
ERROR: 0:17: '' : array size must be a constant integer expression \r
\r
\r
Shader version: 330\r
+ERROR: node is still EOpNull!\r
+0:10 Function Definition: main( (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 'a3' (const (read only) int)\r
+0:14 'uniformInt' (uniform int)\r
+0:? Linker Objects\r
+0:? 'inVar' (smooth in 4-component vector of float)\r
+0:? 'outVar' (out 4-component vector of float)\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:? 'f' (const float)\r
+0:? 3.000000\r
\r
constFold.frag\r
-Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:109: '[' : index out of range '-1'\r
ERROR: 0:110: '[' : vector index out of range '4'\r
ERROR: 0:111: '[' : index out of range '-2'\r
\r
\r
Shader version: 430\r
+ERROR: node is still EOpNull!\r
+0:28 Function Definition: main( (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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 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 Constant:\r
+0:81 0 (const int)\r
+0:81 Constant:\r
+0:81 7.000000\r
+0:82 Constant:\r
+0:82 2 (const int)\r
+0:83 Constant:\r
+0:83 2147483647 (const int)\r
+0:84 Constant:\r
+0:84 1.#INF00\r
+0:88 Constant:\r
+0:88 2 (const uint)\r
+0:88 3 (const uint)\r
+0:89 Constant:\r
+0:89 0 (const uint)\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 Parameters: \r
+0:105 Sequence\r
+0:105 direct index (float)\r
+0:105 'a1' (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 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 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 Constant:\r
+0:108 0 (const int)\r
+0:109 Constant:\r
+0:109 1.000000\r
+0:110 Constant:\r
+0:110 5.000000\r
+0:111 Constant:\r
+0:111 2.000000\r
+0:112 Constant:\r
+0:112 3.000000\r
+0:113 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 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 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 Constant:\r
+0:118 -2147483647 (const int)\r
+0:? Linker Objects\r
+0:? 'a' (const int)\r
+0:? 1 (const int)\r
+0:? 'b' (const int)\r
+0:? 2 (const int)\r
+0:? 'c' (const int)\r
+0:? 3 (const int)\r
+0:? 'd' (const int)\r
+0:? 2 (const int)\r
+0:? 'e' (const float)\r
+0:? 2.000000\r
+0:? 'f' (const float)\r
+0:? 6.000000\r
+0:? 'g' (const float)\r
+0:? 3.000000\r
+0:? 'pytho' (const 2-component vector of float)\r
+0:? 3.000000\r
+0:? 4.000000\r
+0:? 'inv' (smooth in 4-component vector of float)\r
+0:? 'FragColor' (out 4-component vector of float)\r
+0:? 'out2' (out 2-component vector of float)\r
+0:? 'out3' (out 4-component vector of float)\r
+0:? 'out4' (out 4-component vector of float)\r
+0:? 'out5' (out 4-component vector of int)\r
+0:? 'out6' (out 3-component vector of float)\r
+0:? 'out7' (out 4-component vector of float)\r
+0:? 'out8' (out 4-component vector of float)\r
+0:? 'out9' (out 4-component vector of float)\r
+0:? 'out10' (out 4-component vector of float)\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:? 3.000000\r
+0:? 3.000000\r
+0:? 3.000000\r
+0:? 3 (const int)\r
+0:? 3 (const int)\r
+0:? 1.000000\r
+0:? 2.000000\r
+0:? 3.000000\r
+0:? 4.000000\r
+0:? 5.000000\r
+0:? 6.000000\r
+0:? 7.000000\r
+0:? 8.000000\r
+0:? 'm2' (const 2X2 matrix of float)\r
+0:? 2.000000\r
+0:? 3.000000\r
+0:? 4.000000\r
+0:? 5.000000\r
+0:? 'm3' (const 3X3 matrix of float)\r
+0:? 2.000000\r
+0:? 3.000000\r
+0:? 0.000000\r
+0:? 4.000000\r
+0:? 5.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 0.000000\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:? 'v2' (const 2-component vector of float)\r
+0:? 1.000000\r
+0:? 2.000000\r
+0:? 'v3' (const 3-component vector of float)\r
+0:? 3.000000\r
+0:? 4.000000\r
+0:? 5.000000\r
+0:? 'a4' (2-element array of float)\r
\r
../../LunarGLASS/test/conversion.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
\r
Shader version: 130\r
0:? Sequence\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:33 Function Definition: main( (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 'u_i' (uniform int)\r
+0:35 Convert float to bool (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 'u_i' (uniform int)\r
+0:36 Convert float to bool (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 'u_i' (uniform int)\r
+0:37 Convert float to bool (bool)\r
+0:37 'u_f' (uniform float)\r
+0:37 Convert int to bool (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 'u_i' (uniform int)\r
+0:38 Convert float to bool (bool)\r
+0:38 'u_f' (uniform float)\r
+0:38 Convert int to bool (bool)\r
+0:38 'i_i' (flat in int)\r
+0:38 Convert float to bool (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 'u_f' (uniform float)\r
+0:40 Convert bool to int (int)\r
+0:40 'b' (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 '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
+0:42 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 '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
+0:43 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 '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
+0:45 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
+0:46 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
+0:47 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
+0:48 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
+0:55 '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 '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
+0:71 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
+0:71 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 Condition\r
+0:74 'b' (bool)\r
+0:74 true case\r
+0:74 Convert int to float (float)\r
+0:74 'i' (int)\r
+0:74 false case\r
+0:74 direct index (float)\r
+0:74 'f2' (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 Condition\r
+0:74 direct index (bool)\r
+0:74 'b2' (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 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 Constant:\r
+0:74 1 (const int)\r
+0:76 move second child to first child (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 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
+0:78 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 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 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 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 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 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 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 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 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
+0:88 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 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 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 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 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 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 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 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 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
+0:98 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 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 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 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 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 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 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 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 Constant:\r
+0:106 3 (const int)\r
+0:86 false case\r
+0:106 Constant:\r
+0:106 1.000000\r
+0:106 1.000000\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 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
+0:111 '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:? Linker Objects\r
+0:? 'u_b' (uniform bool)\r
+0:? 'u_b2' (uniform 2-component vector of bool)\r
+0:? 'u_b3' (uniform 3-component vector of bool)\r
+0:? 'u_b4' (uniform 4-component vector of bool)\r
+0:? 'u_i' (uniform int)\r
+0:? 'u_i2' (uniform 2-component vector of int)\r
+0:? 'u_i3' (uniform 3-component vector of int)\r
+0:? 'u_i4' (uniform 4-component vector of int)\r
+0:? 'u_f' (uniform float)\r
+0:? 'u_f2' (uniform 2-component vector of float)\r
+0:? 'u_f3' (uniform 3-component vector of float)\r
+0:? 'u_f4' (uniform 4-component vector of float)\r
+0:? 'i_b' (uniform bool)\r
+0:? 'i_b2' (uniform 2-component vector of bool)\r
+0:? 'i_b3' (uniform 3-component vector of bool)\r
+0:? 'i_b4' (uniform 4-component vector of bool)\r
+0:? 'i_i' (flat in int)\r
+0:? 'i_i2' (flat in 2-component vector of int)\r
+0:? 'i_i3' (flat in 3-component vector of int)\r
+0:? 'i_i4' (flat in 4-component vector of int)\r
+0:? 'i_f' (smooth in float)\r
+0:? 'i_f2' (smooth in 2-component vector of float)\r
+0:? 'i_f3' (smooth in 3-component vector of float)\r
+0:? 'i_f4' (smooth in 4-component vector of float)\r
\r
\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 Constant:\r
+0:4 0.000000\r
+0:6 Function Definition: main( (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 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 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 Constant:\r
+0:30 300.000000\r
+0:39 move second child to first child (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
+0:44 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 '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 '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 '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 '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
+0:98 Constant:\r
+0:98 3.300000\r
+0:? Linker Objects\r
+0:? 'sum' (highp float)\r
+0:? 'c' (highp float)\r
+0:? 'gl_VertexID' (gl_VertexId highp int)\r
+0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\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 Constant:\r
+0:5 0.000000\r
+0:7 Function Definition: main( (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 Constant:\r
+0:12 1.000000\r
+0:22 add second child into first child (float)\r
+0:22 'sum' (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 Constant:\r
+0:37 600000.000000\r
+0:47 add second child into first child (float)\r
+0:47 'sum' (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 Constant:\r
+0:52 900000000.000000\r
+0:56 move second child to first child (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:? Linker Objects\r
+0:? 'sum' (float)\r
\r
\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 Constant:\r
+0:5 0.000000\r
+0:7 Function Definition: main( (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 Constant:\r
+0:12 1.000000\r
+0:21 add second child into first child (float)\r
+0:21 'sum' (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 Constant:\r
+0:61 600000.000000\r
+0:65 add second child into first child (float)\r
+0:65 'sum' (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 Constant:\r
+0:69 900000000.000000\r
+0:76 add second child into first child (float)\r
+0:76 'sum' (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 '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
+0:103 Sequence\r
+0:103 move second child to first child (int)\r
+0:103 'selected4' (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 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 Constant:\r
+0:133 3 (const int)\r
+0:175 Function Definition: foo985( (void)\r
+0:175 Function Parameters: \r
+0:175 Sequence\r
+0:175 Constant:\r
+0:175 6 (const int)\r
+0:? Linker Objects\r
+0:? 'sum' (float)\r
+0:? 'selected4' (int)\r
+0:? 'selected2' (int)\r
+0:? 'selected3' (int)\r
\r
cppSimple.vert\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:77: '#error' : good1 \r
ERROR: 0:81: '#error' : good2 \r
ERROR: 0:85: '#error' : good3 \r
0:65 0.050000\r
0:69 move second child to first child (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__1' (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 'anon@1' (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
12:20034 Sequence\r
12:20034 move second child to first child (4-component vector of float)\r
12:20034 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
-12:20034 '__anon__1' (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
+12:20034 'anon@1' (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
12:20034 Constant:\r
12:20034 0 (const uint)\r
12:20034 Constant:\r
\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 Constant:\r
+0:5 0.000000\r
+0:7 Function Definition: main( (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 Constant:\r
+0:12 1.000000\r
+0:22 add second child into first child (float)\r
+0:22 'sum' (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 Constant:\r
+0:37 600000.000000\r
+0:48 add second child into first child (float)\r
+0:48 'sum' (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 Constant:\r
+0:53 80000000.000000\r
+0:58 add second child into first child (float)\r
+0:58 'sum' (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 Constant:\r
+0:65 0.050000\r
+0:69 move second child to first child (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@1' (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
+0:124 Sequence\r
+0:124 move second child to first child (int)\r
+0:124 'linenumber' (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 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 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 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 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 Constant:\r
+0:202 0.000800\r
+12:20032 Function Definition: foo234( (void)\r
+12:20032 Function Parameters: \r
+12:20034 Sequence\r
+12:20034 move second child to first child (4-component vector of float)\r
+12:20034 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
+12:20034 'anon@1' (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
+12:20034 Constant:\r
+12:20034 0 (const uint)\r
+12:20034 Constant:\r
+12:20034 6.000000\r
+12:20034 6.000000\r
+12:20034 6.000000\r
+12:20034 6.000000\r
+12:9012 Sequence\r
+12:9012 move second child to first child (int)\r
+12:9012 'R1' (int)\r
+12:9012 'RECURSE' (int)\r
+0:? Linker Objects\r
+0:? 'sum' (float)\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:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
../../LunarGLASS/test/dataOut.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:5 Function Definition: main( (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 'gl_FragData' (fragColor 32-element array of 4-component vector of float)\r
+0:7 Constant:\r
+0:7 1 (const int)\r
+0:7 'Color' (smooth in 4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'Color' (smooth in 4-component vector of float)\r
\r
../../LunarGLASS/test/dataOutIndirect.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:7 Function Definition: main( (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 '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
+0:? Linker Objects\r
+0:? 'Color' (smooth in 4-component vector of float)\r
+0:? 'i' (uniform int)\r
\r
dce.frag\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 400\r
0:? Sequence\r
ERROR: Linking fragment stage: Missing entry point: Each stage requires one "void main()" entry point\r
\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 Constant:\r
+0:5 0 (const int)\r
+0:7 Function Definition: bar( (void)\r
+0:7 Function Parameters: \r
+0:9 Sequence\r
+0:9 Test condition and select (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
+0:9 false case\r
+0:12 Pre-Increment (int)\r
+0:12 'c' (int)\r
+0:14 Test condition and select (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 false case\r
+0:14 Pre-Increment (int)\r
+0:14 'c' (int)\r
+0:16 switch\r
+0:16 condition\r
+0:16 'c' (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
+0:19 Branch: Break\r
+0:20 Pre-Increment (int)\r
+0:20 'c' (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
+0:24 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 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 Constant:\r
+0:28 0 (const int)\r
+0:28 Loop Body\r
+0:29 Pre-Increment (int)\r
+0:29 'c' (int)\r
+0:28 Loop Terminal Expression\r
+0:28 Pre-Increment (int)\r
+0:28 'i' (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 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 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 Condition\r
+0:32 Compare Less Than (bool)\r
+0:32 'c' (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
+0:32 false case\r
+0:36 Sequence\r
+0:36 Branch: Continue\r
+0:37 Pre-Increment (int)\r
+0:37 'c' (int)\r
+0:31 Loop Terminal Expression\r
+0:31 Pre-Increment (int)\r
+0:31 'i' (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
+0:46 Function Parameters: \r
+0:48 Sequence\r
+0:48 Test condition and select (void)\r
+0:48 Condition\r
+0:48 Compare Greater Than (bool)\r
+0:48 'c' (int)\r
+0:48 Constant:\r
+0:48 4 (const int)\r
+0:48 true case\r
+0:49 Sequence\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
+0:53 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:? Linker Objects\r
+0:? 'flag' (const bool)\r
+0:? false (const bool)\r
+0:? 'c' (int)\r
\r
\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 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 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 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 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 Constant:\r
+0:15 5 (const int)\r
+0:15 6 (const int)\r
+0:15 7 (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 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 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 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 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 Constant:\r
+0:35 5 (const int)\r
+0:35 6 (const int)\r
+0:35 7 (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 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 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 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 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 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 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 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 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 Constant:\r
+0:47 5 (const int)\r
+0:47 6 (const int)\r
+0:47 7 (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 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 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 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:? '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:? 'cik5' (const 5-element array of int)\r
+0:? 5 (const int)\r
+0:? 6 (const int)\r
+0:? 7 (const int)\r
+0:? 8 (const int)\r
+0:? 9 (const int)\r
+0:? 'cim2' (const 2-element array of int)\r
+0:? 10 (const int)\r
+0:? 11 (const int)\r
+0:? 'cim3' (const 3-element array of int)\r
+0:? 12 (const int)\r
+0:? 13 (const int)\r
+0:? 14 (const int)\r
+0:? 'cin8' (const 4-element array of int)\r
+0:? 21 (const int)\r
+0:? 22 (const int)\r
+0:? 23 (const int)\r
+0:? 24 (const int)\r
+0:? 'cip' (int)\r
+0:? 'uii4' (uniform 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:? 'uij' (uniform int)\r
+0:? 'uik5' (uniform 5-element array of int)\r
+0:? 5 (const int)\r
+0:? 6 (const int)\r
+0:? 7 (const int)\r
+0:? 8 (const int)\r
+0:? 9 (const int)\r
+0:? 'uim2' (uniform 2-element array of int)\r
+0:? 10 (const int)\r
+0:? 11 (const int)\r
+0:? 'uim3' (uniform 3-element array of int)\r
+0:? 12 (const int)\r
+0:? 13 (const int)\r
+0:? 14 (const int)\r
+0:? 'uin8' (uniform 4-element array of int)\r
+0:? 21 (const int)\r
+0:? 22 (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
\r
\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 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 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 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 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 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
+0:20 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
+0:21 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 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 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 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 '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 Condition\r
+0:30 Compare Greater Than (bool)\r
+0:30 'i' (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 false case\r
+0:30 'v2' (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 Constant:\r
+0:33 1 (const int)\r
+0:33 2.000000\r
+0:33 3.000000\r
+0:33 4.000000\r
+0:33 5.000000\r
+0:33 6.000000\r
+0:33 7.000000\r
+0:33 true (const bool)\r
+0:33 Constant:\r
+0:33 1 (const int)\r
+0:33 Constant:\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 '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:? 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
\r
../../LunarGLASS/test/depthOut.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:6 Function Definition: main( (void)\r
+0:6 Function Parameters: \r
+0:8 Sequence\r
+0:8 move second child to first child (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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:9 'Color' (smooth in 4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'Color' (smooth in 4-component vector of float)\r
+0:? 'Depth' (smooth in float)\r
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:4 Function Definition: main( (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 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 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
+0:11 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 '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 2.000000\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 '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 2.000000\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
+0:15 Condition\r
+0:15 Compare Greater Than (bool)\r
+0:15 'radius' (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 Condition\r
+0:16 Compare Greater Than (bool)\r
+0:16 'radius' (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
+0:20 '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
+0:22 Condition\r
+0:22 Compare Greater Than (bool)\r
+0:22 'radius' (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
+0:26 Branch: Kill\r
+0:30 Test condition and select (void)\r
+0:30 Condition\r
+0:30 Compare Greater Than or Equal (bool)\r
+0:30 'radius' (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 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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:33 'color' (4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'tex_coord' (smooth in 2-component vector of float)\r
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:7 Function Definition: main( (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 '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 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 'bigColor' (uniform 4-component vector of float)\r
+0:15 move second child to first child (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:? 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
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:19 Function Definition: main( (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 '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 'otherColor' (uniform 4-component vector of float)\r
+0:26 Test condition and select (void)\r
+0:26 Condition\r
+0:26 Compare Greater Than (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 '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 'smallColor' (uniform 4-component vector of float)\r
+0:31 Test condition and select (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 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 Constant:\r
+0:34 2 (const int)\r
+0:36 Test condition and select (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 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
+0:42 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 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 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 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 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 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 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 Constant:\r
+0:48 0 (const int)\r
+0:48 'minimum' (uniform float)\r
+0:48 true case\r
+0:49 Sequence\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
+0:42 false case\r
+0:55 Sequence\r
+0:55 Test condition and select (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 '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:? Linker Objects\r
+0:? 'd' (uniform float)\r
+0:? 'bigColor' (uniform 4-component vector of float)\r
+0:? 'smallColor' (uniform 4-component vector of float)\r
+0:? 'otherColor' (uniform 4-component vector of float)\r
+0:? 'c' (smooth in float)\r
+0:? 'threshhold' (uniform float)\r
+0:? 'threshhold2' (uniform float)\r
+0:? 'threshhold3' (uniform float)\r
+0:? 'minimum' (uniform float)\r
+0:? 'BaseColor' (smooth in 4-component vector of float)\r
+0:? 'b' (uniform bool)\r
\r
\r
\r
Shader version: 100\r
+ERROR: node is still EOpNull!\r
+0:1 Function Definition: main(i1; (mediump int)\r
+0:1 Function Parameters: \r
+0:1 'foo' (in mediump int)\r
+0:3 Sequence\r
+0:3 Branch: Return with expression\r
+0:3 Constant:\r
+0:3 1 (const int)\r
+0:? Linker Objects\r
\r
\r
\r
Shader version: 120\r
+0:? Sequence\r
+0:10 Function Definition: main( (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 '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 'otherColor' (uniform 4-component vector of float)\r
+0:17 Test condition and select (void)\r
+0:17 Condition\r
+0:17 Compare Greater Than (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 '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 'smallColor' (uniform 4-component vector of float)\r
+0:22 move second child to first child (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:? Linker Objects\r
+0:? 'd' (uniform float)\r
+0:? 'bigColor' (uniform 4-component vector of float)\r
+0:? 'smallColor' (uniform 4-component vector of float)\r
+0:? 'otherColor' (uniform 4-component vector of float)\r
+0:? 'c' (smooth in float)\r
+0:? 'BaseColor' (smooth in 4-component vector of float)\r
\r
\r
\r
Shader version: 120\r
+0:? Sequence\r
+0:8 Function Definition: main( (void)\r
+0:8 Function Parameters: \r
+0:10 Sequence\r
+0:10 Sequence\r
+0:10 move second child to first child (4-component vector of float)\r
+0:10 'color' (4-component vector of float)\r
+0:10 'BaseColor' (smooth in 4-component vector of float)\r
+0:12 Sequence\r
+0:12 Sequence\r
+0:12 move second child to first child (int)\r
+0:12 'i' (int)\r
+0:12 Constant:\r
+0:12 0 (const int)\r
+0:12 Loop with condition tested first\r
+0:12 Loop Condition\r
+0:12 Compare Less Than (bool)\r
+0:12 'i' (int)\r
+0:12 'Count' (uniform int)\r
+0:12 Loop Body\r
+0:13 Sequence\r
+0:13 add second child into first child (4-component vector of float)\r
+0:13 'color' (4-component vector of float)\r
+0:13 'bigColor' (uniform 4-component vector of float)\r
+0:12 Loop Terminal Expression\r
+0:12 Pre-Increment (int)\r
+0:12 'i' (int)\r
+0:16 move second child to first child (4-component vector of float)\r
+0:16 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:16 'color' (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
+0:? 'Count' (uniform int)\r
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:11 Function Definition: main( (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 'BaseColor' (smooth in 4-component vector of float)\r
+0:15 Function Call: bar( (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
+0:18 '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
+0:21 Function Parameters: \r
+0:25 Function Definition: unreachableReturn( (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
+0:28 Condition\r
+0:28 Compare Less Than (bool)\r
+0:28 'd' (uniform float)\r
+0:28 Constant:\r
+0:28 4.200000\r
+0:28 true case\r
+0:29 Branch: Return with expression\r
+0:29 Constant:\r
+0:29 1.200000\r
+0:28 false case\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 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 '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 'bar' (in 4-component vector of float)\r
+0:36 Constant:\r
+0:36 1 (const int)\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
\r
../../LunarGLASS/test/functionCall.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\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 Constant:\r
+0:7 0.000000\r
+0:9 Function Definition: foo(vf4; (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 '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 '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 Parameters: \r
+0:18 Function Definition: unreachableReturn( (float)\r
+0:18 Function Parameters: \r
+0:20 Sequence\r
+0:20 Test condition and select (void)\r
+0:20 Condition\r
+0:20 Compare Less Than (bool)\r
+0:20 'd' (uniform float)\r
+0:20 Constant:\r
+0:20 4.200000\r
+0:20 true case\r
+0:21 Branch: Return with expression\r
+0:21 Constant:\r
+0:21 1.200000\r
+0:20 false case\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 Parameters: \r
+0:29 Sequence\r
+0:29 Test condition and select (void)\r
+0:29 Condition\r
+0:29 Compare Less Than (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 '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 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 'BaseColor' (smooth in 4-component vector of float)\r
+0:39 Function Call: bar( (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
+0:41 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
+0:43 '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:? 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
\r
../../LunarGLASS/test/functionSemantics.frag\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 400\r
0:? Sequence\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 Parameters: \r
+0:5 'a' (in int)\r
+0:5 'b' (const (read only) int)\r
+0:5 'c' (in int)\r
+0:5 'd' (const (read only) int)\r
+0:5 'e' (out 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 '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 '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 '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 '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 '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 'a' (in int)\r
+0:17 component-wise multiply (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 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
+0:23 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 'r' (out int)\r
+0:25 Convert float to int (int)\r
+0:25 component-wise multiply (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 Constant:\r
+0:26 5.000000\r
+0:26 direct index (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 Parameters: \r
+0:31 Sequence\r
+0:31 Test condition and select (void)\r
+0:31 Condition\r
+0:31 Compare Greater Than (bool)\r
+0:31 'u' (uniform float)\r
+0:31 Constant:\r
+0:31 3.200000\r
+0:31 true case\r
+0:32 Sequence\r
+0:32 Branch: Kill\r
+0:33 Branch: Return with expression\r
+0:33 Constant:\r
+0:33 1000000 (const int)\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 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 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 Constant:\r
+0:46 0 (const int)\r
+0:46 Constant:\r
+0:46 1 (const int)\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 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 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 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 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 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 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
+0:62 '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:? Linker Objects\r
+0:? 'u' (uniform float)\r
\r
\r
\r
Shader version: 120\r
+0:? Sequence\r
+0:11 Function Definition: main( (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 '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 '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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:17 Constant:\r
+0:17 30.000000\r
+0:17 30.000000\r
+0:17 30.000000\r
+0:17 30.000000\r
+0:? Linker Objects\r
+0:? 'u' (uniform 3-element array of 4-component vector of float)\r
+0:? 'v' (smooth in 2-element array of 2-component vector of float)\r
\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:20 Function Definition: main( (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 '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
+0:22 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 '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
+0:42 Sequence\r
+0:42 move second child to first child (highp int)\r
+0:42 'a1' (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 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 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
+0:47 Sequence\r
+0:47 move second child to first child (highp int)\r
+0:47 'q1' (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 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 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 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 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
+0:74 Sequence\r
+0:74 move second child to first child (highp float)\r
+0:74 'funkyf' (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
+0:86 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
+0:92 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
+0:97 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 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 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 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 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 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
+0:128 Constant:\r
+0:128 5 (const int)\r
+0:131 Function Definition: foo203209409( (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 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
+0:136 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
+0:138 Constant:\r
+0:138 39 (const int)\r
+0:139 add (highp int)\r
+0:139 'bar107' (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:? 'gl_VertexID' (gl_VertexId highp int)\r
+0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
\r
\r
Shader version: 100\r
+ERROR: node is still EOpNull!\r
+0:20 Function Definition: main( (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 '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
+0:22 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 '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
+0:40 Sequence\r
+0:40 move second child to first child (highp int)\r
+0:40 'a1' (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 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 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
+0:45 Sequence\r
+0:45 move second child to first child (highp int)\r
+0:45 'q1' (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 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 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 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
\r
link1.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
\r
Shader version: 130\r
0:? Sequence\r
0:? 3.900000\r
\r
link2.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
\r
Shader version: 130\r
Requested GL_OES_standard_derivatives\r
../../LunarGLASS/test/localAggregates.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:5: varying deprecated in version 130; may be removed in future release\r
\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:34 Function Definition: main( (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 Constant:\r
+0:41 0 (const int)\r
+0:43 Test condition and select (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 Constant:\r
+0:43 0 (const int)\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 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 Constant:\r
+0:45 4 (const int)\r
+0:45 direct index (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 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 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 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 '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 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 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 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 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 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 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 '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 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 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 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
+0:65 Condition\r
+0:65 Compare Equal (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
+0:68 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 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 '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 '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 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 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 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 '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:? 'uFloatArray' (uniform 16-element array of float)\r
+0:? 'condition' (uniform int)\r
\r
../../LunarGLASS/test/loops.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:14: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:53 Function Definition: main( (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 'BaseColor' (smooth in 4-component vector of float)\r
+0:58 Loop with condition tested first\r
+0:58 Loop Condition\r
+0:58 Constant:\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 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 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 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 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 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 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 Constant:\r
+0:68 0.330000\r
+0:68 0.330000\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 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 '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 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 'bigColor1_1' (uniform 4-component vector of float)\r
+0:80 Test condition and select (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 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 '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 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
+0:92 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 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 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 '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 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 'bigColor1_3' (uniform 4-component vector of float)\r
+0:99 Test condition and select (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 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 '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 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 '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 '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
+0:112 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 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 '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 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 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 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
+0:120 Sequence\r
+0:120 Sequence\r
+0:120 move second child to first child (int)\r
+0:120 'i' (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 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 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 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 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 Constant:\r
+0:124 1 (const int)\r
+0:125 Test condition and select (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 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 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 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 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
+0:131 Sequence\r
+0:131 Sequence\r
+0:131 move second child to first child (int)\r
+0:131 'i' (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 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 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 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 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 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
+0:139 Sequence\r
+0:139 Sequence\r
+0:139 move second child to first child (int)\r
+0:139 'i' (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 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 Constant:\r
+0:140 2 (const int)\r
+0:140 'd3' (uniform float)\r
+0:141 Test condition and select (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 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 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
+0:147 Sequence\r
+0:147 Sequence\r
+0:147 move second child to first child (int)\r
+0:147 'i' (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 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 Constant:\r
+0:148 2 (const int)\r
+0:148 'd3' (uniform float)\r
+0:149 Test condition and select (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 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 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
+0:163 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 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 'bigColor4' (uniform 4-component vector of float)\r
+0:157 Test condition and select (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 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 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 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 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 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 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 'bigColor5' (uniform 4-component vector of float)\r
+0:168 Test condition and select (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 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 Constant:\r
+0:169 1 (const int)\r
+0:169 'd5' (uniform float)\r
+0:173 Test condition and select (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 Constant:\r
+0:173 0 (const int)\r
+0:173 'd6' (uniform float)\r
+0:173 true case\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 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 '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 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 Constant:\r
+0:178 2 (const int)\r
+0:178 direct index (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 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 Constant:\r
+0:182 0 (const int)\r
+0:182 'd6' (uniform float)\r
+0:182 true case\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 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 'bigColor6' (uniform 4-component vector of float)\r
+0:185 Test condition and select (void)\r
+0:185 Condition\r
+0:185 Compare Less Than (bool)\r
+0:185 'd7' (uniform float)\r
+0:185 Constant:\r
+0:185 1.000000\r
+0:185 true case\r
+0:186 Branch: Break\r
+0:182 false case\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 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 Constant:\r
+0:191 2 (const int)\r
+0:191 direct index (float)\r
+0:191 'bigColor6' (uniform 4-component vector of float)\r
+0:191 Constant:\r
+0:191 2 (const int)\r
+0:209 Loop with condition not tested first\r
+0:209 Loop Condition\r
+0:209 Constant:\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 Condition\r
+0:197 Compare Less Than (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 'bigColor7' (uniform 4-component vector of float)\r
+0:202 Test condition and select (void)\r
+0:202 Condition\r
+0:202 Compare Less Than (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 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 '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 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 Condition\r
+0:217 Compare Less Than (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 'bigColor7' (uniform 4-component vector of float)\r
+0:222 Test condition and select (void)\r
+0:222 Condition\r
+0:222 Compare Less Than (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 Constant:\r
+0:223 2 (const int)\r
+0:224 Test condition and select (void)\r
+0:224 Condition\r
+0:224 Compare Less Than (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 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 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 '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 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 Condition\r
+0:238 Compare Greater Than (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 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 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 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 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 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 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 Constant:\r
+0:251 1 (const int)\r
+0:252 Test condition and select (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 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 Constant:\r
+0:253 2 (const int)\r
+0:254 Test condition and select (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 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 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 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
+0:262 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 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 'bigColor8' (uniform 4-component vector of float)\r
+0:269 Test condition and select (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 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 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 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 Constant:\r
+0:273 1 (const int)\r
+0:273 direct index (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
+0:277 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:277 'color' (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 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 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 Constant:\r
+0:281 1 (const int)\r
+0:281 'd15' (uniform float)\r
+0:281 true case\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
+0:290 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 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 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 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 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 'bigColor1_2' (uniform 4-component vector of float)\r
+0:298 Test condition and select (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 Constant:\r
+0:298 2 (const int)\r
+0:298 'd3' (uniform float)\r
+0:298 true case\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 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 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 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
+0:310 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 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 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 Constant:\r
+0:311 3 (const int)\r
+0:311 'd16' (uniform float)\r
+0:311 true case\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
+0:319 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:319 'color' (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
+0:? 'bigColor1_2' (uniform 4-component vector of float)\r
+0:? 'bigColor1_3' (uniform 4-component vector of float)\r
+0:? 'bigColor2' (uniform 4-component vector of float)\r
+0:? 'bigColor3' (uniform 4-component vector of float)\r
+0:? 'bigColor4' (uniform 4-component vector of float)\r
+0:? 'bigColor5' (uniform 4-component vector of float)\r
+0:? 'bigColor6' (uniform 4-component vector of float)\r
+0:? 'bigColor7' (uniform 4-component vector of float)\r
+0:? 'bigColor8' (uniform 4-component vector of float)\r
+0:? 'BaseColor' (smooth in 4-component vector of float)\r
+0:? 'd' (uniform float)\r
+0:? 'd2' (uniform float)\r
+0:? 'd3' (uniform float)\r
+0:? 'd4' (uniform float)\r
+0:? 'd5' (uniform float)\r
+0:? 'd6' (uniform float)\r
+0:? 'd7' (uniform float)\r
+0:? 'd8' (uniform float)\r
+0:? 'd9' (uniform float)\r
+0:? 'd10' (uniform float)\r
+0:? 'd11' (uniform float)\r
+0:? 'd12' (uniform float)\r
+0:? 'd13' (uniform float)\r
+0:? 'd14' (uniform float)\r
+0:? 'd15' (uniform float)\r
+0:? 'd16' (uniform float)\r
+0:? 'd17' (uniform float)\r
+0:? 'd18' (uniform float)\r
+0:? 'd19' (uniform float)\r
+0:? 'd20' (uniform float)\r
+0:? 'd21' (uniform float)\r
+0:? 'd22' (uniform float)\r
+0:? 'd23' (uniform float)\r
+0:? 'd24' (uniform float)\r
+0:? 'd25' (uniform float)\r
+0:? 'd26' (uniform float)\r
+0:? 'd27' (uniform float)\r
+0:? 'd28' (uniform float)\r
+0:? 'd29' (uniform float)\r
+0:? 'd30' (uniform float)\r
+0:? 'd31' (uniform float)\r
+0:? 'd32' (uniform float)\r
+0:? 'd33' (uniform float)\r
+0:? 'd34' (uniform float)\r
+0:? 'Count' (uniform int)\r
\r
../../LunarGLASS/test/loopsArtificial.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:14: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:53 Function Definition: main( (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 '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 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 'bigColor4' (uniform 4-component vector of float)\r
+0:60 Test condition and select (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 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 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 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 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 Constant:\r
+0:63 0 (const int)\r
+0:64 Branch: Continue\r
+0:67 Test condition and select (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 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 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 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 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 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 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
+0:75 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
+0:80 'bigColor4' (uniform 4-component vector of float)\r
+0:81 Test condition and select (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 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 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 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 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 Constant:\r
+0:84 0 (const int)\r
+0:85 Branch: Continue\r
+0:88 Test condition and select (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 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 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 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
+0:95 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:95 'color' (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
+0:? 'bigColor1_2' (uniform 4-component vector of float)\r
+0:? 'bigColor1_3' (uniform 4-component vector of float)\r
+0:? 'bigColor2' (uniform 4-component vector of float)\r
+0:? 'bigColor3' (uniform 4-component vector of float)\r
+0:? 'bigColor4' (uniform 4-component vector of float)\r
+0:? 'bigColor5' (uniform 4-component vector of float)\r
+0:? 'bigColor6' (uniform 4-component vector of float)\r
+0:? 'bigColor7' (uniform 4-component vector of float)\r
+0:? 'bigColor8' (uniform 4-component vector of float)\r
+0:? 'BaseColor' (smooth in 4-component vector of float)\r
+0:? 'd' (uniform float)\r
+0:? 'd2' (uniform float)\r
+0:? 'd3' (uniform float)\r
+0:? 'd4' (uniform float)\r
+0:? 'd5' (uniform float)\r
+0:? 'd6' (uniform float)\r
+0:? 'd7' (uniform float)\r
+0:? 'd8' (uniform float)\r
+0:? 'd9' (uniform float)\r
+0:? 'd10' (uniform float)\r
+0:? 'd11' (uniform float)\r
+0:? 'd12' (uniform float)\r
+0:? 'd13' (uniform float)\r
+0:? 'd14' (uniform float)\r
+0:? 'd15' (uniform float)\r
+0:? 'd16' (uniform float)\r
+0:? 'd17' (uniform float)\r
+0:? 'd18' (uniform float)\r
+0:? 'd19' (uniform float)\r
+0:? 'd20' (uniform float)\r
+0:? 'd21' (uniform float)\r
+0:? 'd22' (uniform float)\r
+0:? 'd23' (uniform float)\r
+0:? 'd24' (uniform float)\r
+0:? 'd25' (uniform float)\r
+0:? 'd26' (uniform float)\r
+0:? 'd27' (uniform float)\r
+0:? 'd28' (uniform float)\r
+0:? 'd29' (uniform float)\r
+0:? 'd30' (uniform float)\r
+0:? 'd31' (uniform float)\r
+0:? 'd32' (uniform float)\r
+0:? 'd33' (uniform float)\r
+0:? 'd34' (uniform float)\r
+0:? 'Count' (uniform int)\r
\r
\r
noMain1.geom\r
ERROR: #version: geometry shaders require non-es profile and version 150 or above\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 1 compilation errors. No code generated.\r
\r
\r
0:? Linker Objects\r
\r
noMain2.geom\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 150\r
invocations = 0\r
../../LunarGLASS/test/matrix.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:6: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:17: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:22: varying deprecated in version 130; may be removed in future release\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:25 Function Definition: main( (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 '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 '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 '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 '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 Condition\r
+0:30 Compare Not Equal (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 '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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:33 matrix-times-vector (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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:34 vector-times-matrix (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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 'u' (smooth in 4-component vector of float)\r
+0:47 direct index (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 '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 '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 '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 Condition\r
+0:51 Compare Equal (bool)\r
+0:51 'm34' (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 '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 '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 '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 '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
+0:? Linker Objects\r
+0:? 'colorTransform' (uniform 3X3 matrix of float)\r
+0:? 'Color' (smooth in 3-component vector of float)\r
+0:? 'm' (uniform 4X4 matrix of float)\r
+0:? 'n' (uniform 4X4 matrix of float)\r
+0:? 'um43' (uniform 4X4 matrix of float)\r
+0:? 'un34' (uniform 4X4 matrix of float)\r
+0:? 'v' (smooth in 4-component vector of float)\r
+0:? 'u' (smooth in 4-component vector of float)\r
\r
../../LunarGLASS/test/matrix2.frag\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:13: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:15: varying deprecated in version 130; may be removed in future release\r
0:47 matrix mult second child into first child (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
+0:49 '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 'FragColor' (out 4-component vector of float)\r
+0:49 component-wise multiply (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 'FragColor' (out 4-component vector of float)\r
+0:49 Constant:\r
+0:49 3 (const int)\r
0:? Linker Objects\r
0:? 'colorTransform' (uniform 3X3 matrix of float)\r
0:? 'Color' (smooth in 3-component vector of float)\r
\r
\r
Shader version: 150\r
+0:? Sequence\r
+0:19 Function Definition: main( (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 '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 Constant:\r
+0:23 4.300000\r
+0:23 0.000000\r
+0:23 0.000000\r
+0:23 0.000000\r
+0:23 0.000000\r
+0:23 4.300000\r
+0:23 0.000000\r
+0:23 0.000000\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 'FragColor' (out 4-component vector of float)\r
+0:25 Construct vec4 (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 '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 'FragColor' (out 4-component vector of float)\r
+0:26 'm34' (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 '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 '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 'um43' (uniform 4X3 matrix of float)\r
+0:34 add second child into first child (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 '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 '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
+0:38 'um43' (uniform 4X3 matrix of float)\r
+0:39 multiply second child into first child (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 'FragColor' (out 4-component vector of float)\r
+0:39 'm34' (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 '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 '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 'um2' (uniform 2X2 matrix of float)\r
+0:42 multiply second child into first child (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 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 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 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 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 'um3' (uniform 3X3 matrix of float)\r
+0:44 multiply second child into first child (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 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 'um4' (uniform 4X4 matrix of float)\r
+0:47 matrix mult second child into first child (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
+0:49 '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 'FragColor' (out 4-component vector of float)\r
+0:49 component-wise multiply (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 'FragColor' (out 4-component vector of float)\r
+0:49 Constant:\r
+0:49 3 (const int)\r
+0:? Linker Objects\r
+0:? 'colorTransform' (uniform 3X3 matrix of float)\r
+0:? 'Color' (smooth in 3-component vector of float)\r
+0:? 'm' (uniform 4X4 matrix of float)\r
+0:? 'n' (uniform 4X4 matrix of float)\r
+0:? 'um43' (uniform 4X3 matrix of float)\r
+0:? 'un34' (uniform 3X4 matrix of float)\r
+0:? 'um2' (uniform 2X2 matrix of float)\r
+0:? 'um3' (uniform 3X3 matrix of float)\r
+0:? 'um4' (uniform 4X4 matrix of float)\r
+0:? 'v' (smooth in 4-component vector of float)\r
+0:? 'u' (smooth in 3-component vector of float)\r
+0:? 'FragColor' (out 4-component vector of float)\r
\r
\r
\r
Shader version: 120\r
+ERROR: node is still EOpNull!\r
+0:12 Function Definition: main( (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
+0:21 '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 '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 Constant:\r
+0:21 2 (const int)\r
+0:21 Constant:\r
+0:21 4 (const int)\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
\r
../../LunarGLASS/test/newTexture.frag\r
-Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 430\r
0:? Sequence\r
\r
\r
Shader version: 430\r
+0:? Sequence\r
+0:34 Function Definition: main( (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 '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 '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 '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 Constant:\r
+0:39 1 (const int)\r
+0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (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 '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 '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 Constant:\r
+0:42 1 (const int)\r
+0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (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 '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 '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 Constant:\r
+0:45 0 (const int)\r
+0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (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 '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 '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 '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 'c2D' (smooth in 2-component vector of float)\r
+0:47 Constant:\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 '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
+0:51 '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
+0:53 '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
+0:55 '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
+0:57 '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
+0:59 '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
+0:61 '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
+0:64 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 '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 '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 Constant:\r
+0:67 0.000000\r
+0:67 Constant:\r
+0:67 0.000000\r
+0:? Linker Objects\r
+0:? 's2D' (uniform sampler2D)\r
+0:? 's3D' (uniform sampler3D)\r
+0:? 'sCube' (uniform samplerCube)\r
+0:? 'sCubeShadow' (uniform samplerCubeShadow)\r
+0:? 's2DShadow' (uniform sampler2DShadow)\r
+0:? 's2DArray' (uniform sampler2DArray)\r
+0:? 's2DArrayShadow' (uniform sampler2DArrayShadow)\r
+0:? 'is2D' (uniform isampler2D)\r
+0:? 'is3D' (uniform isampler3D)\r
+0:? 'isCube' (uniform isamplerCube)\r
+0:? 'is2DArray' (uniform isampler2DArray)\r
+0:? 'is2Dms' (uniform isampler2DMS)\r
+0:? 'us2D' (uniform usampler2D)\r
+0:? 'us3D' (uniform usampler3D)\r
+0:? 'usCube' (uniform usamplerCube)\r
+0:? 'us2DArray' (uniform usampler2DArray)\r
+0:? 'c1D' (smooth in float)\r
+0:? 'c2D' (smooth in 2-component vector of float)\r
+0:? 'c3D' (smooth in 3-component vector of float)\r
+0:? 'c4D' (smooth in 4-component vector of float)\r
+0:? 'ic1D' (flat in int)\r
+0:? 'ic2D' (flat in 2-component vector of int)\r
+0:? 'ic3D' (flat in 3-component vector of int)\r
+0:? 'ic4D' (flat in 4-component vector of int)\r
+0:? 'FragData' (out 4-component vector of float)\r
\r
\r
\r
Shader version: 300\r
+0:? Sequence\r
+0:3 Function Definition: foo( (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 Parameters: \r
+0:7 Function Definition: main( (void)\r
+0:7 Function Parameters: \r
+0:? Linker Objects\r
\r
\r
\r
Shader version: 120\r
+0:? Sequence\r
+0:15 Function Definition: main( (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 '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
+0:21 '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 '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
+0:23 '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 Constant:\r
+0:24 3.000000\r
+0:24 6.000000\r
+0:24 0.000000\r
+0:24 0.000000\r
+0:24 9.000000\r
+0:24 12.000000\r
+0:24 0.000000\r
+0:24 0.000000\r
+0:24 15.000000\r
+0:24 18.000000\r
+0:24 0.000000\r
+0:24 0.000000\r
+0:24 21.000000\r
+0:24 24.000000\r
+0:24 0.000000\r
+0:24 0.000000\r
+0:24 'v4' (in 4-component vector of float)\r
+0:24 Constant:\r
+0:24 50.000000\r
+0:24 110.000000\r
+0:24 170.000000\r
+0:24 230.000000\r
+0:24 Constant:\r
+0:24 30.000000\r
+0:24 60.000000\r
+0:24 0.000000\r
+0:24 0.000000\r
+0:24 Constant:\r
+0:24 20.000000\r
+0:24 10.000000\r
+0:24 6.000000\r
+0:24 5.000000\r
+0:? Linker Objects\r
+0:? 'v3' (in 3-component vector of float)\r
+0:? 'v4' (in 4-component vector of float)\r
+0:? 'm32' (uniform 3X2 matrix of float)\r
+0:? 'cv2' (const 2-component vector of float)\r
+0:? 10.000000\r
+0:? 20.000000\r
+0:? 'm24' (const 2X4 matrix of float)\r
+0:? 3.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 3.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 'm42' (const 4X2 matrix of float)\r
+0:? 1.000000\r
+0:? 2.000000\r
+0:? 3.000000\r
+0:? 4.000000\r
+0:? 5.000000\r
+0:? 6.000000\r
+0:? 7.000000\r
+0:? 8.000000\r
\r
numeral.frag\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:14: '' : octal literal digit too large \r
ERROR: 0:15: '' : octal literal digit too large \r
ERROR: 0:16: '' : octal literal digit too large \r
\r
\r
Shader version: 400\r
+ERROR: node is still EOpNull!\r
+0:3 Function Definition: main( (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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 Constant:\r
+0:88 5.000000\r
+0:? Linker Objects\r
+0:? 'c2' (layout(location=2 ) out 4-component vector of float)\r
+0:? 'c3' (layout(location=3 ) out 4-component vector of float)\r
+0:? 'c4' (layout(location=4 ) out 4-component vector of float)\r
+0:? 'c5' (layout(location=5 ) out 4-component vector of float)\r
+0:? 'c6' (layout(location=6 ) out 4-component vector of float)\r
+0:? 'c7' (layout(location=7 ) out 4-component vector of float)\r
\r
\r
\r
Shader version: 100\r
+0:? Sequence\r
+0:5 Function Definition: main( (void)\r
+0:5 Function Parameters: \r
+0:? Sequence\r
+0:9 Test condition and select (void)\r
+0:9 Condition\r
+0:9 Compare Less Than (bool)\r
+0:9 length (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 '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 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 'gl_FragColor' (fragColor mediump 4-component vector of float)\r
+0:14 'color' (highp 4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'sampler' (uniform lowp sampler2D)\r
\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 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 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 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
+0:29 'gl_FragColor' (fragColor mediump 4-component vector of float)\r
+0:29 Construct vec4 (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
+0:41 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:? 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
+0:58 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 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
+0:65 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 Constant:\r
+0:65 0 (const int)\r
+0:67 Function Call: texture2D(s21;vf2; (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 '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 '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:? '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
\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:18 Function Definition: main( (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 '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 '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 '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 '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
+0:? 'pos' (in highp 4-component vector of float)\r
+0:? 's2D' (uniform lowp sampler2D)\r
+0:? 'sCube' (uniform lowp samplerCube)\r
+0:? 'is2DAbad' (uniform mediump isampler2DArray)\r
+0:? 's2dASbad' (uniform mediump sampler2DArrayShadow)\r
+0:? 's2dAS' (uniform mediump sampler2DArrayShadow)\r
+0:? 'is2DAbad2' (uniform mediump isampler2DArray)\r
+0:? 's2Dhigh' (uniform highp sampler2D)\r
+0:? 'gl_VertexID' (gl_VertexId highp int)\r
+0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
../../LunarGLASS/test/prepost.frag\r
-Warning, version 140 is not yet complete; most features are present, but a few are missing.\r
\r
Shader version: 140\r
0:? Sequence\r
\r
\r
Shader version: 140\r
+0:? Sequence\r
+0:3 Function Definition: main( (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 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 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 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
+0:14 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
+0:15 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 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
+0:17 Constant:\r
+0:17 0 (const int)\r
+0:17 Pre-Decrement (int)\r
+0:17 'index' (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 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
+0:27 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
+0:28 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
+0:33 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 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 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 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 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 Constant:\r
+0:35 3 (const int)\r
+0:37 move second child to first child (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:? Linker Objects\r
\r
recurse1.vert\r
-Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 330\r
0:? Sequence\r
0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
recurse1.frag\r
-Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 330\r
0:? Sequence\r
0:? Linker Objects\r
\r
recurse2.frag\r
-Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 330\r
0:? Sequence\r
cfoo(f1; calling cbar(i1;\r
\r
Shader version: 330\r
+0:? Sequence\r
+0:3 Function Definition: main( (void)\r
+0:3 Function Parameters: \r
+0:9 Function Definition: self( (void)\r
+0:9 Function Parameters: \r
+0:11 Sequence\r
+0:11 Function Call: self( (void)\r
+0:16 Function Definition: foo(f1; (void)\r
+0:16 Function Parameters: \r
+0:16 '' (in float)\r
+0:18 Sequence\r
+0:18 Function Call: bar(i1; (float)\r
+0:18 Constant:\r
+0:18 2 (const int)\r
+0:21 Function Definition: bar(i1; (float)\r
+0:21 Function Parameters: \r
+0:21 '' (in int)\r
+0:23 Sequence\r
+0:23 Function Call: foo(f1; (void)\r
+0:23 Constant:\r
+0:23 4.200000\r
+0:25 Branch: Return with expression\r
+0:25 Constant:\r
+0:25 3.200000\r
+0:32 Function Definition: A( (void)\r
+0:32 Function Parameters: \r
+0:32 Sequence\r
+0:32 Function Call: B( (void)\r
+0:33 Function Definition: C( (void)\r
+0:33 Function Parameters: \r
+0:33 Sequence\r
+0:33 Function Call: D( (void)\r
+0:34 Function Definition: B( (void)\r
+0:34 Function Parameters: \r
+0:34 Sequence\r
+0:34 Function Call: C( (void)\r
+0:35 Function Definition: D( (void)\r
+0:35 Function Parameters: \r
+0:35 Sequence\r
+0:35 Function Call: A( (void)\r
+0:41 Function Definition: AT( (void)\r
+0:41 Function Parameters: \r
+0:41 Sequence\r
+0:41 Function Call: BT( (void)\r
+0:41 Function Call: BT( (void)\r
+0:41 Function Call: BT( (void)\r
+0:42 Function Definition: CT( (void)\r
+0:42 Function Parameters: \r
+0:42 Sequence\r
+0:42 Function Call: DT( (void)\r
+0:42 Function Call: AT( (void)\r
+0:42 Function Call: DT( (void)\r
+0:42 Function Call: BT( (void)\r
+0:43 Function Definition: BT( (void)\r
+0:43 Function Parameters: \r
+0:43 Sequence\r
+0:43 Function Call: CT( (void)\r
+0:43 Function Call: CT( (void)\r
+0:43 Function Call: CT( (void)\r
+0:44 Function Definition: DT( (void)\r
+0:44 Function Parameters: \r
+0:44 Sequence\r
+0:44 Function Call: AT( (void)\r
+0:? Linker Objects\r
+0:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
Shader version: 330\r
0:? Sequence\r
0:5 Function Definition: main( (void)\r
reflection.vert\r
-Warning, version 440 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 440 is not yet complete; most version-specific features are present, but some are missing.\r
\r
\r
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:38 Function Definition: main( (void)\r
+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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:40 Construct vec4 (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
+0:? Linker Objects\r
+0:? 'color' (smooth in 3-component vector of float)\r
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:38 Function Definition: main( (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 '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 'gl_Position' (gl_Position 4-component vector of float)\r
+0:42 matrix-times-vector (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
+0:? 'color' (smooth out 3-component vector of float)\r
\r
../../LunarGLASS/test/simpleFunctionCall.frag\r
-Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 150\r
\r
\r
Shader version: 150\r
+0:? Sequence\r
+0:7 Function Definition: foo( (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 Parameters: \r
+0:14 Sequence\r
+0:14 move second child to first child (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:? 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
\r
specExamples.frag\r
-Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.\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: 0:20: '' : numeric literal too big \r
ERROR: 0:21: '' : hexidecimal literal too big \r
0:? 0.700000\r
0:? 0.700000\r
0:? 0.200000\r
-0:? '__anon__0' (in block{smooth in 4-component vector of float Color1, smooth in 4-component vector of float Color2, in 2-component vector of float TexCoordA, in float Atten})\r
-0:? '__anon__1' (in block{in 4-component vector of float LightPos, in 3-component vector of float LightColor})\r
+0:? 'anon@0' (in block{smooth in 4-component vector of float Color1, smooth in 4-component vector of float Color2, in 2-component vector of float TexCoordA, in float Atten})\r
+0:? 'anon@1' (in block{in 4-component vector of float LightPos, in 3-component vector of float LightColor})\r
0:? 'Materiala' (in block{in 4-component vector of float Color, in 2-component vector of float TexCoord})\r
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
0:? 'colors' (layout(location=2 ) out 3-element array of 4-component vector of float)\r
0:? 'gl_FragDepth' (gl_FragDepth float)\r
0:? 'gl_FragDepth' (gl_FragDepth float)\r
-0:? '__anon__2' (in block{in float gl_FogFragCoord, in implicitly-sized array of 4-component vector of float gl_TexCoord, flat in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
-0:? '__anon__2' (in block{in float gl_FogFragCoord, in implicitly-sized array of 4-component vector of float gl_TexCoord, flat in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
+0:? 'anon@2' (in block{in float gl_FogFragCoord, in implicitly-sized array of 4-component vector of float gl_TexCoord, flat in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
+0:? 'anon@2' (in block{in float gl_FogFragCoord, in implicitly-sized array of 4-component vector of float gl_TexCoord, flat in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
\r
\r
Linked fragment stage:\r
Requested GL_3DL_array_objects\r
gl_FragCoord pixel center is integer\r
gl_FragCoord origin is upper left\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 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 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 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 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 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 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 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 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 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 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 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 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 Constant:\r
+0:26 2.000000\r
+0:127 Function Definition: foo(f1[5]; (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 Branch: Return with expression\r
+0:129 Constant:\r
+0:129 3.400000\r
+0:129 4.200000\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 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 Constant:\r
+0:140 3.400000\r
+0:140 4.200000\r
+0:140 5.000000\r
+0:140 5.200000\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 Constant:\r
+0:143 3.400000\r
+0:143 4.200000\r
+0:143 5.000000\r
+0:143 5.200000\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 Constant:\r
+0:149 0.000000\r
+0:149 0.000000\r
+0:149 0.000000\r
+0:149 0.000000\r
+0:149 0.100000\r
+0:149 0.100000\r
+0:149 0.100000\r
+0:149 0.100000\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
+0:162 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
+0:165 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 Constant:\r
+0:165 1.000000\r
+0:165 2.000000\r
+0:165 3.000000\r
+0:165 4.000000\r
+0:165 5.000000\r
+0:167 Constant:\r
+0:167 5 (const int)\r
+0:? Sequence\r
+0:171 Constant:\r
+0:171 3 (const int)\r
+0:172 Constant:\r
+0:172 0.000000\r
+0:175 Constant:\r
+0:175 0.000000\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 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 Constant:\r
+0:216 3.400000\r
+0:216 4.200000\r
+0:216 5.000000\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 Constant:\r
+0:217 3.400000\r
+0:217 4.200000\r
+0:217 5.000000\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
+0:219 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:? Sequence\r
+0:223 Sequence\r
+0:223 move second child to first child (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:? 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:? '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:? 'numLights' (const int)\r
+0:? 2 (const int)\r
+0:? 'normal' (smooth in 3-component vector of float)\r
+0:? 'TexCoord' (centroid smooth in 2-component vector of float)\r
+0:? 'Color' (invariant centroid smooth in 4-component vector of float)\r
+0:? 'temperature' (noperspective in float)\r
+0:? 'myColor' (flat in 3-component vector of float)\r
+0:? 'myTexCoord' (centroid noperspective in 2-component vector of float)\r
+0:? 'color' (uniform 3-component vector of float)\r
+0:? 0.700000\r
+0:? 0.700000\r
+0:? 0.200000\r
+0:? 'anon@0' (in block{smooth in 4-component vector of float Color1, smooth in 4-component vector of float Color2, in 2-component vector of float TexCoordA, in float Atten})\r
+0:? 'anon@1' (in block{in 4-component vector of float LightPos, in 3-component vector of float LightColor})\r
+0:? 'Materiala' (in block{in 4-component vector of float Color, in 2-component vector of float TexCoord})\r
+0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
+0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)\r
+0:? 'factor' (layout(location=3 ) out 4-component vector of float)\r
+0:? 'colors' (layout(location=2 ) out 3-element array of 4-component vector of float)\r
+0:? 'gl_FragDepth' (gl_FragDepth float)\r
+0:? 'gl_FragDepth' (gl_FragDepth float)\r
+0:? 'anon@2' (in block{in float gl_FogFragCoord, in 1-element array of 4-component vector of float gl_TexCoord, flat in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
+0:? 'anon@2' (in block{in float gl_FogFragCoord, in 1-element array of 4-component vector of float gl_TexCoord, flat in 4-component vector of float gl_Color, in 4-component vector of float gl_SecondaryColor})\r
\r
specExamples.vert\r
-Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:23: 'transforms' : redeclaration of array with size \r
ERROR: 0:29: 'location' : can only appy to uniform, buffer, in, or out storage qualifiers \r
ERROR: 0:31: 'triangles' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) \r
0:194 0.000000\r
0:? Linker Objects\r
0:? 'Coords' (out block{out 4-component vector of float Position, out 2-component vector of float Texture})\r
-0:? '__anon__0' (out block{out 4-component vector of float Color})\r
+0:? 'anon@0' (out block{out 4-component vector of float Color})\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:? '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:? '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
-0:? '__anon__2' (out block{out 4-component vector of float var6})\r
+0:? 'anon@2' (out block{out 4-component vector of float var6})\r
0:? 'var7' (smooth out 4-component vector of float)\r
-0:? '__anon__3' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform 3X3 matrix of float N1})\r
-0:? '__anon__4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform 4X4 matrix of float M13, layout(row_major shared ) uniform 4X4 matrix of float m14, layout(column_major shared ) uniform 3X3 matrix of float N12})\r
+0:? 'anon@3' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform 3X3 matrix of float N1})\r
+0:? 'anon@4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform 4X4 matrix of float M13, layout(row_major shared ) uniform 4X4 matrix of float m14, layout(column_major shared ) uniform 3X3 matrix of float N12})\r
0:? 's17' (layout(binding=3 ) uniform sampler2D)\r
0:? 'a2' (layout(binding=2 offset=4 ) uniform int)\r
0:? 'bar' (layout(binding=2 ) uniform int)\r
0:? 'b2' (layout(binding=2 ) uniform int)\r
0:? 'c2' (layout(binding=3 ) uniform int)\r
0:? 'd2' (layout(binding=2 ) uniform int)\r
-0:? '__anon__5' (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, flat 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:? '__anon__5' (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, flat 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:? 'anon@5' (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, flat 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:? 'anon@5' (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, flat 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:? 'ColorInv' (smooth out 3-component vector of float)\r
0:? 'Color4' (invariant centroid smooth out 3-component vector of float)\r
0:? 'position' (smooth out 4-component vector of float)\r
0:? 'c' (in 4-component vector of float)\r
0:? 'd' (in 4-component vector of float)\r
0:? 'v' (smooth out 4-component vector of float)\r
-0:? '__anon__6' (layout(row_major shared ) coherent uniform block{layout(row_major shared ) readonly uniform 4-component vector of float member1, layout(row_major shared ) uniform 4-component vector of float member2})\r
-0:? '__anon__7' (layout(row_major shared ) uniform block{layout(row_major shared ) coherent readonly uniform 4-component vector of float member1A, layout(row_major shared ) coherent uniform 4-component vector of float member2A})\r
+0:? 'anon@6' (layout(row_major shared ) coherent uniform block{layout(row_major shared ) readonly uniform 4-component vector of float member1, layout(row_major shared ) uniform 4-component vector of float member2})\r
+0:? 'anon@7' (layout(row_major shared ) uniform block{layout(row_major shared ) coherent readonly uniform 4-component vector of float member1A, layout(row_major shared ) coherent uniform 4-component vector of float member2A})\r
0:? 'shv' (shared 4-component vector of float)\r
0:? 'img1' (uniform image2D)\r
0:? 'img2' (coherent uniform image2D)\r
\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 Parameters: \r
+0:134 'a' (in image2D)\r
+0:136 Function Definition: funcB(I21; (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 Parameters: \r
+0:140 'e' (in float)\r
+0:140 'f' (in float)\r
+0:140 'g' (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 'e' (in float)\r
+0:142 'f' (in float)\r
+0:142 component-wise multiply (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 Parameters: \r
+0:146 'e' (in float)\r
+0:146 'f' (in float)\r
+0:146 'g' (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 'e' (in float)\r
+0:148 'f' (in float)\r
+0:148 component-wise multiply (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
+0:153 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 'k' (out float)\r
+0:155 add (float)\r
+0:155 component-wise multiply (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 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 '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 '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 'v' (smooth out 4-component vector of float)\r
+0:162 Sequence\r
+0:162 Constant:\r
+0:162 0 (const int)\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
+0:163 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 'img1' (uniform image2D)\r
+0:170 Function Call: funcB(I21; (4-component vector of float)\r
+0:170 'img2' (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 Constant:\r
+0:178 3.000000\r
+0:178 1.000000\r
+0:178 2.000000\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 Constant:\r
+0:185 1.000000\r
+0:185 'g' (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
+0:188 Constant:\r
+0:188 1.000000\r
+0:188 add (float)\r
+0:188 'g' (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 Constant:\r
+0:191 1.000000\r
+0:191 1.000000\r
+0:191 1.000000\r
+0:191 1.000000\r
+0:191 1.000000\r
+0:191 1.000000\r
+0:191 1.000000\r
+0:191 1.000000\r
+0:192 Constant:\r
+0:192 0.000000\r
+0:193 Constant:\r
+0:193 0.000000\r
+0:194 Constant:\r
+0:194 0.000000\r
+0:? Linker Objects\r
+0:? 'Coords' (out block{out 4-component vector of float Position, out 2-component vector of float Texture})\r
+0:? 'anon@0' (out block{out 4-component vector of float Color})\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:? '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
+0:? 'anon@2' (out block{out 4-component vector of float var6})\r
+0:? 'var7' (smooth out 4-component vector of float)\r
+0:? 'anon@3' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform 3X3 matrix of float N1})\r
+0:? 'anon@4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform 4X4 matrix of float M13, layout(row_major shared ) uniform 4X4 matrix of float m14, layout(column_major shared ) uniform 3X3 matrix of float N12})\r
+0:? 's17' (layout(binding=3 ) uniform sampler2D)\r
+0:? 'a2' (layout(binding=2 offset=4 ) uniform int)\r
+0:? 'bar' (layout(binding=2 ) uniform int)\r
+0:? 'b2' (layout(binding=2 ) uniform int)\r
+0:? 'c2' (layout(binding=3 ) uniform int)\r
+0:? 'd2' (layout(binding=2 ) uniform int)\r
+0:? 'anon@5' (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, flat 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:? 'anon@5' (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, flat 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:? 'ColorInv' (smooth out 3-component vector of float)\r
+0:? 'Color4' (invariant centroid smooth out 3-component vector of float)\r
+0:? 'position' (smooth out 4-component vector of float)\r
+0:? 'Color5' (smooth out 3-component vector of float)\r
+0:? 'a' (in 4-component vector of float)\r
+0:? 'b' (in 4-component vector of float)\r
+0:? 'c' (in 4-component vector of float)\r
+0:? 'd' (in 4-component vector of float)\r
+0:? 'v' (smooth out 4-component vector of float)\r
+0:? 'anon@6' (layout(row_major shared ) coherent uniform block{layout(row_major shared ) readonly uniform 4-component vector of float member1, layout(row_major shared ) uniform 4-component vector of float member2})\r
+0:? 'anon@7' (layout(row_major shared ) uniform block{layout(row_major shared ) coherent readonly uniform 4-component vector of float member1A, layout(row_major shared ) coherent uniform 4-component vector of float member2A})\r
+0:? 'shv' (shared 4-component vector of float)\r
+0:? 'img1' (uniform image2D)\r
+0:? 'img2' (coherent uniform image2D)\r
+0:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
../../LunarGLASS/test/structAssignment.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:29 Function Definition: main( (void)\r
+0:29 Function Parameters: \r
+0:? Sequence\r
+0:33 Test condition and select (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 Constant:\r
+0:33 0 (const int)\r
+0:33 Constant:\r
+0:33 0 (const int)\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 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
+0:38 '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 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 '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
\r
../../LunarGLASS/test/structDeref.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:41 Function Definition: main( (void)\r
+0:41 Function Parameters: \r
+0:? Sequence\r
+0:51 Test condition and select (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 Constant:\r
+0:51 0 (const int)\r
+0:51 Constant:\r
+0:51 9 (const int)\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 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 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 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
+0:54 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 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
+0:56 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 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 Constant:\r
+0:59 1 (const int)\r
+0:59 direct index (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 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 Constant:\r
+0:60 1 (const int)\r
+0:60 direct index (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
+0:61 Constant:\r
+0:61 0.000000\r
+0:61 1.000000\r
+0:61 2.000000\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 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 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 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
+0:67 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 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 Constant:\r
+0:68 0 (const int)\r
+0:70 move second child to first child (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 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 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 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 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 '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
\r
../../LunarGLASS/test/structure.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:20 Function Definition: main( (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 Constant:\r
+0:22 0.000000\r
+0:24 Test condition and select (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 Constant:\r
+0:24 3 (const int)\r
+0:24 Constant:\r
+0:24 0 (const int)\r
+0:24 Constant:\r
+0:24 4 (const int)\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 Constant:\r
+0:25 3 (const int)\r
+0:25 Constant:\r
+0:25 2 (const int)\r
+0:25 Constant:\r
+0:25 2 (const int)\r
+0:25 Constant:\r
+0:25 2 (const int)\r
+0:25 Constant:\r
+0:25 3 (const int)\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 Constant:\r
+0:27 3 (const int)\r
+0:27 Constant:\r
+0:27 2 (const int)\r
+0:27 Constant:\r
+0:27 2 (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 '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 '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
\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:6 Function Definition: main( (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
+0:17 'c' (uniform mediump int)\r
+0:21 'c' (uniform mediump int)\r
+0:26 switch\r
+0:26 condition\r
+0:26 'c' (uniform mediump int)\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 '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 'x' (smooth in highp float)\r
+0:31 Branch: Break\r
+0:34 switch\r
+0:34 condition\r
+0:34 'c' (uniform mediump int)\r
+0:34 body\r
+0:34 Sequence\r
+0:35 default: \r
+0:? Sequence\r
+0:36 Branch: Break\r
+0:37 case: with expression\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 '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 '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 'x' (smooth in highp float)\r
+0:47 switch\r
+0:47 condition\r
+0:47 'c' (uniform mediump int)\r
+0:47 body\r
+0:47 Sequence\r
+0:48 case: with expression\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 'x' (smooth in highp float)\r
+0:50 Branch: Break\r
+0:51 case: with expression\r
+0:51 Constant:\r
+0:51 2 (const int)\r
+0:? Sequence\r
+0:52 switch\r
+0:52 condition\r
+0:52 'd' (uniform mediump int)\r
+0:52 body\r
+0:52 Sequence\r
+0:53 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 'x' (smooth in highp float)\r
+0:54 'x' (smooth in highp float)\r
+0:54 'x' (smooth in highp float)\r
+0:55 Branch: Break\r
+0:56 case: with expression\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 '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 'x' (smooth in highp float)\r
+0:63 case: with expression\r
+0:63 Constant:\r
+0:63 1 (const int)\r
+0:? Sequence\r
+0:64 Branch: Break\r
+0:65 case: with expression\r
+0:65 Constant:\r
+0:65 3.800000\r
+0:? Sequence\r
+0:66 Branch: Break\r
+0:67 case: with expression\r
+0:67 'c' (uniform mediump int)\r
+0:? Sequence\r
+0:68 Branch: Break\r
+0:71 switch\r
+0:71 condition\r
+0:71 'c' (uniform mediump int)\r
+0:71 body\r
+0:71 Sequence\r
+0:72 case: with expression\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 'x' (smooth in highp float)\r
+0:74 Branch: Break\r
+0:75 case: with expression\r
+0:75 Constant:\r
+0:75 2 (const int)\r
+0:? Sequence\r
+0:76 switch\r
+0:76 condition\r
+0:76 'd' (uniform mediump int)\r
+0:76 body\r
+0:76 Sequence\r
+0:77 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 'x' (smooth in highp float)\r
+0:78 'x' (smooth in highp float)\r
+0:78 'x' (smooth in highp float)\r
+0:79 Branch: Break\r
+0:80 case: with expression\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 '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 'x' (smooth in highp float)\r
+0:89 Branch: Break\r
+0:91 switch\r
+0:91 condition\r
+0:91 'c' (uniform mediump int)\r
+0:91 body\r
+0:91 Sequence\r
+0:92 case: with expression\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 'x' (smooth in highp float)\r
+0:94 Branch: Break\r
+0:95 case: with expression\r
+0:95 Constant:\r
+0:95 2 (const int)\r
+0:? Sequence\r
+0:96 switch\r
+0:96 condition\r
+0:96 'd' (uniform mediump int)\r
+0:96 body\r
+0:96 Sequence\r
+0:97 case: with expression\r
+0:97 Constant:\r
+0:97 1 (const int)\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 '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 Condition\r
+0:103 Compare Less Than (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 'x' (smooth in highp float)\r
+0:105 'x' (smooth in highp float)\r
+0:107 Test condition and select (void)\r
+0:107 Condition\r
+0:107 Compare Less Than (bool)\r
+0:107 'd' (uniform mediump int)\r
+0:107 'c' (uniform mediump int)\r
+0:107 true case is null\r
+0:109 Branch: Break\r
+0:111 Branch: Break\r
+0:112 case: with expression\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 'x' (smooth in highp float)\r
+0:114 Test condition and select (void)\r
+0:114 Condition\r
+0:114 Compare Less Than (bool)\r
+0:114 'f' (highp float)\r
+0:114 Constant:\r
+0:114 0.000000\r
+0:114 true case is null\r
+0:116 Branch: Break\r
+0:122 switch\r
+0:122 condition\r
+0:122 Constant:\r
+0:122 0 (const int)\r
+0:122 body\r
+0:122 Sequence\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 Constant:\r
+0:124 0 (const int)\r
+0:126 'onlyInSwitch' (float)\r
+0:128 Constant:\r
+0:128 0 (const int)\r
+0:133 switch\r
+0:133 condition\r
+0:133 'c' (uniform mediump int)\r
+0:133 body\r
+0:133 Sequence\r
+0:134 case: with expression\r
+0:134 Constant:\r
+0:134 1 (const int)\r
+0:? Sequence\r
+0:? Sequence\r
+0:137 Branch: Break\r
+0:139 case: with expression\r
+0:139 Constant:\r
+0:139 2 (const int)\r
+0:? Sequence\r
+0:140 'nestedX' (float)\r
+0:141 Branch: Break\r
+0:142 case: with expression\r
+0:142 Constant:\r
+0:142 3 (const int)\r
+0:? Sequence\r
+0:144 Branch: Break\r
+0:145 case: with expression\r
+0:145 Constant:\r
+0:145 4 (const int)\r
+0:? Sequence\r
+0:146 Sequence\r
+0:146 move second child to first child (mediump int)\r
+0:146 'linearY' (mediump int)\r
+0:146 'linearZ' (mediump int)\r
+0:147 Branch: Break\r
+0:148 case: with expression\r
+0:148 Constant:\r
+0:148 5 (const int)\r
+0:? Sequence\r
+0:150 Branch: Break\r
+0:151 case: with expression\r
+0:151 Constant:\r
+0:151 6 (const int)\r
+0:? Sequence\r
+0:152 Constant:\r
+0:152 4 (const int)\r
+0:? Linker Objects\r
+0:? 'c' (uniform mediump int)\r
+0:? 'd' (uniform mediump int)\r
+0:? 'x' (smooth in highp float)\r
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:9 Function Definition: main( (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 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 '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 '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 '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 '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 '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 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
+0:22 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 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
+0:26 Sequence\r
+0:26 Constant:\r
+0:26 0 (const int)\r
+0:26 Constant:\r
+0:26 1 (const int)\r
+0:26 Constant:\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 'u' (uniform 4-component vector of float)\r
+0:26 Sequence\r
+0:26 Constant:\r
+0:26 2 (const int)\r
+0:26 Constant:\r
+0:26 3 (const int)\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 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
+0:30 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 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 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 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 '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 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 Constant:\r
+0:36 0 (const int)\r
+0:36 direct index (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 Constant:\r
+0:38 0 (const int)\r
+0:38 direct index (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 '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
+0:42 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 '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 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 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 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 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 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 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 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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:51 'rep' (4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'blend' (uniform float)\r
+0:? 'u' (uniform 4-component vector of float)\r
+0:? 'p' (uniform bool)\r
+0:? 't' (smooth in 2-component vector of float)\r
\r
\r
\r
Shader version: 120\r
+ERROR: node is still EOpNull!\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
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:13 Function Definition: main( (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 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 'texSampler2D' (uniform sampler2D)\r
+0:17 divide (2-component vector of float)\r
+0:17 add (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 Sequence\r
+0:17 Constant:\r
+0:17 3 (const int)\r
+0:17 Constant:\r
+0:17 2 (const int)\r
+0:17 Constant:\r
+0:17 1 (const int)\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 '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
+0:21 '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 'u' (uniform 4-component vector of float)\r
+0:21 component-wise multiply (float)\r
+0:21 'blend' (uniform float)\r
+0:21 'blendscale' (float)\r
+0:? Linker Objects\r
+0:? 'texSampler2D' (uniform sampler2D)\r
+0:? 'texSampler3D' (uniform sampler3D)\r
+0:? 'blend' (uniform float)\r
+0:? 'scale' (uniform 2-component vector of float)\r
+0:? 'u' (uniform 4-component vector of float)\r
+0:? 't' (smooth in 2-component vector of float)\r
+0:? 'coords' (smooth in 3-component vector of float)\r
\r
../../LunarGLASS/test/texture.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:14: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:15: varying deprecated in version 130; may be removed in future release\r
\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:17 Function Definition: main( (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 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 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 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 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 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 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 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 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 '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
+0:29 '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
+0:30 '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 '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
+0:32 '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
+0:33 '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
+0:35 '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 '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
+0:37 '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
+0:38 '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
+0:40 '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
+0:41 '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
+0:42 '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
+0:43 '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
+0:45 '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
+0:46 '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
+0:48 '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
+0:49 '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
+0:50 '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
+0:51 '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
+0:52 '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
+0:53 '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
+0:54 '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
+0:55 'shadowSampler2D' (uniform sampler2DShadow)\r
+0:55 'coords4D' (4-component vector of float)\r
+0:55 'bias' (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 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 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 'texSampler2D' (uniform sampler2D)\r
+0:60 'iCoords2D' (2-component vector of int)\r
+0:60 'iLod' (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 '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 '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 '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
+0:67 'texSampler2D' (uniform sampler2D)\r
+0:67 Construct vec3 (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
+0:68 '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 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 '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 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 'shadowSampler2D' (uniform sampler2DShadow)\r
+0:70 Construct vec3 (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
+0:72 '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 'u' (uniform 4-component vector of float)\r
+0:72 component-wise multiply (float)\r
+0:72 'blend' (uniform float)\r
+0:72 'blendscale' (float)\r
+0:? Linker Objects\r
+0:? 'texSampler1D' (uniform sampler1D)\r
+0:? 'texSampler2D' (uniform sampler2D)\r
+0:? 'texSampler3D' (uniform sampler3D)\r
+0:? 'texSamplerCube' (uniform samplerCube)\r
+0:? 'shadowSampler1D' (uniform sampler1DShadow)\r
+0:? 'shadowSampler2D' (uniform sampler2DShadow)\r
+0:? 'blend' (uniform float)\r
+0:? 'scale' (uniform 2-component vector of float)\r
+0:? 'u' (uniform 4-component vector of float)\r
+0:? 't' (smooth in 2-component vector of float)\r
+0:? 'coords2D' (smooth in 2-component vector of float)\r
\r
\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 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 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 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 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 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 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 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 Constant:\r
+0:23 12.000000\r
+0:25 Function Definition: main( (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 'gl_Position' (gl_Position highp 4-component vector of float)\r
+0:28 Construct vec4 (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
+0:33 Sequence\r
+0:33 move second child to first child (highp int)\r
+0:33 'superH' (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 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 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 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:? 'gl_VertexID' (gl_VertexId highp int)\r
+0:? 'gl_InstanceID' (gl_InstanceId highp int)\r
\r
../../LunarGLASS/test/types.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
\r
Shader version: 130\r
0:? Sequence\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:33 Function Definition: main( (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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 '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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:60 Test condition and select (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
+0:52 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 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 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 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 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 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 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 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 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
+0:62 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 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 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 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 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 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 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 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 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
+0:72 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 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 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 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 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 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 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 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 Constant:\r
+0:80 3 (const int)\r
+0:60 false case\r
+0:80 Constant:\r
+0:80 1.000000\r
+0:80 1.000000\r
+0:80 1.000000\r
+0:80 1.000000\r
+0:? Linker Objects\r
+0:? 'u_b' (uniform bool)\r
+0:? 'u_b2' (uniform 2-component vector of bool)\r
+0:? 'u_b3' (uniform 3-component vector of bool)\r
+0:? 'u_b4' (uniform 4-component vector of bool)\r
+0:? 'u_i' (uniform int)\r
+0:? 'u_i2' (uniform 2-component vector of int)\r
+0:? 'u_i3' (uniform 3-component vector of int)\r
+0:? 'u_i4' (uniform 4-component vector of int)\r
+0:? 'u_f' (uniform float)\r
+0:? 'u_f2' (uniform 2-component vector of float)\r
+0:? 'u_f3' (uniform 3-component vector of float)\r
+0:? 'u_f4' (uniform 4-component vector of float)\r
+0:? 'i_b' (uniform bool)\r
+0:? 'i_b2' (uniform 2-component vector of bool)\r
+0:? 'i_b3' (uniform 3-component vector of bool)\r
+0:? 'i_b4' (uniform 4-component vector of bool)\r
+0:? 'i_i' (flat in int)\r
+0:? 'i_i2' (flat in 2-component vector of int)\r
+0:? 'i_i3' (flat in 3-component vector of int)\r
+0:? 'i_i4' (flat in 4-component vector of int)\r
+0:? 'i_f' (smooth in float)\r
+0:? 'i_f2' (smooth in 2-component vector of float)\r
+0:? 'i_f3' (smooth in 3-component vector of float)\r
+0:? 'i_f4' (smooth in 4-component vector of float)\r
\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:15 Function Definition: main( (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 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 '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 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 Constant:\r
+0:28 2 (const int)\r
+0:29 Test condition and select (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 Constant:\r
+0:30 3 (const int)\r
+0:31 Test condition and select (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 Constant:\r
+0:32 5 (const int)\r
+0:41 Test condition and select (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 Constant:\r
+0:42 7 (const int)\r
+0:43 Test condition and select (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 Constant:\r
+0:44 11 (const int)\r
+0:45 Test condition and select (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 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 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 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 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 Constant:\r
+0:53 4194303 (const uint)\r
+0:55 Test condition and select (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 true case\r
+0:56 move second child to first child (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 '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 Condition\r
+0:57 Compare Equal (bool)\r
+0:57 'shiftedui' (mediump uint)\r
+0:57 'shifteduu' (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 '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 'usampler' (uniform lowp usampler2D)\r
+0:58 add (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 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 true case\r
+0:60 move second child to first child (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 'usampler' (uniform lowp usampler2D)\r
+0:60 subtract (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 Condition\r
+0:62 Compare Greater Than (bool)\r
+0:62 direct index (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 Constant:\r
+0:62 4 (const uint)\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
+0:64 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
+0:65 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
+0:67 '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
+0:75 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 Constant:\r
+0:76 17 (const int)\r
+0:78 Test condition and select (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 Constant:\r
+0:79 19 (const int)\r
+0:81 Test condition and select (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 Constant:\r
+0:82 23 (const int)\r
+0:84 Test condition and select (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 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 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 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 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 Constant:\r
+0:90 2737 (const uint)\r
+0:92 Test condition and select (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 true case\r
+0:93 multiply second child into first child (mediump int)\r
+0:93 'count' (mediump int)\r
+0:93 Constant:\r
+0:93 100 (const int)\r
+0:95 Test condition and select (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 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 Constant:\r
+0:96 101 (const int)\r
+0:98 Test condition and select (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 true case\r
+0:99 multiply second child into first child (mediump int)\r
+0:99 'count' (mediump int)\r
+0:99 Constant:\r
+0:99 102 (const int)\r
+0:101 Test condition and select (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 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 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 '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:? 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
+0:? 'f' (smooth in highp float)\r
+0:? 'tc' (smooth in highp 2-component vector of float)\r
+0:? 'bad' (smooth in bool)\r
+0:? 'v' (uniform mediump 4-component vector of uint)\r
+0:? 'i' (uniform mediump int)\r
+0:? 'b' (uniform bool)\r
+0:? 'c' (out mediump 4-component vector of uint)\r
+0:? 'usampler' (uniform lowp usampler2D)\r
\r
../../LunarGLASS/test/uniformArray.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
\r
Shader version: 130\r
0:? Sequence\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:7 Function Definition: main( (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 '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 '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 Sequence\r
+0:11 Constant:\r
+0:11 0 (const int)\r
+0:11 Constant:\r
+0:11 1 (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 Constant:\r
+0:13 3 (const int)\r
+0:13 direct index (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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:15 'texColor' (4-component vector of float)\r
+0:? Linker Objects\r
+0:? 'texSampler2D' (uniform sampler2D)\r
+0:? 'inColor' (uniform 3-component vector of float)\r
+0:? 'color' (uniform 6-element array of 4-component vector of float)\r
+0:? 'alpha' (uniform 16-element array of float)\r
\r
../../LunarGLASS/test/variableArrayIndex.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
\r
Shader version: 130\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:29 Function Definition: main( (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 'Count' (uniform int)\r
+0:34 Test condition and select (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 Constant:\r
+0:34 0 (const int)\r
+0:34 Constant:\r
+0:34 1 (const int)\r
+0:34 Constant:\r
+0:34 0 (const int)\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 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 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 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 Constant:\r
+0:37 0 (const int)\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 '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 '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 '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 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 '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 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 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:? 'Count' (uniform int)\r
\r
../../LunarGLASS/test/varyingArray.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:6: varying deprecated in version 130; may be removed in future release\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:10 Function Definition: main( (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 '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 '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 '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 '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 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 '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 '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 '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 '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:? Linker Objects\r
+0:? 'texSampler2D' (uniform sampler2D)\r
+0:? 'color' (smooth in 4-component vector of float)\r
+0:? 'alpha' (smooth in float)\r
+0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
+0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
+0:? 'foo' (smooth in 3-element array of 4-component vector of float)\r
\r
../../LunarGLASS/test/varyingArrayIndirect.frag\r
-Warning, version 130 is not yet complete; most features are present, but a few are missing.\r
WARNING: 0:3: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:4: varying deprecated in version 130; may be removed in future release\r
WARNING: 0:6: varying deprecated in version 130; may be removed in future release\r
\r
\r
Shader version: 130\r
+0:? Sequence\r
+0:12 Function Definition: main( (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 '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 '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 '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 '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 '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 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 '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 '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 '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 'userIn' (smooth in 2-element array of 4-component vector of float)\r
+0:20 'a' (uniform int)\r
+0:? Linker Objects\r
+0:? 'texSampler2D' (uniform sampler2D)\r
+0:? 'color' (smooth in 4-component vector of float)\r
+0:? 'alpha' (smooth in float)\r
+0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
+0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)\r
+0:? 'userIn' (smooth in 2-element array of 4-component vector of float)\r
+0:? 'a' (uniform int)\r
+0:? 'b' (uniform int)\r
\r
\r
\r
Shader version: 300\r
+ERROR: node is still EOpNull!\r
+0:41 Function Definition: main( (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 'foo' (out highp 4-component vector of float)\r
+0:43 Construct vec4 (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
+0:44 Branch: Kill\r
+0:? Linker Objects\r
+0:? 'color' (smooth in highp 3-component vector of float)\r
+0:? 'foo' (out highp 4-component vector of float)\r
+0:? 'bar' (uniform highp sampler2DArrayShadow)\r
\r
versionsClean.vert\r
-Warning, version 420 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.\r
\r
Shader version: 420\r
0:? Sequence\r
0:42 Sequence\r
0:42 move second child to first child (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__1' (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 'anon@1' (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
\r
\r
Shader version: 420\r
+0:? Sequence\r
+0:40 Function Definition: main( (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 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
+0:42 'anon@1' (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 'color' (in 3-component vector of float)\r
+0:42 Constant:\r
+0:42 142.000000\r
+0:? Linker Objects\r
+0:? 'color' (in 3-component vector of float)\r
+0:? 'foo' (uniform sampler2DRect)\r
+0:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
\r
\r
Shader version: 110\r
+ERROR: node is still EOpNull!\r
+0:42 Function Definition: main( (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 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:44 Construct vec4 (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
+0:45 Branch: Kill\r
+0:? Linker Objects\r
+0:? 'color' (smooth in 3-component vector of float)\r
+0:? 'foo' (uniform sampler2DRect)\r
\r
versionsErrors.vert\r
-Warning, version 420 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.\r
WARNING: 0:38: attribute deprecated in version 130; may be removed in future release\r
ERROR: 0:38: 'attribute' : no longer supported in core profile; removed in version 420\r
ERROR: 0:45: 'discard' : not supported in this stage: vertex\r
0:44 Sequence\r
0:44 move second child to first child (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__1' (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 'anon@1' (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
\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 Parameters: \r
+0:44 Sequence\r
+0:44 move second child to first child (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@1' (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 'color' (in 3-component vector of float)\r
+0:44 Constant:\r
+0:44 142.000000\r
+0:45 Branch: Kill\r
+0:? Linker Objects\r
+0:? 'color' (in 3-component vector of float)\r
+0:? 'foo' (uniform sampler2DRect)\r
+0:? 'gl_VertexID' (gl_VertexId int)\r
+0:? 'gl_InstanceID' (gl_InstanceId int)\r
\r
\r
\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 Constant:\r
+0:7 2.000000\r
+0:9 Function Definition: foo( (void)\r
+0:9 Function Parameters: \r
+0:11 Sequence\r
+0:11 Post-Increment (float)\r
+0:11 'bar' (float)\r
+0:13 Branch: Return\r
+0:16 Function Definition: foo2( (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
+0:21 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 '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
+0:29 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
+0:31 'gl_FragColor' (fragColor 4-component vector of float)\r
+0:31 'outColor' (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
\r
\r
\r
Shader version: 110\r
+0:? Sequence\r
+0:7 Function Definition: main( (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 '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 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 'bigColor' (uniform 4-component vector of float)\r
+0:15 move second child to first child (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:? 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
\r
diff -b $BASEDIR/$b.out $TARGETDIR/$b.out
done < testlist
+if [ -a localtestlist ]
+ then
+ while read t; do
+ echo Running $t...
+ b=`basename $t`
+ $EXE -i -l $t > $TARGETDIR/$b.out
+ diff -b $BASEDIR/$b.out $TARGETDIR/$b.out
+ done < localtestlist
+fi
+
#
# grouped shaders for bulk (faster) tests
#
function runBulkTest {
echo Running $*...
$EXE -i -l -t $* > $TARGETDIR/$1.out
- diff -b $BASEDIR/$1.out $TARGETDIR/$1.out
+ diff -b $BASEDIR/$1.out $TARGETDIR/$1.out
}
runBulkTest mains1.frag mains2.frag noMain1.geom noMain2.geom
100.frag
120.vert
120.frag
+130.vert
130.frag
+140.vert
140.frag
150.vert
150.geom
+ Handle multiple compilation units per stage
+ Allow initializers on uniform declarations
+ signature matching takes type conversions into account, ambiguity is an error
- - bug: allow constructors to contain non-dereferenced arrays?
GLSL 1.3
+ flat redeclaration of built-in variables
- Preprocessor token pasting (##), ## does macro expansion after pasting not before
+ ftransform() is deprecated
+ Deprecated built-in vertex inputs (attributes) and some outputs (varyings).
GLSL 1.4 (Non-ES)
+ + rectangular textures
+ track as removed in this release, but present in others:
+ Use of gl_ClipVertex. Use gl_ClipDistance instead.
+ Built-in vertex shader inputs.
infoSink.info.message(EPrefixError, "#version: statement must appear first in es-profile shader; before comments or newlines");
}
- // A metecheck on the condition the compiler itself...
+ // A metecheck on the condition of the compiler itself...
switch (version) {
case 100:
case 300:
case 110:
case 120:
- // versions are complete
- break;
case 130:
case 140:
- infoSink.info << "Warning, version " << version << " is not yet complete; most features are present, but a few are missing.\n";
+ // versions are complete
break;
default:
- infoSink.info << "Warning, version " << version << " is not yet complete; some version-specific features are present, but many are missing.\n";
+ infoSink.info << "Warning, version " << version << " is not yet complete; most version-specific features are present, but some are missing.\n";
break;
}
//
// Check an identifier (atom) to see if it is a macro that should be expanded.
-// If it is, and defined, push an tInput that will produce the appropriate expansion
+// If it is, and defined, push a tInput that will produce the appropriate expansion
// and return 1.
-// If it is, but undefined, and expandUndef is requested, push an tInput that will
+// If it is, but undefined, and expandUndef is requested, push a tInput that will
// expand to 0 and return -1.
// Otherwise, return 0 to indicate no expansion, which is not necessarily an error.
//
//
void lAddByte(TokenStream *fTok, unsigned char fVal);
int lReadByte(TokenStream *pTok);
+ void lUnreadByte(TokenStream *pTok);
void RecordToken(TokenStream* pTok, int token, TPpToken* ppToken);
void RewindTokenStream(TokenStream *pTok);
int ReadToken(TokenStream* pTok, TPpToken* ppToken);
len = 0;
switch (ch) {
default:
- return ch; // Single character token, including '\' (escaped newlines are handled at a lower level, so this is just a '\' token)
+ return ch; // Single character token, including '#' and '\' (escaped newlines are handled at a lower level, so this is just a '\' token)
case EOF:
return endOfInput;
return tInput::endOfInput;
}
+void TPpContext::lUnreadByte(TokenStream *pTok)
+{
+ if (pTok->current > 0)
+ --pTok->current;
+}
+
/*
* Add a token to the end of a list for later playback.
*/
if (ltoken > 127)
ltoken += 128;
switch (ltoken) {
+ case '#':
+ if (lReadByte(pTok) == '#') {
+ parseContext.requireProfile(ppToken->loc, ~EEsProfile, "token pasting (##)");
+ parseContext.profileRequires(ppToken->loc, ~EEsProfile, 130, 0, "token pasting (##)");
+ parseContext.error(ppToken->loc, "token pasting not implemented (internal error)", "##", "");
+ //return CPP_TOKEN_PASTE;
+ return ReadToken(pTok, ppToken);
+ } else
+ lUnreadByte(pTok);
+ break;
case CPP_STRCONSTANT:
case CPP_IDENTIFIER:
case CPP_FLOATCONSTANT:
#define CPP_RIGHT_BRACE 288
#define CPP_UINTCONSTANT 289
#define CPP_DOUBLECONSTANT 290
+#define CPP_TOKEN_PASTE 291
-#define CPP_FIRST_USER_TOKEN_SY 291
+#define CPP_FIRST_USER_TOKEN_SY 292
#endif /* not PARSER_H */