fuchsia / third_party / glslang / 440f95b1e77e61f4383f914a503ec6439806e631 / . / Test / baseResults / newTexture.frag.out

newTexture.frag | |

Shader version: 430 | |

0:? Sequence | |

0:36 Function Definition: main( ( global void) | |

0:36 Function Parameters: | |

0:38 Sequence | |

0:38 Sequence | |

0:38 move second child to first child ( temp 4-component vector of float) | |

0:38 'v' ( temp 4-component vector of float) | |

0:38 texture ( global 4-component vector of float) | |

0:38 's2D' ( uniform sampler2D) | |

0:38 'c2D' ( smooth in 2-component vector of float) | |

0:39 add second child into first child ( temp 4-component vector of float) | |

0:39 'v' ( temp 4-component vector of float) | |

0:39 textureProj ( global 4-component vector of float) | |

0:39 's3D' ( uniform sampler3D) | |

0:39 'c4D' ( smooth in 4-component vector of float) | |

0:40 add second child into first child ( temp 4-component vector of float) | |

0:40 'v' ( temp 4-component vector of float) | |

0:40 textureLod ( global 4-component vector of float) | |

0:40 's2DArray' ( uniform sampler2DArray) | |

0:40 'c3D' ( smooth in 3-component vector of float) | |

0:40 Constant: | |

0:40 1.200000 | |

0:41 add second child into first child ( temp float) | |

0:41 direct index ( temp float) | |

0:41 'v' ( temp 4-component vector of float) | |

0:41 Constant: | |

0:41 1 (const int) | |

0:41 textureOffset ( global float) | |

0:41 's2DShadow' ( uniform sampler2DShadow) | |

0:41 'c3D' ( smooth in 3-component vector of float) | |

0:41 Constant: | |

0:41 3 (const int) | |

0:41 3 (const int) | |

0:41 'c1D' ( smooth in float) | |

0:42 add second child into first child ( temp 4-component vector of float) | |

0:42 'v' ( temp 4-component vector of float) | |

0:42 textureFetch ( global 4-component vector of float) | |

0:42 's3D' ( uniform sampler3D) | |

0:42 'ic3D' ( flat in 3-component vector of int) | |

0:42 'ic1D' ( flat in int) | |

0:43 add second child into first child ( temp 4-component vector of float) | |

0:43 'v' ( temp 4-component vector of float) | |

0:43 textureFetchOffset ( global 4-component vector of float) | |

0:43 's2D' ( uniform sampler2D) | |

0:43 'ic2D' ( flat in 2-component vector of int) | |

0:43 Constant: | |

0:43 4 (const int) | |

0:43 Constant: | |

0:43 3 (const int) | |

0:43 3 (const int) | |

0:44 add second child into first child ( temp 4-component vector of float) | |

0:44 'v' ( temp 4-component vector of float) | |

0:44 textureFetchOffset ( global 4-component vector of float) | |

0:44 'sr' ( uniform sampler2DRect) | |

0:44 'ic2D' ( flat in 2-component vector of int) | |

0:44 Constant: | |

0:44 4 (const int) | |

0:44 4 (const int) | |

0:45 add second child into first child ( temp float) | |

0:45 direct index ( temp float) | |

0:45 'v' ( temp 4-component vector of float) | |

0:45 Constant: | |

0:45 1 (const int) | |

0:45 textureLodOffset ( global float) | |

0:45 's2DShadow' ( uniform sampler2DShadow) | |

0:45 'c3D' ( smooth in 3-component vector of float) | |

0:45 'c1D' ( smooth in float) | |

0:45 Constant: | |

0:45 3 (const int) | |

0:45 3 (const int) | |

0:46 add second child into first child ( temp 4-component vector of float) | |

0:46 'v' ( temp 4-component vector of float) | |

0:46 textureProjLodOffset ( global 4-component vector of float) | |

0:46 's2D' ( uniform sampler2D) | |

0:46 'c3D' ( smooth in 3-component vector of float) | |

0:46 'c1D' ( smooth in float) | |

0:46 Constant: | |

0:46 3 (const int) | |

0:46 3 (const int) | |

0:47 add second child into first child ( temp 4-component vector of float) | |

0:47 'v' ( temp 4-component vector of float) | |

0:47 textureGrad ( global 4-component vector of float) | |

0:47 'sCube' ( uniform samplerCube) | |

0:47 'c3D' ( smooth in 3-component vector of float) | |

0:47 'c3D' ( smooth in 3-component vector of float) | |

0:47 'c3D' ( smooth in 3-component vector of float) | |

0:48 add second child into first child ( temp float) | |

0:48 direct index ( temp float) | |

0:48 'v' ( temp 4-component vector of float) | |

0:48 Constant: | |

0:48 0 (const int) | |

0:48 textureGradOffset ( global float) | |

0:48 's2DArrayShadow' ( uniform sampler2DArrayShadow) | |

0:48 'c4D' ( smooth in 4-component vector of float) | |

0:48 'c2D' ( smooth in 2-component vector of float) | |

0:48 'c2D' ( smooth in 2-component vector of float) | |

0:48 Constant: | |

0:48 3 (const int) | |

0:48 3 (const int) | |

0:49 add second child into first child ( temp 4-component vector of float) | |

0:49 'v' ( temp 4-component vector of float) | |

0:49 textureProjGrad ( global 4-component vector of float) | |

0:49 's3D' ( uniform sampler3D) | |

0:49 'c4D' ( smooth in 4-component vector of float) | |

0:49 'c3D' ( smooth in 3-component vector of float) | |

0:49 'c3D' ( smooth in 3-component vector of float) | |

0:50 add second child into first child ( temp 4-component vector of float) | |

0:50 'v' ( temp 4-component vector of float) | |

0:50 textureProjGradOffset ( global 4-component vector of float) | |

0:50 's2D' ( uniform sampler2D) | |

0:50 'c3D' ( smooth in 3-component vector of float) | |

0:50 'c2D' ( smooth in 2-component vector of float) | |

0:50 'c2D' ( smooth in 2-component vector of float) | |

0:50 Constant: | |

0:50 3 (const int) | |

0:50 3 (const int) | |

0:52 Sequence | |

0:52 move second child to first child ( temp 4-component vector of int) | |

0:52 'iv' ( temp 4-component vector of int) | |

0:52 texture ( global 4-component vector of int) | |

0:52 'is2D' ( uniform isampler2D) | |

0:52 'c2D' ( smooth in 2-component vector of float) | |

0:53 add second child into first child ( temp 4-component vector of float) | |

0:53 'v' ( temp 4-component vector of float) | |

0:53 Convert int to float ( temp 4-component vector of float) | |

0:53 'iv' ( temp 4-component vector of int) | |

0:54 move second child to first child ( temp 4-component vector of int) | |

0:54 'iv' ( temp 4-component vector of int) | |

0:54 textureProjOffset ( global 4-component vector of int) | |

0:54 'is2D' ( uniform isampler2D) | |

0:54 'c4D' ( smooth in 4-component vector of float) | |

0:54 Constant: | |

0:54 3 (const int) | |

0:54 3 (const int) | |

0:55 add second child into first child ( temp 4-component vector of float) | |

0:55 'v' ( temp 4-component vector of float) | |

0:55 Convert int to float ( temp 4-component vector of float) | |

0:55 'iv' ( temp 4-component vector of int) | |

0:56 move second child to first child ( temp 4-component vector of int) | |

0:56 'iv' ( temp 4-component vector of int) | |

0:56 textureProjLod ( global 4-component vector of int) | |

0:56 'is2D' ( uniform isampler2D) | |

0:56 'c3D' ( smooth in 3-component vector of float) | |

0:56 'c1D' ( smooth in float) | |

0:57 add second child into first child ( temp 4-component vector of float) | |

0:57 'v' ( temp 4-component vector of float) | |

0:57 Convert int to float ( temp 4-component vector of float) | |

0:57 'iv' ( temp 4-component vector of int) | |

0:58 move second child to first child ( temp 4-component vector of int) | |

0:58 'iv' ( temp 4-component vector of int) | |

0:58 textureProjGrad ( global 4-component vector of int) | |

0:58 'is2D' ( uniform isampler2D) | |

0:58 'c3D' ( smooth in 3-component vector of float) | |

0:58 'c2D' ( smooth in 2-component vector of float) | |

0:58 'c2D' ( smooth in 2-component vector of float) | |

0:59 add second child into first child ( temp 4-component vector of float) | |

0:59 'v' ( temp 4-component vector of float) | |

0:59 Convert int to float ( temp 4-component vector of float) | |

0:59 'iv' ( temp 4-component vector of int) | |

0:60 move second child to first child ( temp 4-component vector of int) | |

0:60 'iv' ( temp 4-component vector of int) | |

0:60 texture ( global 4-component vector of int) | |

0:60 'is3D' ( uniform isampler3D) | |

0:60 'c3D' ( smooth in 3-component vector of float) | |

0:60 Constant: | |

0:60 4.200000 | |

0:61 add second child into first child ( temp 4-component vector of float) | |

0:61 'v' ( temp 4-component vector of float) | |

0:61 Convert int to float ( temp 4-component vector of float) | |

0:61 'iv' ( temp 4-component vector of int) | |

0:62 move second child to first child ( temp 4-component vector of int) | |

0:62 'iv' ( temp 4-component vector of int) | |

0:62 textureLod ( global 4-component vector of int) | |

0:62 'isCube' ( uniform isamplerCube) | |

0:62 'c3D' ( smooth in 3-component vector of float) | |

0:62 'c1D' ( smooth in float) | |

0:63 add second child into first child ( temp 4-component vector of float) | |

0:63 'v' ( temp 4-component vector of float) | |

0:63 Convert int to float ( temp 4-component vector of float) | |

0:63 'iv' ( temp 4-component vector of int) | |

0:64 move second child to first child ( temp 4-component vector of int) | |

0:64 'iv' ( temp 4-component vector of int) | |

0:64 textureFetch ( global 4-component vector of int) | |

0:64 'is2DArray' ( uniform isampler2DArray) | |

0:64 'ic3D' ( flat in 3-component vector of int) | |

0:64 'ic1D' ( flat in int) | |

0:65 add second child into first child ( temp 4-component vector of float) | |

0:65 'v' ( temp 4-component vector of float) | |

0:65 Convert int to float ( temp 4-component vector of float) | |

0:65 'iv' ( temp 4-component vector of int) | |

0:66 add second child into first child ( temp 4-component vector of int) | |

0:66 'iv' ( temp 4-component vector of int) | |

0:66 textureFetch ( global 4-component vector of int) | |

0:66 'is2Dms' ( uniform isampler2DMS) | |

0:66 'ic2D' ( flat in 2-component vector of int) | |

0:66 'ic1D' ( flat in int) | |

0:67 add second child into first child ( temp 4-component vector of float) | |

0:67 'v' ( temp 4-component vector of float) | |

0:67 Convert int to float ( temp 4-component vector of float) | |

0:67 'iv' ( temp 4-component vector of int) | |

0:68 add second child into first child ( temp 4-component vector of float) | |

0:68 'v' ( temp 4-component vector of float) | |

0:68 textureFetch ( global 4-component vector of float) | |

0:68 'sb' ( uniform samplerBuffer) | |

0:68 'ic1D' ( flat in int) | |

0:69 add second child into first child ( temp 4-component vector of float) | |

0:69 'v' ( temp 4-component vector of float) | |

0:69 textureFetch ( global 4-component vector of float) | |

0:69 'sr' ( uniform sampler2DRect) | |

0:69 'ic2D' ( flat in 2-component vector of int) | |

0:71 Sequence | |

0:71 move second child to first child ( temp 2-component vector of int) | |

0:71 'iv2' ( temp 2-component vector of int) | |

0:71 textureSize ( global 2-component vector of int) | |

0:71 'sCubeShadow' ( uniform samplerCubeShadow) | |

0:71 Constant: | |

0:71 2 (const int) | |

0:74 move second child to first child ( temp 4-component vector of float) | |

0:74 'FragData' ( out 4-component vector of float) | |

0:74 add ( temp 4-component vector of float) | |

0:74 'v' ( temp 4-component vector of float) | |

0:74 Construct vec4 ( temp 4-component vector of float) | |

0:74 Convert int to float ( temp 2-component vector of float) | |

0:74 'iv2' ( temp 2-component vector of int) | |

0:74 Constant: | |

0:74 0.000000 | |

0:74 Constant: | |

0:74 0.000000 | |

0:? Linker Objects | |

0:? 'sb' ( uniform samplerBuffer) | |

0:? 'sr' ( uniform sampler2DRect) | |

0:? 's2D' ( uniform sampler2D) | |

0:? 's3D' ( uniform sampler3D) | |

0:? 'sCube' ( uniform samplerCube) | |

0:? 'sCubeShadow' ( uniform samplerCubeShadow) | |

0:? 's2DShadow' ( uniform sampler2DShadow) | |

0:? 's2DArray' ( uniform sampler2DArray) | |

0:? 's2DArrayShadow' ( uniform sampler2DArrayShadow) | |

0:? 'is2D' ( uniform isampler2D) | |

0:? 'is3D' ( uniform isampler3D) | |

0:? 'isCube' ( uniform isamplerCube) | |

0:? 'is2DArray' ( uniform isampler2DArray) | |

0:? 'is2Dms' ( uniform isampler2DMS) | |

0:? 'us2D' ( uniform usampler2D) | |

0:? 'us3D' ( uniform usampler3D) | |

0:? 'usCube' ( uniform usamplerCube) | |

0:? 'us2DArray' ( uniform usampler2DArray) | |

0:? 'c1D' ( smooth in float) | |

0:? 'c2D' ( smooth in 2-component vector of float) | |

0:? 'c3D' ( smooth in 3-component vector of float) | |

0:? 'c4D' ( smooth in 4-component vector of float) | |

0:? 'ic1D' ( flat in int) | |

0:? 'ic2D' ( flat in 2-component vector of int) | |

0:? 'ic3D' ( flat in 3-component vector of int) | |

0:? 'ic4D' ( flat in 4-component vector of int) | |

0:? 'FragData' ( out 4-component vector of float) | |

Linked fragment stage: | |

Shader version: 430 | |

0:? Sequence | |

0:36 Function Definition: main( ( global void) | |

0:36 Function Parameters: | |

0:38 Sequence | |

0:38 Sequence | |

0:38 move second child to first child ( temp 4-component vector of float) | |

0:38 'v' ( temp 4-component vector of float) | |

0:38 texture ( global 4-component vector of float) | |

0:38 's2D' ( uniform sampler2D) | |

0:38 'c2D' ( smooth in 2-component vector of float) | |

0:39 add second child into first child ( temp 4-component vector of float) | |

0:39 'v' ( temp 4-component vector of float) | |

0:39 textureProj ( global 4-component vector of float) | |

0:39 's3D' ( uniform sampler3D) | |

0:39 'c4D' ( smooth in 4-component vector of float) | |

0:40 add second child into first child ( temp 4-component vector of float) | |

0:40 'v' ( temp 4-component vector of float) | |

0:40 textureLod ( global 4-component vector of float) | |

0:40 's2DArray' ( uniform sampler2DArray) | |

0:40 'c3D' ( smooth in 3-component vector of float) | |

0:40 Constant: | |

0:40 1.200000 | |

0:41 add second child into first child ( temp float) | |

0:41 direct index ( temp float) | |

0:41 'v' ( temp 4-component vector of float) | |

0:41 Constant: | |

0:41 1 (const int) | |

0:41 textureOffset ( global float) | |

0:41 's2DShadow' ( uniform sampler2DShadow) | |

0:41 'c3D' ( smooth in 3-component vector of float) | |

0:41 Constant: | |

0:41 3 (const int) | |

0:41 3 (const int) | |

0:41 'c1D' ( smooth in float) | |

0:42 add second child into first child ( temp 4-component vector of float) | |

0:42 'v' ( temp 4-component vector of float) | |

0:42 textureFetch ( global 4-component vector of float) | |

0:42 's3D' ( uniform sampler3D) | |

0:42 'ic3D' ( flat in 3-component vector of int) | |

0:42 'ic1D' ( flat in int) | |

0:43 add second child into first child ( temp 4-component vector of float) | |

0:43 'v' ( temp 4-component vector of float) | |

0:43 textureFetchOffset ( global 4-component vector of float) | |

0:43 's2D' ( uniform sampler2D) | |

0:43 'ic2D' ( flat in 2-component vector of int) | |

0:43 Constant: | |

0:43 4 (const int) | |

0:43 Constant: | |

0:43 3 (const int) | |

0:43 3 (const int) | |

0:44 add second child into first child ( temp 4-component vector of float) | |

0:44 'v' ( temp 4-component vector of float) | |

0:44 textureFetchOffset ( global 4-component vector of float) | |

0:44 'sr' ( uniform sampler2DRect) | |

0:44 'ic2D' ( flat in 2-component vector of int) | |

0:44 Constant: | |

0:44 4 (const int) | |

0:44 4 (const int) | |

0:45 add second child into first child ( temp float) | |

0:45 direct index ( temp float) | |

0:45 'v' ( temp 4-component vector of float) | |

0:45 Constant: | |

0:45 1 (const int) | |

0:45 textureLodOffset ( global float) | |

0:45 's2DShadow' ( uniform sampler2DShadow) | |

0:45 'c3D' ( smooth in 3-component vector of float) | |

0:45 'c1D' ( smooth in float) | |

0:45 Constant: | |

0:45 3 (const int) | |

0:45 3 (const int) | |

0:46 add second child into first child ( temp 4-component vector of float) | |

0:46 'v' ( temp 4-component vector of float) | |

0:46 textureProjLodOffset ( global 4-component vector of float) | |

0:46 's2D' ( uniform sampler2D) | |

0:46 'c3D' ( smooth in 3-component vector of float) | |

0:46 'c1D' ( smooth in float) | |

0:46 Constant: | |

0:46 3 (const int) | |

0:46 3 (const int) | |

0:47 add second child into first child ( temp 4-component vector of float) | |

0:47 'v' ( temp 4-component vector of float) | |

0:47 textureGrad ( global 4-component vector of float) | |

0:47 'sCube' ( uniform samplerCube) | |

0:47 'c3D' ( smooth in 3-component vector of float) | |

0:47 'c3D' ( smooth in 3-component vector of float) | |

0:47 'c3D' ( smooth in 3-component vector of float) | |

0:48 add second child into first child ( temp float) | |

0:48 direct index ( temp float) | |

0:48 'v' ( temp 4-component vector of float) | |

0:48 Constant: | |

0:48 0 (const int) | |

0:48 textureGradOffset ( global float) | |

0:48 's2DArrayShadow' ( uniform sampler2DArrayShadow) | |

0:48 'c4D' ( smooth in 4-component vector of float) | |

0:48 'c2D' ( smooth in 2-component vector of float) | |

0:48 'c2D' ( smooth in 2-component vector of float) | |

0:48 Constant: | |

0:48 3 (const int) | |

0:48 3 (const int) | |

0:49 add second child into first child ( temp 4-component vector of float) | |

0:49 'v' ( temp 4-component vector of float) | |

0:49 textureProjGrad ( global 4-component vector of float) | |

0:49 's3D' ( uniform sampler3D) | |

0:49 'c4D' ( smooth in 4-component vector of float) | |

0:49 'c3D' ( smooth in 3-component vector of float) | |

0:49 'c3D' ( smooth in 3-component vector of float) | |

0:50 add second child into first child ( temp 4-component vector of float) | |

0:50 'v' ( temp 4-component vector of float) | |

0:50 textureProjGradOffset ( global 4-component vector of float) | |

0:50 's2D' ( uniform sampler2D) | |

0:50 'c3D' ( smooth in 3-component vector of float) | |

0:50 'c2D' ( smooth in 2-component vector of float) | |

0:50 'c2D' ( smooth in 2-component vector of float) | |

0:50 Constant: | |

0:50 3 (const int) | |

0:50 3 (const int) | |

0:52 Sequence | |

0:52 move second child to first child ( temp 4-component vector of int) | |

0:52 'iv' ( temp 4-component vector of int) | |

0:52 texture ( global 4-component vector of int) | |

0:52 'is2D' ( uniform isampler2D) | |

0:52 'c2D' ( smooth in 2-component vector of float) | |

0:53 add second child into first child ( temp 4-component vector of float) | |

0:53 'v' ( temp 4-component vector of float) | |

0:53 Convert int to float ( temp 4-component vector of float) | |

0:53 'iv' ( temp 4-component vector of int) | |

0:54 move second child to first child ( temp 4-component vector of int) | |

0:54 'iv' ( temp 4-component vector of int) | |

0:54 textureProjOffset ( global 4-component vector of int) | |

0:54 'is2D' ( uniform isampler2D) | |

0:54 'c4D' ( smooth in 4-component vector of float) | |

0:54 Constant: | |

0:54 3 (const int) | |

0:54 3 (const int) | |

0:55 add second child into first child ( temp 4-component vector of float) | |

0:55 'v' ( temp 4-component vector of float) | |

0:55 Convert int to float ( temp 4-component vector of float) | |

0:55 'iv' ( temp 4-component vector of int) | |

0:56 move second child to first child ( temp 4-component vector of int) | |

0:56 'iv' ( temp 4-component vector of int) | |

0:56 textureProjLod ( global 4-component vector of int) | |

0:56 'is2D' ( uniform isampler2D) | |

0:56 'c3D' ( smooth in 3-component vector of float) | |

0:56 'c1D' ( smooth in float) | |

0:57 add second child into first child ( temp 4-component vector of float) | |

0:57 'v' ( temp 4-component vector of float) | |

0:57 Convert int to float ( temp 4-component vector of float) | |

0:57 'iv' ( temp 4-component vector of int) | |

0:58 move second child to first child ( temp 4-component vector of int) | |

0:58 'iv' ( temp 4-component vector of int) | |

0:58 textureProjGrad ( global 4-component vector of int) | |

0:58 'is2D' ( uniform isampler2D) | |

0:58 'c3D' ( smooth in 3-component vector of float) | |

0:58 'c2D' ( smooth in 2-component vector of float) | |

0:58 'c2D' ( smooth in 2-component vector of float) | |

0:59 add second child into first child ( temp 4-component vector of float) | |

0:59 'v' ( temp 4-component vector of float) | |

0:59 Convert int to float ( temp 4-component vector of float) | |

0:59 'iv' ( temp 4-component vector of int) | |

0:60 move second child to first child ( temp 4-component vector of int) | |

0:60 'iv' ( temp 4-component vector of int) | |

0:60 texture ( global 4-component vector of int) | |

0:60 'is3D' ( uniform isampler3D) | |

0:60 'c3D' ( smooth in 3-component vector of float) | |

0:60 Constant: | |

0:60 4.200000 | |

0:61 add second child into first child ( temp 4-component vector of float) | |

0:61 'v' ( temp 4-component vector of float) | |

0:61 Convert int to float ( temp 4-component vector of float) | |

0:61 'iv' ( temp 4-component vector of int) | |

0:62 move second child to first child ( temp 4-component vector of int) | |

0:62 'iv' ( temp 4-component vector of int) | |

0:62 textureLod ( global 4-component vector of int) | |

0:62 'isCube' ( uniform isamplerCube) | |

0:62 'c3D' ( smooth in 3-component vector of float) | |

0:62 'c1D' ( smooth in float) | |

0:63 add second child into first child ( temp 4-component vector of float) | |

0:63 'v' ( temp 4-component vector of float) | |

0:63 Convert int to float ( temp 4-component vector of float) | |

0:63 'iv' ( temp 4-component vector of int) | |

0:64 move second child to first child ( temp 4-component vector of int) | |

0:64 'iv' ( temp 4-component vector of int) | |

0:64 textureFetch ( global 4-component vector of int) | |

0:64 'is2DArray' ( uniform isampler2DArray) | |

0:64 'ic3D' ( flat in 3-component vector of int) | |

0:64 'ic1D' ( flat in int) | |

0:65 add second child into first child ( temp 4-component vector of float) | |

0:65 'v' ( temp 4-component vector of float) | |

0:65 Convert int to float ( temp 4-component vector of float) | |

0:65 'iv' ( temp 4-component vector of int) | |

0:66 add second child into first child ( temp 4-component vector of int) | |

0:66 'iv' ( temp 4-component vector of int) | |

0:66 textureFetch ( global 4-component vector of int) | |

0:66 'is2Dms' ( uniform isampler2DMS) | |

0:66 'ic2D' ( flat in 2-component vector of int) | |

0:66 'ic1D' ( flat in int) | |

0:67 add second child into first child ( temp 4-component vector of float) | |

0:67 'v' ( temp 4-component vector of float) | |

0:67 Convert int to float ( temp 4-component vector of float) | |

0:67 'iv' ( temp 4-component vector of int) | |

0:68 add second child into first child ( temp 4-component vector of float) | |

0:68 'v' ( temp 4-component vector of float) | |

0:68 textureFetch ( global 4-component vector of float) | |

0:68 'sb' ( uniform samplerBuffer) | |

0:68 'ic1D' ( flat in int) | |

0:69 add second child into first child ( temp 4-component vector of float) | |

0:69 'v' ( temp 4-component vector of float) | |

0:69 textureFetch ( global 4-component vector of float) | |

0:69 'sr' ( uniform sampler2DRect) | |

0:69 'ic2D' ( flat in 2-component vector of int) | |

0:71 Sequence | |

0:71 move second child to first child ( temp 2-component vector of int) | |

0:71 'iv2' ( temp 2-component vector of int) | |

0:71 textureSize ( global 2-component vector of int) | |

0:71 'sCubeShadow' ( uniform samplerCubeShadow) | |

0:71 Constant: | |

0:71 2 (const int) | |

0:74 move second child to first child ( temp 4-component vector of float) | |

0:74 'FragData' ( out 4-component vector of float) | |

0:74 add ( temp 4-component vector of float) | |

0:74 'v' ( temp 4-component vector of float) | |

0:74 Construct vec4 ( temp 4-component vector of float) | |

0:74 Convert int to float ( temp 2-component vector of float) | |

0:74 'iv2' ( temp 2-component vector of int) | |

0:74 Constant: | |

0:74 0.000000 | |

0:74 Constant: | |

0:74 0.000000 | |

0:? Linker Objects | |

0:? 'sb' ( uniform samplerBuffer) | |

0:? 'sr' ( uniform sampler2DRect) | |

0:? 's2D' ( uniform sampler2D) | |

0:? 's3D' ( uniform sampler3D) | |

0:? 'sCube' ( uniform samplerCube) | |

0:? 'sCubeShadow' ( uniform samplerCubeShadow) | |

0:? 's2DShadow' ( uniform sampler2DShadow) | |

0:? 's2DArray' ( uniform sampler2DArray) | |

0:? 's2DArrayShadow' ( uniform sampler2DArrayShadow) | |

0:? 'is2D' ( uniform isampler2D) | |

0:? 'is3D' ( uniform isampler3D) | |

0:? 'isCube' ( uniform isamplerCube) | |

0:? 'is2DArray' ( uniform isampler2DArray) | |

0:? 'is2Dms' ( uniform isampler2DMS) | |

0:? 'us2D' ( uniform usampler2D) | |

0:? 'us3D' ( uniform usampler3D) | |

0:? 'usCube' ( uniform usamplerCube) | |

0:? 'us2DArray' ( uniform usampler2DArray) | |

0:? 'c1D' ( smooth in float) | |

0:? 'c2D' ( smooth in 2-component vector of float) | |

0:? 'c3D' ( smooth in 3-component vector of float) | |

0:? 'c4D' ( smooth in 4-component vector of float) | |

0:? 'ic1D' ( flat in int) | |

0:? 'ic2D' ( flat in 2-component vector of int) | |

0:? 'ic3D' ( flat in 3-component vector of int) | |

0:? 'ic4D' ( flat in 4-component vector of int) | |

0:? 'FragData' ( out 4-component vector of float) | |