| 460.frag |
| Shader version: 460 |
| 0:? Sequence |
| 0:10 Function Definition: main( ( global void) |
| 0:10 Function Parameters: |
| 0:12 Sequence |
| 0:12 interpolateAtCentroid ( global 4-component vector of float) |
| 0:12 v: direct index for structure ( global 4-component vector of float) |
| 0:12 's' ( smooth in structure{ global float f, global 4-component vector of float v}) |
| 0:12 Constant: |
| 0:12 1 (const int) |
| 0:14 move second child to first child ( temp bool) |
| 0:14 'b1' ( temp bool) |
| 0:14 anyInvocation ( global bool) |
| 0:14 'b1' ( temp bool) |
| 0:15 move second child to first child ( temp bool) |
| 0:15 'b1' ( temp bool) |
| 0:15 allInvocations ( global bool) |
| 0:15 'b1' ( temp bool) |
| 0:16 move second child to first child ( temp bool) |
| 0:16 'b1' ( temp bool) |
| 0:16 allInvocationsEqual ( global bool) |
| 0:16 'b1' ( temp bool) |
| 0:? Linker Objects |
| 0:? 's' ( smooth in structure{ global float f, global 4-component vector of float v}) |
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| Linked fragment stage: |
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| Shader version: 460 |
| 0:? Sequence |
| 0:10 Function Definition: main( ( global void) |
| 0:10 Function Parameters: |
| 0:12 Sequence |
| 0:12 interpolateAtCentroid ( global 4-component vector of float) |
| 0:12 v: direct index for structure ( global 4-component vector of float) |
| 0:12 's' ( smooth in structure{ global float f, global 4-component vector of float v}) |
| 0:12 Constant: |
| 0:12 1 (const int) |
| 0:14 move second child to first child ( temp bool) |
| 0:14 'b1' ( temp bool) |
| 0:14 anyInvocation ( global bool) |
| 0:14 'b1' ( temp bool) |
| 0:15 move second child to first child ( temp bool) |
| 0:15 'b1' ( temp bool) |
| 0:15 allInvocations ( global bool) |
| 0:15 'b1' ( temp bool) |
| 0:16 move second child to first child ( temp bool) |
| 0:16 'b1' ( temp bool) |
| 0:16 allInvocationsEqual ( global bool) |
| 0:16 'b1' ( temp bool) |
| 0:? Linker Objects |
| 0:? 's' ( smooth in structure{ global float f, global 4-component vector of float v}) |
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