blob: 8c9e4d97152c89c8870f80049f8487842ef67a2a [file] [log] [blame]
earlyReturnDiscard.frag
Shader version: 110
0:? Sequence
0:19 Function Definition: main( ( global void)
0:19 Function Parameters:
0:21 Sequence
0:21 Sequence
0:21 move second child to first child ( temp 4-component vector of float)
0:21 'color' ( temp 4-component vector of float)
0:21 'BaseColor' ( smooth in 4-component vector of float)
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'color2' ( temp 4-component vector of float)
0:24 'otherColor' ( uniform 4-component vector of float)
0:26 Test condition and select ( temp void)
0:26 Condition
0:26 Compare Greater Than ( temp bool)
0:26 'c' ( smooth in float)
0:26 'd' ( uniform float)
0:26 true case
0:27 add second child into first child ( temp 4-component vector of float)
0:27 'color' ( temp 4-component vector of float)
0:27 'bigColor' ( uniform 4-component vector of float)
0:26 false case
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'color' ( temp 4-component vector of float)
0:29 'smallColor' ( uniform 4-component vector of float)
0:31 Test condition and select ( temp void)
0:31 Condition
0:31 Compare Less Than ( temp bool)
0:31 direct index ( temp float)
0:31 'color' ( temp 4-component vector of float)
0:31 Constant:
0:31 2 (const int)
0:31 'minimum' ( uniform float)
0:31 true case
0:32 Branch: Return
0:34 Post-Increment ( temp float)
0:34 direct index ( temp float)
0:34 'color' ( temp 4-component vector of float)
0:34 Constant:
0:34 2 (const int)
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 Compare Greater Than ( temp bool)
0:36 direct index ( temp float)
0:36 'color' ( temp 4-component vector of float)
0:36 Constant:
0:36 2 (const int)
0:36 'threshhold' ( uniform float)
0:36 true case
0:37 Branch: Kill
0:39 Post-Increment ( temp 4-component vector of float)
0:39 'color' ( temp 4-component vector of float)
0:42 Test condition and select ( temp void)
0:42 Condition
0:42 Compare Greater Than ( temp bool)
0:42 direct index ( temp float)
0:42 'color' ( temp 4-component vector of float)
0:42 Constant:
0:42 3 (const int)
0:42 'threshhold2' ( uniform float)
0:42 true case
0:43 Sequence
0:43 Test condition and select ( temp void)
0:43 Condition
0:43 Compare Greater Than ( temp bool)
0:43 direct index ( temp float)
0:43 'color' ( temp 4-component vector of float)
0:43 Constant:
0:43 2 (const int)
0:43 'threshhold2' ( uniform float)
0:43 true case
0:44 Branch: Return
0:43 false case
0:45 Test condition and select ( temp void)
0:45 Condition
0:45 'b' ( uniform bool)
0:45 true case
0:46 Post-Increment ( temp float)
0:46 direct index ( temp float)
0:46 'color' ( temp 4-component vector of float)
0:46 Constant:
0:46 2 (const int)
0:45 false case
0:48 Sequence
0:48 Test condition and select ( temp void)
0:48 Condition
0:48 Compare Less Than ( temp bool)
0:48 direct index ( temp float)
0:48 'color' ( temp 4-component vector of float)
0:48 Constant:
0:48 0 (const int)
0:48 'minimum' ( uniform float)
0:48 true case
0:49 Sequence
0:49 Branch: Kill
0:48 false case
0:51 Sequence
0:51 Post-Increment ( temp 4-component vector of float)
0:51 'color' ( temp 4-component vector of float)
0:42 false case
0:55 Sequence
0:55 Test condition and select ( temp void)
0:55 Condition
0:55 'b' ( uniform bool)
0:55 true case
0:56 Branch: Kill
0:55 false case
0:58 Branch: Return
0:101 move second child to first child ( temp 4-component vector of float)
0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:101 component-wise multiply ( temp 4-component vector of float)
0:101 'color' ( temp 4-component vector of float)
0:101 'color2' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'd' ( uniform float)
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'smallColor' ( uniform 4-component vector of float)
0:? 'otherColor' ( uniform 4-component vector of float)
0:? 'c' ( smooth in float)
0:? 'threshhold' ( uniform float)
0:? 'threshhold2' ( uniform float)
0:? 'threshhold3' ( uniform float)
0:? 'minimum' ( uniform float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'b' ( uniform bool)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:19 Function Definition: main( ( global void)
0:19 Function Parameters:
0:21 Sequence
0:21 Sequence
0:21 move second child to first child ( temp 4-component vector of float)
0:21 'color' ( temp 4-component vector of float)
0:21 'BaseColor' ( smooth in 4-component vector of float)
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'color2' ( temp 4-component vector of float)
0:24 'otherColor' ( uniform 4-component vector of float)
0:26 Test condition and select ( temp void)
0:26 Condition
0:26 Compare Greater Than ( temp bool)
0:26 'c' ( smooth in float)
0:26 'd' ( uniform float)
0:26 true case
0:27 add second child into first child ( temp 4-component vector of float)
0:27 'color' ( temp 4-component vector of float)
0:27 'bigColor' ( uniform 4-component vector of float)
0:26 false case
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'color' ( temp 4-component vector of float)
0:29 'smallColor' ( uniform 4-component vector of float)
0:31 Test condition and select ( temp void)
0:31 Condition
0:31 Compare Less Than ( temp bool)
0:31 direct index ( temp float)
0:31 'color' ( temp 4-component vector of float)
0:31 Constant:
0:31 2 (const int)
0:31 'minimum' ( uniform float)
0:31 true case
0:32 Branch: Return
0:34 Post-Increment ( temp float)
0:34 direct index ( temp float)
0:34 'color' ( temp 4-component vector of float)
0:34 Constant:
0:34 2 (const int)
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 Compare Greater Than ( temp bool)
0:36 direct index ( temp float)
0:36 'color' ( temp 4-component vector of float)
0:36 Constant:
0:36 2 (const int)
0:36 'threshhold' ( uniform float)
0:36 true case
0:37 Branch: Kill
0:39 Post-Increment ( temp 4-component vector of float)
0:39 'color' ( temp 4-component vector of float)
0:42 Test condition and select ( temp void)
0:42 Condition
0:42 Compare Greater Than ( temp bool)
0:42 direct index ( temp float)
0:42 'color' ( temp 4-component vector of float)
0:42 Constant:
0:42 3 (const int)
0:42 'threshhold2' ( uniform float)
0:42 true case
0:43 Sequence
0:43 Test condition and select ( temp void)
0:43 Condition
0:43 Compare Greater Than ( temp bool)
0:43 direct index ( temp float)
0:43 'color' ( temp 4-component vector of float)
0:43 Constant:
0:43 2 (const int)
0:43 'threshhold2' ( uniform float)
0:43 true case
0:44 Branch: Return
0:43 false case
0:45 Test condition and select ( temp void)
0:45 Condition
0:45 'b' ( uniform bool)
0:45 true case
0:46 Post-Increment ( temp float)
0:46 direct index ( temp float)
0:46 'color' ( temp 4-component vector of float)
0:46 Constant:
0:46 2 (const int)
0:45 false case
0:48 Sequence
0:48 Test condition and select ( temp void)
0:48 Condition
0:48 Compare Less Than ( temp bool)
0:48 direct index ( temp float)
0:48 'color' ( temp 4-component vector of float)
0:48 Constant:
0:48 0 (const int)
0:48 'minimum' ( uniform float)
0:48 true case
0:49 Sequence
0:49 Branch: Kill
0:48 false case
0:51 Sequence
0:51 Post-Increment ( temp 4-component vector of float)
0:51 'color' ( temp 4-component vector of float)
0:42 false case
0:55 Sequence
0:55 Test condition and select ( temp void)
0:55 Condition
0:55 'b' ( uniform bool)
0:55 true case
0:56 Branch: Kill
0:55 false case
0:58 Branch: Return
0:101 move second child to first child ( temp 4-component vector of float)
0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:101 component-wise multiply ( temp 4-component vector of float)
0:101 'color' ( temp 4-component vector of float)
0:101 'color2' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'd' ( uniform float)
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'smallColor' ( uniform 4-component vector of float)
0:? 'otherColor' ( uniform 4-component vector of float)
0:? 'c' ( smooth in float)
0:? 'threshhold' ( uniform float)
0:? 'threshhold2' ( uniform float)
0:? 'threshhold3' ( uniform float)
0:? 'minimum' ( uniform float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'b' ( uniform bool)