fuchsia / third_party / glslang / a32d8f620d686619418029b5117d20a45e357d22 / . / Test / baseResults / newTexture.frag.out

newTexture.frag | |

Warning, version 430 is not yet complete; most version-specific features are present, but some are missing. | |

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 Function Call: texture(s21;vf2; (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 Function Call: textureProj(s31;vf4; (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 Function Call: textureLod(sA21;vf3;f1; (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 Function Call: textureOffset(sS21;vf3;vi2;f1; (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 Function Call: texelFetch(s31;vi3;i1; (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 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (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 float) | |

0:44 direct index (temp float) | |

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

0:44 Constant: | |

0:44 1 (const int) | |

0:44 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float) | |

0:44 's2DShadow' (uniform sampler2DShadow) | |

0:44 'c3D' (smooth in 3-component vector of float) | |

0:44 'c1D' (smooth in float) | |

0:44 Constant: | |

0:44 3 (const int) | |

0:44 3 (const int) | |

0:45 add second child into first child (temp 4-component vector of float) | |

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

0:45 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float) | |

0:45 's2D' (uniform sampler2D) | |

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 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float) | |

0:46 'sCube' (uniform samplerCube) | |

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

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

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

0:47 add second child into first child (temp float) | |

0:47 direct index (temp float) | |

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

0:47 Constant: | |

0:47 0 (const int) | |

0:47 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float) | |

0:47 's2DArrayShadow' (uniform sampler2DArrayShadow) | |

0:47 'c4D' (smooth in 4-component vector of float) | |

0:47 'c2D' (smooth in 2-component vector of float) | |

0:47 'c2D' (smooth in 2-component vector of float) | |

0:47 Constant: | |

0:47 3 (const int) | |

0:47 3 (const int) | |

0:48 add second child into first child (temp 4-component vector of float) | |

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

0:48 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float) | |

0:48 's3D' (uniform sampler3D) | |

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

0:48 'c3D' (smooth in 3-component vector of float) | |

0:48 'c3D' (smooth in 3-component vector of float) | |

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 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float) | |

0:49 's2D' (uniform sampler2D) | |

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

0:49 'c2D' (smooth in 2-component vector of float) | |

0:49 'c2D' (smooth in 2-component vector of float) | |

0:49 Constant: | |

0:49 3 (const int) | |

0:49 3 (const int) | |

0:51 Sequence | |

0:51 move second child to first child (temp 4-component vector of int) | |

0:51 'iv' (temp 4-component vector of int) | |

0:51 Function Call: texture(is21;vf2; (global 4-component vector of int) | |

0:51 'is2D' (uniform isampler2D) | |

0:51 'c2D' (smooth in 2-component vector of float) | |

0:52 add second child into first child (temp 4-component vector of float) | |

0:52 'v' (temp 4-component vector of float) | |

0:52 Convert int to float (temp 4-component vector of float) | |

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

0:53 move second child to first child (temp 4-component vector of int) | |

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

0:53 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int) | |

0:53 'is2D' (uniform isampler2D) | |

0:53 'c4D' (smooth in 4-component vector of float) | |

0:53 Constant: | |

0:53 3 (const int) | |

0:53 3 (const int) | |

0:54 add second child into first child (temp 4-component vector of float) | |

0:54 'v' (temp 4-component vector of float) | |

0:54 Convert int to float (temp 4-component vector of float) | |

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

0:55 move second child to first child (temp 4-component vector of int) | |

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

0:55 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int) | |

0:55 'is2D' (uniform isampler2D) | |

0:55 'c3D' (smooth in 3-component vector of float) | |

0:55 'c1D' (smooth in float) | |

0:56 add second child into first child (temp 4-component vector of float) | |

0:56 'v' (temp 4-component vector of float) | |

0:56 Convert int to float (temp 4-component vector of float) | |

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

0:57 move second child to first child (temp 4-component vector of int) | |

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

0:57 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int) | |

0:57 'is2D' (uniform isampler2D) | |

0:57 'c3D' (smooth in 3-component vector of float) | |

0:57 'c2D' (smooth in 2-component vector of float) | |

0:57 'c2D' (smooth in 2-component vector of float) | |

0:58 add second child into first child (temp 4-component vector of float) | |

0:58 'v' (temp 4-component vector of float) | |

0:58 Convert int to float (temp 4-component vector of float) | |

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

0:59 move second child to first child (temp 4-component vector of int) | |

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

0:59 Function Call: texture(is31;vf3;f1; (global 4-component vector of int) | |

0:59 'is3D' (uniform isampler3D) | |

0:59 'c3D' (smooth in 3-component vector of float) | |

0:59 Constant: | |

0:59 4.200000 | |

0:60 add second child into first child (temp 4-component vector of float) | |

0:60 'v' (temp 4-component vector of float) | |

0:60 Convert int to float (temp 4-component vector of float) | |

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

0:61 move second child to first child (temp 4-component vector of int) | |

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

0:61 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int) | |

0:61 'isCube' (uniform isamplerCube) | |

0:61 'c3D' (smooth in 3-component vector of float) | |

0:61 'c1D' (smooth in float) | |

0:62 add second child into first child (temp 4-component vector of float) | |

0:62 'v' (temp 4-component vector of float) | |

0:62 Convert int to float (temp 4-component vector of float) | |

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

0:63 move second child to first child (temp 4-component vector of int) | |

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

0:63 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int) | |

0:63 'is2DArray' (uniform isampler2DArray) | |

0:63 'ic3D' (flat in 3-component vector of int) | |

0:63 'ic1D' (flat in int) | |

0:64 add second child into first child (temp 4-component vector of float) | |

0:64 'v' (temp 4-component vector of float) | |

0:64 Convert int to float (temp 4-component vector of float) | |

0:64 '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 Function Call: texelFetch(is2M1;vi2;i1; (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 Function Call: texelFetch(sB1;i1; (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 Function Call: texelFetch(sR21;vi2; (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 Function Call: textureSize(sSC1;i1; (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 Function Call: texture(s21;vf2; (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 Function Call: textureProj(s31;vf4; (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 Function Call: textureLod(sA21;vf3;f1; (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 Function Call: textureOffset(sS21;vf3;vi2;f1; (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 Function Call: texelFetch(s31;vi3;i1; (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 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (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 float) | |

0:44 direct index (temp float) | |

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

0:44 Constant: | |

0:44 1 (const int) | |

0:44 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float) | |

0:44 's2DShadow' (uniform sampler2DShadow) | |

0:44 'c3D' (smooth in 3-component vector of float) | |

0:44 'c1D' (smooth in float) | |

0:44 Constant: | |

0:44 3 (const int) | |

0:44 3 (const int) | |

0:45 add second child into first child (temp 4-component vector of float) | |

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

0:45 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float) | |

0:45 's2D' (uniform sampler2D) | |

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 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float) | |

0:46 'sCube' (uniform samplerCube) | |

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

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

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

0:47 add second child into first child (temp float) | |

0:47 direct index (temp float) | |

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

0:47 Constant: | |

0:47 0 (const int) | |

0:47 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float) | |

0:47 's2DArrayShadow' (uniform sampler2DArrayShadow) | |

0:47 'c4D' (smooth in 4-component vector of float) | |

0:47 'c2D' (smooth in 2-component vector of float) | |

0:47 'c2D' (smooth in 2-component vector of float) | |

0:47 Constant: | |

0:47 3 (const int) | |

0:47 3 (const int) | |

0:48 add second child into first child (temp 4-component vector of float) | |

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

0:48 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float) | |

0:48 's3D' (uniform sampler3D) | |

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

0:48 'c3D' (smooth in 3-component vector of float) | |

0:48 'c3D' (smooth in 3-component vector of float) | |

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 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float) | |

0:49 's2D' (uniform sampler2D) | |

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

0:49 'c2D' (smooth in 2-component vector of float) | |

0:49 'c2D' (smooth in 2-component vector of float) | |

0:49 Constant: | |

0:49 3 (const int) | |

0:49 3 (const int) | |

0:51 Sequence | |

0:51 move second child to first child (temp 4-component vector of int) | |

0:51 'iv' (temp 4-component vector of int) | |

0:51 Function Call: texture(is21;vf2; (global 4-component vector of int) | |

0:51 'is2D' (uniform isampler2D) | |

0:51 'c2D' (smooth in 2-component vector of float) | |

0:52 add second child into first child (temp 4-component vector of float) | |

0:52 'v' (temp 4-component vector of float) | |

0:52 Convert int to float (temp 4-component vector of float) | |

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

0:53 move second child to first child (temp 4-component vector of int) | |

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

0:53 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int) | |

0:53 'is2D' (uniform isampler2D) | |

0:53 'c4D' (smooth in 4-component vector of float) | |

0:53 Constant: | |

0:53 3 (const int) | |

0:53 3 (const int) | |

0:54 add second child into first child (temp 4-component vector of float) | |

0:54 'v' (temp 4-component vector of float) | |

0:54 Convert int to float (temp 4-component vector of float) | |

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

0:55 move second child to first child (temp 4-component vector of int) | |

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

0:55 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int) | |

0:55 'is2D' (uniform isampler2D) | |

0:55 'c3D' (smooth in 3-component vector of float) | |

0:55 'c1D' (smooth in float) | |

0:56 add second child into first child (temp 4-component vector of float) | |

0:56 'v' (temp 4-component vector of float) | |

0:56 Convert int to float (temp 4-component vector of float) | |

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

0:57 move second child to first child (temp 4-component vector of int) | |

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

0:57 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int) | |

0:57 'is2D' (uniform isampler2D) | |

0:57 'c3D' (smooth in 3-component vector of float) | |

0:57 'c2D' (smooth in 2-component vector of float) | |

0:57 'c2D' (smooth in 2-component vector of float) | |

0:58 add second child into first child (temp 4-component vector of float) | |

0:58 'v' (temp 4-component vector of float) | |

0:58 Convert int to float (temp 4-component vector of float) | |

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

0:59 move second child to first child (temp 4-component vector of int) | |

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

0:59 Function Call: texture(is31;vf3;f1; (global 4-component vector of int) | |

0:59 'is3D' (uniform isampler3D) | |

0:59 'c3D' (smooth in 3-component vector of float) | |

0:59 Constant: | |

0:59 4.200000 | |

0:60 add second child into first child (temp 4-component vector of float) | |

0:60 'v' (temp 4-component vector of float) | |

0:60 Convert int to float (temp 4-component vector of float) | |

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

0:61 move second child to first child (temp 4-component vector of int) | |

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

0:61 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int) | |

0:61 'isCube' (uniform isamplerCube) | |

0:61 'c3D' (smooth in 3-component vector of float) | |

0:61 'c1D' (smooth in float) | |

0:62 add second child into first child (temp 4-component vector of float) | |

0:62 'v' (temp 4-component vector of float) | |

0:62 Convert int to float (temp 4-component vector of float) | |

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

0:63 move second child to first child (temp 4-component vector of int) | |

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

0:63 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int) | |

0:63 'is2DArray' (uniform isampler2DArray) | |

0:63 'ic3D' (flat in 3-component vector of int) | |

0:63 'ic1D' (flat in int) | |

0:64 add second child into first child (temp 4-component vector of float) | |

0:64 'v' (temp 4-component vector of float) | |

0:64 Convert int to float (temp 4-component vector of float) | |

0:64 '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 Function Call: texelFetch(is2M1;vi2;i1; (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 Function Call: texelFetch(sB1;i1; (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 Function Call: texelFetch(sR21;vi2; (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 Function Call: textureSize(sSC1;i1; (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) | |