| BestMatchFunction.vert |
| WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5 |
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| Shader version: 150 |
| Requested GL_ARB_gpu_shader5 |
| 0:? Sequence |
| 0:7 Function Definition: f(vf4;vf4; ( global 4-component vector of float) |
| 0:7 Function Parameters: |
| 0:7 'a' ( in 4-component vector of float) |
| 0:7 'b' ( in 4-component vector of float) |
| 0:7 Sequence |
| 0:7 Branch: Return with expression |
| 0:7 component-wise multiply ( temp 4-component vector of float) |
| 0:7 'a' ( in 4-component vector of float) |
| 0:7 'b' ( in 4-component vector of float) |
| 0:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float) |
| 0:8 Function Parameters: |
| 0:8 'a' ( in 4-component vector of uint) |
| 0:8 'b' ( in 4-component vector of uint) |
| 0:8 Sequence |
| 0:8 Branch: Return with expression |
| 0:8 Convert uint to float ( temp 4-component vector of float) |
| 0:8 subtract ( temp 4-component vector of uint) |
| 0:8 'a' ( in 4-component vector of uint) |
| 0:8 'b' ( in 4-component vector of uint) |
| 0:10 Function Definition: main( ( global void) |
| 0:10 Function Parameters: |
| 0:12 Sequence |
| 0:12 move second child to first child ( temp 4-component vector of float) |
| 0:12 'result' ( smooth out 4-component vector of float) |
| 0:12 Function Call: f(vu4;vu4; ( global 4-component vector of float) |
| 0:12 Convert int to uint ( temp 4-component vector of uint) |
| 0:12 'u1' ( uniform 4-component vector of int) |
| 0:12 'u2' ( uniform 4-component vector of uint) |
| 0:13 switch |
| 0:13 condition |
| 0:13 'gl_VertexID' ( gl_VertexId int VertexId) |
| 0:13 body |
| 0:13 Sequence |
| 0:15 case: with expression |
| 0:15 Constant: |
| 0:15 0 (const int) |
| 0:? Sequence |
| 0:15 move second child to first child ( temp 4-component vector of float) |
| 0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:15 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:15 Constant: |
| 0:15 0 (const uint) |
| 0:15 Constant: |
| 0:15 -1.000000 |
| 0:15 1.000000 |
| 0:15 0.000000 |
| 0:15 1.000000 |
| 0:15 Branch: Break |
| 0:16 case: with expression |
| 0:16 Constant: |
| 0:16 1 (const int) |
| 0:? Sequence |
| 0:16 move second child to first child ( temp 4-component vector of float) |
| 0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:16 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:16 Constant: |
| 0:16 0 (const uint) |
| 0:16 Constant: |
| 0:16 1.000000 |
| 0:16 1.000000 |
| 0:16 0.000000 |
| 0:16 1.000000 |
| 0:16 Branch: Break |
| 0:17 case: with expression |
| 0:17 Constant: |
| 0:17 2 (const int) |
| 0:? Sequence |
| 0:17 move second child to first child ( temp 4-component vector of float) |
| 0:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:17 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:17 Constant: |
| 0:17 0 (const uint) |
| 0:17 Constant: |
| 0:17 -1.000000 |
| 0:17 -1.000000 |
| 0:17 0.000000 |
| 0:17 1.000000 |
| 0:17 Branch: Break |
| 0:18 case: with expression |
| 0:18 Constant: |
| 0:18 3 (const int) |
| 0:? Sequence |
| 0:18 move second child to first child ( temp 4-component vector of float) |
| 0:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:18 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:18 Constant: |
| 0:18 0 (const uint) |
| 0:18 Constant: |
| 0:18 1.000000 |
| 0:18 -1.000000 |
| 0:18 0.000000 |
| 0:18 1.000000 |
| 0:18 Branch: Break |
| 0:? Linker Objects |
| 0:? 'u1' ( uniform 4-component vector of int) |
| 0:? 'u2' ( uniform 4-component vector of uint) |
| 0:? 'result' ( smooth out 4-component vector of float) |
| 0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:? 'gl_VertexID' ( gl_VertexId int VertexId) |
| 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) |
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| Linked vertex stage: |
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| Shader version: 150 |
| Requested GL_ARB_gpu_shader5 |
| 0:? Sequence |
| 0:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float) |
| 0:8 Function Parameters: |
| 0:8 'a' ( in 4-component vector of uint) |
| 0:8 'b' ( in 4-component vector of uint) |
| 0:8 Sequence |
| 0:8 Branch: Return with expression |
| 0:8 Convert uint to float ( temp 4-component vector of float) |
| 0:8 subtract ( temp 4-component vector of uint) |
| 0:8 'a' ( in 4-component vector of uint) |
| 0:8 'b' ( in 4-component vector of uint) |
| 0:10 Function Definition: main( ( global void) |
| 0:10 Function Parameters: |
| 0:12 Sequence |
| 0:12 move second child to first child ( temp 4-component vector of float) |
| 0:12 'result' ( smooth out 4-component vector of float) |
| 0:12 Function Call: f(vu4;vu4; ( global 4-component vector of float) |
| 0:12 Convert int to uint ( temp 4-component vector of uint) |
| 0:12 'u1' ( uniform 4-component vector of int) |
| 0:12 'u2' ( uniform 4-component vector of uint) |
| 0:13 switch |
| 0:13 condition |
| 0:13 'gl_VertexID' ( gl_VertexId int VertexId) |
| 0:13 body |
| 0:13 Sequence |
| 0:15 case: with expression |
| 0:15 Constant: |
| 0:15 0 (const int) |
| 0:? Sequence |
| 0:15 move second child to first child ( temp 4-component vector of float) |
| 0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:15 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:15 Constant: |
| 0:15 0 (const uint) |
| 0:15 Constant: |
| 0:15 -1.000000 |
| 0:15 1.000000 |
| 0:15 0.000000 |
| 0:15 1.000000 |
| 0:15 Branch: Break |
| 0:16 case: with expression |
| 0:16 Constant: |
| 0:16 1 (const int) |
| 0:? Sequence |
| 0:16 move second child to first child ( temp 4-component vector of float) |
| 0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:16 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:16 Constant: |
| 0:16 0 (const uint) |
| 0:16 Constant: |
| 0:16 1.000000 |
| 0:16 1.000000 |
| 0:16 0.000000 |
| 0:16 1.000000 |
| 0:16 Branch: Break |
| 0:17 case: with expression |
| 0:17 Constant: |
| 0:17 2 (const int) |
| 0:? Sequence |
| 0:17 move second child to first child ( temp 4-component vector of float) |
| 0:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:17 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:17 Constant: |
| 0:17 0 (const uint) |
| 0:17 Constant: |
| 0:17 -1.000000 |
| 0:17 -1.000000 |
| 0:17 0.000000 |
| 0:17 1.000000 |
| 0:17 Branch: Break |
| 0:18 case: with expression |
| 0:18 Constant: |
| 0:18 3 (const int) |
| 0:? Sequence |
| 0:18 move second child to first child ( temp 4-component vector of float) |
| 0:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:18 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:18 Constant: |
| 0:18 0 (const uint) |
| 0:18 Constant: |
| 0:18 1.000000 |
| 0:18 -1.000000 |
| 0:18 0.000000 |
| 0:18 1.000000 |
| 0:18 Branch: Break |
| 0:? Linker Objects |
| 0:? 'u1' ( uniform 4-component vector of int) |
| 0:? 'u2' ( uniform 4-component vector of uint) |
| 0:? 'result' ( smooth out 4-component vector of float) |
| 0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:? 'gl_VertexID' ( gl_VertexId int VertexId) |
| 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) |
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