GL_EXT_clip_cull_distance.geom Shader version: 320 Requested GL_EXT_clip_cull_distance invocations = -1 max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence 0:21 Function Definition: main( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence 0:23 Sequence 0:23 move second child to first child ( temp highp int) 0:23 'i' ( temp highp int) 0:23 Constant: 0:23 0 (const int) 0:23 Loop with condition tested first 0:23 Loop Condition 0:23 Compare Less Than ( temp bool) 0:23 'i' ( temp highp int) 0:23 Constant: 0:23 3 (const int) 0:23 Loop Body 0:24 Sequence 0:24 move second child to first child ( temp highp 4-component vector of float) 0:24 gl_Position: direct index for structure (layout( stream=0) gl_Position highp 4-component vector of float Position) 0:24 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) out 4-element array of highp float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of highp float CullDistance gl_CullDistance}) 0:24 Constant: 0:24 0 (const uint) 0:24 gl_Position: direct index for structure ( in highp 4-component vector of float Position) 0:24 indirect index ( temp block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:24 'gl_in' ( in 3-element array of block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:24 'i' ( temp highp int) 0:24 Constant: 0:24 0 (const int) 0:25 move second child to first child ( temp highp float) 0:25 direct index (layout( stream=0) temp highp float ClipDistance) 0:25 gl_ClipDistance: direct index for structure (layout( stream=0) out 4-element array of highp float ClipDistance) 0:25 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) out 4-element array of highp float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of highp float CullDistance gl_CullDistance}) 0:25 Constant: 0:25 2 (const uint) 0:25 Constant: 0:25 0 (const int) 0:25 direct index ( temp highp float ClipDistance) 0:25 gl_ClipDistance: direct index for structure ( in 4-element array of highp float ClipDistance) 0:25 indirect index ( temp block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:25 'gl_in' ( in 3-element array of block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:25 'i' ( temp highp int) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: 0:25 0 (const int) 0:26 move second child to first child ( temp highp float) 0:26 direct index (layout( stream=0) temp highp float CullDistance) 0:26 gl_CullDistance: direct index for structure (layout( stream=0) out 2-element array of highp float CullDistance) 0:26 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) out 4-element array of highp float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of highp float CullDistance gl_CullDistance}) 0:26 Constant: 0:26 3 (const uint) 0:26 Constant: 0:26 1 (const int) 0:26 direct index ( temp highp float CullDistance) 0:26 gl_CullDistance: direct index for structure ( in 2-element array of highp float CullDistance) 0:26 indirect index ( temp block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:26 'gl_in' ( in 3-element array of block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:26 'i' ( temp highp int) 0:26 Constant: 0:26 2 (const int) 0:26 Constant: 0:26 1 (const int) 0:27 EmitVertex ( global void) 0:23 Loop Terminal Expression 0:23 Pre-Increment ( temp highp int) 0:23 'i' ( temp highp int) 0:29 EndPrimitive ( global void) 0:? Linker Objects 0:? 'gl_in' ( in 3-element array of block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) out 4-element array of highp float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of highp float CullDistance gl_CullDistance}) Linked geometry stage: Shader version: 320 Requested GL_EXT_clip_cull_distance invocations = 1 max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence 0:21 Function Definition: main( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence 0:23 Sequence 0:23 move second child to first child ( temp highp int) 0:23 'i' ( temp highp int) 0:23 Constant: 0:23 0 (const int) 0:23 Loop with condition tested first 0:23 Loop Condition 0:23 Compare Less Than ( temp bool) 0:23 'i' ( temp highp int) 0:23 Constant: 0:23 3 (const int) 0:23 Loop Body 0:24 Sequence 0:24 move second child to first child ( temp highp 4-component vector of float) 0:24 gl_Position: direct index for structure (layout( stream=0) gl_Position highp 4-component vector of float Position) 0:24 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) out 4-element array of highp float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of highp float CullDistance gl_CullDistance}) 0:24 Constant: 0:24 0 (const uint) 0:24 gl_Position: direct index for structure ( in highp 4-component vector of float Position) 0:24 indirect index ( temp block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:24 'gl_in' ( in 3-element array of block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:24 'i' ( temp highp int) 0:24 Constant: 0:24 0 (const int) 0:25 move second child to first child ( temp highp float) 0:25 direct index (layout( stream=0) temp highp float ClipDistance) 0:25 gl_ClipDistance: direct index for structure (layout( stream=0) out 4-element array of highp float ClipDistance) 0:25 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) out 4-element array of highp float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of highp float CullDistance gl_CullDistance}) 0:25 Constant: 0:25 2 (const uint) 0:25 Constant: 0:25 0 (const int) 0:25 direct index ( temp highp float ClipDistance) 0:25 gl_ClipDistance: direct index for structure ( in 4-element array of highp float ClipDistance) 0:25 indirect index ( temp block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:25 'gl_in' ( in 3-element array of block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:25 'i' ( temp highp int) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: 0:25 0 (const int) 0:26 move second child to first child ( temp highp float) 0:26 direct index (layout( stream=0) temp highp float CullDistance) 0:26 gl_CullDistance: direct index for structure (layout( stream=0) out 2-element array of highp float CullDistance) 0:26 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) out 4-element array of highp float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of highp float CullDistance gl_CullDistance}) 0:26 Constant: 0:26 3 (const uint) 0:26 Constant: 0:26 1 (const int) 0:26 direct index ( temp highp float CullDistance) 0:26 gl_CullDistance: direct index for structure ( in 2-element array of highp float CullDistance) 0:26 indirect index ( temp block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:26 'gl_in' ( in 3-element array of block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:26 'i' ( temp highp int) 0:26 Constant: 0:26 2 (const int) 0:26 Constant: 0:26 1 (const int) 0:27 EmitVertex ( global void) 0:23 Loop Terminal Expression 0:23 Pre-Increment ( temp highp int) 0:23 'i' ( temp highp int) 0:29 EndPrimitive ( global void) 0:? Linker Objects 0:? 'gl_in' ( in 3-element array of block{ in highp 4-component vector of float Position gl_Position, in 4-element array of highp float ClipDistance gl_ClipDistance, in 2-element array of highp float CullDistance gl_CullDistance}) 0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) out 4-element array of highp float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of highp float CullDistance gl_CullDistance})