yum-mirror/glslang
git clone https://git.yummers.dev/yum-mirror/glslang
5cffd9a7
main
1BestMatchFunction.vert 2Shader version: 150 3Requested GL_ARB_gpu_shader5 40:? Sequence 50:7 Function Definition: f(vf4;vf4; ( global 4-component vector of float) 60:7 Function Parameters: 70:7 'a' ( in 4-component vector of float) 80:7 'b' ( in 4-component vector of float) 90:7 Sequence 100:7 Branch: Return with expression 110:7 component-wise multiply ( temp 4-component vector of float) 120:7 'a' ( in 4-component vector of float) 130:7 'b' ( in 4-component vector of float) 140:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float) 150:8 Function Parameters: 160:8 'a' ( in 4-component vector of uint) 170:8 'b' ( in 4-component vector of uint) 180:8 Sequence 190:8 Branch: Return with expression 200:8 Convert uint to float ( temp 4-component vector of float) 210:8 subtract ( temp 4-component vector of uint) 220:8 'a' ( in 4-component vector of uint) 230:8 'b' ( in 4-component vector of uint) 240:10 Function Definition: main( ( global void) 250:10 Function Parameters: 260:12 Sequence 270:12 move second child to first child ( temp 4-component vector of float) 280:12 'result' ( smooth out 4-component vector of float) 290:12 Function Call: f(vu4;vu4; ( global 4-component vector of float) 300:12 Convert int to uint ( temp 4-component vector of uint) 310:12 'u1' ( uniform 4-component vector of int) 320:12 'u2' ( uniform 4-component vector of uint) 330:13 switch 340:13 condition 350:13 'gl_VertexID' ( gl_VertexId int VertexId) 360:13 body 370:13 Sequence 380:15 case: with expression 390:15 Constant: 400:15 0 (const int) 410:? Sequence 420:15 move second child to first child ( temp 4-component vector of float) 430:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 440:15 '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}) 450:15 Constant: 460:15 0 (const uint) 470:15 Constant: 480:15 -1.000000 490:15 1.000000 500:15 0.000000 510:15 1.000000 520:15 Branch: Break 530:16 case: with expression 540:16 Constant: 550:16 1 (const int) 560:? Sequence 570:16 move second child to first child ( temp 4-component vector of float) 580:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 590:16 '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}) 600:16 Constant: 610:16 0 (const uint) 620:16 Constant: 630:16 1.000000 640:16 1.000000 650:16 0.000000 660:16 1.000000 670:16 Branch: Break 680:17 case: with expression 690:17 Constant: 700:17 2 (const int) 710:? Sequence 720:17 move second child to first child ( temp 4-component vector of float) 730:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 740:17 '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}) 750:17 Constant: 760:17 0 (const uint) 770:17 Constant: 780:17 -1.000000 790:17 -1.000000 800:17 0.000000 810:17 1.000000 820:17 Branch: Break 830:18 case: with expression 840:18 Constant: 850:18 3 (const int) 860:? Sequence 870:18 move second child to first child ( temp 4-component vector of float) 880:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 890:18 '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}) 900:18 Constant: 910:18 0 (const uint) 920:18 Constant: 930:18 1.000000 940:18 -1.000000 950:18 0.000000 960:18 1.000000 970:18 Branch: Break 980:? Linker Objects 990:? 'u1' ( uniform 4-component vector of int) 1000:? 'u2' ( uniform 4-component vector of uint) 1010:? 'result' ( smooth out 4-component vector of float) 1020:? '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}) 1030:? 'gl_VertexID' ( gl_VertexId int VertexId) 1040:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 105 106 107Linked vertex stage: 108 109 110Shader version: 150 111Requested GL_ARB_gpu_shader5 1120:? Sequence 1130:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float) 1140:8 Function Parameters: 1150:8 'a' ( in 4-component vector of uint) 1160:8 'b' ( in 4-component vector of uint) 1170:8 Sequence 1180:8 Branch: Return with expression 1190:8 Convert uint to float ( temp 4-component vector of float) 1200:8 subtract ( temp 4-component vector of uint) 1210:8 'a' ( in 4-component vector of uint) 1220:8 'b' ( in 4-component vector of uint) 1230:10 Function Definition: main( ( global void) 1240:10 Function Parameters: 1250:12 Sequence 1260:12 move second child to first child ( temp 4-component vector of float) 1270:12 'result' ( smooth out 4-component vector of float) 1280:12 Function Call: f(vu4;vu4; ( global 4-component vector of float) 1290:12 Convert int to uint ( temp 4-component vector of uint) 1300:12 'u1' ( uniform 4-component vector of int) 1310:12 'u2' ( uniform 4-component vector of uint) 1320:13 switch 1330:13 condition 1340:13 'gl_VertexID' ( gl_VertexId int VertexId) 1350:13 body 1360:13 Sequence 1370:15 case: with expression 1380:15 Constant: 1390:15 0 (const int) 1400:? Sequence 1410:15 move second child to first child ( temp 4-component vector of float) 1420:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1430:15 '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}) 1440:15 Constant: 1450:15 0 (const uint) 1460:15 Constant: 1470:15 -1.000000 1480:15 1.000000 1490:15 0.000000 1500:15 1.000000 1510:15 Branch: Break 1520:16 case: with expression 1530:16 Constant: 1540:16 1 (const int) 1550:? Sequence 1560:16 move second child to first child ( temp 4-component vector of float) 1570:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1580:16 '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}) 1590:16 Constant: 1600:16 0 (const uint) 1610:16 Constant: 1620:16 1.000000 1630:16 1.000000 1640:16 0.000000 1650:16 1.000000 1660:16 Branch: Break 1670:17 case: with expression 1680:17 Constant: 1690:17 2 (const int) 1700:? Sequence 1710:17 move second child to first child ( temp 4-component vector of float) 1720:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1730:17 '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}) 1740:17 Constant: 1750:17 0 (const uint) 1760:17 Constant: 1770:17 -1.000000 1780:17 -1.000000 1790:17 0.000000 1800:17 1.000000 1810:17 Branch: Break 1820:18 case: with expression 1830:18 Constant: 1840:18 3 (const int) 1850:? Sequence 1860:18 move second child to first child ( temp 4-component vector of float) 1870:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1880:18 '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}) 1890:18 Constant: 1900:18 0 (const uint) 1910:18 Constant: 1920:18 1.000000 1930:18 -1.000000 1940:18 0.000000 1950:18 1.000000 1960:18 Branch: Break 1970:? Linker Objects 1980:? 'u1' ( uniform 4-component vector of int) 1990:? 'u2' ( uniform 4-component vector of uint) 2000:? 'result' ( smooth out 4-component vector of float) 2010:? '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}) 2020:? 'gl_VertexID' ( gl_VertexId int VertexId) 2030:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 204