| link.multiUnitLayout.0.tese |
| Shader version: 410 |
| input primitive = triangles |
| vertex spacing = equal_spacing |
| triangle order = cw |
| 0:? Sequence |
| 0:7 Function Definition: main( ( global void) |
| 0:7 Function Parameters: |
| 0:9 Sequence |
| 0:9 Sequence |
| 0:9 move second child to first child ( temp 4-component vector of float) |
| 0:9 'p0' ( temp 4-component vector of float) |
| 0:9 vector-scale ( temp 4-component vector of float) |
| 0:9 direct index ( temp float) |
| 0:9 'gl_TessCoord' ( in 3-component vector of float TessCoord) |
| 0:9 Constant: |
| 0:9 0 (const int) |
| 0:9 gl_Position: direct index for structure ( in 4-component vector of float Position) |
| 0:9 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:9 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:9 Constant: |
| 0:9 0 (const int) |
| 0:9 Constant: |
| 0:9 0 (const int) |
| 0:10 Sequence |
| 0:10 move second child to first child ( temp 4-component vector of float) |
| 0:10 'p1' ( temp 4-component vector of float) |
| 0:10 vector-scale ( temp 4-component vector of float) |
| 0:10 direct index ( temp float) |
| 0:10 'gl_TessCoord' ( in 3-component vector of float TessCoord) |
| 0:10 Constant: |
| 0:10 1 (const int) |
| 0:10 gl_Position: direct index for structure ( in 4-component vector of float Position) |
| 0:10 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:10 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:10 Constant: |
| 0:10 1 (const int) |
| 0:10 Constant: |
| 0:10 0 (const int) |
| 0:11 Sequence |
| 0:11 move second child to first child ( temp 4-component vector of float) |
| 0:11 'p2' ( temp 4-component vector of float) |
| 0:11 vector-scale ( temp 4-component vector of float) |
| 0:11 direct index ( temp float) |
| 0:11 'gl_TessCoord' ( in 3-component vector of float TessCoord) |
| 0:11 Constant: |
| 0:11 2 (const int) |
| 0:11 gl_Position: direct index for structure ( in 4-component vector of float Position) |
| 0:11 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:11 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:11 Constant: |
| 0:11 2 (const int) |
| 0:11 Constant: |
| 0:11 0 (const int) |
| 0:12 move second child to first child ( temp 4-component vector of float) |
| 0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:12 '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}) |
| 0:12 Constant: |
| 0:12 0 (const uint) |
| 0:12 Function Call: transformPosition(vf4; ( global 4-component vector of float) |
| 0:12 add ( temp 4-component vector of float) |
| 0:12 add ( temp 4-component vector of float) |
| 0:12 'p0' ( temp 4-component vector of float) |
| 0:12 'p1' ( temp 4-component vector of float) |
| 0:12 'p2' ( temp 4-component vector of float) |
| 0:? Linker Objects |
| 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}) |
| |
| link.multiUnitLayout.1.tese |
| Shader version: 410 |
| input primitive = none |
| vertex spacing = none |
| triangle order = none |
| 0:? Sequence |
| 0:3 Function Definition: transformPosition(vf4; ( global 4-component vector of float) |
| 0:3 Function Parameters: |
| 0:3 'position' ( in 4-component vector of float) |
| 0:5 Sequence |
| 0:5 Branch: Return with expression |
| 0:5 vector-scale ( temp 4-component vector of float) |
| 0:5 Constant: |
| 0:5 2.000000 |
| 0:5 'position' ( in 4-component vector of float) |
| 0:? Linker Objects |
| |
| |
| Linked tessellation evaluation stage: |
| |
| |
| Shader version: 410 |
| input primitive = triangles |
| vertex spacing = equal_spacing |
| triangle order = cw |
| 0:? Sequence |
| 0:7 Function Definition: main( ( global void) |
| 0:7 Function Parameters: |
| 0:9 Sequence |
| 0:9 Sequence |
| 0:9 move second child to first child ( temp 4-component vector of float) |
| 0:9 'p0' ( temp 4-component vector of float) |
| 0:9 vector-scale ( temp 4-component vector of float) |
| 0:9 direct index ( temp float) |
| 0:9 'gl_TessCoord' ( in 3-component vector of float TessCoord) |
| 0:9 Constant: |
| 0:9 0 (const int) |
| 0:9 gl_Position: direct index for structure ( in 4-component vector of float Position) |
| 0:9 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:9 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:9 Constant: |
| 0:9 0 (const int) |
| 0:9 Constant: |
| 0:9 0 (const int) |
| 0:10 Sequence |
| 0:10 move second child to first child ( temp 4-component vector of float) |
| 0:10 'p1' ( temp 4-component vector of float) |
| 0:10 vector-scale ( temp 4-component vector of float) |
| 0:10 direct index ( temp float) |
| 0:10 'gl_TessCoord' ( in 3-component vector of float TessCoord) |
| 0:10 Constant: |
| 0:10 1 (const int) |
| 0:10 gl_Position: direct index for structure ( in 4-component vector of float Position) |
| 0:10 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:10 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:10 Constant: |
| 0:10 1 (const int) |
| 0:10 Constant: |
| 0:10 0 (const int) |
| 0:11 Sequence |
| 0:11 move second child to first child ( temp 4-component vector of float) |
| 0:11 'p2' ( temp 4-component vector of float) |
| 0:11 vector-scale ( temp 4-component vector of float) |
| 0:11 direct index ( temp float) |
| 0:11 'gl_TessCoord' ( in 3-component vector of float TessCoord) |
| 0:11 Constant: |
| 0:11 2 (const int) |
| 0:11 gl_Position: direct index for structure ( in 4-component vector of float Position) |
| 0:11 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:11 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) |
| 0:11 Constant: |
| 0:11 2 (const int) |
| 0:11 Constant: |
| 0:11 0 (const int) |
| 0:12 move second child to first child ( temp 4-component vector of float) |
| 0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:12 '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}) |
| 0:12 Constant: |
| 0:12 0 (const uint) |
| 0:12 Function Call: transformPosition(vf4; ( global 4-component vector of float) |
| 0:12 add ( temp 4-component vector of float) |
| 0:12 add ( temp 4-component vector of float) |
| 0:12 'p0' ( temp 4-component vector of float) |
| 0:12 'p1' ( temp 4-component vector of float) |
| 0:12 'p2' ( temp 4-component vector of float) |
| 0:3 Function Definition: transformPosition(vf4; ( global 4-component vector of float) |
| 0:3 Function Parameters: |
| 0:3 'position' ( in 4-component vector of float) |
| 0:5 Sequence |
| 0:5 Branch: Return with expression |
| 0:5 vector-scale ( temp 4-component vector of float) |
| 0:5 Constant: |
| 0:5 2.000000 |
| 0:5 'position' ( in 4-component vector of float) |
| 0:? Linker Objects |
| 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}) |
| |