eee3138b创建于 2023年4月18日历史提交
GL_ARB_bindless_texture.frag
Shader version: 460
Requested GL_ARB_bindless_texture
0:? Sequence
0:38  Function Definition: main( ( global void)
0:38    Function Parameters: 
0:40    Sequence
0:40      move second child to first child ( temp 4-component vector of float)
0:40        'color0' ( out 4-component vector of float)
0:40        texture ( global 4-component vector of float)
0:40          's0' ( uniform sampler2D)
0:40          'coord' ( uniform 2-component vector of float)
0:41      move second child to first child ( temp 4-component vector of float)
0:41        'color1' ( out 4-component vector of float)
0:41        texture ( global 4-component vector of float)
0:41          's1' ( smooth in sampler2D)
0:41          'coord' ( uniform 2-component vector of float)
0:42      move second child to first child ( temp 4-component vector of float)
0:42        'color2' ( out 4-component vector of float)
0:42        texture ( global 4-component vector of float)
0:42          packUint2x32 ( temp sampler2D)
0:42            's2' ( uniform 2-component vector of uint)
0:42          'coord' ( uniform 2-component vector of float)
0:43      move second child to first child ( temp 4-component vector of float)
0:43        'color3' ( out 4-component vector of float)
0:43        texture ( global 4-component vector of float)
0:43          packUint2x32 ( temp sampler2D)
0:43            's3' ( uniform 2-component vector of int)
0:43          'coord' ( uniform 2-component vector of float)
0:44      move second child to first child ( temp 4-component vector of float)
0:44        'color4' ( out 4-component vector of float)
0:44        texture ( global 4-component vector of float)
0:44          indirect index ( smooth temp sampler2D)
0:44            indirect index ( smooth temp 3-element array of sampler2D)
0:44              's4' ( smooth in 2-element array of 3-element array of sampler2D)
0:44              'index' ( uniform int)
0:44            'index' ( uniform int)
0:44          'coord' ( uniform 2-component vector of float)
0:45      move second child to first child ( temp 4-component vector of float)
0:45        'color5' ( out 4-component vector of float)
0:45        texture ( global 4-component vector of float)
0:45          s5: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform sampler2D)
0:45            indirect index (layout( column_major shared) temp block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
0:45              'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
0:45              'index' ( uniform int)
0:45            Constant:
0:45              0 (const int)
0:45          'coord' ( uniform 2-component vector of float)
0:46      move second child to first child ( temp 4-component vector of float)
0:46        'color6' ( out 4-component vector of float)
0:46        textureFetch ( global 4-component vector of float)
0:46          's6' ( smooth in samplerBuffer)
0:46          'icoord' ( uniform int)
0:47      move second child to first child ( temp 4-component vector of float)
0:47        'color7' ( out 4-component vector of float)
0:47        textureFetch ( global 4-component vector of float)
0:47          s7: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform samplerBuffer)
0:47            'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
0:47            Constant:
0:47              0 (const uint)
0:47          'icoord' ( uniform int)
0:48      move second child to first child ( temp 4-component vector of float)
0:48        'color8' ( out 4-component vector of float)
0:48        textureFetch ( global 4-component vector of float)
0:48          s8: direct index for structure (layout( column_major shared layoutBindlessSampler) buffer samplerBuffer)
0:48            'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
0:48            Constant:
0:48              0 (const uint)
0:48          'icoord' ( uniform int)
0:49      move second child to first child ( temp 4-component vector of float)
0:49        'color9' ( out 4-component vector of float)
0:49        imageLoad ( global 4-component vector of float)
0:49          'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
0:49          Constant:
0:49            0 (const int)
0:49            0 (const int)
0:?   Linker Objects
0:?     's0' ( uniform sampler2D)
0:?     's1' ( smooth in sampler2D)
0:?     's2' ( uniform 2-component vector of uint)
0:?     's3' ( uniform 2-component vector of int)
0:?     'index' ( uniform int)
0:?     's4' ( smooth in 2-element array of 3-element array of sampler2D)
0:?     'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
0:?     's6' ( smooth in samplerBuffer)
0:?     'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
0:?     'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
0:?     'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
0:?     'coord' ( uniform 2-component vector of float)
0:?     'icoord' ( uniform int)
0:?     'color0' ( out 4-component vector of float)
0:?     'color1' ( out 4-component vector of float)
0:?     'color2' ( out 4-component vector of float)
0:?     'color3' ( out 4-component vector of float)
0:?     'color4' ( out 4-component vector of float)
0:?     'color5' ( out 4-component vector of float)
0:?     'color6' ( out 4-component vector of float)
0:?     'color7' ( out 4-component vector of float)
0:?     'color8' ( out 4-component vector of float)
0:?     'color9' ( out 4-component vector of float)


Linked fragment stage:


Shader version: 460
Requested GL_ARB_bindless_texture
0:? Sequence
0:38  Function Definition: main( ( global void)
0:38    Function Parameters: 
0:40    Sequence
0:40      move second child to first child ( temp 4-component vector of float)
0:40        'color0' ( out 4-component vector of float)
0:40        texture ( global 4-component vector of float)
0:40          's0' ( uniform sampler2D)
0:40          'coord' ( uniform 2-component vector of float)
0:41      move second child to first child ( temp 4-component vector of float)
0:41        'color1' ( out 4-component vector of float)
0:41        texture ( global 4-component vector of float)
0:41          's1' ( smooth in sampler2D)
0:41          'coord' ( uniform 2-component vector of float)
0:42      move second child to first child ( temp 4-component vector of float)
0:42        'color2' ( out 4-component vector of float)
0:42        texture ( global 4-component vector of float)
0:42          packUint2x32 ( temp sampler2D)
0:42            's2' ( uniform 2-component vector of uint)
0:42          'coord' ( uniform 2-component vector of float)
0:43      move second child to first child ( temp 4-component vector of float)
0:43        'color3' ( out 4-component vector of float)
0:43        texture ( global 4-component vector of float)
0:43          packUint2x32 ( temp sampler2D)
0:43            's3' ( uniform 2-component vector of int)
0:43          'coord' ( uniform 2-component vector of float)
0:44      move second child to first child ( temp 4-component vector of float)
0:44        'color4' ( out 4-component vector of float)
0:44        texture ( global 4-component vector of float)
0:44          indirect index ( smooth temp sampler2D)
0:44            indirect index ( smooth temp 3-element array of sampler2D)
0:44              's4' ( smooth in 2-element array of 3-element array of sampler2D)
0:44              'index' ( uniform int)
0:44            'index' ( uniform int)
0:44          'coord' ( uniform 2-component vector of float)
0:45      move second child to first child ( temp 4-component vector of float)
0:45        'color5' ( out 4-component vector of float)
0:45        texture ( global 4-component vector of float)
0:45          s5: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform sampler2D)
0:45            indirect index (layout( column_major shared) temp block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
0:45              'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
0:45              'index' ( uniform int)
0:45            Constant:
0:45              0 (const int)
0:45          'coord' ( uniform 2-component vector of float)
0:46      move second child to first child ( temp 4-component vector of float)
0:46        'color6' ( out 4-component vector of float)
0:46        textureFetch ( global 4-component vector of float)
0:46          's6' ( smooth in samplerBuffer)
0:46          'icoord' ( uniform int)
0:47      move second child to first child ( temp 4-component vector of float)
0:47        'color7' ( out 4-component vector of float)
0:47        textureFetch ( global 4-component vector of float)
0:47          s7: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform samplerBuffer)
0:47            'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
0:47            Constant:
0:47              0 (const uint)
0:47          'icoord' ( uniform int)
0:48      move second child to first child ( temp 4-component vector of float)
0:48        'color8' ( out 4-component vector of float)
0:48        textureFetch ( global 4-component vector of float)
0:48          s8: direct index for structure (layout( column_major shared layoutBindlessSampler) buffer samplerBuffer)
0:48            'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
0:48            Constant:
0:48              0 (const uint)
0:48          'icoord' ( uniform int)
0:49      move second child to first child ( temp 4-component vector of float)
0:49        'color9' ( out 4-component vector of float)
0:49        imageLoad ( global 4-component vector of float)
0:49          'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
0:49          Constant:
0:49            0 (const int)
0:49            0 (const int)
0:?   Linker Objects
0:?     's0' ( uniform sampler2D)
0:?     's1' ( smooth in sampler2D)
0:?     's2' ( uniform 2-component vector of uint)
0:?     's3' ( uniform 2-component vector of int)
0:?     'index' ( uniform int)
0:?     's4' ( smooth in 2-element array of 3-element array of sampler2D)
0:?     'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
0:?     's6' ( smooth in samplerBuffer)
0:?     'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
0:?     'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
0:?     'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
0:?     'coord' ( uniform 2-component vector of float)
0:?     'icoord' ( uniform int)
0:?     'color0' ( out 4-component vector of float)
0:?     'color1' ( out 4-component vector of float)
0:?     'color2' ( out 4-component vector of float)
0:?     'color3' ( out 4-component vector of float)
0:?     'color4' ( out 4-component vector of float)
0:?     'color5' ( out 4-component vector of float)
0:?     'color6' ( out 4-component vector of float)
0:?     'color7' ( out 4-component vector of float)
0:?     'color8' ( out 4-component vector of float)
0:?     'color9' ( out 4-component vector of float)