discard-dce.frag Shader version: 110 0:? Sequence 0:4 Function Definition: main( ( global void) 0:4 Function Parameters: 0:6 Sequence 0:6 Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:6 'white' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'black' ( temp 4-component vector of float) 0:7 Constant: 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'color' ( temp 4-component vector of float) 0:8 'white' ( temp 4-component vector of float) 0:11 Sequence 0:11 move second child to first child ( temp float) 0:11 'x' ( temp float) 0:11 subtract ( temp float) 0:11 component-wise multiply ( temp float) 0:11 direct index ( temp float) 0:11 'tex_coord' ( smooth in 2-component vector of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: 0:11 2.000000 0:11 Constant: 0:11 1.000000 0:12 Sequence 0:12 move second child to first child ( temp float) 0:12 'y' ( temp float) 0:12 subtract ( temp float) 0:12 component-wise multiply ( temp float) 0:12 direct index ( temp float) 0:12 'tex_coord' ( smooth in 2-component vector of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: 0:12 2.000000 0:12 Constant: 0:12 1.000000 0:14 Sequence 0:14 move second child to first child ( temp float) 0:14 'radius' ( temp float) 0:14 sqrt ( global float) 0:14 add ( temp float) 0:14 component-wise multiply ( temp float) 0:14 'x' ( temp float) 0:14 'x' ( temp float) 0:14 component-wise multiply ( temp float) 0:14 'y' ( temp float) 0:14 'y' ( temp float) 0:15 Test condition and select ( temp void) 0:15 Condition 0:15 Compare Greater Than ( temp bool) 0:15 'radius' ( temp float) 0:15 Constant: 0:15 1.000000 0:15 true case 0:16 Sequence 0:16 Test condition and select ( temp void) 0:16 Condition 0:16 Compare Greater Than ( temp bool) 0:16 'radius' ( temp float) 0:16 Constant: 0:16 1.100000 0:16 true case 0:17 Sequence 0:17 Pre-Increment ( temp 4-component vector of float) 0:17 'color' ( temp 4-component vector of float) 0:20 move second child to first child ( temp 4-component vector of float) 0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:20 'color' ( temp 4-component vector of float) 0:22 Test condition and select ( temp void) 0:22 Condition 0:22 Compare Greater Than ( temp bool) 0:22 'radius' ( temp float) 0:22 Constant: 0:22 1.200000 0:22 true case 0:23 Sequence 0:23 Pre-Increment ( temp 4-component vector of float) 0:23 'color' ( temp 4-component vector of float) 0:26 Branch: Kill 0:30 Test condition and select ( temp void) 0:30 Condition 0:30 Compare Greater Than or Equal ( temp bool) 0:30 'radius' ( temp float) 0:30 Constant: 0:30 0.750000 0:30 true case 0:31 subtract second child into first child ( temp 4-component vector of float) 0:31 'color' ( temp 4-component vector of float) 0:31 Absolute value ( global float) 0:31 divide ( temp float) 0:31 pow ( global float) 0:31 'radius' ( temp float) 0:31 Constant: 0:31 16.000000 0:31 Constant: 0:31 2.000000 0:33 move second child to first child ( temp 4-component vector of float) 0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:33 'color' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'tex_coord' ( smooth in 2-component vector of float) Linked fragment stage: Shader version: 110 0:? Sequence 0:4 Function Definition: main( ( global void) 0:4 Function Parameters: 0:6 Sequence 0:6 Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:6 'white' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'black' ( temp 4-component vector of float) 0:7 Constant: 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'color' ( temp 4-component vector of float) 0:8 'white' ( temp 4-component vector of float) 0:11 Sequence 0:11 move second child to first child ( temp float) 0:11 'x' ( temp float) 0:11 subtract ( temp float) 0:11 component-wise multiply ( temp float) 0:11 direct index ( temp float) 0:11 'tex_coord' ( smooth in 2-component vector of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: 0:11 2.000000 0:11 Constant: 0:11 1.000000 0:12 Sequence 0:12 move second child to first child ( temp float) 0:12 'y' ( temp float) 0:12 subtract ( temp float) 0:12 component-wise multiply ( temp float) 0:12 direct index ( temp float) 0:12 'tex_coord' ( smooth in 2-component vector of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: 0:12 2.000000 0:12 Constant: 0:12 1.000000 0:14 Sequence 0:14 move second child to first child ( temp float) 0:14 'radius' ( temp float) 0:14 sqrt ( global float) 0:14 add ( temp float) 0:14 component-wise multiply ( temp float) 0:14 'x' ( temp float) 0:14 'x' ( temp float) 0:14 component-wise multiply ( temp float) 0:14 'y' ( temp float) 0:14 'y' ( temp float) 0:15 Test condition and select ( temp void) 0:15 Condition 0:15 Compare Greater Than ( temp bool) 0:15 'radius' ( temp float) 0:15 Constant: 0:15 1.000000 0:15 true case 0:16 Sequence 0:16 Test condition and select ( temp void) 0:16 Condition 0:16 Compare Greater Than ( temp bool) 0:16 'radius' ( temp float) 0:16 Constant: 0:16 1.100000 0:16 true case 0:17 Sequence 0:17 Pre-Increment ( temp 4-component vector of float) 0:17 'color' ( temp 4-component vector of float) 0:20 move second child to first child ( temp 4-component vector of float) 0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:20 'color' ( temp 4-component vector of float) 0:22 Test condition and select ( temp void) 0:22 Condition 0:22 Compare Greater Than ( temp bool) 0:22 'radius' ( temp float) 0:22 Constant: 0:22 1.200000 0:22 true case 0:23 Sequence 0:23 Pre-Increment ( temp 4-component vector of float) 0:23 'color' ( temp 4-component vector of float) 0:26 Branch: Kill 0:30 Test condition and select ( temp void) 0:30 Condition 0:30 Compare Greater Than or Equal ( temp bool) 0:30 'radius' ( temp float) 0:30 Constant: 0:30 0.750000 0:30 true case 0:31 subtract second child into first child ( temp 4-component vector of float) 0:31 'color' ( temp 4-component vector of float) 0:31 Absolute value ( global float) 0:31 divide ( temp float) 0:31 pow ( global float) 0:31 'radius' ( temp float) 0:31 Constant: 0:31 16.000000 0:31 Constant: 0:31 2.000000 0:33 move second child to first child ( temp 4-component vector of float) 0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:33 'color' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'tex_coord' ( smooth in 2-component vector of float)