earlyReturnDiscard.frag Shader version: 110 0:? Sequence 0:19 Function Definition: main( ( global void) 0:19 Function Parameters: 0:21 Sequence 0:21 Sequence 0:21 move second child to first child ( temp 4-component vector of float) 0:21 'color' ( temp 4-component vector of float) 0:21 'BaseColor' ( smooth in 4-component vector of float) 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'color2' ( temp 4-component vector of float) 0:24 'otherColor' ( uniform 4-component vector of float) 0:26 Test condition and select ( temp void) 0:26 Condition 0:26 Compare Greater Than ( temp bool) 0:26 'c' ( smooth in float) 0:26 'd' ( uniform float) 0:26 true case 0:27 add second child into first child ( temp 4-component vector of float) 0:27 'color' ( temp 4-component vector of float) 0:27 'bigColor' ( uniform 4-component vector of float) 0:26 false case 0:29 add second child into first child ( temp 4-component vector of float) 0:29 'color' ( temp 4-component vector of float) 0:29 'smallColor' ( uniform 4-component vector of float) 0:31 Test condition and select ( temp void) 0:31 Condition 0:31 Compare Less Than ( temp bool) 0:31 direct index ( temp float) 0:31 'color' ( temp 4-component vector of float) 0:31 Constant: 0:31 2 (const int) 0:31 'minimum' ( uniform float) 0:31 true case 0:32 Branch: Return 0:34 Post-Increment ( temp float) 0:34 direct index ( temp float) 0:34 'color' ( temp 4-component vector of float) 0:34 Constant: 0:34 2 (const int) 0:36 Test condition and select ( temp void) 0:36 Condition 0:36 Compare Greater Than ( temp bool) 0:36 direct index ( temp float) 0:36 'color' ( temp 4-component vector of float) 0:36 Constant: 0:36 2 (const int) 0:36 'threshhold' ( uniform float) 0:36 true case 0:37 Branch: Kill 0:39 Post-Increment ( temp 4-component vector of float) 0:39 'color' ( temp 4-component vector of float) 0:42 Test condition and select ( temp void) 0:42 Condition 0:42 Compare Greater Than ( temp bool) 0:42 direct index ( temp float) 0:42 'color' ( temp 4-component vector of float) 0:42 Constant: 0:42 3 (const int) 0:42 'threshhold2' ( uniform float) 0:42 true case 0:43 Sequence 0:43 Test condition and select ( temp void) 0:43 Condition 0:43 Compare Greater Than ( temp bool) 0:43 direct index ( temp float) 0:43 'color' ( temp 4-component vector of float) 0:43 Constant: 0:43 2 (const int) 0:43 'threshhold2' ( uniform float) 0:43 true case 0:44 Branch: Return 0:43 false case 0:45 Test condition and select ( temp void) 0:45 Condition 0:45 'b' ( uniform bool) 0:45 true case 0:46 Post-Increment ( temp float) 0:46 direct index ( temp float) 0:46 'color' ( temp 4-component vector of float) 0:46 Constant: 0:46 2 (const int) 0:45 false case 0:48 Sequence 0:48 Test condition and select ( temp void) 0:48 Condition 0:48 Compare Less Than ( temp bool) 0:48 direct index ( temp float) 0:48 'color' ( temp 4-component vector of float) 0:48 Constant: 0:48 0 (const int) 0:48 'minimum' ( uniform float) 0:48 true case 0:49 Sequence 0:49 Branch: Kill 0:48 false case 0:51 Sequence 0:51 Post-Increment ( temp 4-component vector of float) 0:51 'color' ( temp 4-component vector of float) 0:42 false case 0:55 Sequence 0:55 Test condition and select ( temp void) 0:55 Condition 0:55 'b' ( uniform bool) 0:55 true case 0:56 Branch: Kill 0:55 false case 0:58 Branch: Return 0:101 move second child to first child ( temp 4-component vector of float) 0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:101 component-wise multiply ( temp 4-component vector of float) 0:101 'color' ( temp 4-component vector of float) 0:101 'color2' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'd' ( uniform float) 0:? 'bigColor' ( uniform 4-component vector of float) 0:? 'smallColor' ( uniform 4-component vector of float) 0:? 'otherColor' ( uniform 4-component vector of float) 0:? 'c' ( smooth in float) 0:? 'threshhold' ( uniform float) 0:? 'threshhold2' ( uniform float) 0:? 'threshhold3' ( uniform float) 0:? 'minimum' ( uniform float) 0:? 'BaseColor' ( smooth in 4-component vector of float) 0:? 'b' ( uniform bool) Linked fragment stage: Shader version: 110 0:? Sequence 0:19 Function Definition: main( ( global void) 0:19 Function Parameters: 0:21 Sequence 0:21 Sequence 0:21 move second child to first child ( temp 4-component vector of float) 0:21 'color' ( temp 4-component vector of float) 0:21 'BaseColor' ( smooth in 4-component vector of float) 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'color2' ( temp 4-component vector of float) 0:24 'otherColor' ( uniform 4-component vector of float) 0:26 Test condition and select ( temp void) 0:26 Condition 0:26 Compare Greater Than ( temp bool) 0:26 'c' ( smooth in float) 0:26 'd' ( uniform float) 0:26 true case 0:27 add second child into first child ( temp 4-component vector of float) 0:27 'color' ( temp 4-component vector of float) 0:27 'bigColor' ( uniform 4-component vector of float) 0:26 false case 0:29 add second child into first child ( temp 4-component vector of float) 0:29 'color' ( temp 4-component vector of float) 0:29 'smallColor' ( uniform 4-component vector of float) 0:31 Test condition and select ( temp void) 0:31 Condition 0:31 Compare Less Than ( temp bool) 0:31 direct index ( temp float) 0:31 'color' ( temp 4-component vector of float) 0:31 Constant: 0:31 2 (const int) 0:31 'minimum' ( uniform float) 0:31 true case 0:32 Branch: Return 0:34 Post-Increment ( temp float) 0:34 direct index ( temp float) 0:34 'color' ( temp 4-component vector of float) 0:34 Constant: 0:34 2 (const int) 0:36 Test condition and select ( temp void) 0:36 Condition 0:36 Compare Greater Than ( temp bool) 0:36 direct index ( temp float) 0:36 'color' ( temp 4-component vector of float) 0:36 Constant: 0:36 2 (const int) 0:36 'threshhold' ( uniform float) 0:36 true case 0:37 Branch: Kill 0:39 Post-Increment ( temp 4-component vector of float) 0:39 'color' ( temp 4-component vector of float) 0:42 Test condition and select ( temp void) 0:42 Condition 0:42 Compare Greater Than ( temp bool) 0:42 direct index ( temp float) 0:42 'color' ( temp 4-component vector of float) 0:42 Constant: 0:42 3 (const int) 0:42 'threshhold2' ( uniform float) 0:42 true case 0:43 Sequence 0:43 Test condition and select ( temp void) 0:43 Condition 0:43 Compare Greater Than ( temp bool) 0:43 direct index ( temp float) 0:43 'color' ( temp 4-component vector of float) 0:43 Constant: 0:43 2 (const int) 0:43 'threshhold2' ( uniform float) 0:43 true case 0:44 Branch: Return 0:43 false case 0:45 Test condition and select ( temp void) 0:45 Condition 0:45 'b' ( uniform bool) 0:45 true case 0:46 Post-Increment ( temp float) 0:46 direct index ( temp float) 0:46 'color' ( temp 4-component vector of float) 0:46 Constant: 0:46 2 (const int) 0:45 false case 0:48 Sequence 0:48 Test condition and select ( temp void) 0:48 Condition 0:48 Compare Less Than ( temp bool) 0:48 direct index ( temp float) 0:48 'color' ( temp 4-component vector of float) 0:48 Constant: 0:48 0 (const int) 0:48 'minimum' ( uniform float) 0:48 true case 0:49 Sequence 0:49 Branch: Kill 0:48 false case 0:51 Sequence 0:51 Post-Increment ( temp 4-component vector of float) 0:51 'color' ( temp 4-component vector of float) 0:42 false case 0:55 Sequence 0:55 Test condition and select ( temp void) 0:55 Condition 0:55 'b' ( uniform bool) 0:55 true case 0:56 Branch: Kill 0:55 false case 0:58 Branch: Return 0:101 move second child to first child ( temp 4-component vector of float) 0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:101 component-wise multiply ( temp 4-component vector of float) 0:101 'color' ( temp 4-component vector of float) 0:101 'color2' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'd' ( uniform float) 0:? 'bigColor' ( uniform 4-component vector of float) 0:? 'smallColor' ( uniform 4-component vector of float) 0:? 'otherColor' ( uniform 4-component vector of float) 0:? 'c' ( smooth in float) 0:? 'threshhold' ( uniform float) 0:? 'threshhold2' ( uniform float) 0:? 'threshhold3' ( uniform float) 0:? 'minimum' ( uniform float) 0:? 'BaseColor' ( smooth in 4-component vector of float) 0:? 'b' ( uniform bool)