BestMatchFunction.vert WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5 Shader version: 150 Requested GL_ARB_gpu_shader5 0:? Sequence 0:7 Function Definition: f(vf4;vf4; ( global 4-component vector of float) 0:7 Function Parameters: 0:7 'a' ( in 4-component vector of float) 0:7 'b' ( in 4-component vector of float) 0:7 Sequence 0:7 Branch: Return with expression 0:7 component-wise multiply ( temp 4-component vector of float) 0:7 'a' ( in 4-component vector of float) 0:7 'b' ( in 4-component vector of float) 0:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float) 0:8 Function Parameters: 0:8 'a' ( in 4-component vector of uint) 0:8 'b' ( in 4-component vector of uint) 0:8 Sequence 0:8 Branch: Return with expression 0:8 Convert uint to float ( temp 4-component vector of float) 0:8 subtract ( temp 4-component vector of uint) 0:8 'a' ( in 4-component vector of uint) 0:8 'b' ( in 4-component vector of uint) 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:12 'result' ( smooth out 4-component vector of float) 0:12 Function Call: f(vu4;vu4; ( global 4-component vector of float) 0:12 Convert int to uint ( temp 4-component vector of uint) 0:12 'u1' ( uniform 4-component vector of int) 0:12 'u2' ( uniform 4-component vector of uint) 0:13 switch 0:13 condition 0:13 'gl_VertexID' ( gl_VertexId int VertexId) 0:13 body 0:13 Sequence 0:15 case: with expression 0:15 Constant: 0:15 0 (const int) 0:? Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:15 '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}) 0:15 Constant: 0:15 0 (const uint) 0:15 Constant: 0:15 -1.000000 0:15 1.000000 0:15 0.000000 0:15 1.000000 0:15 Branch: Break 0:16 case: with expression 0:16 Constant: 0:16 1 (const int) 0:? Sequence 0:16 move second child to first child ( temp 4-component vector of float) 0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:16 '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}) 0:16 Constant: 0:16 0 (const uint) 0:16 Constant: 0:16 1.000000 0:16 1.000000 0:16 0.000000 0:16 1.000000 0:16 Branch: Break 0:17 case: with expression 0:17 Constant: 0:17 2 (const int) 0:? Sequence 0:17 move second child to first child ( temp 4-component vector of float) 0:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:17 '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}) 0:17 Constant: 0:17 0 (const uint) 0:17 Constant: 0:17 -1.000000 0:17 -1.000000 0:17 0.000000 0:17 1.000000 0:17 Branch: Break 0:18 case: with expression 0:18 Constant: 0:18 3 (const int) 0:? Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:18 '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}) 0:18 Constant: 0:18 0 (const uint) 0:18 Constant: 0:18 1.000000 0:18 -1.000000 0:18 0.000000 0:18 1.000000 0:18 Branch: Break 0:? Linker Objects 0:? 'u1' ( uniform 4-component vector of int) 0:? 'u2' ( uniform 4-component vector of uint) 0:? 'result' ( smooth out 4-component vector of float) 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: Shader version: 150 Requested GL_ARB_gpu_shader5 0:? Sequence 0:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float) 0:8 Function Parameters: 0:8 'a' ( in 4-component vector of uint) 0:8 'b' ( in 4-component vector of uint) 0:8 Sequence 0:8 Branch: Return with expression 0:8 Convert uint to float ( temp 4-component vector of float) 0:8 subtract ( temp 4-component vector of uint) 0:8 'a' ( in 4-component vector of uint) 0:8 'b' ( in 4-component vector of uint) 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:12 'result' ( smooth out 4-component vector of float) 0:12 Function Call: f(vu4;vu4; ( global 4-component vector of float) 0:12 Convert int to uint ( temp 4-component vector of uint) 0:12 'u1' ( uniform 4-component vector of int) 0:12 'u2' ( uniform 4-component vector of uint) 0:13 switch 0:13 condition 0:13 'gl_VertexID' ( gl_VertexId int VertexId) 0:13 body 0:13 Sequence 0:15 case: with expression 0:15 Constant: 0:15 0 (const int) 0:? Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:15 '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}) 0:15 Constant: 0:15 0 (const uint) 0:15 Constant: 0:15 -1.000000 0:15 1.000000 0:15 0.000000 0:15 1.000000 0:15 Branch: Break 0:16 case: with expression 0:16 Constant: 0:16 1 (const int) 0:? Sequence 0:16 move second child to first child ( temp 4-component vector of float) 0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:16 '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}) 0:16 Constant: 0:16 0 (const uint) 0:16 Constant: 0:16 1.000000 0:16 1.000000 0:16 0.000000 0:16 1.000000 0:16 Branch: Break 0:17 case: with expression 0:17 Constant: 0:17 2 (const int) 0:? Sequence 0:17 move second child to first child ( temp 4-component vector of float) 0:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:17 '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}) 0:17 Constant: 0:17 0 (const uint) 0:17 Constant: 0:17 -1.000000 0:17 -1.000000 0:17 0.000000 0:17 1.000000 0:17 Branch: Break 0:18 case: with expression 0:18 Constant: 0:18 3 (const int) 0:? Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:18 '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}) 0:18 Constant: 0:18 0 (const uint) 0:18 Constant: 0:18 1.000000 0:18 -1.000000 0:18 0.000000 0:18 1.000000 0:18 Branch: Break 0:? Linker Objects 0:? 'u1' ( uniform 4-component vector of int) 0:? 'u2' ( uniform 4-component vector of uint) 0:? 'result' ( smooth out 4-component vector of float) 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)