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)