floatBitsToInt.vert WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5 Shader version: 150 Requested GL_ARB_gpu_shader5 0:? Sequence 0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'result' ( smooth out 4-component vector of float) 0:8 Constant: 0:8 1.000000 0:8 1.000000 0:8 1.000000 0:8 1.000000 0:9 Sequence 0:9 move second child to first child ( temp int) 0:9 'ret_val' ( temp int) 0:9 floatBitsToInt ( global int) 0:9 'value' ( uniform float) 0:10 Test condition and select ( temp void) 0:10 Condition 0:10 Compare Not Equal ( temp bool) 0:10 'expected_value' ( uniform int) 0:10 'ret_val' ( temp int) 0:10 true case 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'result' ( smooth out 4-component vector of float) 0:10 Constant: 0:10 0.000000 0:10 0.000000 0:10 0.000000 0:10 0.000000 0:12 switch 0:12 condition 0:12 'gl_VertexID' ( gl_VertexId int VertexId) 0:12 body 0:12 Sequence 0:13 case: with expression 0:13 Constant: 0:13 0 (const int) 0:? Sequence 0:13 move second child to first child ( temp 4-component vector of float) 0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:13 '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}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 -1.000000 0:13 1.000000 0:13 0.000000 0:13 1.000000 0:13 Branch: Break 0:14 case: with expression 0:14 Constant: 0:14 1 (const int) 0:? Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:14 '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}) 0:14 Constant: 0:14 0 (const uint) 0:14 Constant: 0:14 1.000000 0:14 1.000000 0:14 0.000000 0:14 1.000000 0:14 Branch: Break 0:15 case: with expression 0:15 Constant: 0:15 2 (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 3 (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:? Linker Objects 0:? 'expected_value' ( uniform int) 0:? 'value' ( uniform float) 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 0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'result' ( smooth out 4-component vector of float) 0:8 Constant: 0:8 1.000000 0:8 1.000000 0:8 1.000000 0:8 1.000000 0:9 Sequence 0:9 move second child to first child ( temp int) 0:9 'ret_val' ( temp int) 0:9 floatBitsToInt ( global int) 0:9 'value' ( uniform float) 0:10 Test condition and select ( temp void) 0:10 Condition 0:10 Compare Not Equal ( temp bool) 0:10 'expected_value' ( uniform int) 0:10 'ret_val' ( temp int) 0:10 true case 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'result' ( smooth out 4-component vector of float) 0:10 Constant: 0:10 0.000000 0:10 0.000000 0:10 0.000000 0:10 0.000000 0:12 switch 0:12 condition 0:12 'gl_VertexID' ( gl_VertexId int VertexId) 0:12 body 0:12 Sequence 0:13 case: with expression 0:13 Constant: 0:13 0 (const int) 0:? Sequence 0:13 move second child to first child ( temp 4-component vector of float) 0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:13 '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}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 -1.000000 0:13 1.000000 0:13 0.000000 0:13 1.000000 0:13 Branch: Break 0:14 case: with expression 0:14 Constant: 0:14 1 (const int) 0:? Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:14 '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}) 0:14 Constant: 0:14 0 (const uint) 0:14 Constant: 0:14 1.000000 0:14 1.000000 0:14 0.000000 0:14 1.000000 0:14 Branch: Break 0:15 case: with expression 0:15 Constant: 0:15 2 (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 3 (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:? Linker Objects 0:? 'expected_value' ( uniform int) 0:? 'value' ( uniform float) 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)