../../LunarGLASS/test/newTexture.frag | |
Warning, version 430 is not yet complete; most version-specific features are present, but some are missing. | |
Shader version: 430 | |
0:? Sequence | |
0:34 Function Definition: main( (global void) | |
0:34 Function Parameters: | |
0:36 Sequence | |
0:36 Sequence | |
0:36 move second child to first child (temp 4-component vector of float) | |
0:36 'v' (temp 4-component vector of float) | |
0:36 Function Call: texture(s21;vf2; (global 4-component vector of float) | |
0:36 's2D' (uniform sampler2D) | |
0:36 'c2D' (smooth in 2-component vector of float) | |
0:37 add second child into first child (temp 4-component vector of float) | |
0:37 'v' (temp 4-component vector of float) | |
0:37 Function Call: textureProj(s31;vf4; (global 4-component vector of float) | |
0:37 's3D' (uniform sampler3D) | |
0:37 'c4D' (smooth in 4-component vector of float) | |
0:38 add second child into first child (temp 4-component vector of float) | |
0:38 'v' (temp 4-component vector of float) | |
0:38 Function Call: textureLod(sA21;vf3;f1; (global 4-component vector of float) | |
0:38 's2DArray' (uniform sampler2DArray) | |
0:38 'c3D' (smooth in 3-component vector of float) | |
0:38 Constant: | |
0:38 1.200000 | |
0:39 add second child into first child (temp float) | |
0:39 direct index (temp float) | |
0:39 'v' (temp 4-component vector of float) | |
0:39 Constant: | |
0:39 1 (const int) | |
0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (global float) | |
0:39 's2DShadow' (uniform sampler2DShadow) | |
0:39 'c3D' (smooth in 3-component vector of float) | |
0:39 Constant: | |
0:39 3 (const int) | |
0:39 3 (const int) | |
0:39 'c1D' (smooth in float) | |
0:40 add second child into first child (temp 4-component vector of float) | |
0:40 'v' (temp 4-component vector of float) | |
0:40 Function Call: texelFetch(s31;vi3;i1; (global 4-component vector of float) | |
0:40 's3D' (uniform sampler3D) | |
0:40 'ic3D' (flat in 3-component vector of int) | |
0:40 'ic1D' (flat in int) | |
0:41 add second child into first child (temp 4-component vector of float) | |
0:41 'v' (temp 4-component vector of float) | |
0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global 4-component vector of float) | |
0:41 's2D' (uniform sampler2D) | |
0:41 'ic2D' (flat in 2-component vector of int) | |
0:41 Constant: | |
0:41 4 (const int) | |
0:41 'ic2D' (flat in 2-component vector of int) | |
0:42 add second child into first child (temp float) | |
0:42 direct index (temp float) | |
0:42 'v' (temp 4-component vector of float) | |
0:42 Constant: | |
0:42 1 (const int) | |
0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float) | |
0:42 's2DShadow' (uniform sampler2DShadow) | |
0:42 'c3D' (smooth in 3-component vector of float) | |
0:42 'c1D' (smooth in float) | |
0:42 Constant: | |
0:42 3 (const int) | |
0:42 3 (const int) | |
0:43 add second child into first child (temp 4-component vector of float) | |
0:43 'v' (temp 4-component vector of float) | |
0:43 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float) | |
0:43 's2D' (uniform sampler2D) | |
0:43 'c3D' (smooth in 3-component vector of float) | |
0:43 'c1D' (smooth in float) | |
0:43 Constant: | |
0:43 3 (const int) | |
0:43 3 (const int) | |
0:44 add second child into first child (temp 4-component vector of float) | |
0:44 'v' (temp 4-component vector of float) | |
0:44 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float) | |
0:44 'sCube' (uniform samplerCube) | |
0:44 'c3D' (smooth in 3-component vector of float) | |
0:44 'c3D' (smooth in 3-component vector of float) | |
0:44 'c3D' (smooth in 3-component vector of float) | |
0:45 add second child into first child (temp float) | |
0:45 direct index (temp float) | |
0:45 'v' (temp 4-component vector of float) | |
0:45 Constant: | |
0:45 0 (const int) | |
0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float) | |
0:45 's2DArrayShadow' (uniform sampler2DArrayShadow) | |
0:45 'c4D' (smooth in 4-component vector of float) | |
0:45 'c2D' (smooth in 2-component vector of float) | |
0:45 'c2D' (smooth in 2-component vector of float) | |
0:45 Constant: | |
0:45 3 (const int) | |
0:45 3 (const int) | |
0:46 add second child into first child (temp 4-component vector of float) | |
0:46 'v' (temp 4-component vector of float) | |
0:46 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float) | |
0:46 's3D' (uniform sampler3D) | |
0:46 'c4D' (smooth in 4-component vector of float) | |
0:46 'c3D' (smooth in 3-component vector of float) | |
0:46 'c3D' (smooth in 3-component vector of float) | |
0:47 add second child into first child (temp 4-component vector of float) | |
0:47 'v' (temp 4-component vector of float) | |
0:47 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float) | |
0:47 's2D' (uniform sampler2D) | |
0:47 'c3D' (smooth in 3-component vector of float) | |
0:47 'c2D' (smooth in 2-component vector of float) | |
0:47 'c2D' (smooth in 2-component vector of float) | |
0:47 Constant: | |
0:47 3 (const int) | |
0:47 3 (const int) | |
0:49 Sequence | |
0:49 move second child to first child (temp 4-component vector of int) | |
0:49 'iv' (temp 4-component vector of int) | |
0:49 Function Call: texture(is21;vf2; (global 4-component vector of int) | |
0:49 'is2D' (uniform isampler2D) | |
0:49 'c2D' (smooth in 2-component vector of float) | |
0:50 add second child into first child (temp 4-component vector of float) | |
0:50 'v' (temp 4-component vector of float) | |
0:50 Convert int to float (temp 4-component vector of float) | |
0:50 'iv' (temp 4-component vector of int) | |
0:51 move second child to first child (temp 4-component vector of int) | |
0:51 'iv' (temp 4-component vector of int) | |
0:51 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int) | |
0:51 'is2D' (uniform isampler2D) | |
0:51 'c4D' (smooth in 4-component vector of float) | |
0:51 Constant: | |
0:51 3 (const int) | |
0:51 3 (const int) | |
0:52 add second child into first child (temp 4-component vector of float) | |
0:52 'v' (temp 4-component vector of float) | |
0:52 Convert int to float (temp 4-component vector of float) | |
0:52 'iv' (temp 4-component vector of int) | |
0:53 move second child to first child (temp 4-component vector of int) | |
0:53 'iv' (temp 4-component vector of int) | |
0:53 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int) | |
0:53 'is2D' (uniform isampler2D) | |
0:53 'c3D' (smooth in 3-component vector of float) | |
0:53 'c1D' (smooth in float) | |
0:54 add second child into first child (temp 4-component vector of float) | |
0:54 'v' (temp 4-component vector of float) | |
0:54 Convert int to float (temp 4-component vector of float) | |
0:54 'iv' (temp 4-component vector of int) | |
0:55 move second child to first child (temp 4-component vector of int) | |
0:55 'iv' (temp 4-component vector of int) | |
0:55 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int) | |
0:55 'is2D' (uniform isampler2D) | |
0:55 'c3D' (smooth in 3-component vector of float) | |
0:55 'c2D' (smooth in 2-component vector of float) | |
0:55 'c2D' (smooth in 2-component vector of float) | |
0:56 add second child into first child (temp 4-component vector of float) | |
0:56 'v' (temp 4-component vector of float) | |
0:56 Convert int to float (temp 4-component vector of float) | |
0:56 'iv' (temp 4-component vector of int) | |
0:57 move second child to first child (temp 4-component vector of int) | |
0:57 'iv' (temp 4-component vector of int) | |
0:57 Function Call: texture(is31;vf3;f1; (global 4-component vector of int) | |
0:57 'is3D' (uniform isampler3D) | |
0:57 'c3D' (smooth in 3-component vector of float) | |
0:57 Constant: | |
0:57 4.200000 | |
0:58 add second child into first child (temp 4-component vector of float) | |
0:58 'v' (temp 4-component vector of float) | |
0:58 Convert int to float (temp 4-component vector of float) | |
0:58 'iv' (temp 4-component vector of int) | |
0:59 move second child to first child (temp 4-component vector of int) | |
0:59 'iv' (temp 4-component vector of int) | |
0:59 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int) | |
0:59 'isCube' (uniform isamplerCube) | |
0:59 'c3D' (smooth in 3-component vector of float) | |
0:59 'c1D' (smooth in float) | |
0:60 add second child into first child (temp 4-component vector of float) | |
0:60 'v' (temp 4-component vector of float) | |
0:60 Convert int to float (temp 4-component vector of float) | |
0:60 'iv' (temp 4-component vector of int) | |
0:61 move second child to first child (temp 4-component vector of int) | |
0:61 'iv' (temp 4-component vector of int) | |
0:61 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int) | |
0:61 'is2DArray' (uniform isampler2DArray) | |
0:61 'ic3D' (flat in 3-component vector of int) | |
0:61 'ic1D' (flat in int) | |
0:62 add second child into first child (temp 4-component vector of float) | |
0:62 'v' (temp 4-component vector of float) | |
0:62 Convert int to float (temp 4-component vector of float) | |
0:62 'iv' (temp 4-component vector of int) | |
0:64 Sequence | |
0:64 move second child to first child (temp 2-component vector of int) | |
0:64 'iv2' (temp 2-component vector of int) | |
0:64 Function Call: textureSize(sSC1;i1; (global 2-component vector of int) | |
0:64 'sCubeShadow' (uniform samplerCubeShadow) | |
0:64 Constant: | |
0:64 2 (const int) | |
0:67 move second child to first child (temp 4-component vector of float) | |
0:67 'FragData' (out 4-component vector of float) | |
0:67 add (temp 4-component vector of float) | |
0:67 'v' (temp 4-component vector of float) | |
0:67 Construct vec4 (temp 4-component vector of float) | |
0:67 Convert int to float (temp 2-component vector of float) | |
0:67 'iv2' (temp 2-component vector of int) | |
0:67 Constant: | |
0:67 0.000000 | |
0:67 Constant: | |
0:67 0.000000 | |
0:? Linker Objects | |
0:? 's2D' (uniform sampler2D) | |
0:? 's3D' (uniform sampler3D) | |
0:? 'sCube' (uniform samplerCube) | |
0:? 'sCubeShadow' (uniform samplerCubeShadow) | |
0:? 's2DShadow' (uniform sampler2DShadow) | |
0:? 's2DArray' (uniform sampler2DArray) | |
0:? 's2DArrayShadow' (uniform sampler2DArrayShadow) | |
0:? 'is2D' (uniform isampler2D) | |
0:? 'is3D' (uniform isampler3D) | |
0:? 'isCube' (uniform isamplerCube) | |
0:? 'is2DArray' (uniform isampler2DArray) | |
0:? 'is2Dms' (uniform isampler2DMS) | |
0:? 'us2D' (uniform usampler2D) | |
0:? 'us3D' (uniform usampler3D) | |
0:? 'usCube' (uniform usamplerCube) | |
0:? 'us2DArray' (uniform usampler2DArray) | |
0:? 'c1D' (smooth in float) | |
0:? 'c2D' (smooth in 2-component vector of float) | |
0:? 'c3D' (smooth in 3-component vector of float) | |
0:? 'c4D' (smooth in 4-component vector of float) | |
0:? 'ic1D' (flat in int) | |
0:? 'ic2D' (flat in 2-component vector of int) | |
0:? 'ic3D' (flat in 3-component vector of int) | |
0:? 'ic4D' (flat in 4-component vector of int) | |
0:? 'FragData' (out 4-component vector of float) | |
Linked fragment stage: | |
Shader version: 430 | |
0:? Sequence | |
0:34 Function Definition: main( (global void) | |
0:34 Function Parameters: | |
0:36 Sequence | |
0:36 Sequence | |
0:36 move second child to first child (temp 4-component vector of float) | |
0:36 'v' (temp 4-component vector of float) | |
0:36 Function Call: texture(s21;vf2; (global 4-component vector of float) | |
0:36 's2D' (uniform sampler2D) | |
0:36 'c2D' (smooth in 2-component vector of float) | |
0:37 add second child into first child (temp 4-component vector of float) | |
0:37 'v' (temp 4-component vector of float) | |
0:37 Function Call: textureProj(s31;vf4; (global 4-component vector of float) | |
0:37 's3D' (uniform sampler3D) | |
0:37 'c4D' (smooth in 4-component vector of float) | |
0:38 add second child into first child (temp 4-component vector of float) | |
0:38 'v' (temp 4-component vector of float) | |
0:38 Function Call: textureLod(sA21;vf3;f1; (global 4-component vector of float) | |
0:38 's2DArray' (uniform sampler2DArray) | |
0:38 'c3D' (smooth in 3-component vector of float) | |
0:38 Constant: | |
0:38 1.200000 | |
0:39 add second child into first child (temp float) | |
0:39 direct index (temp float) | |
0:39 'v' (temp 4-component vector of float) | |
0:39 Constant: | |
0:39 1 (const int) | |
0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (global float) | |
0:39 's2DShadow' (uniform sampler2DShadow) | |
0:39 'c3D' (smooth in 3-component vector of float) | |
0:39 Constant: | |
0:39 3 (const int) | |
0:39 3 (const int) | |
0:39 'c1D' (smooth in float) | |
0:40 add second child into first child (temp 4-component vector of float) | |
0:40 'v' (temp 4-component vector of float) | |
0:40 Function Call: texelFetch(s31;vi3;i1; (global 4-component vector of float) | |
0:40 's3D' (uniform sampler3D) | |
0:40 'ic3D' (flat in 3-component vector of int) | |
0:40 'ic1D' (flat in int) | |
0:41 add second child into first child (temp 4-component vector of float) | |
0:41 'v' (temp 4-component vector of float) | |
0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (global 4-component vector of float) | |
0:41 's2D' (uniform sampler2D) | |
0:41 'ic2D' (flat in 2-component vector of int) | |
0:41 Constant: | |
0:41 4 (const int) | |
0:41 'ic2D' (flat in 2-component vector of int) | |
0:42 add second child into first child (temp float) | |
0:42 direct index (temp float) | |
0:42 'v' (temp 4-component vector of float) | |
0:42 Constant: | |
0:42 1 (const int) | |
0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (global float) | |
0:42 's2DShadow' (uniform sampler2DShadow) | |
0:42 'c3D' (smooth in 3-component vector of float) | |
0:42 'c1D' (smooth in float) | |
0:42 Constant: | |
0:42 3 (const int) | |
0:42 3 (const int) | |
0:43 add second child into first child (temp 4-component vector of float) | |
0:43 'v' (temp 4-component vector of float) | |
0:43 Function Call: textureProjLodOffset(s21;vf3;f1;vi2; (global 4-component vector of float) | |
0:43 's2D' (uniform sampler2D) | |
0:43 'c3D' (smooth in 3-component vector of float) | |
0:43 'c1D' (smooth in float) | |
0:43 Constant: | |
0:43 3 (const int) | |
0:43 3 (const int) | |
0:44 add second child into first child (temp 4-component vector of float) | |
0:44 'v' (temp 4-component vector of float) | |
0:44 Function Call: textureGrad(sC1;vf3;vf3;vf3; (global 4-component vector of float) | |
0:44 'sCube' (uniform samplerCube) | |
0:44 'c3D' (smooth in 3-component vector of float) | |
0:44 'c3D' (smooth in 3-component vector of float) | |
0:44 'c3D' (smooth in 3-component vector of float) | |
0:45 add second child into first child (temp float) | |
0:45 direct index (temp float) | |
0:45 'v' (temp 4-component vector of float) | |
0:45 Constant: | |
0:45 0 (const int) | |
0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (global float) | |
0:45 's2DArrayShadow' (uniform sampler2DArrayShadow) | |
0:45 'c4D' (smooth in 4-component vector of float) | |
0:45 'c2D' (smooth in 2-component vector of float) | |
0:45 'c2D' (smooth in 2-component vector of float) | |
0:45 Constant: | |
0:45 3 (const int) | |
0:45 3 (const int) | |
0:46 add second child into first child (temp 4-component vector of float) | |
0:46 'v' (temp 4-component vector of float) | |
0:46 Function Call: textureProjGrad(s31;vf4;vf3;vf3; (global 4-component vector of float) | |
0:46 's3D' (uniform sampler3D) | |
0:46 'c4D' (smooth in 4-component vector of float) | |
0:46 'c3D' (smooth in 3-component vector of float) | |
0:46 'c3D' (smooth in 3-component vector of float) | |
0:47 add second child into first child (temp 4-component vector of float) | |
0:47 'v' (temp 4-component vector of float) | |
0:47 Function Call: textureProjGradOffset(s21;vf3;vf2;vf2;vi2; (global 4-component vector of float) | |
0:47 's2D' (uniform sampler2D) | |
0:47 'c3D' (smooth in 3-component vector of float) | |
0:47 'c2D' (smooth in 2-component vector of float) | |
0:47 'c2D' (smooth in 2-component vector of float) | |
0:47 Constant: | |
0:47 3 (const int) | |
0:47 3 (const int) | |
0:49 Sequence | |
0:49 move second child to first child (temp 4-component vector of int) | |
0:49 'iv' (temp 4-component vector of int) | |
0:49 Function Call: texture(is21;vf2; (global 4-component vector of int) | |
0:49 'is2D' (uniform isampler2D) | |
0:49 'c2D' (smooth in 2-component vector of float) | |
0:50 add second child into first child (temp 4-component vector of float) | |
0:50 'v' (temp 4-component vector of float) | |
0:50 Convert int to float (temp 4-component vector of float) | |
0:50 'iv' (temp 4-component vector of int) | |
0:51 move second child to first child (temp 4-component vector of int) | |
0:51 'iv' (temp 4-component vector of int) | |
0:51 Function Call: textureProjOffset(is21;vf4;vi2; (global 4-component vector of int) | |
0:51 'is2D' (uniform isampler2D) | |
0:51 'c4D' (smooth in 4-component vector of float) | |
0:51 Constant: | |
0:51 3 (const int) | |
0:51 3 (const int) | |
0:52 add second child into first child (temp 4-component vector of float) | |
0:52 'v' (temp 4-component vector of float) | |
0:52 Convert int to float (temp 4-component vector of float) | |
0:52 'iv' (temp 4-component vector of int) | |
0:53 move second child to first child (temp 4-component vector of int) | |
0:53 'iv' (temp 4-component vector of int) | |
0:53 Function Call: textureProjLod(is21;vf3;f1; (global 4-component vector of int) | |
0:53 'is2D' (uniform isampler2D) | |
0:53 'c3D' (smooth in 3-component vector of float) | |
0:53 'c1D' (smooth in float) | |
0:54 add second child into first child (temp 4-component vector of float) | |
0:54 'v' (temp 4-component vector of float) | |
0:54 Convert int to float (temp 4-component vector of float) | |
0:54 'iv' (temp 4-component vector of int) | |
0:55 move second child to first child (temp 4-component vector of int) | |
0:55 'iv' (temp 4-component vector of int) | |
0:55 Function Call: textureProjGrad(is21;vf3;vf2;vf2; (global 4-component vector of int) | |
0:55 'is2D' (uniform isampler2D) | |
0:55 'c3D' (smooth in 3-component vector of float) | |
0:55 'c2D' (smooth in 2-component vector of float) | |
0:55 'c2D' (smooth in 2-component vector of float) | |
0:56 add second child into first child (temp 4-component vector of float) | |
0:56 'v' (temp 4-component vector of float) | |
0:56 Convert int to float (temp 4-component vector of float) | |
0:56 'iv' (temp 4-component vector of int) | |
0:57 move second child to first child (temp 4-component vector of int) | |
0:57 'iv' (temp 4-component vector of int) | |
0:57 Function Call: texture(is31;vf3;f1; (global 4-component vector of int) | |
0:57 'is3D' (uniform isampler3D) | |
0:57 'c3D' (smooth in 3-component vector of float) | |
0:57 Constant: | |
0:57 4.200000 | |
0:58 add second child into first child (temp 4-component vector of float) | |
0:58 'v' (temp 4-component vector of float) | |
0:58 Convert int to float (temp 4-component vector of float) | |
0:58 'iv' (temp 4-component vector of int) | |
0:59 move second child to first child (temp 4-component vector of int) | |
0:59 'iv' (temp 4-component vector of int) | |
0:59 Function Call: textureLod(isC1;vf3;f1; (global 4-component vector of int) | |
0:59 'isCube' (uniform isamplerCube) | |
0:59 'c3D' (smooth in 3-component vector of float) | |
0:59 'c1D' (smooth in float) | |
0:60 add second child into first child (temp 4-component vector of float) | |
0:60 'v' (temp 4-component vector of float) | |
0:60 Convert int to float (temp 4-component vector of float) | |
0:60 'iv' (temp 4-component vector of int) | |
0:61 move second child to first child (temp 4-component vector of int) | |
0:61 'iv' (temp 4-component vector of int) | |
0:61 Function Call: texelFetch(isA21;vi3;i1; (global 4-component vector of int) | |
0:61 'is2DArray' (uniform isampler2DArray) | |
0:61 'ic3D' (flat in 3-component vector of int) | |
0:61 'ic1D' (flat in int) | |
0:62 add second child into first child (temp 4-component vector of float) | |
0:62 'v' (temp 4-component vector of float) | |
0:62 Convert int to float (temp 4-component vector of float) | |
0:62 'iv' (temp 4-component vector of int) | |
0:64 Sequence | |
0:64 move second child to first child (temp 2-component vector of int) | |
0:64 'iv2' (temp 2-component vector of int) | |
0:64 Function Call: textureSize(sSC1;i1; (global 2-component vector of int) | |
0:64 'sCubeShadow' (uniform samplerCubeShadow) | |
0:64 Constant: | |
0:64 2 (const int) | |
0:67 move second child to first child (temp 4-component vector of float) | |
0:67 'FragData' (out 4-component vector of float) | |
0:67 add (temp 4-component vector of float) | |
0:67 'v' (temp 4-component vector of float) | |
0:67 Construct vec4 (temp 4-component vector of float) | |
0:67 Convert int to float (temp 2-component vector of float) | |
0:67 'iv2' (temp 2-component vector of int) | |
0:67 Constant: | |
0:67 0.000000 | |
0:67 Constant: | |
0:67 0.000000 | |
0:? Linker Objects | |
0:? 's2D' (uniform sampler2D) | |
0:? 's3D' (uniform sampler3D) | |
0:? 'sCube' (uniform samplerCube) | |
0:? 'sCubeShadow' (uniform samplerCubeShadow) | |
0:? 's2DShadow' (uniform sampler2DShadow) | |
0:? 's2DArray' (uniform sampler2DArray) | |
0:? 's2DArrayShadow' (uniform sampler2DArrayShadow) | |
0:? 'is2D' (uniform isampler2D) | |
0:? 'is3D' (uniform isampler3D) | |
0:? 'isCube' (uniform isamplerCube) | |
0:? 'is2DArray' (uniform isampler2DArray) | |
0:? 'is2Dms' (uniform isampler2DMS) | |
0:? 'us2D' (uniform usampler2D) | |
0:? 'us3D' (uniform usampler3D) | |
0:? 'usCube' (uniform usamplerCube) | |
0:? 'us2DArray' (uniform usampler2DArray) | |
0:? 'c1D' (smooth in float) | |
0:? 'c2D' (smooth in 2-component vector of float) | |
0:? 'c3D' (smooth in 3-component vector of float) | |
0:? 'c4D' (smooth in 4-component vector of float) | |
0:? 'ic1D' (flat in int) | |
0:? 'ic2D' (flat in 2-component vector of int) | |
0:? 'ic3D' (flat in 3-component vector of int) | |
0:? 'ic4D' (flat in 4-component vector of int) | |
0:? 'FragData' (out 4-component vector of float) | |