GLSL source for shader 1: #version 110 // attribute vec4 aVertex; #define aVertex gl_Vertex //attribute vec4 aTexCoord; #define aTexCoord gl_MultiTexCoord0 // attribute vec4 aColor; #define aColor gl_Color attribute vec4 aTransX, aTransY, aTransZ; varying vec4 vTexCoord; varying vec4 vColor; vec3 transform3(vec3 vector) { return vec3( dot( aTransX.xyz, vector ), dot( aTransY.xyz, vector ), dot( aTransZ.xyz, vector ) ); } vec3 transform4(vec4 point) { return vec3( dot( aTransX, point ), dot( aTransY, point ), dot( aTransZ, point ) ); } void main() { vec4 vertex; vertex = vec4(aVertex.xyz, 1.0); vTexCoord = aTexCoord; vColor = aColor; vertex = vec4(transform4(vertex), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vertex; } GLSL IR for shader 1: ( (declare (out ) vec4 vColor) (declare (out ) vec4 vTexCoord) (declare (in ) vec4 aTransZ) (declare (in ) vec4 aTransY) (declare (in ) vec4 aTransX) (declare (out ) vec4 gl_Position) (declare (out ) float gl_PointSize) (declare (in ) vec4 gl_Vertex) (declare (in ) vec3 gl_Normal) (declare (in ) vec4 gl_Color) (declare (in ) vec4 gl_SecondaryColor) (declare (in ) vec4 gl_MultiTexCoord0) (declare (in ) vec4 gl_MultiTexCoord1) (declare (in ) vec4 gl_MultiTexCoord2) (declare (in ) vec4 gl_MultiTexCoord3) (declare (in ) vec4 gl_MultiTexCoord4) (declare (in ) vec4 gl_MultiTexCoord5) (declare (in ) vec4 gl_MultiTexCoord6) (declare (in ) vec4 gl_MultiTexCoord7) (declare (in ) float gl_FogCoord) (declare (out ) vec4 gl_ClipVertex) (declare (out ) vec4 gl_FrontColor) (declare (out ) vec4 gl_BackColor) (declare (out ) vec4 gl_FrontSecondaryColor) (declare (out ) vec4 gl_BackSecondaryColor) (declare (out ) float gl_FogFragCoord) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) float gl_NormalScale) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) vec2 gl_MESABumpRotMatrix0) (declare (uniform ) vec2 gl_MESABumpRotMatrix1) (declare (uniform ) vec4 gl_MESAFogParamsOptimized) (declare () int gl_MaxLights) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxVertexAttribs) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxFragmentUniformComponents) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) (array vec4 6) gl_ClipPlane) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) gl_FogParameters gl_Fog) (declare (out ) (array vec4 0) gl_TexCoord) (declare () int gl_MaxDrawBuffers) (function dot (signature float (parameters (declare (in ) vec3 arg0) (declare (in ) vec3 arg1) ) ( )) (signature float (parameters (declare (in ) vec4 arg0) (declare (in ) vec4 arg1) ) ( )) ) (function transform3 (signature vec3 (parameters (declare (in ) vec3 vector) ) ( (declare (temporary ) float dot_retval) (assign (x) (var_ref dot_retval) (call dot ((swiz xyz (var_ref aTransX) )(var_ref vector) )) ) (declare (temporary ) float dot_retval@2) (assign (x) (var_ref dot_retval@2) (call dot ((swiz xyz (var_ref aTransY) )(var_ref vector) )) ) (declare (temporary ) float dot_retval@3) (assign (x) (var_ref dot_retval@3) (call dot ((swiz xyz (var_ref aTransZ) )(var_ref vector) )) ) (declare (temporary ) vec3 vec_ctor) (assign (x) (var_ref vec_ctor) (var_ref dot_retval) ) (assign (y) (var_ref vec_ctor) (var_ref dot_retval@2) ) (assign (z) (var_ref vec_ctor) (var_ref dot_retval@3) ) (return (var_ref vec_ctor) ) )) ) (function transform4 (signature vec3 (parameters (declare (in ) vec4 point) ) ( (declare (temporary ) float dot_retval) (assign (x) (var_ref dot_retval) (call dot ((var_ref aTransX) (var_ref point) )) ) (declare (temporary ) float dot_retval@4) (assign (x) (var_ref dot_retval@4) (call dot ((var_ref aTransY) (var_ref point) )) ) (declare (temporary ) float dot_retval@5) (assign (x) (var_ref dot_retval@5) (call dot ((var_ref aTransZ) (var_ref point) )) ) (declare (temporary ) vec3 vec_ctor) (assign (x) (var_ref vec_ctor) (var_ref dot_retval) ) (assign (y) (var_ref vec_ctor) (var_ref dot_retval@4) ) (assign (z) (var_ref vec_ctor) (var_ref dot_retval@5) ) (return (var_ref vec_ctor) ) )) ) (function main (signature void (parameters ) ( (declare (temporary ) vec4 vec_ctor) (assign (w) (var_ref vec_ctor) (constant float (1.000000)) ) (assign (xyz) (var_ref vec_ctor) (swiz xyz (var_ref gl_Vertex) )) (assign (xyzw) (var_ref vTexCoord) (var_ref gl_MultiTexCoord0) ) (assign (xyzw) (var_ref vColor) (var_ref gl_Color) ) (declare (temporary ) vec3 transform4_retval) (assign (xyz) (var_ref transform4_retval) (call transform4 ((var_ref vec_ctor) )) ) (declare (temporary ) vec4 vec_ctor@6) (assign (w) (var_ref vec_ctor@6) (constant float (1.000000)) ) (assign (xyz) (var_ref vec_ctor@6) (var_ref transform4_retval) ) (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref gl_ModelViewProjectionMatrix) (var_ref vec_ctor@6) ) ) )) ) ) GLSL source for shader 6: #version 110 const vec3 constants = vec3( 0.0, 1.0, 0.500000 ); varying vec4 vTexCoord; varying vec4 vColor; uniform sampler2D tex00; void main() { vec4 srcColor = vec4(0.0), dstColor; vec2 tc; vec4 genColor; vec2 baseTC = vTexCoord.st; dstColor = vec4(0.0, 0.0, 0.0, 1.0); tc = baseTC; genColor = vColor * constants.zzzy; srcColor = texture2D(tex00, tc) * genColor; dstColor.rgb = dstColor.rgb * (1.0 - srcColor.a) + srcColor.rgb * srcColor.a; dstColor.a *= 1.0 - srcColor.a; gl_FragColor = dstColor; } GLSL IR for shader 6: ( (declare (uniform ) sampler2D tex00) (declare (in ) vec4 vColor) (declare (in ) vec4 vTexCoord) (declare () vec3 constants) (declare (in ) vec4 gl_FragCoord) (declare (in ) bool gl_FrontFacing) (declare (out ) vec4 gl_FragColor) (declare (out ) float gl_FragDepth) (declare (in ) vec4 gl_Color) (declare (in ) vec4 gl_SecondaryColor) (declare (in ) float gl_FogFragCoord) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) float gl_NormalScale) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) vec2 gl_MESABumpRotMatrix0) (declare (uniform ) vec2 gl_MESABumpRotMatrix1) (declare (uniform ) vec4 gl_MESAFogParamsOptimized) (declare () int gl_MaxLights) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxVertexAttribs) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxFragmentUniformComponents) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) (array vec4 6) gl_ClipPlane) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) gl_FogParameters gl_Fog) (declare (in ) (array vec4 0) gl_TexCoord) (declare () int gl_MaxDrawBuffers) (declare (out ) (array vec4 8) gl_FragData) (declare (temporary ) vec3 assignment_tmp) (assign (xyz) (var_ref constants) (constant vec3 (0.000000 1.000000 0.500000)) ) (function texture2D (signature vec4 (parameters (declare (in ) sampler2D sampler) (declare (in ) vec2 P) ) ( )) ) (function main (signature void (parameters ) ( (declare () vec4 genColor) (declare () vec4 dstColor) (assign (xyzw) (var_ref dstColor) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) ) (assign (xyzw) (var_ref genColor) (expression vec4 * (var_ref vColor) (constant vec4 (0.500000 0.500000 0.500000 1.000000)) ) ) (declare (temporary ) vec4 texture2D_retval) (assign (xyzw) (var_ref texture2D_retval) (call texture2D ((var_ref tex00) (swiz xy (var_ref vTexCoord) ))) ) (declare (temporary ) vec4 assignment_tmp) (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (var_ref texture2D_retval) (var_ref genColor) ) ) (assign (xyz) (var_ref dstColor) (expression vec3 + (expression vec3 * (swiz xyz (var_ref dstColor) )(expression float + (constant float (1.000000)) (expression float neg (swiz w (var_ref assignment_tmp) )) ) ) (expression vec3 * (swiz xyz (var_ref assignment_tmp) )(swiz w (var_ref assignment_tmp) )) ) ) (assign (w) (var_ref dstColor) (expression float * (swiz w (var_ref dstColor) )(expression float + (constant float (1.000000)) (expression float neg (swiz w (var_ref assignment_tmp) )) ) ) ) (assign (xyzw) (var_ref gl_FragColor) (var_ref dstColor) ) )) ) ) GLSL IR for linked vertex program 7: ( (declare (out ) vec4 vColor) (declare (out ) vec4 vTexCoord) (declare (in ) vec4 aTransZ) (declare (in ) vec4 aTransY) (declare (in ) vec4 aTransX) (declare (out ) vec4 gl_Position) (declare (in ) vec4 gl_Vertex) (declare (in ) vec4 gl_Color) (declare (in ) vec4 gl_MultiTexCoord0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (function main (signature void (parameters ) ( (declare (temporary ) vec4 vec_ctor) (assign (w) (var_ref vec_ctor) (constant float (1.000000)) ) (assign (xyz) (var_ref vec_ctor) (swiz xyz (var_ref gl_Vertex) )) (assign (xyzw) (var_ref vTexCoord) (var_ref gl_MultiTexCoord0) ) (assign (xyzw) (var_ref vColor) (var_ref gl_Color) ) (declare (temporary ) vec3 vec_ctor@26) (assign (x) (var_ref vec_ctor@26) (expression float dot (var_ref aTransX) (var_ref vec_ctor) ) ) (assign (y) (var_ref vec_ctor@26) (expression float dot (var_ref aTransY) (var_ref vec_ctor) ) ) (assign (z) (var_ref vec_ctor@26) (expression float dot (var_ref aTransZ) (var_ref vec_ctor) ) ) (assign (xyzw) (var_ref gl_Position) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (0)) ) (swiz x (var_ref vec_ctor@26) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (1)) ) (swiz y (var_ref vec_ctor@26) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (2)) ) (swiz z (var_ref vec_ctor@26) )) ) (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (3)) ) ) ) )) ) ) Mesa IR for linked vertex program 7: 0: (assign (w) (var_ref vec_ctor) (constant float (1.000000)) ) MOV TEMP[1].w, CONST[4].xxxx; 1: (assign (xyz) (var_ref vec_ctor) (swiz xyz (var_ref gl_Vertex) )) MOV TEMP[1].xyz, INPUT[0].xyzx; 2: (assign (xyzw) (var_ref vTexCoord) (var_ref gl_MultiTexCoord0) ) MOV OUTPUT[17], INPUT[8]; 3: (assign (xyzw) (var_ref vColor) (var_ref gl_Color) ) MOV OUTPUT[16], INPUT[3]; 4: (expression float dot (var_ref aTransX) (var_ref vec_ctor) ) DP4 TEMP[2].x, INPUT[20], TEMP[1]; 5: (assign (x) (var_ref vec_ctor) (expression float dot (var_ref aTransX) (var_ref vec_ctor@27) ) ) MOV TEMP[3].x, TEMP[2].xxxx; 6: (expression float dot (var_ref aTransY) (var_ref vec_ctor) ) DP4 TEMP[4].x, INPUT[21], TEMP[1]; 7: (assign (y) (var_ref vec_ctor) (expression float dot (var_ref aTransY) (var_ref vec_ctor@28) ) ) MOV TEMP[3].y, TEMP[4].xxxx; 8: (expression float dot (var_ref aTransZ) (var_ref vec_ctor) ) DP4 TEMP[5].x, INPUT[22], TEMP[1]; 9: (assign (z) (var_ref vec_ctor) (expression float dot (var_ref aTransZ) (var_ref vec_ctor@29) ) ) MOV TEMP[3].z, TEMP[5].xxxx; 10: (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (0)) ) (swiz x (var_ref vec_ctor) )) MUL TEMP[6], STATE[0], TEMP[2].xxxx; 11: (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (0)) ) (swiz x (var_ref vec_ctor) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (1)) ) (swiz y (var_ref vec_ctor) )) ) MAD TEMP[7], STATE[1], TEMP[4].xxxx, TEMP[6]; 12: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (0)) ) (swiz x (var_ref vec_ctor) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (1)) ) (swiz y (var_ref vec_ctor) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (2)) ) (swiz z (var_ref vec_ctor) )) ) MAD TEMP[8], STATE[2], TEMP[5].xxxx, TEMP[7]; 13: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (0)) ) (swiz x (var_ref vec_ctor) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (1)) ) (swiz y (var_ref vec_ctor) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (2)) ) (swiz z (var_ref vec_ctor) )) ) (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (3)) ) ) ADD TEMP[9], TEMP[8], STATE[3]; 14: (assign (xyzw) (var_ref gl_Position) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (0)) ) (swiz x (var_ref vec_ctor) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (1)) ) (swiz y (var_ref vec_ctor) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (2)) ) (swiz z (var_ref vec_ctor) )) ) (array_ref (var_ref gl_ModelViewProjectionMatrix) (constant int (3)) ) ) ) MOV OUTPUT[0], TEMP[9]; 15: END GLSL IR for linked fragment program 7: ( (declare (uniform ) sampler2D tex00) (declare (in ) vec4 vColor) (declare (in ) vec4 vTexCoord) (declare (out ) vec4 gl_FragColor) (function main (signature void (parameters ) ( (declare () vec4 dstColor) (assign (xyzw) (var_ref dstColor) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) ) (declare (temporary ) vec4 assignment_tmp) (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (tex vec4 (var_ref tex00) (swiz xy (var_ref vTexCoord) ) 0 1 () )(expression vec4 * (var_ref vColor) (constant vec4 (0.500000 0.500000 0.500000 1.000000)) ) ) ) (assign (xyz) (var_ref dstColor) (expression vec3 * (swiz xyz (var_ref assignment_tmp) )(swiz w (var_ref assignment_tmp) )) ) (assign (w) (var_ref dstColor) (constant float (0.000000)) ) (assign (xyzw) (var_ref gl_FragColor) (var_ref dstColor) ) )) ) ) Mesa IR for linked fragment program 7: 0: (assign (xyzw) (var_ref dstColor) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) ) MOV TEMP[1], CONST[1]; 1: (tex vec4 (var_ref tex00) (swiz xy (var_ref vTexCoord) ) 0 1 () ) MOV TEMP[2], INPUT[15].xyyy; 2: TEX TEMP[3], INPUT[15].xyyy, texture[0], 2D; 3: (expression vec4 * (var_ref vColor) (constant vec4 (0.500000 0.500000 0.500000 1.000000)) ) MUL TEMP[4], INPUT[14], CONST[2]; 4: (expression vec4 * (tex vec4 (var_ref tex00) (swiz xy (var_ref vTexCoord) ) 0 1 () )(expression vec4 * (var_ref vColor) (constant vec4 (0.500000 0.500000 0.500000 1.000000)) ) ) MUL TEMP[5], TEMP[3], TEMP[4]; 5: (assign (xyzw) (var_ref assignment_tmp) (expression vec4 * (tex vec4 (var_ref tex00) (swiz xy (var_ref vTexCoord) ) 0 1 () )(expression vec4 * (var_ref vColor) (constant vec4 (0.500000 0.500000 0.500000 1.000000)) ) ) ) MOV TEMP[6], TEMP[5]; 6: (expression vec3 * (swiz xyz (var_ref assignment_tmp) )(swiz w (var_ref assignment_tmp) )) MUL TEMP[7].xyz, TEMP[5].xyzz, TEMP[5].wwww; 7: (assign (xyz) (var_ref dstColor) (expression vec3 * (swiz xyz (var_ref assignment_tmp) )(swiz w (var_ref assignment_tmp) )) ) MOV TEMP[1].xyz, TEMP[7].xyzx; 8: (assign (w) (var_ref dstColor) (constant float (0.000000)) ) MOV TEMP[1].w, CONST[1].xxxx; 9: (assign (xyzw) (var_ref gl_FragColor) (var_ref dstColor) ) MOV OUTPUT[2], TEMP[1]; 10: END